Wakim's Game Improvement Mod Question......

Post » Sat May 28, 2011 6:16 am

Hello All,
Im using wakims mod and was wondering if anyone knew the esp file that makes it so enemies run away.....i hate when that happens.
qwert_44643
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Misty lt
 
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Post » Fri May 27, 2011 8:55 pm

Hello All,
Im using wakims mod and was wondering if anyone knew the esp file that makes it so enemies run away.....i hate when that happens.
qwert_44643
If you are using a modular version, it should be inside Balance - game settings.esp.
If you want to keep using the mod for the other settings, you may just set the fAIFleeFleeMult game setting back to standard 0.3, or tweak it as you like/remove its changes entirely. From the readme:
This file contains changes to settings that affect over all gameplay. The changes include:

fAIFleeFleeMult from 0.3 to 1.5
fAIFleeHealthMult from 7.0 to 56.0

Note: the two changes above allow NPCs and critters to run from combat, based on their individual AI Flee value. The results are as follows (further note: the effective range of settings in-game for critter AI Flee is from 0 to 50 in increments of 10, no creatures and only a very, very few NPCs have an AI Flee setting of higher than 50):

creatures with an AI Flee of 60 or higher will run from combat even at full health.
creatures with an AI Flee of 50 will run from combat if their health drops below 70-80 percent.
creatures with an AI Flee of 40 will run from combat if their health drops below 50 percent.
creatures with an AI Flee of 30 will run from combat if their health drops below 30-25 percent.
creatures with an AI Flee of 20 will run from combat if their health drops below 10 percent.
creatures with an AI Flee of 10 or lower will never run from combat.

A fuller explaination can be found in TES official forums; search in category "TES construction set help" under "AI Flee help", or check for reference in the pinned thread at the forum top.
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Cash n Class
 
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