Jump to content
  • 0

Enemies/Followers Not Attacking


Question

Posted

SOLUTION: uGrids too high with a heavily-scripted setup. Not all AI was initializing due to engine limitations.


I am playing a Requiem build, but many types of enemies simply do not attack. I wander into a bandit camp and some of them attack on sight, others ignore me, and still others just stand there and let me kill them. Sabre Cats attack, but wolves do not. Elk walk right up to me. Followers sometimes fail to attack as well. Very glitchy NPC behavior. I suspect my NPC mods, but this should not be happening even with those, so maybe it is some kind of an incompatibility.

 

Any ideas?

 

Here is what I am loading:

 

  Reveal hidden contents

I could begin disabling suspect mods, but I thought that someone may have already figured this out before me.

10 answers to this question

Recommended Posts

  • 0
Posted
  Quote

Followers sometimes fail to attack as well.

 

I'm probably going to get butchered by krypto for saying this, but I did notice that in Gopher's LP, since he installed "Better Stealth AI for Followers", Kharjo started to sometimes ignore enemies until they hit him or the player, but then again, it could have been an incompatibility in his case.

 

As for the enemies though, I have to admit I have no clue whatsoever as what could cause that. I've had a similar mod list in the past (although with less requiem patches) and had no issues.

Maybe some of the Requiem patches aren't updated for the versions of the mods that you're using? Immersive Creatures for example was just updated a couple days ago, and the requiem patch might not be compatible yet.

Also, for the Immersive Patrols mod, seeing how the requiem patch does not have any ImmersivePatrols*.esp as a master, it makes me think that the patch is supposed to be a standalone, with the original esp disabled.

  • 0
Posted

Good points about both of those (stealth and patrols). I'll give it a shot and post back after I get some play time.

 

I have been having this issue for awhile and am just now addressing here.

  • 0
Posted

After fiddling for hours, it is 100% clear to me now that the issues lies with Requiem itself. Not Hard Times, not any of the Requiem patches. Requiem.esp itself. I basically have a complete STEP setup, and with Requiem disabled, sabre cats attack elk (and me), elk run from me, enemies always attack me and all in the world of Skyrim is as expected. With requiem enabled though, I get very strange behavior from all animals, and NPCs behave erradically, depending on the source. Vanilla NPC enemies will stand there and do nothing unless I try to talk with them (then they attack), while Interesting NPC enemies seem to attack.

 

If I enable Requiem, all vanilla creatures and NPCs begin behaving strangely again. I am wondering if there are bits of garbage in my save files that are causing this ... some kind of corruption with Requiem.

  • 0
Posted

As DoubleYou said, there's a limit to how many creatures/NPCs can have AI. The following mod came out fairly recently, you might see if it helps: https://www.nexusmods.com/skyrim/mods/50823/?

If the problem is indeed too many NPCs, then even if the mod above fixes the standing-around issue, I would imagine there will be some impact on framerate caused by increasing the number of NPCs using AI at a given time. I have no idea how significant that impact will be, though.

 

  Quote

I did notice that in Gopher's LP, since he installed "Better Stealth AI for Followers", Kharjo started to sometimes ignore enemies until they hit him or the player, but then again, it could have been an incompatibility in his case.

Was the Gopher's character sneaking when Kharjo was ignoring enemies? If so, then Kharjo's behavior pretty much defines exactly what Better Stealth AI is suppose to do.
  • 0
Posted

The uGrids thing sounds plausible (I run uGrids 11), but then there is still the issue that my enemy AI --all else remaining the same-- is normal without Requiem.esp but AC (artificial catatonia) with Requiem.esp. I'll look at this though.

 

@torm

Testing a clean save is next thing on my list ... sure hope that is not it, because it takes time to get up to level 13 under hard-core Requiem, and I don't want to begin again!!

  • 0
Posted
  Quote

As DoubleYou said, there's a limit to how many creatures/NPCs can have AI. The following mod came out fairly recently, you might see if it helps: https://www.nexusmods.com/skyrim/mods/50823/?

If the problem is indeed too many NPCs, then even if the mod above fixes the standing-around issue, I would imagine there will be some impact on framerate caused by increasing the number of NPCs using AI at a given time. I have no idea how significant that impact will be, though.

 

  Quote

I did notice that in Gopher's LP, since he installed "Better Stealth AI for Followers", Kharjo started to sometimes ignore enemies until they hit him or the player, but then again, it could have been an incompatibility in his case.

Was the Gopher's character sneaking when Kharjo was ignoring enemies? If so, then Kharjo's behavior pretty much defines exactly what Better Stealth AI is suppose to do.
Nope, sometimes it would happen when Gopher was not sneaking. But as I said, it's probably a mod conflict of sorts in his case, since I've not encountered that problem with the mod myself.

Also, we all know that Gopher doesn't RTFM :p

  • 0
Posted
  Quote
  Quote

As DoubleYou said, there's a limit to how many creatures/NPCs can have AI. The following mod came out fairly recently, you might see if it helps: https://www.nexusmods.com/skyrim/mods/50823/?

If the problem is indeed too many NPCs, then even if the mod above fixes the standing-around issue, I would imagine there will be some impact on framerate caused by increasing the number of NPCs using AI at a given time. I have no idea how significant that impact will be, though.

 

  Quote

I did notice that in Gopher's LP, since he installed "Better Stealth AI for Followers", Kharjo started to sometimes ignore enemies until they hit him or the player, but then again, it could have been an incompatibility in his case.

Was the Gopher's character sneaking when Kharjo was ignoring enemies? If so, then Kharjo's behavior pretty much defines exactly what Better Stealth AI is suppose to do.
Nope, sometimes it would happen when Gopher was not sneaking. But as I said, it's probably a mod conflict of sorts in his case, since I've not encountered that problem with the mod myself.

Also, we all know that Gopher doesn't RTFM :p

Ah, okay.  Hard to say what the problem is/was.  I'm glad it's not a problem you've experienced (neither have I).  I stopped watching Gopher's Let Play when he got to Dragonborn.  I haven't had a chance to play through Dragonborn yet, and I didn't want to spoil it.
  • 0
Posted

Eureka!

 

DoubleYou was correct. The high uGrids setting was effectively snuffing my Requiem-based AI. I assume that since that mod adds a lot of added AI with higher spawn rates, these scripts were taking a back seat to the vanilla AI and resulting in the inconsistent behaviors.

 

uGrids 11 is pretty ridiculous, so I trimmed to 5 to confirm and have gone up to 7, which also works. I will try 9 next to see if I can get away with that.

 

Thanks for the tip, marking this as solved for the next poor sap.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.