Is that an armor mod, or artwork that you use in your title image? If it is an armor mod, perhaps you may kindly provide a link? The tiny bit we get to see looks rad.
Not made by me. But hes referring to >this< mod. It does the same thing basically.
Someone in the comment section of that mod made this post.
Spoiler:
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Hi @ Mithras.
After i decided to try MCO, i found out that NPCs would uncommonly become stuck in that dreaded animation.
So i decided to write simple code that would put an end to that situation, once and for all.
Basically, I gave all ActorTypeNPCs a spell (via SPID) that only becomes active when the NPC starts blocking.
Since fCombatBlockTimeMax is set to 5 secs in this esp, when the effect begins, i register the actor for a single update that will occur in 7 secs.
An event is received in 7 secs, and a condition checks if the actor is still blocking. If so, we send the actor the animation event ("blockStop") via Debug.SendAnimationEvent.
And viola. Been testing it now and haven't noticed any perma blocks. And I think the code is very efficient because it isn't constantly polling, and it relies on receiving events.
You can publish this as another version of this mod.
I have not tested the link provided there. but it seems the commenter has provided an additional fail safe incase this fix does not work for what ever reason.
There are already some similar mods, but none of them work for me. Because as far as I can tell, NPC infinite block is most likely due to "Precision", and it doesn't seem to be possible to fix it by changing those game settings. So far, I still haven't found a way to fix the NPC infinite block bug caused by “Precision”
Someone replied in the bug feedback section of “precision” with the following: (Bumping this, as I've encountered the same issue and narrowed it down to Precision. Specifically NPCs will stop attacking if equipped with Mauls the from Heavy Armory and will only block/shieldbash.
Disabling all features in the Precision MCM doesn't seem to fix the issue. I'm suspecting it's some kind of a bug with the Nemesis patch that is produced. Does that mean it's specifically Precision or Nemesis? Hard to say for me. Maybe Pandora will fix the problem.
EDIT: Seems that some settings require a game reload to apply properly. It wasn't the Nemesis patch but the AI calculation option under Misc. Disabling that option, and reloading the game, resolved the issue.)
I also have Precision and those changes fixed it for me. I did several tests and didnt see the issue again. The value of 10000 is also definitely wrong, as the real vanilla value is 16. You may want to try the vanilla one and see, if it changes anything for you.
These two comments regarding mods that have had a great positive impact for the majority remind me of the quote from Tropic Thunder... never go full....
that's quite the strange thing to say about the Core of almost every mod. claiming skse is overrated tells me you are not worth paying attention too because you have to be a troll
34 comments
NPC Infinite Block Fix - Recommended.toml:
fCombatBlockTimeMin = 1.5
fCombatBlockTimeMid = 2.5
fCombatBlockTimeMax = 5
NPC Infinite Block Fix - Vanilla.toml:
fCombatBlockTimeMax = 16
Someone in the comment section of that mod made this post.
Hi @ Mithras.
After i decided to try MCO, i found out that NPCs would uncommonly become stuck in that dreaded animation.
So i decided to write simple code that would put an end to that situation, once and for all.
Basically, I gave all ActorTypeNPCs a spell (via SPID) that only becomes active when the NPC starts blocking.
Since fCombatBlockTimeMax is set to 5 secs in this esp, when the effect begins, i register the actor for a single update that will occur in 7 secs.
An event is received in 7 secs, and a condition checks if the actor is
still blocking. If so, we send the actor the animation event ("blockStop") via Debug.SendAnimationEvent.
And viola. Been testing it now and haven't noticed any perma blocks. And I
think the code is very efficient because it isn't constantly polling,
and it relies on receiving events.
You can publish this as another version of this mod.
Mediafire: https://www.mediafire.com/file/d0zjbtl9k9kwtt2/Fix_NPC_Permablock.7z/file
Thanks.
I have not tested the link provided there. but it seems the commenter has provided an additional fail safe incase this fix does not work for what ever reason.
NPC Infinite Block Fix - SkyPatched
It uses SkyPatcher and the approach will work for any sources that causes it.
Someone replied in the bug feedback section of “precision” with the following:
(Bumping this, as I've encountered the same issue and narrowed it down to Precision. Specifically NPCs will stop attacking if equipped with Mauls the from Heavy Armory and will only block/shieldbash.
Disabling all features in the Precision MCM doesn't seem to fix the issue. I'm suspecting it's some kind of a bug with the Nemesis patch that is produced. Does that mean it's specifically Precision or Nemesis? Hard to say for me. Maybe Pandora will fix the problem.
EDIT: Seems that some settings require a game reload to apply properly. It wasn't the Nemesis patch but the AI calculation option under Misc. Disabling that option, and reloading the game, resolved the issue.)