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Knightwalker

Uploaded by

knightwalker410

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About this mod

Very, very Simple Mod - Modifies IAllyHitAllowed so that Allies/Companions take more accidental hits before turning on each other (ONLY EFFECTS NPC vs NPC, NOT PLAYER vs NPC)

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Permissions and credits
Although I'm a long time downloader, this is the first time I've used the Oblivion Construction Set and uploaded a Mod here.

Description:

Very, very Simple Mod - Modifies the game setting IAllyHitAllowed so that NPC Allies/Companions take more accidental hits before turning on each other (ONLY EFFECTS NPC vs NPC, NOT PLAYER vs NPC - do a search.. someone else uploaded a mod for that)

Aim of Mod:

I play my game on a hard difficulty setting (along with other great mods like MMM + increases spawn rates + crowded cities, extended cities, crowded roads etc) and started getting frustrated that in the craziness of battle all my companions were making too many accidental hits on Good NPCs, Guards or even Each other. This then results in Guards after the Companion when in/near a city or having to dismiss one of the Companions so they would stop trying to kill each other for infinity. Or in worst cases (e.g the whole town trying to kill the companion for infinity - amusing in a Benny Hill chase scene way) using the "disable" command in the console to remove the Companion.

I searched high and low for another mod that would fix this up by making NPCS yield to another NPC, or Surrendering but couldn't find any that worked the way I wanted. So I Started reading up on the Oblivion modding wiki...

This modifies IAllyHitAllowed to 14 (originally default is 5 - some other companion mods have it at 7) which makes is so that NPC's who are allied (same faction etc) play nicer.

I tested this with various companion mods - Companion Share and Recruit and CM Partners over a few weeks in big battles - without any problems and the Companions never got in trouble with the Feds :P

Incompatibilities:

Can't think of any, as I wasn't able to find another mod that relied on this command and even with all the factions added by all the mods I have running - there was no issues. But I guess if you really wanted your companions to go after a Faction NPC you/they were allied with, without yourself attacking them first (The player still only has the default 3-6 hits before the ally fights back), and weren't playing on a higher difficulty - well the NPC would just sit there and take the beating and immersion would be lost...

Load Order:

after any companion/partner mods in the list (use OBMM)

Bugs:

Please comment if any bugs - but its such a small game change I wouldn't think there could be any!
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