The eye lock happens consistently for me, although only after a scene, never during.  It persists between saves.  It impacts both player and npc.     For a fix, in oGlobal, replace blendMo with: ;Blends MFG Modifier. Function blendMo(actor actra, int zGoal, int zCur, int zMode, int zSpeed) global zGoal = papyrusUtil.ClampInt(zGoal, 0, 100) zCur = papyrusUtil.ClampInt(zCur, 0, 100) zSpeed = papyrusUtil.SignInt(zGoal < zCur, zSpeed) If zSpeed != 0 While zCur != zGoal zCur