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lelimule

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lelimule

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About this mod

In Morrowind most actors don't react when there is a combat around them. No more! Now actors come to see what's happening, they are alarmed and stay at a safe distance. For each of these actors, if combat(s) are over, or if he moved too far, he will come back to where he was.

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This mod is relatively simple but it gives big result.

You need OpenMW 0.49 >= april 2024.


It improve the AI of the game (for example, if an enemy is not too far from a combat, he will come to see what's happening, and if he sees an opponent, the game will trigger the usual attack... And if there is another enemy not too far from the attack, he will come to see what's happening... etc...)

From the first time i played Morrowind, i saw there is a problem with the actors indifference with the combats. Now i'm glad. £:^)
And no more "hello stranger" when there is a combat around...

There is 3 adjustable parameters:

-- Distance max to be alerted by a combat: If there is a combat at a distance < alertDistMax, the actor is alerted (so he's going to travel towards the combat)
local alertDistMax = 1638

-- Distance to combat for the actors: each "non-fighter" tries to keep this distance between him and the fighters.
local actorsDistance = 500

-- Maximum move for an actor: if the distance between his starting point and his actual position is more than maxMove, he comes back to his starting point
local maxMove = 4000

(edit actor_react.lua if you want to change)


I included 3 blacklists:
- a blacklist of actors: these actors will stay indifferents to combats. By default i put the common wildlife creatures in this blacklist. You can modify this list (edit the actor_react.lua file...)
- a blacklist of cells: By default i put the arena pits.
- a blacklist of "attackers" (the other actors will be indifferents to actors in this list (from my mod point of view)). (In my mod, NPCs and creatures are already indifferents to player)
(You can modify these last 2 lists (edit the combat_detection.lua file...)

The engine of this mod is simple: it puts a Travel AI package on the actor (NPC or creature)
I take care with compatibility; it only affect actors that don't have an active AI package, or actors with an active AI package equal to "Unknown", "Wander", or this mod "Travel" (no other "Travel"). And i don't erase the existing AI packages.

Important note : if an actor gets stuck in an object or blocked by an object, there is a solution: after the end of combat, simply save and load. If it doesn't work, make your PC wait 1 hour. It should be ok.


I recommend the following mods to over-amplify the results:
Protective Guards with Protective Guards - Factions and NPCs Protections
- Creatures Open Doors

- Wildlife Attacks NPCs Too


Credits to kuyondo for his Protective Guards mod; his mod give me elements to make
this one.