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Defeat, Slaughter, Help


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Posted

So, I've had one problem with the defeat mod, one that I think can be or has been fixed. Not sure if anyone else has had this problem. 

This is the short and sweet, whenever an NPC gets knocked down, another might try to do something to the NPC, but the rest are still full aggro on the prone NPC. Is there some sort of mod that makes all NPCs ignore downed NPCs for x duration? Cause I'll run into these huge battles and half the enemy is down, but either other NPCs or even my own followers will just go ahead and finish em off, which hilarious, is also a bit disheartening.

Can anyone recommend a mod or if there is some setting I'm unaware of that turns off Ai Aggression vs Downed enemies? I know the defeat mod includes this feature when the player themselves are the target, I was just curious if there was some way to apply it to downed NPC's as well.

Posted

you could try it with a follower Framework, i use Neithers and never had that problem before. Set them to unagressiv and they wait pationatly until the Animation is finished and the Enemy aggros again. Thats for the followers at least, for the enemys i don't i'm know sorry

Posted

@Gukahn Well I'm using amazing follower tweaks, and it's not necessarily my followers that are the problem. I have the civil war mods installed which add in giant battles with many soldiers, which is cinematic and awesome as hell to witness. It's just I expect the winners to take the 'spoils of war' so to speak, but they just end up slaughtering everyone.

Posted

Maybe a mod can be made that when an enemy is downed with defeat, for the duration of it being downed it is added to a faction that is considered Neutral with all other factions and when the duration is up it is returned to its original faction?

  • 5 weeks later...
Posted

I got this working years ago with a mod I remember to make any actors engaged in sexlabs animation to be marked as nonhostile otherwise they just stripped down and get killed by the other NPC

Posted

I wonder how difficult it would be to port that mod over to SSE. I don't think it would be, but there might be code that isn't there in SSE that it relies on or something.

Posted
1 hour ago, Screws said:

I wonder how difficult it would be to port that mod over to SSE. I don't think it would be, but there might be code that isn't there in SSE that it relies on or something.

 

I just upload it 

 

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