While I like the idea of this mod (indeed, SOMETHING to deal with body blocking is needed in my modlist, heh), I find it creates consistent "HUH"s whenever I enter new areas. This is presumably simply the intended behavior (that is their voice line for when they decide to move away from you), but it does get grating, and so I was wondering if there were any way to turn it off?
Thanks for making the mod and have a happy new year :)
Hello, yes that is basically what I mean, especially when you have follower(s). As an example, when you enter or exit Whiterun there are guards standing right there that you can easily bump into. To be clear, this is not a bug or anything -- on the contrary, it's literally the mod working as intended (they trigger their "get out of the way" behavior) -- but I just find the accompanying "huh" really irritating, so was just wondering if there was a way to silence it (for example, I also find the "activate fail" noise irritating, and I was able to find a mod that silenced it).
There are mods that change the spawning behavior of NPCs so that they don't enter and leave a cell all at once (like AI Overhaul, if I remember correctly). Those can help. Alternatively, I uploaded an optional file that reduces the chance of the "Huh?" dialogue from 25% to 5%. If you use TES5Edit you could merge ths into another plugin and/or set the chance to 0.
I am liking the mod so far but have been building and testing a new list. I can see how excessive "huh"s could get annoying. Should we install both files or just one of them?
Thanks again for this mod, seems to work really well! On my old list with Move It Dammit some NPCs would still stay planted in doorways and I would have to toggle tcl to get past at times.
Hi! Yes, it's mentioned and suggested in the description as an alternative to this mod. The values are different, so the behavior of the NPCs is different. Try them both and see which one you prefer :)
some of them like inigo and lucifer have custom scripts and behaviors for being bumped and im not sure if this will affect them or not is the question.
They can't fall down their AI is programmed to obey the navmesh and that means they can't move beyond it i.e. fall down the cliff. FusRoDah is different thats a physics impulse they can't override
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Thanks for making the mod and have a happy new year :)
Alternatively, I uploaded an optional file that reduces the chance of the "Huh?" dialogue from 25% to 5%. If you use TES5Edit you could merge ths into another plugin and/or set the chance to 0.
Thanks again for this mod, seems to work really well! On my old list with Move It Dammit some NPCs would still stay planted in doorways and I would have to toggle tcl to get past at times.
Are you aware of Move It Dammit? What would you say are the differences between that mod and yours?
Kudos given and tracking your mod releases.