For anyone having problems with NPCs stuck in blocking animation (Aka perma-block)
Found a fix to this problem I think:
I think it's caused by a game settings option which is hard codded into the game. It is called " fCombatBlockTimeMax " which has a default ''float'' value of 10000.0000000 !!!
This means: if you have any mod increases NPC block chance (Like Wildcat); they can choose the max duration option ( which is 10,000 secs) and they will be stuck, blocking.
I stopped this problem by making a new record under ''Game Settings (GMST)'' records with the Editor ID (EDID) of '' fCombatBlockTimeMax '' (Don't use the quote marks). You can do this in a new esp. or just make the record in Wildcat. Then in the float value, set it to 16.0000 which is essentially 16 secs (similar value to that in fallout 4).
It may also be worth making another record with this EDID '' fCombatBlockChanceMax '' . The default float value of 1.0000 . I think this translates to 100% which may also contribute to the problem. So i set it to 0.5000 (50 %). This value is just above the '' fCombatBlockChanceMin '' in the Wildcat mod which is set to 0.4000 (40%)
If anyone wants, I can make a small ESP.FE wiith these fixes and put it on mediafire.
This is literally a mod for MCO. It makes it possible for NPCs / Creatures to use the combo provided by the framework which normally (with only MCO installed) would only be available to the player. So yes, ADXP | MCO is an hard requirement. Either MCO or any other combat framework you are using really. You don't need MCO if you are using ABR or SkySA for this mod to work.
First time reporting on Nexus but everytime I launch my game and enter my save (which was in a combat with bandits near where you get the rueful axe) I have a few seconds of action before my game screen goes black and I get the following error : SCAR::DataHandler::GetSCARActionData caught an exception when convert annotation:[json.exception_out_of_range.403] key 'IdleAnimation' not found
after I close it the game closes automatically, running latest version of SCAR, MCO and a few movesets (Elden Rim,Diverse NPC Moveset, Mace animation MCO |SCAR , Realistic Haleberd Animation MCO SCAR)
The game version I'm on 1.6.1170.0.8 with SKSE 2.2.6, already installed the SCAR AE Support and had no problems with it til Today
Hopefully someone can help or just guide me on what the issue could be, thanks a bunch for this amazing mod
Duude I have the same exact error. Have you found a solution? I've tried doing a fresh install of nemesis, SCAR, and MCO and I am still getting this error. Sucks because I was really in the mood to start a new playthrough.
For people who encounter this problem in the future. V2.01 of SCAR on GitHub adds new functions that other mods on nexus are starting to use. Probably installed a mod that required that version without realizing. This version and the AE support version on Nexus are unnecessary if you want to install the GitHub versions. SCAR AE V2.01(640,1130/1170) or SCAR SSE V2.01(1.5.97). Only use one.
I know this is likely my fault for not setting up the mod correctly but I need to share this just to make sure: sometimes during combat, my screen goes black while a Windows 10 error sound plays once (I can still hear music and sound effects from Skyrim in the background), and when I open up the Task Manager with ctrl+alt+delete it says Skyrim and SCAR are not responding. I have not encountered any other errors (or gotten any error messages) related to SCAR while installing/setting it up for my Skyrim modlist, so this really has me scratching my head.
I'm not sure if the issue I'm about to describe is caused by this mod, BFCO, or something else entirely—but I wanted to bring it up here in hopes that it might finally be addressed.
One frustrating problem I’ve consistently experienced with these modern combat overhauls for Skyrim is the excessive attack commitment for both the player and NPCs. This issue affects NPCs more noticeably, and by "commitment," I mean that once an attack animation begins, the character becomes completely locked in, unable to turn or adjust direction even slightly. They just charge forward mindlessly, which undermines the whole point of having “modern” combat mechanics.
In Dark Souls, for example, while there is a sense of commitment to attacks, enemies still have a brief window to rotate and track the player just before or during the swing. This subtle ability to adjust direction is what makes many encounters feel fair but punishing—I often get hit because an enemy manages to turn and follow me just as I'm dodging.
This turning behavior is something I believe is essential to modern combat design. If modders can find a way to implement it, I would be blown away by the possibilities it could unlock for Skyrim. Vanilla Skyrim doesn’t have attack commitment at all—NPCs and the player can move and rotate freely during attacks—so in theory, it should be possible to find a middle ground. Maybe by enabling some degree of rotation up until the weaponSwing event triggers in the animation? Or just as the hitFrame is registered (to adjust direction just before the following attack)?
Hi there, I don't know if downloading the MCO patcher is necessary, but the Nemesis Patch doesn't seem to be in the main file, as in, Nemesis doesn't list SCAR at all and I don't see a nemesis folder (Another source said sometimes you have to drag the patch into nemesis for it to appear). Anyone have any advice?
EDIT: I apologize, I downloaded the 1.6+ AE Support version, but commented here by accident. I would still appreciate the advice if anyone can help.
I have heard that having BFCO makes having SCAR redundant. Is that true? I have BFCO and I'm not sure whether to install this. Especially if it doesn't add anything more to the NPCs and how they attack. Can someone help clarify? Thanks!
I have no idea how to get it to work, I must have installed something that is incompatible, but no idea what. Smilodon? TK Dodge? Blocking canceling attack animation? Doubt it'd be Precision since everyone seems to be running it with SCAR.. All prerequisites installed, Nemesis ran with the patch, I've done literally everything that I was supposed to, installed support, patch, I just can't get it to work ._.
987 comments
Please refer to this article before actually reporting a bug in the bugs section!
Found a fix to this problem I think:
I think it's caused by a game settings option which is hard codded into the game. It is called
" fCombatBlockTimeMax " which has a default ''float'' value of
10000.0000000 !!!
This means: if you have any mod increases NPC block chance (Like Wildcat); they can choose the max duration option ( which is 10,000 secs) and they will be stuck, blocking.
I stopped this problem by making a new record under ''Game Settings (GMST)'' records with the Editor ID (EDID) of '' fCombatBlockTimeMax '' (Don't
use the quote marks). You can do this in a new esp. or just make the record in Wildcat. Then in the float value, set it to 16.0000 which is essentially 16 secs (similar value to that in fallout 4).
It may also be worth making another record with this EDID '' fCombatBlockChanceMax '' . The default float value of 1.0000 . I think this translates to 100% which may also contribute to the problem. So i set it to 0.5000 (50 %). This value is just above the '' fCombatBlockChanceMin '' in the Wildcat mod which is set to 0.4000 (40%)
If anyone wants, I can make a small ESP.FE wiith these fixes and put it on mediafire.
Hope these help!
Here is the link to the fix:
https://www.mediafire.com/file/di3oazfu3ba82jo/NPC_PermaBlock_Fix.7z/file
Hope it helps!
It makes it possible for NPCs / Creatures to use the combo provided by the framework which normally (with only MCO installed) would only be available to the player.
So yes, ADXP | MCO is an hard requirement.
Either MCO or any other combat framework you are using really.
You don't need MCO if you are using ABR or SkySA for this mod to work.
And then you need to patch animation yourself by using scar patcher
i don't know what to do, and yes i had installed the requirements
SCAR::DataHandler::GetSCARActionData caught an exception when convert annotation:[json.exception_out_of_range.403] key 'IdleAnimation' not found
after I close it the game closes automatically, running latest version of SCAR, MCO and a few movesets (Elden Rim,Diverse NPC Moveset, Mace animation MCO |SCAR , Realistic Haleberd Animation MCO SCAR)
The game version I'm on 1.6.1170.0.8 with SKSE 2.2.6, already installed the SCAR AE Support and had no problems with it til Today
Hopefully someone can help or just guide me on what the issue could be, thanks a bunch for this amazing mod
One frustrating problem I’ve consistently experienced with these modern combat overhauls for Skyrim is the excessive attack commitment for both the player and NPCs. This issue affects NPCs more noticeably, and by "commitment," I mean that once an attack animation begins, the character becomes completely locked in, unable to turn or adjust direction even slightly. They just charge forward mindlessly, which undermines the whole point of having “modern” combat mechanics.
In Dark Souls, for example, while there is a sense of commitment to attacks, enemies still have a brief window to rotate and track the player just before or during the swing. This subtle ability to adjust direction is what makes many encounters feel fair but punishing—I often get hit because an enemy manages to turn and follow me just as I'm dodging.
This turning behavior is something I believe is essential to modern combat design. If modders can find a way to implement it, I would be blown away by the possibilities it could unlock for Skyrim. Vanilla Skyrim doesn’t have attack commitment at all—NPCs and the player can move and rotate freely during attacks—so in theory, it should be possible to find a middle ground. Maybe by enabling some degree of rotation up until the weaponSwing event triggers in the animation? Or just as the hitFrame is registered (to adjust direction just before the following attack)?
EDIT: I apologize, I downloaded the 1.6+ AE Support version, but commented here by accident. I would still appreciate the advice if anyone can help.
All prerequisites installed, Nemesis ran with the patch, I've done literally everything that I was supposed to, installed support, patch, I just can't get it to work ._.