In principle, the mod works great - the enemies (animals) no longer chase you across the world. However, unlike normal, they become completely apathetic to ranged attacks from a certain distance - they no longer react at all. As a warrior, I use sneaks and bows less often, but it's a bit annoying that the animals don't react at all. The situation seems to be different with human opponents.
Contrary to what many think, the vanilla game chasing technically speaking is not "infinte". You just have to run far, far away on the map. You'll notice red dots on the compass will shrink from big to med, to small and then chasing NPC/enemies will give up (yes, they do!) on the Remastered. For this you require Speed, Athletics, a horse...
This has been uploaded three times, at least this version is updated to alter.esm. But it still breaks every single scripted NPC or creature in the whole game and makes every single npc and creature in the entire game scripted🤣🤣 Thats why it breaks your script, and any other script on any NPC
Actually, it only adds a scripts to NPCs and Creatures that do not have any scripts, and that in their lies the problem, because NPCs and Creatures that are scripted by vanilla design will not have the "break chase" function and will continue the vanilla behavior of hunting you down the ends of Tamriel and back until you kill them or calm them with a spell. I need a mod that will work on everything and without conflicts, not just work half the time and conflict with other mods in my load order.
Its not game breaking, the original comment is misinformative - it assumed that I put this mod's scripts on enemies that already had scripts. I left those enemies untouched, so it wouldn't break anything. Because of that, there are still some enemies in the game that will chase you infinitely (the ones I couldn't attach the script to), but it will work for most enemies.
The main point I was making is you add scripts to every single actor in the whole game; it will absolutely break any other mod that scripts, without a patch, and your adding a massive amount of scripts to the game, i dont know who wrote this script, but ive seen it multiple times, and this is a very heavy handed method
It doesn't add scripts to "every single actor in the whole game" - you're right about compatibility issues with other mods that add scripts to the same actors this adds scripts to and it being a heavy handed method but we're very limited at this stage with OBSE64 being in a very primitive state. Also, its not the same script as "Realistic Pursuit Break". That's been completely rewritten.
Correct me if I'm wrong but AFAIK if another mod wants to add a script to... let's say rats for instance, you just have to put the rat mod after yours and your entry (and script) will be overwritten by the rat mod's, right? So one just has to put your mod early in their LO 'as default' to ensure other mods will overwrite it wherever needed. On the other hand could your mod generate orphan scripts, on death/despawn/fast travel for instance. Have you tested these occurrences?(I suspect that the answer will be 'not any more than any other mod assigning a script to a creature' but I just wish to get that objection out of the way...) TIA.
LOL omfg you're playing it a little loose with the facts here bro. Yes technically you don't script "every single actor", there is maybe 10 actors in the whole damn game you didnt script, BECAUSE THEY ALREADY HAD SCRIPTS.
So functionally that means, using this mod EVERY ACTOR IN THE GAME IS SCRIPTED. As opposed to what would normally be a small fraction. You think that's a good idea? good luck
Did you actually look at the mod or are you just assuming things? Many actors are untouched, not just the scripted ones. I'm locking this thread - its done nothing but confuse people with misinformation.
If it edits the same actors as this mod, the script will be overwritten on those specific actors. I can make a patch if you let me know which mod needs one.
30 comments
Normal behaviour without mod (Youtube)
with Mod No Infinite Chase
Then, in that same folder, open up Plugins.txt and add "NoInfiniteChase.esp" to the list
You just have to run far, far away on the map. You'll notice red dots on the compass will shrink from big to med, to small and then chasing NPC/enemies will give up (yes, they do!) on the Remastered. For this you require Speed, Athletics, a horse...
Example 😉
Thats why it breaks your script, and any other script on any NPC
On the other hand could your mod generate orphan scripts, on death/despawn/fast travel for instance. Have you tested these occurrences?(I suspect that the answer will be 'not any more than any other mod assigning a script to a creature' but I just wish to get that objection out of the way...)
TIA.
So functionally that means, using this mod
EVERY ACTOR IN THE GAME IS SCRIPTED. As opposed to what would normally be a small fraction. You think that's a good idea? good luck
And thank you for providing a patch for my mod. :)