I'm shocked that all these unofficial patches, Scrambled Bugs, and various community fix packs still haven't fixed this silly thing, even when combined. lol
Just started to continue play my game. I wandered in some dwemer ruins filled with falmers. While sneaking I attemted to assasinate one of them, but he sidestep my arrow. I forgot there's such a bug in this game. While this would make some sense if he would rush towards you, being a ninja and hearing an arrow flying his way, he probably would understand that someone is trying to assassinate him but no, even after two more shots, which he also avoided, he acts like nothing ever happened. I wonder, who was the idiot who came up with this?
This mod will forever be in my load order. A friend once asked me to fire arrows at him -- he was armored and my arrows had blunt tips, so it was mostly safe. He blocked some with his shield, but not all, and couldn't move fast enough to dodge them even though he could see them coming. I conclude that a sneak-attack arrow shouldn't be able to be dodged, and dodging non-sneak shots should require exceptional agility, which I wouldn't expect from draugrs or most NPCs.
With this mod installed i still encountered a mage doing the ninja dodge in Bruma. Is this mod supposed to solve the issue universally? Should it also apply to areas/creatures added by mods? Also, are there any recommendations related to load order?
Still happens to me though. But watching the video, I realized that the "dodge" I am experiencing is different from the one in the video. In my game, the target seemed to fall down enveloped in a green-light magic before the arrow could reach him. He'd stand up a few moment later, acts normally, totally oblivious to the kill attempt I had just made.
Congrats on updating the mod to Form 44. Will test it and see how this great little mod now works. Although you could have made it a mod manager download ;-)
I tried this mod and placed it lowest load order. Ninja dodge was still happening.
Checking out the skyrim32 version I noticed a post by Rhonen5 who detailed his own changes and how he did it through CK. Verdict: no more ninja dodge.
I've not noticed any noticeable change to combat behaviour other than no more moonwalking sidesteps. Time will tell but my angry frustration from the ninja dodge which imo is an AI cheat has disappeared.
Kudos to Rhonen5 and thanks to Morodiilunahzaal for giving me the direction I needed to put this right.
As an aside, the ninja dodge was just a bad way to implement ranged accuracy/inaccuracy which should have improved on skill level up, but didn't.
for those wondering what mysterious post this person is referring to:
"Start CK, click on the tab menu gameplay --> Settings, Then filter for Dodge, you will now see 13 objects, set all values to 0 except for fCombatDodgeAnticipateThreatTime , fCombatDodgeMovingReactionTime , fCombatDodgeReactionTime These should have a high value but not to high as it can mess things up i guess but i use 999 right now until i hit a problem with it"
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While this would make some sense if he would rush towards you, being a ninja and hearing an arrow flying his way, he probably would understand that someone is trying to assassinate him but no, even after two more shots, which he also avoided, he acts like nothing ever happened. I wonder, who was the idiot who came up with this?
Thank you for your great mod.
THANK YOU!
Checking out the skyrim32 version I noticed a post by Rhonen5 who detailed his own changes and how he did it through CK. Verdict: no more ninja dodge.
I've not noticed any noticeable change to combat behaviour other than no more moonwalking sidesteps. Time will tell but my angry frustration from the ninja dodge which imo is an AI cheat has disappeared.
Kudos to Rhonen5 and thanks to Morodiilunahzaal for giving me the direction I needed to put this right.
As an aside, the ninja dodge was just a bad way to implement ranged accuracy/inaccuracy which should have improved on skill level up, but didn't.
"Start CK, click on the tab menu gameplay --> Settings, Then filter for Dodge, you will now see 13 objects, set all values to 0
except for fCombatDodgeAnticipateThreatTime , fCombatDodgeMovingReactionTime , fCombatDodgeReactionTime
These should have a high value but not to high as it can mess things up i guess but i use 999 right now until i hit a problem with it"