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Why do they flee???


Corehound

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Hey every1 :thumbsup:

 

I am at a loss here, I have repeatedly tried to make a creature replacer for the ants in the game and failed every time :confused:

 

For some reason no matter which creature I choose as a replacer, I get the same result.

 

The creatures are changed and working perfectly animation wise, but as soon as I attack them they start to flee :wacko:

 

With my latest attempt the only thing I changed was model and skeleton, everything else was "Ant data", and still the same happened :wallbash:

 

What the frak is going on??? :pinch:

 

Anyone have any idea what might cause this?

 

With Best Regards

Corehound

http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif

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I dont remember the name of the entry (reaction maybe) but search for something like cowardly or cautious.

Thx for the reply :thumbsup:

 

Sadly I have already tried to alter this without any luck, also most of them have the "Very Agressive" and "Foolhardy" flags by default :confused:

 

With Best Regards

Corehound

http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif

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I dont remember the name of the entry (reaction maybe) but search for something like cowardly or cautious.

Thx for the reply :thumbsup:

 

Sadly I have already tried to alter this without any luck, also most of them have the "Very Agressive" and "Foolhardy" flags by default :confused:

 

With Best Regards

Corehound

http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif

 

Also you may want to be careful when completely removing Ant's from the game. There are a few quests out in the game that requires the killing of ants for items or (I believe just a kill count) that may bug out unless you manage to change the value the monsters use for the quest, to whatever you change them to?

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I dont remember the name of the entry (reaction maybe) but search for something like cowardly or cautious.

Thx for the reply :thumbsup:

 

Sadly I have already tried to alter this without any luck, also most of them have the "Very Agressive" and "Foolhardy" flags by default :confused:

 

With Best Regards

Corehound

http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif

 

Also you may want to be careful when completely removing Ant's from the game. There are a few quests out in the game that requires the killing of ants for items or (I believe just a kill count) that may bug out unless you manage to change the value the monsters use for the quest, to whatever you change them to?

 

A simple replacer mod wont effect those things, as the loot and general ID doesen't change by doing this :happy:

 

In most cases this would only happen if you change the creature types within GECK, or if you make drastic changes to the more vital data of an .ESP ;)

 

With Best Regards

Corehound

http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif

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I had the same problem when adding in custom creatures as well..It seems if you add a new skeleton or a completely new folder for the creature...this is what happens...I've never heard of a fix...Ive gotten the AI to work correctly once but it was on accident and the moment I made another adjustment to the esp it went right back to fleeing 24/7. Unfortunately I need the extra folder and custom skeleton for animations because some sounds are tied in directly to the animations..I dont think you need the custom in your case if its just replacer it should be able to be done all in the GECK.
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I had the same problem when adding in custom creatures as well..It seems if you add a new skeleton or a completely new folder for the creature...this is what happens...I've never heard of a fix...Ive gotten the AI to work correctly once but it was on accident and the moment I made another adjustment to the esp it went right back to fleeing 24/7. Unfortunately I need the extra folder and custom skeleton for animations because some sounds are tied in directly to the animations..I dont think you need the custom in your case if its just replacer it should be able to be done all in the GECK.

Thx for the reply :thumbsup:

 

Hmm... sounds really strange that such a little thing like folders would matter that much, but there are so many strange mechanics in this game that nothing would surprise me at this point :laugh:

 

Will try and use the default folder path and see what happens :happy:

 

Thx again for the reply and thx for the tip :thumbsup:

 

With Best Regards

Corehound

http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif

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