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Found 11 results

  1. Hi, i just wanted to talk about the topic of NPC classes and their packages. (no giggity) I've noticed that when trying to mod, specifically leveled NPCs, that some run on the same AI package for the most part, but some have different variants. For example; i wanted to alter the behavior of necromancers. Lower level ones use the Warlock01 AI package, and the higher level ones use Warlock02, Warlock 03 and so on. I've also notice that i can only change the aggro for these packages on the very base one: Warlock01. So i was wondering if anyone could explain for future reference why there are multiple packages for these AI, when all of them seem to be pretty much the same as i can tell. And why you can't seem to be able to edit them. There seemed to be no forum out there that covered this, so its either extremely obvious, or cited somewhere else under a different catagory. Thank you for your time, merciful, brilliant people of nexus modding community!
  2. I have an issue with the aggro behavior of the raiders in my cell... As soon as the player enters the interior cell, all enemies come rushing to the floor the player is on and engage in combat. Besides that, the enemies behind a closed door a floor up will engage in combat through the floor. There must be something I need to do to keep them from aggroing straight away, and to keep them from shooting through the floor etc... Anyone know?
  3. Hey, so I'm using tweak and sokkos guild starter, and I'm trying to make a vampire fortress, but the enemy vamps i turn into followers attack or get attacked by everything. [they even try killing any mannequins] I use this bat file in order to make em friendly, normally it works but all of a sudden it's not. killresetaidisableremovefromallfactionssetavagression 1addtofaction 0005a1a4 1addtofaction 00019809 4setrelationshiprank player 4SetPlayerTeamMate 1enablestopcombatresetairesurrect Any tips on either a better bat set, or whatever is appreciated, or perhaps a way to make the bat go in order. It seems to be random, as most the time they end up revived then killed at the end.
  4. I'm really wanting a mod that'll somehow notify me that I've entered combat. Whether it be a glow around the edges of the screen, or a message popping up and fading... Anything, really. I like to play stealthy, but I don't like to be sneaking constantly. And I find myself pressing Ctrl to go in and out of sneak to check if I've gained aggro on some baddies while I'm out exploring. I'd rather just be automatically notified somehow.
  5. I was trying to build my mod(out now) that allows for the quest "human error" to be completed without invoking hostility in CovHQ or Covenant proper. But I had one problem remaining, I couldn't kill Chambers without one specific person getting aggro at the player. Furthermore, this also triggered aggro in covenant. Well I figured it out and I'll share because maybe it will save someone some time. The solution solves both problems. So don't bother with settings like aggression or courage. Those only come into effect once combat starts. What you need to do to prevent hostility from spreading is to find each unique NPC and the base ID for any generics and delete all of their shared faction data. You don't need to delete from "genericNPCfaction" or others that are really broad, just those that would be angered. Then, just to be safe, set their behavior to "Helps no one" which is the boolean number 0. Also delete crime faction data. Finally find the faction bases and edit those to allied with you. So since I missed editing one NPC to not be aggroed to be from killing chambers, it was able to spread to all generic covenant NPCs. So that's how the game works, at least with the tools that we have now. That's not how *I* would code it, but it is what it is. From this knowledge you could theoretically turn the raiders at Hangman's Alley into allies, even settlers. Since there's so many factionIDs for everything one could potentially create an alternative start mod where you are a synth working for the institute and synths wouldn't be hostile from the game start. Just trying to pass this along
  6. I'm looking for a mod that allows me to change whether or not a friendly unit will attack me, if I attack them. There's been many times where a stray arrow has hit a guard while I was fighting something else, causing the guards to then turn on me. I've been playing around a lot with Warzones, and it'd be nice to have a mod that would manage aggro depending on which faction you're a part of, or something like that. Say I was part of the stormcloaks, and in a battle that was stormcloaks vs imperials, and I accidently shot a stormcloak, I wouldn't have the whole stormcloak army fight me instead of the imperials because of one stray arrow. I'd love if someone could make this, I'd give them the biggest highfive Thanks
  7. I like doing solo Safi hunts and I would like to enjoy the fantastic music in all its glory without having the aggro version of his theme layered over for the majority of the fight. Not sure if it would be easier to set whatever the necessary value is really high so Safi is less likely, or ideally, never going to become fixated or to just remove the music outright. If somebody is up for that I would throw in five bucks or so if that sounds sufficient enough. Thanks for reading.
  8. I'm busy this morning and won't be able to test this myself. I will when I get the time, but I thought if I posted here, I might be able to get some insight before I get the chance. For a master level conjuration spell, the player will summon a Xivkyn Lord. I want that Xivkyn Lord to summon TWO of it's own, much weaker followers. Do NPCs have a summon limit? Can I use the vanilla conjuration perk on an NPC to raise their limit? And lastly, is the correct way to make a single spell summon 2 NPCs by making a normal summon spell for 1 npc, and attaching a script onto the magic effect that tells it to cast the 2nd NPCs summon spell like this? NPC#1 Summon spell MGEF Script: Event OnEffectStart(akcaster, aktarget) NPC#2SummonSpell.Cast(akcaster, akcaster) EndEventOr is there a better way to go about it? EDIT: Actually, if NPCs do not have a limit OR if the perk works on NPCs, couldn't I just put NPC1 magic effect AND NPC2 magic effect on the same spell to make it summon both?
  9. Hello all, first time posting (be gentle please). I recently had various glitches in the game and trial and error with enb's that resulted in low frames so I uninstalled them and basically restarted the game. In the process I deleted all the old save games. Reinstalled and updated various mods to new versions. Swapped hdt physics used prior for easy hawt hdt/smp, dropped Aft for iAft. I'm currently level 6 I believe, just completed the golden claw quest (brought back to Lucan) and currently tasked with meeting with the Greybeards. The first issue I noticed is my follower Frida (standalone mod) doesn't seem to attack. I've played with her successfully in the past where she acts normal (prior to restarting the game on cleared saves). Reinstalled her mod. Noticed this in the hunt for the golden claw against draugr's where she seemed to stay back. She'll draw her weapon when I do, sheath it when I do. But otherwise she just stands in attack pose and never engages. The same happened during an encounter with a troll and I purposely moved back behind her. The troll attacked her and she just stood there taking it moving in frozen fixed pose. The troll's attacks collided and shoved her about, no response though. No response other than a verbal when I attack her either. Something else odd happened and the reason I'm lumping them together I'm not sure if they're related. Went to Valtheim Towers where there are bandits. I know it can vary, sometimes the bandits are more aggressive and other times you have to move nearer before the red dot appears on the compass. I walked right up to a female bandit standing outside and she didn't react at all. Drew my weapon (Frida drew hers) and no reaction. I was able to talk to the bandit and she said something about not wanting trouble, a possible shakedown for a toll to pass and one of my options was to intimidate. Which I was able to do (at such a low level with hardly any skills leveled up). So I attacked and she just stood there and moved away from me. It wasn't until I entered the towers that the other bandits appeared as enemy dots on the compass. Again the follower didn't fight at all just held back at the bottom of the stairs. Compared to previous playing of the game this seems way off. Like the aggression levels are severely hampered (playing on adept 1:1 level). I used the in game menu for iAft to chat about the follower's levels of aggression and confidence, no matter how high I set both no change. Made sure her attack was set to 'general'. Tried removing all other weapons from her inventory leaving her with her default sword. Tried dismissing her, leaving the area, saving, restarting, having her join me as a follower once more, no change. What's odd is I have another follower Ella (standalone) also managed by iAft, same settings and she's fierce. Runs ahead and wipes out just about everyone even with mid range aggression/confidence. So it doesn't appear to be a fault with iAft. Maybe a difference because Frida is using a sword (melee) and Ella is default armed dual wielding fireball staves (ranged)? I'm not as concerned with the follower, it's a bummer but if she's glitchy I can use other followers. If it's tied to the same glitchy behavior of the bandits though my real concern is that enemy engagement will be bugged throughout the game. Other things I've done already: In trying to keep with the suggestion for post info, running win7 with an i5-4690k (4.6ghz), radeon hd7850 1gb, 16gb system ram, 250gb 860evo with 73.5gb free. Game is located in C:\program files(x86)\steam\steamapps\common\Skyrim. Game version 1.9.32.0 with the official update, dlc's dawngaurd, hearthfires and dragonborn (assume this makes it legendary though purchased/installed individually). Other utility versions follow: Loot Order Not sure if I should mention having SMIM v 2.08 installed. I noticed a plugin for merged w/o dragonborn but it's not currently activated and maybe the mod doesn't need plugins otherwise? If it's just improved textures. The mod is active just no .esp file. Thanks for any suggestions or ideas anyone may have.
  10. Hi! I've spent quite some time looking for a mod that would allow me to kill settlers freely, to no avail. As I understand, the difficulty here is that all settlers belong to one faction, and the game does not differentiate between different types of faction members. I see two solutions here, though I am unable to implement them myself: Make the settler faction permanently friendly to the player, so they ignore any 'illegal' action the player makes. Not sure if this is possible in terms of faction mechanics In the event of a player attacking a settler (immediately or close to the final blow), switch that settler's faction to a new proxy-faction, basically 'unsettling' them Would love to get some feedback on this, and hopefully someone is able to create such a mod
  11. Hey guys, I'm having a few issues with my wild pig creatures I am working on for Hogs Gone Wild. Issue #1 For some reason the sounds the hog uses for aggro warning is a cow moo. The pigs are set to use my own crVoice type. There is also a pig creaturedialogue created with setup for idle to alert, idle to combat etc, all the combat subtopics are setup to use HogsGoneWild sounds but for some reason the aggro sounds used are the cow ones. I am not even using anything cow related for the pigs besides the cow boneset and the .hkx behaviour from cow but isn't this just related to the boneset? Issue #2 I noticed ingame that if you are any distance further than say 25m from pig, his walk/run animations are not displayed. He just skates or slides across the terrain. Vanilla creatures and other mods don't seem to have this problem however I noticed one 4 legged light brown leathery creature in dogtown1's awsome monster mod that had this issue as well (I apologize - the name of the creature escapes me), it got me thinking if it uses the cow boneset and the issue lies within something related to or the boneset itself? I am workin away hard to get these issues solved for public beta v0.1, any help would be much appreciated.
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