In Morrowind most actors don't react when there is a combat around them. No more! Now actors come to see what's happening, they are alarmed and stay at a safe distance. For each of these actors, if combat(s) are over, or if he moved too far, he will come back to where he was.
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File credits
Credits to kuyondo for his Protective Guards mod; his mod give me elements to make this one.
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Changelogs
Version 1.4.1
Important documentation addition (little but important): some NPCs may get stuck trying to return to their starting position (typically after a fight). In this case, simply save and load. That's all.
Version 1.4
Prevention of an undesirable situation (actor reacted next to the victim despite the fact aggressor is not around)
Version 1.3
Correction improvment for the possible old mod versions "bad" save
Little code improvement
Correction: now there is no process if attacker or defensor isn't in the scene
Version 1.2.1
Correction improvment for the possible old mod versions "bad" save
Version 1.2
Bug correction: there was a pb with save/load variables. Correction for old mod version "corrupted" save: please upgrade to this version.
Version 1.1
Improvement: keep datas between save et load (onSave & onLoad functions)
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This mod is relatively simple but it gives big result.
You need OpenMW 0.49 >= april 2024.
It improve the AI of the game, mainly because if an enemy is not too far from a combat, he will come to see what's happening, and if he sees an opponent, the game will trigger the usual attack... And if there is another enemy not too far from the attack, he will come to see what's happening... etc...
From the first time i played Morrowind, i saw there is a problem with the actors indifference with the combats. Now i'm glad. £:^) And no more "hello stranger" when there is a combat around...
I included a blacklist to exclude some actors from the scope of this mod. By default i put the common wildlife creatures in this blacklist. If you want to modify this list, edit the actor_react.lua file...
The engine of this mod is simple: it puts a Travel AI package on the actor (NPC or creature) I take care with compatibility; it only affect actors that don't have an active AI package, or actors with an active AI package equal to "Unknown", "Wander", or this mod "Travel" (no other "Travel"). And i don't erase the existing AI packages. There should be no incompatibility with other mods.
Important note : some NPCs may get stuck trying to return to their starting position (typically after a fight). In this case, simply save and load. That's all.