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kuyondo and lelimule

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lelimule

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26 comments

  1. borok
    borok
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    Tested it a bit and noticed that guards are not reacting to hostile npc.
    Then I checked log and there are a lot of these errors
    [15:01:06.716 E] L83144_1[scripts/protective_guards_for_omw/aggressor.lua] callTimer failed: Lua error: [string "scripts/protective_guards_for_omw/aggressor.lua"]:40: bad argument #1 to 'pairs' (table expected, got nil)
    [15:01:06.716 E] stack traceback:
    [15:01:06.716 E]  [C]: in function 'pairs'
    [15:01:06.716 E]  [string "scripts/protective_guards_for_omw/aggressor.lua"]:40: in function <[string "scripts/protective_guards_for_omw/aggressor.lua"]:26>

    Original version is working fine btw. Maybe this version is not working on OpenMW 0.48? 
    1. lelimule
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      Yes, i imagine this is the cause. I guess that "nearby.players" command isn't implemented in 0.48...
      (Of course this mod works with 0.49)
    2. borok
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      I see. Thanks for clarifying. There was no OpenMW 0.49 in requirements so I assumed that it has same requirements as original version.
    3. hllckgrny
      hllckgrny
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      Original version also has requirement of openMW 0.49, am i wrong? Its says it in mod page, im using 0.48 too and didnt worked for me
    4. lelimule
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      "Protective Guards" is for 0.48+
      "Protective Guards - FNP" is for 0.49+
  2. Beucurcu795
    Beucurcu795
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    Hi, I've installed this along with pursuit but when I attack someone inside a house, the guards and npcs don't care once im outside, im attacked and they dont do anything, also I can kill the individual and they wont care either,
    1. lelimule
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      What's your OpenMW version?
      What's your Protective Guards version?
      What's your "Protective Guards - Factions and NPCs Protections" version?
    2. Beucurcu795
      Beucurcu795
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      Hi, I no longer need any help, I've uninstalled the game, thanks anyway.
    3. nubienz23
      nubienz23
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      lmao thats one way to handle it
  3. psychotrip
    psychotrip
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    I've downloaded this mod and nothing seems to have changed. I stabbed a random bosmer on the streets of vivec and the ordinator sided with me. 
    1. lelimule
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      There was a problem only in certain cases. So nothing surprising if you don't see change.

      EDIT: i talked about my update from 1.1.1 to 1.2
  4. zsouza13
    zsouza13
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    Just to confirm this works with the latest protective guards? Tyvm
    1. lelimule
      lelimule
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      Yes, it works with the latest protective guards (0.18).
  5. Socratatus
    Socratatus
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    Great idea. Now the mod isn't such a `cheat` any more. Will try.
  6. ApprihensivSoul
    ApprihensivSoul
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    I'm getting a crash when stealing the diamond for Sugarlips in the beginning of the ThievesGuild quests.

    No idea why, log isn't dumping any information for the mod (aside from saying that the "connection is established.")
    1. lelimule
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      Not enough information, the crash cause could be anything.
      - Try to reproduce the crash
      - If you can reproduce, try without my mod (keep the original Protective Guard)
    2. ApprihensivSoul
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      Yeah, the crash consistently happens when your mod is installed, but never for just the original PG.

      I have this line when I load the save, which is the only mention I see offhand. This occurs in a separate cell than the one where I trigger the crash:

      [14:16:43.462 I] L@0x1[scripts/protective_guards_for_omw/player.lua]:Pursuit and Protective Guards interaction established

      There's no other reference to Protective Guards with or without your mod installed. (Though obviously the log doesn't end abruptly when the game doesn't crash.)

      I also have Consistent Guard Reactions and No Witness- No Bounty running, and they do not seem to be encountering any issues.
    3. lelimule
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      I had no crash when i stole the diamond for Sugarlips. Can you tell me exactly the steps to reproduce?
      And try also with a new game. Do you have a crash with a new game?
  7. Sardes
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    incompatible with openmw dev build 0.49. In that build NPC.getFactions must be types.NPC.getFactions.
    1. lelimule
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      I think you didn't try this mod, because this mod works.

      If you look at the begining of my player.lua you see:
      local types = require("openmw.types")
      local NPC = types.NPC
  8. opuwonee
    opuwonee
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    Can anyone recommend the best MWSE version of this mod? I found a few and dont know which one works best with few bugs/annoying settings
  9. deleted212124318
    deleted212124318
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    Does this make it possible for your factions to protect you from attacks or no?
    1. lelimule
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      Yes and no: the guards of your family faction protect you (except in special cases - see "spoiler" in description). But the non-guards don't protect.
      It should be a bad idea that non-guards protect, because they're not made to guard, and there are rivalries/enemies in each faction.

      But non-guards can react: see No More Indifferent Actors To Combats
  10. Farzaneh
    Farzaneh
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    This works well with MCA.