Well I had the weirdist bug that randomly boosts disposition with NPCS by about 40 points.....It stopped when i disabled this mod, maybe inform people about that little surprise on the description, I don't like cheats in my game personally and wasted a good 2 hours of my life locating this little bug....cheers.
Hello, years ago I seem to remember to have read in the bethesda forum this mod had a little bug - I think someone got in touch with you via private message to alert you about an edge case bug, but I cannot remember what was the bug nor who the guy was.
Well, there is a small problem: if you kill a summon, it's counted as killing a innocent, thus initiating the Dark Brotherhood quest, because yours summons are part of the 'Companion Faction'.
I am downloading this now. I am curious, would it be easy to add in a random factor, say 50% of the time, the enemy will switch to you. Or make it luck based or some other type of decision. Just so I don't trade one predictable scenario for another.
Edit: Nevermind, this is easy to modify, nice job, clear scripting. Took five minutes to add in a random ignore factor.
Edit2: It seems that my concern (and edits) were not necessary. Plenty of monsters still attack the companions and are not universally swarming me with your system in place.
I wasn't getting results from Stickier Enemy Targeting, but this mod was working a little better, however, enemies would attack me once, turn towards my companion and sometimes take a few steps, then stop and turn toward me again and repeat.
Ah ty for this, I almost hated having a companion around since all the enemies gravitated towards them and not myself. It got tiring constantly turning around and chasing after every baddy.
They will do whatever they would do without Companion Compatibility. Which probably means they will continue to chase you until you are 'out of range'. ">
Funny, I've just answered the exact same question on the ES boards. ">
In theory, yes every enemy should attack the player and ignore the companion. However, in reality it doesn't quite work as cleanly as that. An enemy turning to attack the player depends on whether they have detected the player, and this detection appears to be based on line-of-sight. In other words, if there are other actors between them and the player, they often won't report that they have detected the player. This does seem to happen more with enemies that are being attacked by the companion, and most visibly with archers (my characters keep getting hit from both sides "> ).
Plus, even if all enemies are ultimately redirected to attack the player, this seems to happen in waves, as each time the script runs (every 2.5 seconds by default) it appears to only redirect enemies that are actually attacking the companion - not ones that are running over with the intention of attacking the companion.
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Edit: Nevermind, this is easy to modify, nice job, clear scripting. Took five minutes to add in a random ignore factor.
Edit2: It seems that my concern (and edits) were not necessary. Plenty of monsters still attack the companions and are not universally swarming me with your system in place.
They will do whatever they would do without Companion Compatibility. Which probably means they will continue to chase you until you are 'out of range'. ">
Eloise
1. I am spotted by a pack of wolves.
2. They give chase, but I outrun them.
3. As I run I unintentionally lead them past a sheep.
Will the wolves irrationally continue to prefer & pursue me, or will they do the normative and attack the easier prey (the sheep)?
Funny, I've just answered the exact same question on the ES boards. ">
In theory, yes every enemy should attack the player and ignore the companion. However, in reality it doesn't quite work as cleanly as that. An enemy turning to attack the player depends on whether they have detected the player, and this detection appears to be based on line-of-sight. In other words, if there are other actors between them and the player, they often won't report that they have detected the player. This does seem to happen more with enemies that are being attacked by the companion, and most visibly with archers (my characters keep getting hit from both sides "> ).
Plus, even if all enemies are ultimately redirected to attack the player, this seems to happen in waves, as each time the script runs (every 2.5 seconds by default) it appears to only redirect enemies that are actually attacking the companion - not ones that are running over with the intention of attacking the companion.
Eloise
Neeshka is Vilja's mother.