TrixeLulamoon Posted October 23, 2019 Share Posted October 23, 2019 (edited) I'm trying to make a modification of Monster Mod - Additions, renaming and removing some creatures. I did so, but when I tested in game none of the creatures using the "cat" skeleton can attack. You aggro them, and they just run away. This is the case no matter where I spawn them. I had this issue before, and solved it somehow and got them to attack, but now I can't for the life of me. I thought that ticking "bigskeleton.nif" under ModelList fixed it, but I guess not. Any idea what this could be? I have no idea. Edited October 23, 2019 by JoyjoyPony Link to comment Share on other sites More sharing options...
KiCHo666 Posted October 23, 2019 Share Posted October 23, 2019 It's their Confidence level. It's probably set to Cowardly level. Link to comment Share on other sites More sharing options...
TrixeLulamoon Posted October 23, 2019 Author Share Posted October 23, 2019 It's not though, it is set to foolhardy. And always has been. Link to comment Share on other sites More sharing options...
TrixeLulamoon Posted October 23, 2019 Author Share Posted October 23, 2019 Here is quick video of the issue. This is with confidence at foolhardy, by the by. I've also noticed the wanamingos also flee without attacking. I'm getting pretty frustrated, everything BUT this is working. Link to comment Share on other sites More sharing options...
dubiousintent Posted October 23, 2019 Share Posted October 23, 2019 Their reaction is based upon the "Threat Ratio" which in turn is based upon a combination of "aggression" and "confidence" as well as "factions". Please see 'TIP Hostility between NPCs' under the "Custom NPCs" section of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
TrixeLulamoon Posted October 24, 2019 Author Share Posted October 24, 2019 (edited) The aggression, confidence and factions are fine and have been since I started. Aggression is Aggressive, Confidence is Foolhardy and they have the exact same factions as Coyote. Yet I still have this issue. The issue also applies to all creatures with the "cat" skeleton, even if they different stats they react the same. Edited October 24, 2019 by JoyjoyPony Link to comment Share on other sites More sharing options...
KiCHo666 Posted October 24, 2019 Share Posted October 24, 2019 Skeleton has nothing to do with how AI reacts to combat. Is there some script attached to the creature that maybe overrides their behavior? Link to comment Share on other sites More sharing options...
TrixeLulamoon Posted October 25, 2019 Author Share Posted October 25, 2019 I know it doesn't affect combat AI, that is why I am confused. The only constant is that their skeleton is the "cat" skeleton. The creatures can have wildly different stats, but if they have that skeleton, they run away. And there are no scripts. As mentioned, in all but skeleton and model, they are basically coyotes. Link to comment Share on other sites More sharing options...
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