So the mod I made has two custom creatures that are set to a "Foolhardy" confidence level (meaning they will NOT EVER FLEE) and yet one of them flees whenever I do anything (a modified Deathclaw), and the other flees immediately upon detecting the player (a modified Super Mutant Behemoth). Has anyone ever encountered this problem before?
I know that the determining value for an NPC to flee is based on DPS and Health, and the creatures' healths are relatively high (19000 and 23000 respectively) so I thought that might be the problem, but there are NPCs that have higher health than that and don't run (Fawkes comes to mind).