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Found 8 results

  1. 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.
  2. Hey guys, how are ya? Been having a bit of a problem with Skyrim these days. I was more than a week away from my 300+ hour save because of work and after all that time I couldn't wait to load my game and go though a whole night of playing. Then I've noticed a problem: all of a sudden ALL NPCs simply don't attack me. They don't turn aggressive at all (the combat alarm doesn't start). All of their "getav aggression" values were over 1, which means aggressive. Still, they wouldn't attack, even if I attacked every one of them until they died. Tried using tdetect, tcai, recycle, resurrect, etc. Nothing works. The problem happens even if I start a new game. Can someone help, please? I have a loooooooong load order, and my game runs ok (no playthrough crashing after 30 minutes). Load order:
  3. Hey guys, how are ya? Been having a bit of a problem with Skyrim these days. I was more than a week away from my 300+ hour save because of work and after all that time I couldn't wait to load my game and go though a whole night of playing. Then I've noticed a problem: all of a sudden ALL NPCs simply don't attack me. They don't turn aggressive at all (the combat alarm doesn't start). All of their "getav aggression" values were over 1, which means aggressive. Still, they wouldn't attack, even if I attacked every one of them until they died. Tried using tdetect, tcai, recycle, resurrect, etc. Nothing works. The problem happens even if I start a new game. Can someone help, please? I have a loooooooong load order, and my game runs ok (no playthrough crashing after 30 minutes). Load order:
  4. Here's a new one... I've seen a few posts about this before, but the causes have always been undetermined or not caused by a mod I have. (Also I'm not posting this in the modding section because it says to go there for issues with specific mods which... well, I don't know the cause of this, though I do assume a mod is responsible. If this is not kosher, feel free to move this thread elsewhere.) I've noticed that when entering new cells, interior or exterior, sometimes (not always) the NPCs will spawn, walk around/do whatever for a few seconds, disappear, then reappear in their original starting positions. This would be fine if it didn't also cause any aggressive NPC to have their aggression value set to 0 upon the reappearance, making them basically walking punching-bags (or in my case stabbing-bags). My Mod List is as follows: My Load Order is as follows: I used Mod Organizer for the profile and LOOT to set load order. This is kind of a game-breaking bug so any help would be appreciated.
  5. I spent a couple of days taking a genuine crack at the Easy City Downs (ECD) aggression problem, with mixed results. - I found 24 placement entries that load 22 NPCs (2 are generic thug duplicates). - 9 of the entries are racing robots. - I set NPCs and their potential variants (based on player level) to: Unaggressive, Cowardly, Neutral, Helps Nobody, Aggro Radius Behavior False. - I changed all of the factions to Captive NPC (friendly to all). - There are tons of variants: Triggermen, Raiders, Robots, and a Turret with stats that change based on player level at time of encounter and some pseudo-randomness. I went from 24 files to 140ish just by editing the variants. - In FO4Edit, I copied the 10 unique NPCs (9 robots and boss) as overrides. - The remaining NPCs are generics that load in ECD and beyond, so I copied them as new entries, then copied the chain of all their templates, etc, and replaced aggressive traits with neutered/neutral. That way they only change in ECD instead of the entire map. - I changed the non-unique NPC placement entries as overrides, loading the friendly NPCs instead. - I found several ECD scripts (3 of them deal with aggression). I decompiled all of them with Champollion and read them. Then I edited the 3, recompiled them with Caprica, and put them in the correct directory structure of my game. - My FriendlyEasyCityDowns esp file is checked in NMM. End result: When I go to Easy City Downs (walking in as first time visitor from nearby school, non-fast travel), the Raiders and Triggermen do NOT aggro on me. At least, not until one of the bots completes a lap and aggros (usually Iron Maiden assaultron or The Boston Blaster Mr Gutsy). Then it's game on from the robots, one melee knife-wielding Raider in a yellow helmet, and the machinegun turret. If I stay in the lobby (under the boss floor) when I arrive, the Raider and Triggerman hang out but don't talk to me. Then the robots take a lap and red squares pop up, with one of them trying to find me (non-stealthed, not hidden). As soon as I walk over to the bleachers, I get laser blasted. *makes smirking noise* I'm tired, 2 days of reading, coding, and testing. Would be happy to send the zip file to anyone who wants to see it. I just don't want to upload a non-working mod. But a fresh set of eyes on it might help. It's pretty close to the goal, I think. If anyone is interested in open source collaboration, I'm up for that. Halfway there is better than nothing, but not as great as it would be to have everything working. The end goal is to make ECD a racing/gambling/merchant/party hub. Once friendly, I'm sure the overhaul mods will follow. I really thought I nailed it. Grrr. :-/
  6. I have a little mod that adds some follower creatures with similar AI to this lamp. They have the same problem the lamp has: even though their custom faction is friends with every other faction (and is ally to player) they get attacked by anyone hostile to the player. Their AI is also set to Cowardly and Observe Combat Behavior, so they should run away. How can I make it so they're ignored by enemies during combat? I've googled this for ages but can't find anything relevant. I wonder if it's because they're player allies? Faction Friends are NEVER supposed to attack each other, but maybe player relationships override it? If I turn them neutral to me maybe it can work?
  7. To the point, I'm trying to make radrabbits aggressive and attack. I have been trying to figure this out for too long now, and any help making this work would be great. As far as I can tell, the main issue is that they lack the animations to attack, even though they have the attack type of vicious dogs. I have tried adding the vicious dog attack animations, but that didn't work either. I assume it's because the vicious dog animations aren't "connected" to the rabbits. The method of adding animations did work though as I was able to add doubles of the rabbit animations. I've tried toggling aggression on as well, and that changes nothing. I've tried editing the race, nothing. I've tried editing the npc, nothing. I tried making a new race of aggressive rabbits, it makes the npc invisible and still not aggressive or attack. No matter what I try, they just run and hide. Does anyone have a way to make these stupid bunnies aggressive and attack?
  8. I'm poking at trying to make a version of the Command Animal power that is usable (and used) by NPCs. Unfortunately several chunks of the standard one are implemented in player-specific fashion that doesn't have a generic equivalent. Right now, the power will pacify (all, not just one, but I think I can solve that) animals within the spell's AoE. So far so good, but I'd like them to help out the caster, as they would the player. This is where I get stuck. I can't seem to find a combination of faction relations and AI settings that will: 1. By default make the animal nonaggressive against everyone 2. Make them attack actors if, and only if, they're in combat with the casting actor Right now I'm looking at adding a cloak spell to the casting actor to find everybody who is hostile to them, and stuffing them into a faction set as an enemy to the pacified faction, but that's a very kludgey thing to try. Anyone have some experience in the area and/or pointers?
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