Could you make it so that Glarthir doesn't run during the quests? I've noticed when I do his quests, he'd follow WAY to close behind npcs he told me to spy on.
I've checked all of Glarthir's AI Packages, and it seems that my mod doesn't modify any of them. Maybe another mod is making him behave in the way that you describe.
You sure? He sneak-runs so I thought it was this mod considering I don't see this behavior with any other npcs.. hmmm.. 66 mods and none of them mention editing npcs... *sigh* well, thanks for answering, guess I gotta hunt down the problem.
Can you remove the running for the tutorial quest, or at least make an optional with it removed? It just seems very odd in that context, breaks the pacing of the game's introduction, and the fact that they walked wasn't a major annoyance anyway, since the area that you actually accompany them through is short.
The Forlorn Watchman mentioned below is also quite odd.
Helpful mod, but it's pretty funny how the forlorn watchman will immediately start sprinting towards the fort as soon as he spawns. Maybe there should be an option to exclude him.
The following plugins were not found in the masterlist, and must be positioned manually, using your favourite mod manager or by using BOSS's user rules functionality. You can submit unrecognised plugins for addition to the masterlist directly from this log by clicking on a plugin and supplying a link and/or description of its contents in the panel that is displayed.
unfortunately after i put your mod before the bashed patch weebam na doesn't move at all during the mazoga quest he says he is going to see her but he just stands still in his house i didnt have any issues with him before ( i had your mod after the bashed patch on my last play through and everything was fine) should i rebuild the patch and exclude your mod and put it after the bashed patch in the load order?
Bit late but if you check TES4Edit for whatever reason WryeBash gives Weebam Na, Burd (when escorting the Countess), Antus Odil, and the Blades NULL references. Removing these, or just adding it to your CR after the patch and then removing it seems to fix the problem (tested with Weebam). Hope that helps.
54 comments
10/10
The Forlorn Watchman mentioned below is also quite odd.
- SB_WeaponDropFix.esp Active
- Quest NPCs Run.esp Version 1.5 Active
noob question what should i do?