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Mod added NPCs wont attack the player


Ashlander80

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I've got 5 or 6 actors put into a test cell with everything else created from my mod. When you start combat with any of them they go into combat mode, attack you once or twice, then just stand there or pace around you.

 

Only exception to this is an actor that uses a bow, who will actually attack. But when his weapon is switched to a melee weapon, he does the same as the rest. All actors are set up more or less the same, just different Classes and CombatStyles.

 

Aggression is set to aggressive.

Confidence is to Average/Brave.

All have relationships to each other set as Ally. No relationships to the player.

All are in the same faction.

All vanilla NPCs are unaffected and attack as normal.

 

I had the mod set up exactly the same as far as I can tell before my hard drive failed and I was forced to restart, and everything worked as intended. Any ideas what the problem is? I've tried adjusting just about everything there is relating to combat behavior and nothing has helped so far. Is it possible the .esp is just broken or something?

 

Huge thanks in advance. Would love to get this sorted out. Have all the weapons/armor and main characters in the mod remade, and this is the only thing keeping me from getting the quest line restarted.

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I never navmeshed the testcell on the old mod before the crash. And they'll strafe with the bow. Theres one actor with no relationships, and he runs away if you attack sombody else. Also if it was a navmesh problem i would think they'd still attack if you got close enough. But you can just run right up to them after they attack once or twice and they'll just stand there looking at you with their weapon drawn, and occasionally circle around you.

 

I just spent like the last week just remaking the weapons and armor. Really dont want to have to restart AGAIN, because of some bug.

 

EDIT: You nailed it. It dawned on me that I didn't navmesh the old test cell because it was a modified duplicate of the QAsmoke cell, so i didn't have to. This time i made it from scratch, so i did a quick recast gen, loaded the cell ingame, attacked the closest NPC, and got utterly destroyed. Im guessing the strafing and movement associated with ranged combat just isnt affected by navmesh as much. Thanks for the tip.

Edited by Ashlander80
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