Cliffracers Fight Flee

Post » Fri May 27, 2011 8:23 am

I decided to make a little mod myself. It will be my first. My first goal is stopping Cliffracers attacking me. So when I dived into it, I saw Fight and Flee. Now I never seen a creature fleeing in my game ever. So I assume it is broken? Anyway my target is fight so:

http://www.uesp.net/wiki/Morrowind:NPCs

I set fight to 10 for cliffracers. But they still attacked me in game.

I read something about spawn points and I started a new game to avoid that, but they keep attacking me. I am very confused. Are there any other determiners?
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GEo LIme
 
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Post » Fri May 27, 2011 10:34 am

Flee is not exactly broken, it's just not really used by Bethesda. If you use Wakim's or some other mod that alters these things (and GMSTs affect fight/flee/etc as well) then most normal creatures will flee when attacked. In fact Wakim did a lot of research on the GMST side of things and went for alternating flee/fight kind of behaviour in a lot of cases (so they rush up, hit once or twice, run away to a safe distance, then dart back in again - more realistic).

Anyway, a fight rating of 10 should mean they won't ever attack. You've said you started a new game, so it's not that... Thinking... Did you alter all the cliffracers (including the blighted and diseased ones)? Are you running any other mods that might affect them? Or that might affect the relevant GMSTs?
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Benito Martinez
 
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Post » Fri May 27, 2011 3:48 pm

Flee is not exactly broken, it's just not really used by Bethesda. If you use Wakim's or some other mod that alters these things (and GMSTs affect fight/flee/etc as well) then most normal creatures will flee when attacked. In fact Wakim did a lot of research on the GMST side of things and went for alternating flee/fight kind of behaviour in a lot of cases (so they rush up, hit once or twice, run away to a safe distance, then dart back in again - more realistic).

Anyway, a fight rating of 10 should mean they won't ever attack. You've said you started a new game, so it's not that... Thinking... Did you alter all the cliffracers (including the blighted and diseased ones)? Are you running any other mods that might affect them? Or that might affect the relevant GMSTs?

Thanks for the answer. I did changed all three versions. I even cleared it with TESAME. (my first clearing)

There are other mods, I haven't test it alone. But my mod loads last. So GMSTs is the only option then.(does that mean I have a mod with evil GMSTs? :P)

PS. I can get a little more information on GMSTs affecting fight and other things. And if I am to clean them, what is the way of determining which mods are regular ones and which ones that indeed alter GMSTs?
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Teghan Harris
 
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Post » Fri May 27, 2011 9:56 am

Well, fight rating of 10 should work by itself, unless something else is conflicting with it. And GMST changes won't just affect cliffracers, they'll affect everything (including NPCs).

That said - http://www.mwmythicmods.com/Archives/CS/Flee%20AI%20help.htm where he posted his findings on flee-related GMSTs. There's also a list in Scripting for Dummies.

As far as GMST-cleaning goes - when GMSTs are inserted by the CS bug, it's always the same GMSTs from each expansion. So if it's that exact list, they're "evil" GMSTs that should be cleaned, and if it's not that exact list, they were added deliberately. Can't find a copy of the list atm but you can always create one by saving an esp with only Morrowind.esm loaded.

Just had a thought... When you say you cleaned the mod with TESAME, what exactly did you remove?
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michael flanigan
 
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Post » Fri May 27, 2011 3:29 am

Everything starting with GMST. Did I break something? And I had to right click every name in the list, is there a shift click option? It is a long list. :D

I thought it would be difficult. I think you're right, finding them was easy. The same list was found in 3 mods. 2 of them was mine placing some things in game. It will be interesting to see their affect in my game.

About cleaning GMSTs:
As long as I don't have any advanced mod altering GMSTs, I probably won't notice them, right?
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Anthony Diaz
 
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Post » Fri May 27, 2011 12:19 pm

..
About cleaning GMSTs:
As long as I don't have any advanced mod altering GMSTs, I probably won't notice them, right?

I was wrong, they are evil. Very evil. Removing evil GMSTs and starting a new game, and they stopped attacking me.I wouldn't thought they could be that "evil".

In a saved game they kept attacking until I cleaned the spawned creatures from my save via MASH.

Finally forever and ever, Cliffracers are gone!

PS. Thank you Melian for those links. I didn't know about fleeing. Now I have a mod idea. But that one will need a little scripting. I hope I can do it.
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Kim Bradley
 
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