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"We are a statues", odd problem


ZuTheSkunk
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I'm experiencing some very weird problem with some NPCs from ordered Fringe in SI, namely some of the Knights of Order and Mazken/Aureal soldiers. They're standing like statues and not responding to any of my actions, but it looks a bit different for each group of all involved NPCs:

- Knights of Order that are supposed to attack soldiers when player arrives to the Passwall are just standing in normal idle animation. In theory, they're still starting the combat, but aside of battle music playing, nothing happens; I can hit them with my weapon and they don't even look at me. Note that those are spawned from leveled creature list by "placeatme" command and gain scripts from a template.

- Mazken/Aureal soldiers are just standing in one place as above, but they are also able to look at me, say their hello/goodbye, and talk with me if I'll activate them. It seems that they are able to "wake up" and start working as normal, but only after some minutes.

- Knights of Order that appear in "waves" near the Spire are also just standing in idle animation and not responding to my attacks, but they are also looking at me and after some seconds they finally "wake up" and start fighting as normal. Those are also spawned from leveled creature list by "placeatme" command and gain scripts from a template.

My mod changes them, but I completely don't know what might be a source of it. I'll show their scripts below, maybe it's something in there:

Mazken/Aureal soldiers:


scriptname SE08AllyMainScript
;Main force

short TakePosition1 ;Set when player places NPCs for the Passwall battle. Chooses bow.
short TakePosition2 ;Set when player places NPCs for the Passwall battle. Chooses claymore.
short TakePosition3 ;Set when player places NPCs for the Passwall battle. Chooses sword and shield.
short MaxHealth ;Holds the NPCs maximum health
short IsInjured ;Set to 1 if health falls below 50%
short DoOnce ;Internal control variable

ref Enemy

Begin OnMagicEffectHit DEMO
dispelallspells ; Mazkens and Aureals cannot be frightened.
End

Begin GameMode

if ( IsInCombat == 1 && getcombattarget != player )
set Enemy to getcombattarget
if ( samefaction Enemy == 1 ) ; Mazkens and Aureals cannot be fighting with themselves.
stopcombat
endif
endif

;Sets the "IsInjured" vaiable when health drops below 50%. Used to control the idle animation.
if ( getstage SE08 >= 20 ) && ( getstage SE08 <= 25 )
if ( GetActorValue Health <= ( GetBaseAv Health * .5 ) )
set IsInjured to 1
else
set IsInjured to 0
endif
endif

; This part makes sure that the Mazken/Aureal will like - or at least not dislike - player when becoming
; Duke/Duchess or Prince/Princess of Madness. Since Aureal are much less patient for mortals, they are
; starting to like player only when becoming Sheogorath/Ruler of Mania, while Mazken, as being much
; more patient for "lesser races", are always nice, even slightly.
if ( getinfaction SEGoldenSaintFaction == 1 ) ; GOLDEN SAINTS
if ( getstage SE07B >= 200 || getstage SE14 >= 5 ) ; When player becomes Sheogorath/Ruler of Mania.
if ( getdisposition player < 100 ) ; Make sure that they will love him.
moddisposition player 100
endif
elseif ( getstage SE07A >= 200 ) ; When player becomes Ruler of Dementia.
if ( getdisposition player < 40 ) ; Make sure that they will be neutral.
moddisposition player 10
elseif ( getdisposition player < 50 )
moddisposition player 1
endif
elseif ( getstage SE07 < 200 ) ; In any case before situations above.
if ( getdisposition player < 30 ) ; Make sure that they will be slightly disliking him.
moddisposition player 10
elseif ( getdisposition player < 40 )
moddisposition player 1
endif
endif
elseif ( getinfaction SEDarkSeducerFaction == 1 ) ; DARK SEDUCERS
if ( getstage SE07A >= 200 || getstage SE14 >= 5 ) ; When player becomes Sheogorath/Ruler of Dementia.
if ( getdisposition player < 100 ) ; Make sure that they will love him.
moddisposition player 100
endif
elseif ( getstage SE07B >= 200 ) ; When player becomes Ruler of Mania.
if ( getdisposition player < 65 ) ; Make sure that they will be quite nice.
moddisposition player 10
elseif ( getdisposition player < 75 )
moddisposition player 1
endif
elseif ( getstage SE07 < 200 ) ; In any case before situations above.
if ( getdisposition player < 50 ) ; Make sure that they will be slightly smiling.
moddisposition player 10
elseif ( getdisposition player < 60 )
moddisposition player 1
endif
endif
endif

;Sets combat style and weapon choices for the battle in Passwall
if ( getstage SE08 >=25 )
;Checks race, removes weapons, and gives bow and arrows.
if ( TakePosition1 == 1 )
if ( DoOnce == 0 )
if ( GetIsRace DarkSeducer == 1 ) && ( GetDisabled == 0 )
RemoveItem SE08DarkSeducerArrow 100
RemoveItem SE08DarkSeducerBow 100
RemoveItem SE08DarkSeducerLongsword 100
RemoveItem SE08DarkSeducerMace 100
RemoveItem SE08DarkSeducerShortsword 100
RemoveItem SE08DarkSeducerWaraxe 100
AddItem SE08DarkSeducerArrow 30
AddItem SE08DarkSeducerBow 1
EquipItem SE08DarkSeducerArrow 1
EquipItem SE08DarkSeducerBow
SetCombatStyle SE08Archer
Set DoOnce to 1
setalert 1
evp

elseif ( GetIsRace GoldenSaint == 1 ) && ( GetDisabled == 0 )
RemoveItem SE08GoldenSaintArrow 100
RemoveItem SE08GoldenSaintBow 100
RemoveItem SE08GoldenSaintLongsword 100
RemoveItem SE08GoldenSaintMace 100
RemoveItem SE08GoldenSaintShortsword 100
RemoveItem SE08GoldenSaintWaraxe 100
AddItem SE08GoldenSaintArrow 30
AddItem SE08GoldenSaintBow 1
EquipItem SE08GoldenSaintBow
EquipItem SE08GoldenSaintArrow 30
SetCombatStyle SE08Archer
Set DoOnce to 1
setalert 1
evp
endif
endif
endif

;Checks race, removes weapons, and gives sword and shield.
if ( TakePosition2 == 1 )
if ( DoOnce == 0 )
if ( GetIsRace DarkSeducer == 1 ) && ( GetDisabled == 0 )
RemoveItem SE08DarkSeducerArrow 100
RemoveItem SE08DarkSeducerBow 100
RemoveItem SE08DarkSeducerLongsword 100
RemoveItem SE08DarkSeducerMace 100
RemoveItem SE08DarkSeducerShortsword 100
RemoveItem SE08DarkSeducerWaraxe 100
AddItem SE08DarkSeducerLongsword 1
AddItem SE08DarkSeducerShield 1
EquipItem SE08DarkSeducerLongsword 1
EquipItem SE08DarkSeducerShield 1
SetCombatStyle SE08Flank
Set DoOnce to 1
setalert 1
evp

elseif ( GetIsRace GoldenSaint == 1 ) && ( GetDisabled == 0 )
RemoveItem SE08GoldenSaintArrow 100
RemoveItem SE08GoldenSaintBow 100
RemoveItem SE08GoldenSaintLongsword 100
RemoveItem SE08GoldenSaintMace 100
RemoveItem SE08GoldenSaintShortsword 100
RemoveItem SE08GoldenSaintWaraxe 100
AddItem SE08GoldenSaintLongsword 1
AddItem SE08GoldenSaintShield 1
EquipItem SE08GoldenSaintLongsword 1
EquipItem SE08GoldenSaintShield 1
SetCombatStyle SE08Flank
Set DoOnce to 1
setalert 1
evp
endif
endif
endif

;Checks race, removes weapons, and gives battle axe.
if ( TakePosition3 == 1 )
if ( DoOnce == 0 )
if ( GetIsRace DarkSeducer == 1 ) && ( GetDisabled == 0 )
RemoveItem SE08DarkSeducerArrow 100
RemoveItem SE08DarkSeducerBow 100
RemoveItem SE08DarkSeducerLongsword 100
RemoveItem SE08DarkSeducerMace 100
RemoveItem SE08DarkSeducerShortsword 100
RemoveItem SE08DarkSeducerWaraxe 100
AddItem SE08DarkSeducerWaraxe 1
EquipItem SE08DarkSeducerWaraxe 1
SetCombatStyle SE08Heavy
Set DoOnce to 1
setalert 1
evp

elseif ( GetIsRace GoldenSaint == 1 ) && ( GetDisabled == 0 )
RemoveItem SE08GoldenSaintArrow 100
RemoveItem SE08GoldenSaintBow 100
RemoveItem SE08GoldenSaintLongsword 100
RemoveItem SE08GoldenSaintMace 100
RemoveItem SE08GoldenSaintShortsword 100
RemoveItem SE08GoldenSaintWaraxe 100
AddItem SE08GoldenSaintWaraxe 1
EquipItem SE08GoldenSaintWaraxe 1
SetCombatStyle SE08Heavy
Set DoOnce to 1
setalert 1
evp
endif
endif
endif
endif

END

BEGIN OnDeath

;Ressurects NPC if player has not yet triggered stage 20 of SE08
if ( GetStageDone SE08 20 == 0 )
resurrect
endif

END
[/codebox]

Knights from initial attack when player arrives:

[codebox]
scriptname SE08KnightOfOrderInitialBattleScript

short DoOnce
ref enemy

BEGIN OnLoad

;Adds package to run into Passwall
AddScriptPackage SE08AllyKnightBattleRunTo

END

BEGIN GameMode

;When the Knight is placed in the world, this plays a magic effect and sends them into Passwall
if ( DoOnce == 0 )
pme SHLD
setalert 1
set DoOnce to 1
endif

END

BEGIN OnDeath

;If stage 20 is not complete, Knight will ressurrect. If stage 20 is complete, Knight's death will increase the Quest variable
if ( GetStageDone SE08 20 == 0 )
resurrect
elseif ( GetStageDone SE08 20 == 1 )
set SE08.KnightDeathCount to ( SE08.KnightDeathCount +1 )
endif

END

; Generic script for Knight of Order. Knights should be always hating the player, be immune to Demoralize (as
; it's said that they do not fear) and be healed if hit with weapon made from the same material as they are.

Begin OnActivate
if ( IsActionREF player == 1 )
if ( getdead == 0 && player.issneaking == 0 )
startcombat player
else
activate
endif
else
activate
endif
End

Begin GameMode
if ( getdisposition player > 0 || getav aggression < 100 )
moddisposition player -99999
setav aggression 100
endif

if ( getdetectionlevel player >= 3 && IsInCombat == 0 )
startcombat player
endif

if ( isincombat == 1 )
set enemy to getcombattarget
if ( samefaction enemy == 1 )
stopcombat
endif
endif

if ( getdead == 0 && isweaponout == 0 )
setalert 1
endif
End

Begin OnMagicEffectHit DEMO
dispelallspells
End

Begin OnHitWith SEObeliskBattleAxe1
resethealth
End

Begin OnHitWith SEObeliskBattleAxe2
resethealth
End

Begin OnHitWith SEObeliskBattleAxe3
resethealth
End

Begin OnHitWith SEObeliskBattleAxe4
resethealth
End

Begin OnHitWith SEObeliskBattleAxe5
resethealth
End

Begin OnHitWith SEObeliskBattleAxe6
resethealth
End

Begin OnHitWith SEObeliskBattleAxe7
resethealth
End

Begin OnHitWith SEObeliskBow1
resethealth
End

Begin OnHitWith SEObeliskBow2
resethealth
End

Begin OnHitWith SEObeliskBow3
resethealth
End

Begin OnHitWith SEObeliskBow4
resethealth
End

Begin OnHitWith SEObeliskBow5
resethealth
End

Begin OnHitWith SEObeliskBow6
resethealth
End

Begin OnHitWith SEObeliskBow7
resethealth
End

Begin OnHitWith SEObeliskClaymore1
resethealth
End

Begin OnHitWith SEObeliskClaymore2
resethealth
End

Begin OnHitWith SEObeliskClaymore3
resethealth
End

Begin OnHitWith SEObeliskClaymore4
resethealth
End

Begin OnHitWith SEObeliskClaymore5
resethealth
End

Begin OnHitWith SEObeliskClaymore6
resethealth
End

Begin OnHitWith SEObeliskClaymore7
resethealth
End

Begin OnHitWith SEObeliskDagger1
resethealth
End

Begin OnHitWith SEObeliskDagger2
resethealth
End

Begin OnHitWith SEObeliskDagger3
resethealth
End

Begin OnHitWith SEObeliskDagger4
resethealth
End

Begin OnHitWith SEObeliskDagger5
resethealth
End

Begin OnHitWith SEObeliskDagger6
resethealth
End

Begin OnHitWith SEObeliskDagger7
resethealth
End

Begin OnHitWith SEObeliskLongsword1
resethealth
End

Begin OnHitWith SEObeliskLongsword2
resethealth
End

Begin OnHitWith SEObeliskLongsword3
resethealth
End

Begin OnHitWith SEObeliskLongsword4
resethealth
End

Begin OnHitWith SEObeliskLongsword5
resethealth
End

Begin OnHitWith SEObeliskLongsword6
resethealth
End

Begin OnHitWith SEObeliskLongsword7
resethealth
End

Begin OnHitWith SEObeliskMace1
resethealth
End

Begin OnHitWith SEObeliskMace2
resethealth
End

Begin OnHitWith SEObeliskMace3
resethealth
End

Begin OnHitWith SEObeliskMace4
resethealth
End

Begin OnHitWith SEObeliskMace5
resethealth
End

Begin OnHitWith SEObeliskMace6
resethealth
End

Begin OnHitWith SEObeliskMace7
resethealth
End

Begin OnHitWith SEObeliskShortsword1
resethealth
End

Begin OnHitWith SEObeliskShortsword2
resethealth
End

Begin OnHitWith SEObeliskShortsword3
resethealth
End

Begin OnHitWith SEObeliskShortsword4
resethealth
End

Begin OnHitWith SEObeliskShortsword5
resethealth
End

Begin OnHitWith SEObeliskShortsword6
resethealth
End

Begin OnHitWith SEObeliskShortsword7
resethealth
End

Begin OnHitWith SEObeliskWarAxe1
resethealth
End

Begin OnHitWith SEObeliskWarAxe2
resethealth
End

Begin OnHitWith SEObeliskWarAxe3
resethealth
End

Begin OnHitWith SEObeliskWarAxe4
resethealth
End

Begin OnHitWith SEObeliskWarAxe5
resethealth
End

Begin OnHitWith SEObeliskWarAxe6
resethealth
End

Begin OnHitWith SEObeliskWarAxe7
resethealth
End

Begin OnHitWith SEObeliskWarhammer1
resethealth
End

Begin OnHitWith SEObeliskWarhammer2
resethealth
End

Begin OnHitWith SEObeliskWarhammer3
resethealth
End

Begin OnHitWith SEObeliskWarhammer4
resethealth
End

Begin OnHitWith SEObeliskWarhammer5
resethealth
End

Begin OnHitWith SEObeliskWarhammer6
resethealth
End

Begin OnHitWith SEObeliskWarhammer7
resethealth
End

Begin OnHitWith SEOrderKnight0SwordSteel
resethealth
End

Begin OnHitWith SEOrderKnight1SwordSilver
resethealth
End

Begin OnHitWith SEOrderKnight2SwordDwarven
resethealth
End

Begin OnHitWith SEOrderKnight3SwordElven
resethealth
End

Begin OnHitWith SEOrderKnight4SwordGlass
resethealth
End

Begin OnHitWith SEOrderKnight5SwordEbony
resethealth
End

Begin OnHitWith SEOrderKnight6SwordDaedric
resethealth
End

Begin OnHitWith SEOrderLongsword1
resethealth
End

Begin OnHitWith SEOrderLongsword2
resethealth
End

Begin OnHitWith SEOrderLongsword3
resethealth
End

Begin OnHitWith SEOrderLongsword4
resethealth
End

Begin OnHitWith SEOrderLongsword5
resethealth
End

Begin OnHitWith SEOrderLongsword6
resethealth
End

Begin OnHitWith SEOrderLongsword7
resethealth
End

Begin OnHitWith SEOrderLongswordKnight
resethealth
End

Knights from waves:


scriptname SE08KnightOfOrderPasswallBattleWaveOneScript

short DoOnce ;internal control variable
ref enemy

BEGIN GameMode

;When the Knight is placed in the world, this plays a magic effect and sends them into Passwall
if ( DoOnce == 0 )
pme SHLD
evp
setalert 1
set DoOnce to 1
endif

END

BEGIN OnDeath

;Sets death counters in Quest scripts
set SE08.WaveOneRespawnCount to ( SE08.WaveOneRespawnCount +1 )
set SE08.WaveOneKnightDeathCount to ( SE08.WaveOneKnightDeathCount+1 )

END

; Generic script for Knight of Order. Knights should be always hating the player, be immune to Demoralize (as
; it's said that they do not fear) and be healed if hit with weapon made from the same material as they are.

Begin OnActivate
if ( IsActionREF player == 1 )
if ( getdead == 0 && player.issneaking == 0 )
startcombat player
else
activate
endif
else
activate
endif
End

Begin GameMode
if ( getdisposition player > 0 || getav aggression < 100 )
moddisposition player -99999
setav aggression 100
endif

if ( getdetectionlevel player >= 3 && IsInCombat == 0 )
startcombat player
endif

if ( isincombat == 1 )
set enemy to getcombattarget
if ( samefaction enemy == 1 )
stopcombat
endif
endif

if ( getdead == 0 && isweaponout == 0 )
setalert 1
endif
End

Begin OnMagicEffectHit DEMO
dispelallspells
End

Begin OnHitWith SEObeliskBattleAxe1
resethealth
End

Begin OnHitWith SEObeliskBattleAxe2
resethealth
End

Begin OnHitWith SEObeliskBattleAxe3
resethealth
End

Begin OnHitWith SEObeliskBattleAxe4
resethealth
End

Begin OnHitWith SEObeliskBattleAxe5
resethealth
End

Begin OnHitWith SEObeliskBattleAxe6
resethealth
End

Begin OnHitWith SEObeliskBattleAxe7
resethealth
End

Begin OnHitWith SEObeliskBow1
resethealth
End

Begin OnHitWith SEObeliskBow2
resethealth
End

Begin OnHitWith SEObeliskBow3
resethealth
End

Begin OnHitWith SEObeliskBow4
resethealth
End

Begin OnHitWith SEObeliskBow5
resethealth
End

Begin OnHitWith SEObeliskBow6
resethealth
End

Begin OnHitWith SEObeliskBow7
resethealth
End

Begin OnHitWith SEObeliskClaymore1
resethealth
End

Begin OnHitWith SEObeliskClaymore2
resethealth
End

Begin OnHitWith SEObeliskClaymore3
resethealth
End

Begin OnHitWith SEObeliskClaymore4
resethealth
End

Begin OnHitWith SEObeliskClaymore5
resethealth
End

Begin OnHitWith SEObeliskClaymore6
resethealth
End

Begin OnHitWith SEObeliskClaymore7
resethealth
End

Begin OnHitWith SEObeliskDagger1
resethealth
End

Begin OnHitWith SEObeliskDagger2
resethealth
End

Begin OnHitWith SEObeliskDagger3
resethealth
End

Begin OnHitWith SEObeliskDagger4
resethealth
End

Begin OnHitWith SEObeliskDagger5
resethealth
End

Begin OnHitWith SEObeliskDagger6
resethealth
End

Begin OnHitWith SEObeliskDagger7
resethealth
End

Begin OnHitWith SEObeliskLongsword1
resethealth
End

Begin OnHitWith SEObeliskLongsword2
resethealth
End

Begin OnHitWith SEObeliskLongsword3
resethealth
End

Begin OnHitWith SEObeliskLongsword4
resethealth
End

Begin OnHitWith SEObeliskLongsword5
resethealth
End

Begin OnHitWith SEObeliskLongsword6
resethealth
End

Begin OnHitWith SEObeliskLongsword7
resethealth
End

Begin OnHitWith SEObeliskMace1
resethealth
End

Begin OnHitWith SEObeliskMace2
resethealth
End

Begin OnHitWith SEObeliskMace3
resethealth
End

Begin OnHitWith SEObeliskMace4
resethealth
End

Begin OnHitWith SEObeliskMace5
resethealth
End

Begin OnHitWith SEObeliskMace6
resethealth
End

Begin OnHitWith SEObeliskMace7
resethealth
End

Begin OnHitWith SEObeliskShortsword1
resethealth
End

Begin OnHitWith SEObeliskShortsword2
resethealth
End

Begin OnHitWith SEObeliskShortsword3
resethealth
End

Begin OnHitWith SEObeliskShortsword4
resethealth
End

Begin OnHitWith SEObeliskShortsword5
resethealth
End

Begin OnHitWith SEObeliskShortsword6
resethealth
End

Begin OnHitWith SEObeliskShortsword7
resethealth
End

Begin OnHitWith SEObeliskWarAxe1
resethealth
End

Begin OnHitWith SEObeliskWarAxe2
resethealth
End

Begin OnHitWith SEObeliskWarAxe3
resethealth
End

Begin OnHitWith SEObeliskWarAxe4
resethealth
End

Begin OnHitWith SEObeliskWarAxe5
resethealth
End

Begin OnHitWith SEObeliskWarAxe6
resethealth
End

Begin OnHitWith SEObeliskWarAxe7
resethealth
End

Begin OnHitWith SEObeliskWarhammer1
resethealth
End

Begin OnHitWith SEObeliskWarhammer2
resethealth
End

Begin OnHitWith SEObeliskWarhammer3
resethealth
End

Begin OnHitWith SEObeliskWarhammer4
resethealth
End

Begin OnHitWith SEObeliskWarhammer5
resethealth
End

Begin OnHitWith SEObeliskWarhammer6
resethealth
End

Begin OnHitWith SEObeliskWarhammer7
resethealth
End

Begin OnHitWith SEOrderKnight0SwordSteel
resethealth
End

Begin OnHitWith SEOrderKnight1SwordSilver
resethealth
End

Begin OnHitWith SEOrderKnight2SwordDwarven
resethealth
End

Begin OnHitWith SEOrderKnight3SwordElven
resethealth
End

Begin OnHitWith SEOrderKnight4SwordGlass
resethealth
End

Begin OnHitWith SEOrderKnight5SwordEbony
resethealth
End

Begin OnHitWith SEOrderKnight6SwordDaedric
resethealth
End

Begin OnHitWith SEOrderLongsword1
resethealth
End

Begin OnHitWith SEOrderLongsword2
resethealth
End

Begin OnHitWith SEOrderLongsword3
resethealth
End

Begin OnHitWith SEOrderLongsword4
resethealth
End

Begin OnHitWith SEOrderLongsword5
resethealth
End

Begin OnHitWith SEOrderLongsword6
resethealth
End

Begin OnHitWith SEOrderLongsword7
resethealth
End

Begin OnHitWith SEOrderLongswordKnight
resethealth
End
[/codebox]

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How many NPCs do you have loading in the area? It sounds like you may have hit Oblivion's AI limit.

In vanilla, there are 5 enabled persistent ones, 5 disabled, about 4-5 initially dead, 3 spawned by placeatme, and another 9 (in groups of 3) spawned later. But I've added also *many* others walking in this (not very big) worldspace, that are supposed to just walk around and start combat with player on sight. They are a bit far (about 500 meters away and more) from the related place, and don't seem to be affected by "Imma Living Statue" error.

In general, there might be about 50+ NPCs walking in the worldspace... But I must note that the error was occurring even before I added all those additional NPCs, so there were only those 27 listed above, plus vanilla Knights walking in Xeddefen exterior (about 12), far from Passwall. The only difference was that the Aureal/Mazken soldiers were not affected by the error - only spawned Knights.

Edited by ZuTheSkunk
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Well, I've deleted some of those NPCs, reduced their AI packages to only one per NPC (exterior-related wandering around), and tried to play the game with very low range of view (general and actor-related). The soldiers are working again - at least usually - but Knights are still getting into statue state. I've decided to bypass the problem by setting them to be invisible and in ghost state until they'll finally draw weapons and start attacking. I've learned that similar thing happens also to some of the wandering, added ones... they do "wake up" after some moments though.

I guess that with so big (yet a bit decreased) amount of NPCs in the worldspace, the problem is unavoidable... well, I did my best to at least make it less noticeable. But it surprises me that the problem never occurred before, even though I've been in various places with huge amounts of enemies - it happens only in the ordered Fringe.

Thank you for help.

Edited by ZuTheSkunk
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  • 1 month later...

I'm arriving late to this discussion so this may not be of use anymore, but Wrye Bash solves this problem nicely .... providing your computer processor can handle the extra workload.

When you build your Bashed Patch, you can choose how many active NPCs you have going at any one time. With Blood & Mud, Better Cities, & FCOM installed, I had problems around Bravil. I raised the number high ... I think even higher than 50 ... and it worked, although my FPS dropped a bit. Still, despite the occasional lag, those staring, frozen statutes are gone.

Maybe this will help someone.

~ Dani ~ :clap:

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