This thread is now locked, please read the description. I may one day come back and update this mod but anyone who wishes to do so themselves are welcome to upload a new port on the site.
Vortex seems to think this mod needs an update. It keeps saying "Mod can be updated (but you have to download the files yourself)". This persists after re-installation of the mod, and doesn't happen with other mods
02 March 2019, 11:49AM Hostile NPCs seem to disappear when leaving the area they are in. I managed to fix the issue by editing _csvictimaliasscript and adding in the line: if !(MySelf.IsHostileToActor(PlayerREF)) to event OnUnload and event OnDetachedfromCell :D
09 June 2020, 2:50PM Thanks for this blackc...I have not been able to get it to work.
I tried writing it like this:
Event OnUnload() (CSPlayerAliasQuest as CSPlayerQuestScript).DeleteActor(MySelf) if !NearestPossibleVictim() && !(MySelf.IsHostileToActor(PlayerREF)) MySelf = None endif EndEvent
...I'm not much of a programmer, but when there is an "if" statement, I think it needs some kind of result, and it's own "endif". In the code, it looks like "OnUnload" and "OnDetachedfromCell" are almost identical, so I'm guessing that whatever code it takes will work for both.Thanks in advance to anyone offering insight!
This mod doesn't seem to be working properly for me. Every enemy below my level basically surrenders as soon as the fight starts. With either on hit or on bleedout option activated
May want to add does not work with mods that mess with Ai package.
Read in Bugs section and also someone said immersive citizens doesn't work with it. Unfortunate, but thanks for porting; I find immersive citizens far to great to replace with this (also likely have other ai packages with companions or who knows what else as I have a fair amount of mods).
Hi is there any manual how properly set this mod? I struggling with issue that every bandit yield on sight, im just level 5 but basicaly only one who want to fight me are leaders.
Works fine as far as I can tell. I adjusted the MCM to my liking sadly my stupid followers kill people even when I let them flee. I guess this mod isn't meant for people who play with followers.
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02 March 2019, 11:49AM
Hostile NPCs seem to disappear when leaving the area they are in.
I managed to fix the issue by editing _csvictimaliasscript and adding in the line:
if !(MySelf.IsHostileToActor(PlayerREF))
to event OnUnload and event OnDetachedfromCell :D
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09 June 2020, 2:50PM
Thanks for this blackc...I have not been able to get it to work.
I tried writing it like this:
Event OnUnload()
(CSPlayerAliasQuest as CSPlayerQuestScript).DeleteActor(MySelf)
if !NearestPossibleVictim() && !(MySelf.IsHostileToActor(PlayerREF))
MySelf = None
endif
EndEvent
...I'm not much of a programmer, but when there is an "if" statement, I think it needs some kind of result, and it's own "endif". In the code, it looks like "OnUnload" and "OnDetachedfromCell" are almost identical, so I'm guessing that whatever code it takes will work for both.Thanks in advance to anyone offering insight!
Read in Bugs section and also someone said immersive citizens doesn't work with it.
Unfortunate, but thanks for porting; I find immersive citizens far to great to replace with this (also likely have other ai packages with companions or who knows what else as I have a fair amount of mods).
Brondamor: "IT MUST BE UNUSABLE"
Seriously, chill mate.