So I saw someone else comment about this, but whenever I enter a new cell while in combat enemies are teleported to the entrance of the area before me no matter how far away they were in the previous cell which often just leads to my death.
This is game engine function though. It’s not a scripted feature that can be And detecting cell change is super tricky. With skse and trying to detect load screen there is some hope but messy.
Old topic surely but you could attempt to enter a new cell and before you fully engage the enemy exit immediately after entering the same exit/entrance. This might give you the space needed to run from the enemy. Or check this against the Fast Travel from Interior Cells mod too. See how they interact while running from an enemy and fast travel during the chase if possible.
The only seem to chase you through loading screens when you're sneaking if they can actually see you (the eye ball is open) if they are looking for you, but don't know where you are they don't seem to follow you through loading screen... which is glorious
This was really about to be a deal breaker for me with this mod. I took a little time before deleting it to try and figure out if there's anything I can realistically do in game to get out of these control locked gangbangs right off the loading screen, and discovered something. If you are using the TK Dodge mod, the roll forward hotkey seems to be registering even before the screen fades in (as opposed to the standard controls, which are locked even for a second after the screen has fully faded in). So once you hit that door, start spamming your dodge hotkey during the loading screen. You'll find that by the time the zone loads and the screen fades in, you're already a roll or two away from the door.
This is basically a necro but hopefully it can help someone later who is having the same problem. As indicative of the titles Pause After Loading SKSE or the OG Pause After Loading if you don't like using SKSE as well as it's add-on Pause After Loading Screens - Auto Unpause? pauses the game during loading screens so you can't be assaulted while your screen is still black and the enemy can move but you can't.
I am in lost knife hideout and 10 bandits are hanging out in the water, staying stationary. If i get in, they swim up to me. If i get out, they stay in the water. I can shoot them with arrows and magic and kill them, and they stay stationary. Is that normal?
Heres a feature idea i dont think exists iv not found it yet anyway
Have interiors be alerted if the exteriors been alerted and vice versa. If i go up to a fort and throw every death and destruction spell i have at it and alienate all the npcs outside and then go inside all the npcs are just chilling like as if the end of the would wasnt just happening outside. I dont think the forts walls are that thick and air sealed for them to not have heard something, Npcs should be on high alert the second i walk in even if they cant see me walk in
My thought on this is that if you have alerted npcs of a faction be it already hostile factions or a faction you have directly attacked then you get put under a condition like a spell effect or a perk. This effect/perk makes all npcs of the alerted/attacked faction go into alert mode whether they can see you or not, so when you walk into a fort interior all the npcs are instantly in alert mode. This would then make it seem like they were atleast freaked about what happened outside and would make infatuating places more realistic and harder, you might bother to stealth outside as well as inside anyway. Not to mention is yet another overlooked ai behavior bethesda didnt think of
The effect/perk then just needs to auto remove after a cooldown and maybe remove if you move away from the exterior cell you caused the alert in, so you can attack one fort outside and walk over to another fort elsewhere and they wont be in alert
What would be cool is if some of the npcs from inside came outside to investigate and vice versa if you sneak in but alert inside, given there not loaded so i dont know how that could be done
Think its just the next evolution to enemies following you between cells Enemies sensing you between cells being in alert from something you did outside and them coming to find you before you go inside I rain death fire in whiterun and everyone is freaked even people inside that was never outside, because they really should have heard something. Guards come running out of buildings ect
Maybe it could be directly tied to sound events that npcs use to be alerted in the first place, being too loud in general eventually triggers the alert effect which add the effect/perk for x amount of time and clears after you travel far enough away, This way you can use sword/bow/magic and as long as your not too loud it dosnt cause the effect even if you alert the outside the inside remains unalert if you kill them quietly enough. Should measure the sound events of npcs so if there load it triggers even if you was quiet
Another option, enemies could have a 'run inside' behavior(like civilians will run inside away from danger), where perhaps the lowest level enemy/s runs inside to the nearest cell this then triggers the 'effect' as they basically went in and alerted the npcs of the interior cell(roleplaywise) Any enemy that runs inside triggers the global alert effect that will make npcs of an interior cell be automatically on alert and be running around when you go into the interior cell. Dont know if you could make the enemy run inside all available interior cells one by one or just ignore the fact he only goes in one interior but all interiors are alerted in the close area anyway
I did say before that it should only make the faction you attacked be alert but i now think it should make all npcs alert in general as all the npcs inside a building would hear is chaos outside they dont know who or what it was. So if i attack and kill an enemy loudly outside and go inside and the npcs are all friendly(not part of the faction of the enemy i attacked outside) they should all still be effected by the alert effect as they heard attacks outside they wouldn't have known that it was me. The first friendly npc that sees you could automatically calm/remove alert effect and take all npcs in the cell out of alert mode, as they now know it was you
If you wanted to get all fancy you could make friendly npcs run up to the player and ask 'What was that' if that is available as a generic voice line you can reuse. Where you can answer to explain then they calming down or you could say there is danger outside and they all start to leave the cell to investigate. This would be a cool feature, say your attacked but its too much for you so you run inside a friendly runs up and asks whats happening so you say the option 'trouble outside' which starts sending npcs to go outside to investigate
Sorry ill stop spitballing now lol No idea how deep you would want to go with this but just some way to make the ai be alert when npcs outside are alert would be awesome and a much needed immersion boost just by itself
Yo! 1. Thank you for your mods, you make my game happy (me too of course :D)
2. When you get a chance, would you please sort the masters? I don't feel like adding a warning to the LOOT master list. It's currently: 00 Skyrim 01 Update 04 Dragonborn 02 Dawnguard
Compatibiblity: No one should have compatibility issues. This removes the flag "no combat in water" from race records and adds flag "no combat boundary" to encounter zones. That's it, just 2 flags. If you have a mod that conflicts SSEEdit will show these flags in red. Just delete any extra "in water" flags and add "no boundary" where missing. Again, SSEEdit will mark them in red for you. I have no idea why you would create a smash patch. You are just adding more records for the game to read I think and you need to review it after for issues. If you add these flags to a mod you already have you can remove this mod completely. With respect you should endorse after for using the info but you don't need to run the esp. If you only want the water part open this with SSEEdit, delete the encounter zones, and keep the race records, done. I actually reverted the Khajiit flag so enemies will pursue me across water unless they are Khajiit. People should not have dragons entering taverns either because by default dragon race is flagged "can't open doors" so I don't see how that is an issue.
A bit of a late reply but someone else might read this so whatever...
Judging by the .esp of the Sands of Time version (basically the same thing but different download page), this will indeed conflict with other mods that have changes in Encounter Zones, like MorrowLoot Ultimate, or any mod that changes Race Records. You should absolutely double check in SSEEdit to see if any other mod loaded before or after this one make changes to the same things and manually adjust them accordingly to carry over the changes.
I personally suggest adjusting only the .esp of THIS mod if you want to fix conflicts or tweak it. That way, you'll be able to uninstall it easily if you choose to. (load it after the other mods conflicting, set them as masters if you have/want to, and make changes only to this plugin)
Yes, you could just make the changes upon literally any other mod and not use the .esp of this one, but it'd be harder to manage your mods afterwards. You should consider merging all your no-script mods at that point instead.
NPCs will not leave Broken Oar Grotto. I went into Embershard Mine - no follow, and backout - NPC gone. Lost Knife Hideout one time they came out with me, did not go back in, when I went out again they had ran far off but still aggravated. After that they never failed to follow over and over. I went back to Embershard, guard was outside, did not follow in.
Last time I built a load order this tested 100%. I am back again using 1.5.8 so it's not updates. I am using a moddless save and have no other mods active while testing this. So EncounterZone records are flagged "disable combat boundry" and nothing more. Either the game is not getting that instruction when needed or something else about the NPCs is ending engagement. Since I had no issues before I think maybe the mods I was using kept the NPCs engaged. Maybe when we go through a load door the NPCs exit combat and enter search and they do not know to exit, by chance some times they exit while searching. I will try AI overhaul and maybe in different load order places. There could be some other hidden issue like maybe being level 1 the game has a built in "drop combat and search when not seen" or who know what. If I find a solution I will certainly share the information here.
Great Mod. Quite by accident I stumbled upon the hidden exit to Haemar's Shame, entered and fired an arrow through the bars at the master vampire causing but a scratch but alerting and pissing off every vampire inside(OBIS). Upon leaving I noticed all the red dots (15) on the HUD moving at speed. I sat upon the hillside watching 15 pissed off vampires exit the cave entrance and run straight into a passing(Immersive Patrol) The ensuing melee was worth downloading this mod for alone. When I finished looting all the corpses I even got my arrow back. Who said hill walking is boring.
It has happened to me with a Serpentine and a Legendary dragon at "The Restless Hunter" inn. Do you think it's funny? 2 dragons spawned simultaneously by the "Deadly Dragons" mod just before entering the inn, they continue hunting me inside and caused Havoc to the patrons...!
Add flag to dragon npcs "can't open doors" ? Edit: Dragon race is flagged "can't open doors" so I don't think this is really happening. Anyone have info on this myth?
135 comments
2.15 masters properly sorted by Cecell . thanks friend!
Probably made worse that I have mods that make it so NPC's hunt / look for you for longer periods of time once you've triggered them.
I guess this means I'd have to hide until aggression ends before crossing into a new zone
I took a little time before deleting it to try and figure out if there's anything I can realistically do in game to get out of these control locked gangbangs right off the loading screen, and discovered something. If you are using the TK Dodge mod, the roll forward hotkey seems to be registering even before the screen fades in (as opposed to the standard controls, which are locked even for a second after the screen has fully faded in). So once you hit that door, start spamming your dodge hotkey during the loading screen. You'll find that by the time the zone loads and the screen fades in, you're already a roll or two away from the door.
Pause After Loading SKSE or the OG Pause After Loading if you don't like using SKSE as well as it's add-on Pause After Loading Screens - Auto Unpause? pauses the game during loading screens so you can't be assaulted while your screen is still black and the enemy can move but you can't.
Have interiors be alerted if the exteriors been alerted and vice versa.
If i go up to a fort and throw every death and destruction spell i have at it and alienate all the npcs outside and then go inside all the npcs are just chilling like as if the end of the would wasnt just happening outside. I dont think the forts walls are that thick and air sealed for them to not have heard something, Npcs should be on high alert the second i walk in even if they cant see me walk in
My thought on this is that if you have alerted npcs of a faction be it already hostile factions or a faction you have directly attacked then you get put under a condition like a spell effect or a perk. This effect/perk makes all npcs of the alerted/attacked faction go into alert mode whether they can see you or not, so when you walk into a fort interior all the npcs are instantly in alert mode. This would then make it seem like they were atleast freaked about what happened outside and would make infatuating places more realistic and harder, you might bother to stealth outside as well as inside anyway.
Not to mention is yet another overlooked ai behavior bethesda didnt think of
The effect/perk then just needs to auto remove after a cooldown and maybe remove if you move away from the exterior cell you caused the alert in, so you can attack one fort outside and walk over to another fort elsewhere and they wont be in alert
What would be cool is if some of the npcs from inside came outside to investigate and vice versa if you sneak in but alert inside, given there not loaded so i dont know how that could be done
Enemies sensing you between cells being in alert from something you did outside and them coming to find you before you go inside
I rain death fire in whiterun and everyone is freaked even people inside that was never outside, because they really should have heard something. Guards come running out of buildings ect
Maybe it could be directly tied to sound events that npcs use to be alerted in the first place, being too loud in general eventually triggers the alert effect which add the effect/perk for x amount of time and clears after you travel far enough away, This way you can use sword/bow/magic and as long as your not too loud it dosnt cause the effect even if you alert the outside the inside remains unalert if you kill them quietly enough. Should measure the sound events of npcs so if there load it triggers even if you was quiet
Another option, enemies could have a 'run inside' behavior(like civilians will run inside away from danger), where perhaps the lowest level enemy/s runs inside to the nearest cell this then triggers the 'effect' as they basically went in and alerted the npcs of the interior cell(roleplaywise) Any enemy that runs inside triggers the global alert effect that will make npcs of an interior cell be automatically on alert and be running around when you go into the interior cell. Dont know if you could make the enemy run inside all available interior cells one by one or just ignore the fact he only goes in one interior but all interiors are alerted in the close area anyway
I did say before that it should only make the faction you attacked be alert but i now think it should make all npcs alert in general as all the npcs inside a building would hear is chaos outside they dont know who or what it was. So if i attack and kill an enemy loudly outside and go inside and the npcs are all friendly(not part of the faction of the enemy i attacked outside) they should all still be effected by the alert effect as they heard attacks outside they wouldn't have known that it was me. The first friendly npc that sees you could automatically calm/remove alert effect and take all npcs in the cell out of alert mode, as they now know it was you
If you wanted to get all fancy you could make friendly npcs run up to the player and ask 'What was that' if that is available as a generic voice line you can reuse. Where you can answer to explain then they calming down or you could say there is danger outside and they all start to leave the cell to investigate. This would be a cool feature, say your attacked but its too much for you so you run inside a friendly runs up and asks whats happening so you say the option 'trouble outside' which starts sending npcs to go outside to investigate
Sorry ill stop spitballing now lol
No idea how deep you would want to go with this but just some way to make the ai be alert when npcs outside are alert would be awesome and a much needed immersion boost just by itself
2. When you get a chance, would you please sort the masters? I don't feel like adding a warning to the LOOT master list.
It's currently:
00 Skyrim
01 Update
04 Dragonborn
02 Dawnguard
https://drive.google.com/file/d/1EF-th8C4U9DjTwaPxrINwJxoG3UK5xMH/view?usp=sharing?
SSEEdit otherwise, just right click the file in the left hand column and select Sort Masters
edit: took 60 seconds
No one should have compatibility issues. This removes the flag "no combat in water" from race records and adds flag "no combat boundary" to encounter zones. That's it, just 2 flags. If you have a mod that conflicts SSEEdit will show these flags in red. Just delete any extra "in water" flags and add "no boundary" where missing. Again, SSEEdit will mark them in red for you. I have no idea why you would create a smash patch. You are just adding more records for the game to read I think and you need to review it after for issues. If you add these flags to a mod you already have you can remove this mod completely. With respect you should endorse after for using the info but you don't need to run the esp. If you only want the water part open this with SSEEdit, delete the encounter zones, and keep the race records, done. I actually reverted the Khajiit flag so enemies will pursue me across water unless they are Khajiit. People should not have dragons entering taverns either because by default dragon race is flagged "can't open doors" so I don't see how that is an issue.
Judging by the .esp of the Sands of Time version (basically the same thing but different download page), this will indeed conflict with other mods that have changes in Encounter Zones, like MorrowLoot Ultimate, or any mod that changes Race Records. You should absolutely double check in SSEEdit to see if any other mod loaded before or after this one make changes to the same things and manually adjust them accordingly to carry over the changes.
I personally suggest adjusting only the .esp of THIS mod if you want to fix conflicts or tweak it. That way, you'll be able to uninstall it easily if you choose to.
(load it after the other mods conflicting, set them as masters if you have/want to, and make changes only to this plugin)
Yes, you could just make the changes upon literally any other mod and not use the .esp of this one, but it'd be harder to manage your mods afterwards. You should consider merging all your no-script mods at that point instead.
Last time I built a load order this tested 100%. I am back again using 1.5.8 so it's not updates. I am using a moddless save and have no other mods active while testing this. So EncounterZone records are flagged "disable combat boundry" and nothing more. Either the game is not getting that instruction when needed or something else about the NPCs is ending engagement. Since I had no issues before I think maybe the mods I was using kept the NPCs engaged. Maybe when we go through a load door the NPCs exit combat and enter search and they do not know to exit, by chance some times they exit while searching. I will try AI overhaul and maybe in different load order places. There could be some other hidden issue like maybe being level 1 the game has a built in "drop combat and search when not seen" or who know what. If I find a solution I will certainly share the information here.
If I enter whiterun from a chasing dragon and enter inn will it follow inside me?
Do you think it's funny?
2 dragons spawned simultaneously by the "Deadly Dragons" mod just before entering the inn, they continue hunting me inside and caused Havoc to the patrons...!
Edit: Dragon race is flagged "can't open doors" so I don't think this is really happening. Anyone have info on this myth?