Since the mod is not updating and some of you all were commenting on these I figured I'd leave some instructions to fix the issue of "Combat End Reset" and "Cell Change Detector" magic effects visible on the UI:
- Open SSEdit from MO2. - Click "Yes" in the plugin selection window to load all plugins. - Wait for SSEdit to load all your plugins. - Double click on "Seeking Out Sneaks.esp" in the left panel. - Double-click the "Magic Effect" tab. - Click "REL_CombatEnd | Combat End Reset". - Scroll down to the "Magic Effect Data" section, "DATA - Data" subsection, "Flags" line. - Right click on the blank space to the right of "Flags" and select "Edit". - Activate the value "Hide in UI". - Click "REL_PlayerCellChange | Cell Change Detector" on the left panel. - Scroll down to the "Magic Effect Data" section, "DATA - Data" subsection, "Flags" line. - Right click on the blank space to the right of "Flags" and select "Edit". - Activate the value "Hide in UI".
Not a fix, but if you want to revert the change that makes enemies unable to trigger pressure plates:
- Right click on "Global" and select "Remove".ยท Click "Yes" and confirm deletion of all records. - Go back to the "Magic Effect" tab. - Right-click on "REL_LightFootDistricutor | Hit Detector" and select "Remove". - Click "Yes" and confirm the deletion of the record. - Close SSEdit and click "OK" to save the changes. - From MO2, double click on "Seeking Out Sneaks - Improved AI Search Behavior". - In the "Filetree" tab, delete the files "Scripts\REL_LightFootScript.pex" and "Source\Scripts\REL_LightFootScript.psc".
For the trigger pressure plates reversion, dont forget to run the "Check for Errors" from the right click menu. There are 2 spells with conditions that now show up as null/errors. I'd delete the now null effects within those spells to prevent errors in game.
At first, I thought that this mod might be causing enemies to fail to come after me in the normal, aggressive way when I shoot them from afar while outside, but after reading the description again and seeing that this is meant to affect how NPCs behave within dungeons, I think that the problem must lie with Look Around - Searching Animations.
I also have both of these mods installed, and typically, the bandits will not attack me, then warn me, then blow the horn, then forget I'm there, then blow the horn, then surrender, then forget that I'm there, then ignore me, then warn me, etc.. etc.. in an endless loop of random confusion. I wonder if it's maybe a conflict with AI overhaul, which I also have installed.
The NPCs in interiors seem to function just fine, however. The extra animations might break the NPCs on the exterior because the NPC is called to blow a horn from this mod while also being called to look around due to the other mod.
Whatever the case, I hope it gets sorted somehow, definitely hard to tell at this point whether it's this mod that's having problems, or conflicts with another mod, or is caught within the confusion of other mod conflicts, or what. I have AI overhaul, Seeking out Sneaks, Look Around, and honestly nothing else that I can think that would cause the NPCs to be so confused by this.
I had the same problem, shooting a NPC with a bow that was searching for me didn't trigger agression neither made him look for me closer. Saw your comment and tried testing without Look Around - Searching Animations, it fixed the problem.
Not saying it was that mod, but it's what fixed for me, so if anyone have the problem and sees this, try removing Look Around.
Alrighty, so apparently this particular problem is caused by Missing Encounter Zones fixed, which has some kind of.. "issue" idk. Anyway, it's outdated so use locational encounter zones instead!
I put this on and at first I thought it wasn't doing anything, since the falmer I was looking at seemed to all be stationary. But then I shot some wayyyy at the end of the dungeon and hid and backtracked to the beginning, and all the sudden while I was fiddling with my inventory an arrow whizzed by. Woah! The falmer got smart and came as a group of nine and cornered me at the dungeon entrance! Brilliant!
Hi! I know this is not only random but off topic lol But I recently installed the modlist The Phoenix Flavour and I wanted to use the follower Auri from song of the green, but I was a little bit annoyed because the hairstyle doesnt fit the same essence as The Phoenix Flavour which is Vanilla + I was simply wondering if you could be up to doing another Auri reskin just vanilla + Friendly with default hair like salt and wind :D
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- Open SSEdit from MO2.
- Click "Yes" in the plugin selection window to load all plugins.
- Wait for SSEdit to load all your plugins.
- Double click on "Seeking Out Sneaks.esp" in the left panel.
- Double-click the "Magic Effect" tab.
- Click "REL_CombatEnd | Combat End Reset".
- Scroll down to the "Magic Effect Data" section, "DATA - Data" subsection, "Flags" line.
- Right click on the blank space to the right of "Flags" and select "Edit".
- Activate the value "Hide in UI".
- Click "REL_PlayerCellChange | Cell Change Detector" on the left panel.
- Scroll down to the "Magic Effect Data" section, "DATA - Data" subsection, "Flags" line.
- Right click on the blank space to the right of "Flags" and select "Edit".
- Activate the value "Hide in UI".
Not a fix, but if you want to revert the change that makes enemies unable to trigger pressure plates:
- Right click on "Global" and select "Remove".ยท Click "Yes" and confirm deletion of all records.
- Go back to the "Magic Effect" tab.
- Right-click on "REL_LightFootDistricutor | Hit Detector" and select "Remove".
- Click "Yes" and confirm the deletion of the record.
- Close SSEdit and click "OK" to save the changes.
- From MO2, double click on "Seeking Out Sneaks - Improved AI Search Behavior".
- In the "Filetree" tab, delete the files "Scripts\REL_LightFootScript.pex" and "Source\Scripts\REL_LightFootScript.psc".
The NPCs in interiors seem to function just fine, however. The extra animations might break the NPCs on the exterior because the NPC is called to blow a horn from this mod while also being called to look around due to the other mod.
Whatever the case, I hope it gets sorted somehow, definitely hard to tell at this point whether it's this mod that's having problems, or conflicts with another mod, or is caught within the confusion of other mod conflicts, or what. I have AI overhaul, Seeking out Sneaks, Look Around, and honestly nothing else that I can think that would cause the NPCs to be so confused by this.
Not saying it was that mod, but it's what fixed for me, so if anyone have the problem and sees this, try removing Look Around.
I hope this helps!
Edit: It is.
But I recently installed the modlist The Phoenix Flavour and I wanted to use the follower Auri from song of the green, but I was a little bit annoyed because the hairstyle doesnt fit the same essence as The Phoenix Flavour which is Vanilla +
I was simply wondering if you could be up to doing another Auri reskin just vanilla + Friendly with default hair like salt and wind
:D
do you have Xedit installed?
Which version of the Realistic AI Detection your mod is supposed to overwrite? There are 5 of them.
Ended up setting RAID as base for your plugin, so it always loads after RAID. Hope that's sufficient.