I like it. I play a heavily modded game, on 100 difficulty. It gets to the point where everything is just weak. This mod balances that out for me by making npc's much more aggressive. Endorsed!
I never had issues of this sort using OpenMW version so I'm afraid I can't help with this. I haven't tested this mod on OpenMW but if you do I dont think it will cause issues.Maybe it will even help.
This would also make enemies attack a lot more ruthlessly since it removes the delay between attacks, I reckon. Do you know if there's a practical difference between using fCombatDelay compared to scanInterval in the script extender?
Yes. As far as I can tell, the only thing this GMST does is make enemy attacks far more frequent, to the extent it's quite hard to get a hit in yourself...
The problem that this mod seeks to resolve is enemies being frozen for a few seconds before they engage in the combat. So yes - landing the first hit will be way more difficult than before but at the same time it doesn't affect combat in any other way.
The Mod does not cause the attacks to be more frequent - it only affects how fast do you engage the opponent. The moment the enemy detects you they attack without any delay.
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I haven't tested this mod on OpenMW but if you do I dont think it will cause issues.Maybe it will even help.
(I'm a modding noob)
Do you know if there's a practical difference between using fCombatDelay compared to scanInterval in the script extender?
I havent checked and before you mentioned scanInterval I wasn't even aware of it.
Yes and no.
The problem that this mod seeks to resolve is enemies being frozen for a few seconds before they engage in the combat.
So yes - landing the first hit will be way more difficult than before but at the same time it doesn't affect combat in any other way.
The Mod does not cause the attacks to be more frequent - it only affects how fast do you engage the opponent.
The moment the enemy detects you they attack without any delay.