Incudust Posted January 3, 2022 Share Posted January 3, 2022 Has anyone else come across the issue of demoralize, turn undead, and calm spells not working as they should while playing Maskar's overhaul? The issue is, NPC's will start attacking me or others before spells like demoralize wear off. they will still have the greenish glow they have when under the effect of an illusion spell, but will turn right around and attack me just seconds after running away. sometimes it takes longer for them to stop fleeing and start attacking, but they will still have the greenish glow on them indicating that the illusion spell is still on them. sometimes the spell lasts for the proper amount of time.the same exact thing happens with turn undead spells. I think it has something to do with Maskar's ai scripts but i cant find the clash. Ive turned off every ai alteration in his ini file provided but no amount of ai options changes the problem. as soon as i deactivate the mod and jump back in, poof! demoralize/turn undead/calm work properly again. as for the calm spells,they end sooner than they should. cast 15 second calm and bandit starts attacking 3 seconds after. and no i dont hit them after casting calm. Link to comment Share on other sites More sharing options...
Pellape Posted February 11, 2022 Share Posted February 11, 2022 Have you tried to contact Maskar direct? He always answer when you PM him or write here: https://www.nexusmods.com/oblivion/mods/42780?tab=posts Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted February 13, 2022 Share Posted February 13, 2022 (edited) If the mod alters some magic effects you can easily cancel the changes with TES4Edit. Edited February 15, 2022 by Oblivionaddicted Link to comment Share on other sites More sharing options...
Pellape Posted February 15, 2022 Share Posted February 15, 2022 MOO have loads of spells so fiddling with anything that is MOO related is not advisable at all as it is very complexed. I do had a thing or an issue that was not working for me but worked for Maskar, so I fixed it for myself while asking him for advices. Few knows the game like he does really but I learned a lot from him in our chats through PM's here. You must contact him. Link to comment Share on other sites More sharing options...
Incudust Posted February 21, 2022 Author Share Posted February 21, 2022 thanks. i contacted him about it and he said it was working fine on his end Link to comment Share on other sites More sharing options...
Pellape Posted February 22, 2022 Share Posted February 22, 2022 He always say so. :D It works for me as well. Maskar is also right as MOO is extremely reliable and stabile Link to comment Share on other sites More sharing options...
Incudust Posted February 22, 2022 Author Share Posted February 22, 2022 honestly i think it has to do with ai changes in maskars and how the ai reacts to demoralize effects. theres an option in the ini file under ai setting to disable the original oblivion ai flee settings but i dont know if it is turned on or off by default it seems ambiguous to me, and when i semi colon the line it seems to make no difference Link to comment Share on other sites More sharing options...
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