Mod to prevent companions/pets chasing fleeing enemy?

Post » Thu Apr 07, 2011 7:20 pm

I've noticed a lot of times that when an enemy decides to flee, your companions or pets will take off after them and leave you far behind. This becomes problematic when they run smack into a large group of enemies.

I could have sworn there was a mod that took care of this, but searching and inquiring in a couple Mod Detectives thread produced no fruit.

So, is it possible to do this? My inital thoughts are not in a general way. such as a one-esp-do-all. You'd have to script something to each individual companion/pet with something that would make them break off their attack after reaching a certain range from the player and come back.

Your thoughts?
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Mr. Ray
 
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Post » Thu Apr 07, 2011 1:24 pm

My first thought was that this would make Farwil less of a pain, so it must be impossible. I always have to reload because he's jumped off the bridge into the lava again.
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Baylea Isaacs
 
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Post » Thu Apr 07, 2011 10:51 pm

When that happened to me, I got frustrated enought to tcai, console kill the enemy, tcai back on.
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David Chambers
 
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Post » Thu Apr 07, 2011 5:58 pm

My first thought was that this would make Farwil less of a pain, so it must be impossible. I always have to reload because he's jumped off the bridge into the lava again.

omg taht quest was annoying wasn't it! I ended up using a mod that transported npcs to a "safe place" until I got off that bridge.
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Tai Scott
 
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Post » Fri Apr 08, 2011 3:22 am

But Farwil is a really challenging quest. It's one of the few where your own destructive abilities aren't the key to success.

I tried to duplicate it in a mod of my own and found that I'd created a character I couldn't ever save, and had to change her AI to that of a "back off and cast" mage to let her survive. (I probably should have also let her wear something, too). And that's probably what would be needed to fix the general problem - SetCombatStyle. I did this permanently in the CS, but it can be done dynamically by a script with that function. I didn't see a vanilla GetCombatStyle to go with it, so there may be a problem setting a character back to their original style once you're done. OBSE has it though, as well as lower-level tweaks that might do the job, turning aspects of the AI on and off.
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Brooks Hardison
 
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