#Mercy: Combat AI Overhaul - BETA
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sometimes they do, some of them are more inclined, but usually they will strafe, wait, engage and disengage
thats the vibe mod is going for
๐
but again, for real, if you can kind of reliably evade their attacks while fighting please record and show
that i would certainly want to fix
but just running away is fiiine, its just how mercy vibes
Ok, ok, then my original question is still relevant, I want charge behavior, fast movement outside of reach with lock to one direction, if you only move backward/cast spell/etc you will be eventually hitten by enemy
well, as ive just said, spellcasting and bows are treated differently
you should be always chased down when you are in range
i mean when you are using ranged weapons
again, try it and show me what you talking about, show me whats happening and explain what you think should be different. Cos so far everything you mention is already a part of mercy
oh yea, sometimes they will stop when doing their attack, but again thats intended
sometimes
some of them
No problem, I wanted to implement more engage combat when you need actively dodge enemies attack from longer range
its an intended difference in how different characters fight
as i said this is already should be like that
cmon man, haha
I will check what you said
just show me
Yep
also, again, imo what you want and how you want to fix it - doesnt match
what you want is more danger and edge to ranged combatants
how you want to fix it - by boosting npc speed - which is unfair
how imo it should be fixed - by nerfing player speed when the cast or shoot a bow
this way if you purely run away - well have fun, run away, but if you try to shoot - you put yourself in danger
ofcourse with enough patinece and high enough speed you can still kite them in an open field, but thats kinda fair
although i have some idea of what might be happening and in which case they might be stopping for too long ๐ค But not sure, not in a mood to test mercy, so if youll do some recording and show how you kind of interact with them - this playtest infor will be much more sueful. Im too used to interacting with my own stuff.
I tested this one more time, if I ran the same speed as enemy the just chase me
well, because you run the same speed as enemy
thats a game mechanic
speed is a stat ingame
if you are faster than the enemy - you are faster that the enemy
you earned it
haha
i guess we just have a very different outlook on this
its just from a pure gamedesign perspective - if enemies can always chase you down even if your speed stat is explicitly higher than theirs - then you essentially invalidating an importance of a speed-stat-mechanic
make shooting a bow slow you down, honestly, that will just fix the whole issue
speeding up enemies when they dont have enough speed stat to justify that speed - is a very cheap way to do this
no one likes this
jsut a different look on gamedesign
i gotcha
agree to disagree
they are already charging, in game terms
they run speed is their charge
they cant run faster
physically
they are incapable
they are not trained
when they close to you, they shortly attack faster in single direction but open opportunity to dodge and counter attack
they spent more stamina, and other stuff, and not doing this when you too far away
just short engage mechanic
one of the side effect is not abble to run backward at the same speed, since they will eventually hit you
are you describing how it is now or are you proposing how you want it to be? cos the whole short engagement thing when you are close and not short engaging when you are far - is what they already do
offtopic, your mod works as you described, I can't dodge their attack in close range, no matter what
look, what i can say is that mercy can accomodate any kind of behaviours - if you want to use the api, there is even a visual behaviour tree tool for it
so if you want to implement something very soulslike and specific, like behaviour trees are probably the best way to do it
great, I will check
mercy is more about randomised things and different emergent behaviours, rather than souls-like encounters. I personally think that soulslike encounters should stay in soulslikes. But if you want to do something like that - all power to you, id love to try it one day ๐
that the same problem which GGG tried to solve in poe2, most of the enemies have those charged attacks, so player can't always just run
the investment should be like twice more than just diff for 10points in speed
yea the question of balancing this tipping point is a good question, if you have barely more speed you already can infinitely kite
but again, slowdown when drawing bows, but you dont like that
also all mace skills in POE2 get you stuck in place ๐
so thats one of the ways to do it
and im pretty sure shooting xbows and bows slows you down
not entirely sure
but pre sure
but funny you mentioned it, just been running it with a friend today, bought it at the very beginning of early access
thing's a blast
especially monk
like poe is stats check game similarry to morrowind
but poe is also a bit different, enemies are practically always faster then you are, in morrowind they are not
but for last 5 years they tried to add skills check
not really, speed is practically is a no-stat in poe2
all enemies are faster and movement speed buffs on items are very rare
i mean atleast in 1st playthough, im sure theres plenty op bs in endgame
didnt play that
I have around 1k hours, just enjoy your time ;D
Ohh only 100k in 2
did you tried ssf ? ๐
it doesnt matter, i lose interest as soon as game becomes trivial, and it becomes trivial after a first hour
like poe1 is nearly perfectly balances stats check game
in act 3 in poe1 i was teleporting all over the map, putting totems, teleporting away and looking at xp bar tick up
its just pointless, game is playing itself
yeah this is not game, game starts at red maps + endgame content
i know there be more challenge ahead allegedly, but whats a point of going through a slog for a promise of something good later
id rather do something thats already good
yea i see where our differences come from - to me the game is just simply not fun, its theorycrafting without substantial gameplay, you are fighting stats versus stats, not character vs character
poe2 is a blast cos you actually see monsters and have to fight them, positioning, movement, all that stuff
not just one-click-blast-the-screen
well, why play a game, if you have to play for 30 hours before it starts?
because every hour provides you with more and more build opportunities
up to the point when you can fight the hardes content
anyway, thanks for discussion, I will check behaviour editor and try to do things there
fun, but gotta go, gotta sleep
ha, same, yea if you have questions let me know, maybe its a bit intimidating, but its very handy
Poke poke, again, if everyone who experienced stutters on cell transition is here - try mercy from git https://github.com/MaxYari/OpenMWMercyCAO
not releasing it on nexus for now, want someone to test it
Mercy makes this guard join the duel, there is a reason why this happens. Without mercy, the guard stands still and does not react. This location is Ald Marak, Kogotel in TR
sure its mercy? You adont have the mod installed that makes guards reactive to combat or creatures attacking npcs?
dont remember whats the mod name but there was something that makes guards more reactive
Protective guards and something else
yes, that's the one i meant, thanks!
At first I also thought it was the protective guards, but I created a proper blacklist and this one guard continued to react and join in about the duel. I checked it on an installation without any mods and it doesn't respond, I checked on the same list with Mercy only installed and it starts responding. And I don't understand why Mercy influences this particular guard
yea its a bit strange. Theres a system in there that pulls nearby enemies if you attack one of them, probably guard is a "friend" of one of the combatants and gets pulled, not sure if theres any way to figure that its a friendly due and not pull anyone
but most likely i can introduce a user-friendly black list for mercy as well
most likely can allow to black list by cell id, npc record id and both
Best combat mod ever. Thank you. It changes roleplay entirely.
you are running it on android? Means thats its performant enough, good to hear. And you are welcome!
That most recent update was great for performance. Thank you
finally someone tested it haha, great
I think many players test, but few report back ๐
@boreal pagoda is one of them, thank you!
Thank you for the great work, both of you
Is there a way or a mod to make enemies cast spells faster? like speed up the actual animation?
im not sure theres a mod like that, but im fairly certain it is in theory possible
if you are into lua coding yourself - look into animation interface in openmw lua docs, it allows to override animation speed when anim starts playing
This mod on Nexus, in current state, is compatible with Take Cover?
https://www.nexusmods.com/morrowind/mods/54976
Nevermind - found info from mym that is compatible
But what should be loaded firt? Mercy or take Cover?
Whatever ๐
Quick cast, or speed haste, both effect you and the NPC's
Speed haste isn't player only?
Correct, only the player
Yes, sadly it is. But quick cast too. When you set higher speed of spell casting in the mod options, it will work only in first person on you. So it couldn't make NPCs casting spells faster. And it also has some conflict with first person animations rouge style of @carmine cloak . Then the speed up doesn't work even in first person.
If you want something more challenging
I highly recommend this https://www.nexusmods.com/morrowind/mods/55542?tab=posts
HBFS is a mod that allows you to change Morrowind's difficulty by various simple means.It is done dynamically for all vanilla or added actors (NPCs or creatures).Settings are provided to a
Never leave the batcave without it
I already have this lol. This unfortunately doesn't make the enemy spells harder to dodge. They just hit harder.
Very true, I'm glad you're using it though. The challenge is refreshing but I can't think of any mods that affect enemy speed like that with spells
Faster spell projectiles would be enough?
Maybe? Like the issue is their actual cast animation just takes way too long to complete. I can pretty easily dodge almost any spell just because the animation takes a fixed amount of time to complete
anyone here who experiences noticeable stutters every half a second - few seconds while using mercy?
can you please try this version:
but ensure that you dont have any other heavy mod running and mercy IS actually your culprit - the easiest way will be first turning mercy off and checking if stutters are indeed goen - and then trying this new optimised version
After that also please try setting "lua profiler = false" at the bottom of settings.cfg (in My Games/OpenMW/) and see if that improves anything
much appreciated
That is - this should mostly fix stutters outside combat in npc-heavy areas
might also improve stutters in combat
Two questions.
- Should one only update to this version if they're experiencing stutters?
"lua profiler = false"
- What does this setting do?
yea, if performance is ok for you - this update does nothing and also has a low chance of introducing some minor bugs, so no reason to use it
lua profiler = false turn off lua profiler, which is a ui and an engine logic for tracking lua memory consumption (lua profiler tab is in f10 menu). Allegedly keeping it off can increase lua mods performance
@visual estuary hey there, you had some problems with mercy stutters recently, if you'll feel like testing a new version - check the version above and let me know if its better
How low of a chance are we talking about, did you already run into the occasional bug?
no idea, i did only a very surface-level testing
but just from the logic of things - everything should be ok
maybe some weirdness when actors begin to warnt you not to come closer, maybe an audio glitch in the beginning, or them starting to run towards and then stopping
not sure
should really break-break
more like some minor weirdness
Max, anything in particular you want to test out with that new Mercy update?
@boreal pagoda thanks for asking - one thing in particular when i expect something weird might is for those npcs that warn you not to come closer - it might be that for split second they'll start running towards you or even speaking something and then it will be abruptly cut and they will stop and start warning you, or maybe 2 voicelines will overlap (what they started speaking in beginning, and warning not to apraoch)
so to test if anything like that happens and if its noticeable
and in general if anything weird happens in comparison to regular mercy, in combat especially
but i dont have anything more specific than this
and also ofcourse if you had stutters outside combat - to see if they are gone, thats the main thing
Thank you, Max. I'll update and pay close attention. I'll try and give some feedback tonight. I appreciate all the hardwork lately. Thank you again.
One thing I did notice is that in scripts Mercy is called " LuaPhysics" and there are no options for Mercy, it appears to be misnamed. And I should say, I don't have LuaPhysics installed ATM.
Uninstalling Mercy removed LuaPhysics from the scripts, etc. strange haha
Max, I find that performance is greatly improved, I'm not noticing any jarring stuttering or delayed cell transitions, and/or load times
I'm also running a significant amount of Lua mods as well, and I can't seem to notice any jarring decrease in performance. In view of that, I'd say it's greatly improved.
In terms of combat, I have encountered anything out of the ordinary that I would not have seen in previous versions. That being said, I'm going to continue to test more combat scenarios with the verbal warnings.
Thank you, Max. I appreciate it.
Lastly, I haven't noticed any overlapping with the vo but some NPCs that warn me still engage in combat, etc
that was re mercy name being luaPhysics
I don't have it installed my friend. I check nexus and someone made a similar comment about not being able to see the settings for Mercy. I'm going to do some more exterior town fighting as well for testing but it's great so far. Ty
np, thanks for testing, ill get back to it some time later and figure whats wrong with options
Noticed a small performance boost, less hitching in vivec. Narsis is still all over the place, but that city is massive.
Also having the issue of the Lua physics menu showing up in the scripts tab
Yeah I saw ops going down 9k to 6k with beta in Narsis just chilling. But if you get crime spotted fps will start to crawl with like 200k ops.
when they on 6-9k, does it affect fps?
Ops are kinda meaningless unless they affect fps
and how is it in comparrison to regular mercy?
NPCs constantly aggro on me instead of summons or companions even if allies hit them non stop, is this intended?
in experimental performance version or in regular version?
I think summon aggro should work the same as in vanilla
Max, I do notice in experimental that enemies will yell their warnings but still attack?
hmm
yea thats weird
do they all do that
do they attack right away, or do they wait as usual
usual behaviour is them warning you, standing there waiting for some time and only attacking if you come closer or like 5-10 sec pass without you leaving their line of sight
maybe 1-2 fps, but when I aggro all the guards in Narsis, fps goes from 40 to below 10 even on perf version
or drawing a bow on them and such
I'll do some more testing to know for certain
oh wow this is huge
like the demo videos on the nexus page are great but it's impossible to get a feel for how much it impacts things until you actually like, use it
Ay, glad Mercy fit in your pixelated world ๐
That backstab was so low though haha
also if you swing your weapons around, pull out a spell or a bow, i think that also aggroes them
- so those are intended
I have a question, what is the high performance version?
check top thread in nexus comments
its attempting to fix issues mentioned there
if you dont experience those - you dont need it
Yeah, fighting a spearman is extremely hard now. They're waiting for you to approach with charged spear in their hands.
Max, I'm about to test latest version. Thank you
It's working as intended
Ok everyone, another version is up - an update to experimental performance
now should improve in-combat performance as well
Did pretty much every openmw lua optimisation im aware of, so it's as good as it gets most likely
Love the new options in the scripts too, thanks Max. Fantastic work as always
Going to test this new update today
u welcome, enjoy!
I've tested the update quickly by fighting some buncha guards in a fort and it was fine
but i havent tested summons, companions or anything like that
Okay I'll try with summons/companions as well
I'm having no stutter on my mali device, I suppose also PC users will notice the performance boost
Hey, sorry if this was asked in this thread already but discord search is stupid. Is this mod compatible with Pursuit (OpenMW)?
Yes.
@carmine cloak I've tried the newest experimental version and I've noticed that after yielding actors attack me with bare hands. At least some of them.
https://youtu.be/BeHMRUV2SR0?si=0SF0kX5m6DCkW4D1
Will this Experimental version eventually be the main one or is it meant to be a performance friendly alternate?
for now its a performance friendly alternative, If those things be ironed out - then it might become main. But yeah, i see how that can be happening, it is what it is for now
@left flower
and thanks for recording the demo
Would setting the likelihood modifier of sth like surrendering to 0 disable NPCs from picking that option?
So experimental version 1.2.5 improved performance for me. Experiemental 1.3 is a mixed bag. Less hitching but harder FPS tanks than even non experimental in large cities.
Which is odd.
Switching back to main version for now.
Hmm, cranking up my background physics threads to 6 really boosted performance as well.
I can confirm this as well, the second version of "experimental" is worse for performance? I even noticed it in interior cells ๐ค
It is odd
Oh and the performance boost I got from upping threads was with the normal version.
is this normal at the end
Did he attack you at the end? No, it's a bug. It hasn't appeared in the standard, non experimental version.
thats called art of war (c) sun tzu
bwahaha, thats amazing
its a bug, but its amazing, maybe one day ill add it as a feature
Hahaha that is brilliant. The NPCs are already smarter than you programmed them
Please, don't. It would be as useless as in vanilla Skyrim.
Hey, do you experience that in all cases, when actors are yielding? Or only sometimes?
I've experience it in a very short test. Most enemies have attacked me even after yielding. The only one, who didn't attack me after she's yielded, was my dismissed follower.
Well, I've tested it again. I thought it was a matter of disposition, but no. I've decreased my follower's disposition and she yielded as intended.
nono, its not a matter of disposition for sure
for the sake of performance, some checks that were done every frame are now done every 0.5sec in optimised version, most likely this messes up with yielding logic somehow
I hope you'll be able to fix it, because my game really runs smoother with the experimental version. At least that's my impression.
not for now, eventually maybe, im kind of tired with all this modding, for now it is what it is. Not a bug but a feature, sometimes npcs will jsut try and backstab you ๐
Backstab with bare hands. I'm afraid it affects most NPCs.
Sound mod?
well, it is what it is
also interested
i thought it was hilarious its a fun bug ๐
yeeting those for sure as well
If an NPC surrenders, your followers and summons proceed to fight them, no matter what (also, protective guards, but that's kinda offtopic).
(I have installed tons of mods, so maybe I'm misremembering, but that feature is from this mod, IIRC.)
yea, surrendering npc is still in combat, no other npc is aware of a concept of surrender
Aha, a known issue, sorry for bothering.
naw no worries, it is very much a known issue, but so far the status of it "it is what it is" ๐
Maybe one day in the future I'll get back to it and fix things like that - but currently - no mood for that
Understandable that you're taking a hiatus from the mod, it has been a massive undertaking. :)
If you do ever come back, I wonder if it'll be possible to figure out why sometimes when Interventioning with Julan, he'll shout a combat line ("You n'wah!" etc) when we arrive. It's harmless, but a little startling. Currently I'm reasoning it as him expressing his hatred for the false/foreign gods whose help he had to call for to teleport. ๐
hmm
@upbeat violet probably its not connected in any way whatsoever, but just a hunch - try disable AI voicelines in mod settings - does this stop him from shouting at you?
I had already disabled the lines as soon as that became a possibility
So no, he still shouts them. They are vanilla lines too from what I remember. I have subtitles on but I don't recall seeing the line pop up in text tho.
but he's not walking in cercles and pretending to fight you, only shouts the lines?
he only shouts it once when we arrive
Julan's a bit weird in general, so I'm not even 100% sure it's purely from Mercy. I have Attend Me for its companion UI, and every time I switch indoor/outdoor cells, Julan's lil UI element disappears for a second before reappearing, while other companions stay solid.
So far have only really been traveling with Julan since I came back to MW, but I recently picked up Arvesa as well, just haven't interventioned with her in tow yet. Will have to get back to you at some point.
Okay, it seems Arvesa's yelling out as well upon intervention.
And disregard the bit about the Attend Me UI, they both seem to be blipping out and in upon cell change.
I've been using this mod for probably like 200 hours and I can't recommend it enough. The surrender mechanic and seemingly hectic movements during combat is what I absolutely adore.
My only issue (apart from performance, but I could live with those) is that NPCs will struggle to catch up with the player that tries to disengage (e.g. to cast a healing spell, chug a potion etc) from a melee fight - they often continue to strafe (thus missing completely) even after catching with the player instead of punishing them properly. Maybe there should be some sort of override that forces NPCs to be more aggressive again based on player HP? Or maybe a simple check that ignores the usual mod commands for a few moments if a player turned away (in the case someone uses a mod that disables running backwards) etc
re performance - try the optimised version, its a separate archive on nexus - it reportedly have some issues with surrendering - sometimes npcs change their mind and dont surrender, but you can pretend its a feature not a bug ha. Otherwise should run massively smoother
theres a check that forces them to chase you instead of strafing when you use spells or archery, it doesnt happen instantly, they take some time to react but its there. And it also depends on how fast you are - if you can outrun them - then nothing will help them really
but yea they dont really push you as much as vanilla ones when you try to disengage, probably it should be less forgiving in that regard, specifically when you pull out ranged/spell, but for now it is what it is, maybe one day ill come back to it
i've REALLY enjoyed fights with this, they feel so much more dynamic and "human"
the surrendering is a big part of it but also just the way they'll yell at you to keep your distance and only charge in if you ignore them
extremely comfy when i'm just going from place to place or poking my head into a cave to see what's in it to not need to stop and murder everyone
For spells, do you check if those are of target type? You can exclude self and touch spells
no, everything, and how will an NPC know? They see you pulling out sorceries
they get spooked
also filtering out self will allow you to just heal without any punishment whatsoever, will make it even easier
already you can squeeze in a quick heal if you are fast enough and they react too slowly
I thought that healing was easy because enemies do side moves to avoid potential spell attacks
emergent behaviours ๐
but ofcourse its not the actual reason - they just cant leave the strafing behaviour instantly, no good reason for that - its just how it is
so they usually need to finish it before they chase you due to your spell
as a side note, this reminded me how the player based absolutely hate that sidestep Skyrim NPC do occasionally to dodge projectiles
would it be possible to make NPCs grieve and like cry out if you kill one of their allies?
they already do that occasionally, or atleast they should
theyll be like "you will pay for this!"
ofc only those npc that have AI voicelines which is only probably like 1/2 or 2/3 of all race/gender combos
thats really cool, thanks!
Yeah I remember "I'm not gonna fall that really it easily"
btw if anyone wants to generate more voicelines (if you have elevenlabs sub or some good local tts) and add them - its possible even as a separately published voicepack. There are explanations on how to register voicelines, on mercy github
Quite a few race/gender combos still have no mercy voicelines at all
Hey Max, I've been doing more testing with the experimental version. It runs really well. The only minor issue I encountered was that sometimes enemies will surrender their bound weapons, etc. Other than that, no problems. Thank you.
Suggestion: add a popup message telling you to install Behavioral Tree dependency if you still didnt
I noticed something wrong only 15hrs into my latest playthrough 
What can you say about the surrender? How often is it for enemies to attack you with fists after yielding?
ooo thats a smart idea, whnever Ill get a chance to poke at it - i will add it
but also now you can check script setting to verify that mercy is there...
although maybe setting still be there even if dependancy is broken
thats possible
It would make more sense to implement more thorough dependency check engine-side. Like with ESPs, even if it would happen in the runtime
When you have several dozen of mods in that list, its easy to miss it. And I didnt really had an incentive to check it there (the defaults are fine for me) 
yea that makes sense, for sure
Many mods need to show the player such notifications, for missing dependencies, or incompatible plugins found, or specific required procedures...
Currently you can get multiple windows showing everywhere on new game, or game loading.
It would be nice to have an utility mod that listens to event notifications and shows them in an organized way, with a validation button on each one.
I've been trying this out for a few days and it's a concept with a lot of potential but it really suffers from biting off more than it can chew at the moment. Attempting to make the AI more realistic unfortunately makes it feel LESS realistic, because it's unfortunately a bit lacking. But! It has a lot of potential as I said, so I'd like to point out some flaws and offer some suggestions.
Knocking an actor out via fatigue (eg. via hand to hand attacks) is supposed to make them unconscious, but they still speak their voice lines and make decisions like giving up or calling for help when knocked out. They also get up to beg for mercy and then promptly lay back down, which is silly.
One of the best features in the mod is that actors run away and call in allies when low on health. However, HAVING help doesn't seem to affect their decision tree very much. They'll still lay down their weapons at low health even with a healthy ally at their side, when they really should be falling back and letting the ally take the lead, or run away and get help while the other holds you off.
I think the decision-making should be considering whether or not an actor is part of an active team so they both make the same decisions (maybe not at the same time but if one actor runs away or gives up, the other one should start making decisions as if they are alone). Probably the more people you're fighting the lower the threshold for panicking should be, too. So if you're fighting three people and kill one of them, the other two become more likely to give up, but as long as all three of them are alive they're still confident in winning even at low health.
Also it seems that once an actor has begged for mercy, they'll never do it again, even if the situation changes. It makes sense that if you attack them then, they realize they're in a fight to the death and will fight. But if you back off, sheathe your weapon, don't attack for a while, they should become more hesitant and eventually give up.
Same if an actor gives up, but later rejoins the fight because an ally showed up (or they were called into action as an ally by someone else you're fighting), they should start re-evaluating their decisions based on team fighting. Ie rejoin the fight or run for help, and then if the tides turn against them, beg for mercy again if needed (if you'll let them).
Maybe actors should be able to pick their weapons back up if they change their mind, but that might be a whole other can of worms.
a bandit gave up and i left her alone for a minute and then i was able to talk to her, that was really cool. i also observed with Roaring Arena one of the combatants put down his sword, attempting to give up, it looked amazing because it happened just as the opponent swung at his head for the final blow. i dont think that needs to be fixed though, just some interesting observations
I think the mod is complete. I'm using the experimental light version for a long time. And attacks with bare hands after surrendering don't appear anymore. It was maybe because I've changed the mod version in current playthrough? I don't know. When an enemy surrenders, I step aside and don't bother him for a sec. And everything is fine. I'm afraid adding more complicated features to the mod could result in issues and bugs.
The mod is excellent right now.
Knowing mym's track record for excellence there's probably room for improvement but I agree that it's in good shape
Well the experimental version just crashed my game so I'm not sure about complete
Thx! Mercy approach is a really good one, the best I know of in our community to do a decent AI.
I think there is room for improvement if someone edits the rules of his binary tree, which requires some tools and knowledge.
Are you sure? What happened?
Not sure exactly. I installed it, it tanked my framerate and eventually openmw stopped responding
perhaps eventually is the wrong word, 'in short order' is more correct
I see. Well, in my case it has made my game less lagging and works well. I just avoid surrending actors for few secs after yielding.
I just tried it again and it worked well and seemed more performant, although the actor behavior still feels kinda jank with actors surrendering over and over again, or re-engaging willy nilly
i've had good luck with the experimental version
Well, just don't irritate them for maybe four-five seconds after yielding and they act alright.
Yea, surrendering can be problematic in experimental, sorry, for now it is what it is ๐ If ill ever feel like getting back to it (not doing any morrowind modding currently) - i will look into improving the experimental ver, it will probably become the main ver then
Did 0.50 RC improve performance for the main version?
I don't know whether it affected Mercy specifically, but 0.50.0 seems a little bit smoother than 0.49.0 for me in general.
Blessed
I am wondering how bad Mercy would be broken by https://www.nexusmods.com/morrowind/mods/57550, which sets all NPCs' Alarm to 100
This mod just made Sottilde's Code Book quest a whole lot more realistic. Just like Percius Mercius said: "These orders you've been given seem okay with me. Just try not to kill Sottilde to get that book. I've heard she's a pushover. I'm sure you can convince her to hand it over."
Thieves Guild viable without having to kill her!
heard a word that this breaks in 0.5, is that the case?
The mod in general? No. I've been using this since forever. The mod is working. Its biggest problem is the same it always had - performance.
Do you think an option that lets you limit how many npcs activate the Mercy script would be good for performance?
I have no idea. I know that the mod is making many checks so it can affect performance even outside combat.
it's a banger of a mod but it's def not optimised
still can't imagine playing without it as it's a game-changer
I've never even contemplated removing Mercy, ha ha
yes! i once saw a fighter give up mid fight, he knelt down to put his weapon on the ground and as he did his opponent delivered the killing blow. it was awesome 
Surrendering is cool. The only issue is that the NPCs also try surrendering to creatures and that your summons/followers ignore surrenders so they always finish off the NPCs and you cannot decide to spare them then.
Surrendering to creatures is funny af. Totally silly ๐
I will have to check. I think it was standard but I don't fully remember this as it's been a while.
I also use Fair Care and Take Cover. Full package.
If you have the standard version, you can try out the experimental one to see if it benefits your fps
Yeah, I may try doing that when I get the chance. Mercy is complex enough that I avoided changing anything since the current setup just works
.
One weird experience I have is NPCs who don't immediately aggro and "don't get closer, no need for a fight". Every single time I avoid them the combat "script" or whatever you call is still running so after a few moments they start chasing me anyway. Not sure if this is a bug or if that's just how it works? If so... its just kinda a fake dialogue sequence to give you time to exit a dungeon but in the exterior they'll end up chasing you unless you outrun them or teleport.
yeah, this happened to me in exteriors as well. In interiors it's less of an issue because you can indeed retreat and it seems seamless.
Using experimental optimised version, or the regular one?
Ah, gotcha, was already asked, nvm
Hmm, i think they expect you to be out of their line of sight, i dont think they respect you just gaining distance, might be not the best aproach but thats how it is
If switching to experimental mid-game is safe, I might give it a chance. Are the differences big?
I'm pretty sure it doesn't matter if I cut their LoS, and that if I remain within a cell of them they will lock onto my position anyway like creatures would - forever. But I can try to test it out more to make sure I haven't made an oversight.
Experimental version already implements huge optimisations techniques and runs on npcs only at bare necessary frequency. Nothing can help with fighting few dozen npcs at the same time though. Unless ill do some utterly perverse optimisations, or openmw lua will eventually get optimised
I usually blame openmw lua for being unoptimised, but im also lazy to microoptimise each section of code in such a big mod
They should not chase you if out of los, atleast thats intended. But i think they might retain aggro technically indefinitely, i.e they will not go back to weapon-stoved state
Unless im forgetting that i coded that in as well
Well, theres a bug in experimental that 50/50 npcs will start punching you after surrendering. Performance should be MUCH better though, atleast out of combat
And yes its safe mid-playthrough
Another question. Perhaps off-topic to this mod in particular but I'll ask anyway:
- Is it vanilla behavior that enemies you are in combat with, that sometimes even if you use invisibility or a super strong chameleon (100+) that they will still lock on to your position and attack you? I've noticed this most clearly with guards who seem to be super aware of me if I am on death warrant for example. I need to have 150+ chameleon or something before they reset and exit combat.
- A sub-question here is There's a super strange behavior where the guards would move in super-slow-motion towards my positon when my chameleon threshold is just a few points of magnitude too low for them to lose track of me
I have a video recording of the latter scenario if interested
Haha, sounds weird, if they are chasing you out of combat, i.e to do a "stop right there you criminal scum" - then most like it has nothing to do with mercy. If in combat - 50/50, not sure, theres some logic that handles chameleon, but it should not affect how easy it is for npcs to spot you in general
But if you chameleon literally mid combat i think theres a chance both for them to ditch or to continue fighting (in that case they are just relying on their hearing and on you putrid smell or whatnot)
100% happens for the "stop right there you criminal scum" phase. Maybe chameleon is more likely to escape combat after it though. I am interested to compare now ๐ So they have a heightened detection if you are on high bounty that bypasses most of your stealth?
Actually dont know how this vanilla behaviour works, i wont be sirprised if they just straight up ignore your chameleon, because guard magic
So, in that video I had console player->setchameleon 100
If I entered sneak mode they would have a harder time seeing me... and enter this slomo phase. If I stand up (since my sneak skill in this test was so low) - they would sometimes start running at me instead.
Huh hes clearly trying to do something but im not sure what. Do you have some kind of idle poses mod? Or maybe hes trying to pull out a weapon
I think when I was fooling around with this I also tested with adding another chameleon spell on top of it, where they would lose aggro.
Yeah I use Dynamic Actors and animations stuff, so I also noticed that he's trying to go into a pose every other frame. But I think it is related to him going in and out of aggro to me over and over.
So its like they exit combat... try to do an "AFK pose" with arms to the chest, but they immediately go back into combat. And this happens several times per second.
...and its scaled with how sneaky I am xD. So if I only had say... 80 chameleon they might just be running straight at me
Anyhow... Its probably got nothing to do with your mod. I just wonder if it is vanilla behavior or if its my frankenstein modpack I am using causing it.
Are you running your mods through openmw.cfg only? If you don't mind me asking
I use MO2 to provide a virtual data folder. openmw launcher/config/load order all set up accordingly thereafter.
Oh i see
Maybe try running mercy mod only if you have the chance to see if it's really the mod itself or your other mods causing conflicts
Yeah I'm too curious to not test these things a bit more. I think I already tried to disable Mercy but I have forgot my conclusions about it.
Its mostly annoying that even invisibility doesn't work to stop getting chased. But I'm not sure if its vanilla random behavior (and my knowledge/skill issue) or something borked about my install.
Haven't tried invincibility/chameleon yet with Mercy. Might test it out tomorrow lol
Time to ๐ค๐ฅฑ
Any chance of fixing that surrender bug? 
Not sure, i dont want to install openmw rn, but on the other hand i can try fixing it blind and dropping here for you to test - i might try that
Ok I did some testing. 5 videos recorded. But I think I only need to share one of them...
https://www.youtube.com/watch?v=wX_7VwqVVS0
So I think there are a couple things going on here:
- I walk close enough to the Ashlanders, they see me and activate their AI logic. Mercy
stand backset to 1000 makes them "not looking for a fight". Okay. So try backing off. I managed to break LoS so this appears to be working as Max Yari says it does. - Even though I broke LoS. Combat is still engaged with these NPCs. This part is vanilla behavior I suspect... and would reset only after 3 in-game days passes.
- If I stay within the same cell but behind cover. The NPCs keep their stance on "not looking for a fight" but it seems the Mercy script has to "reapply?" this every now and then - triggering their voicelines despite not seeing me anymore (this is kind of annoying because the voices sometimes sounds way closer than they are (and often cut out halfway through) - furthermore these voices are also heard in fights between other NPCs that taunt eachother (one notorious example is Ordinators fighting some NPC at Bal Ur - this one is super weird because I thought it was something wrong with my game and NPCs being stuck underground while also aggroing onto me xD. You can hear them while just travelling from Fields of Kummu to Suran.)
- If I go back within Line of Sight, set
stand backto 1, go as far away as possible without leaving the cell - the NPCs are still in combat with me and will eventually decide to fight instead and start running to me. <--- This part often makes little sense. Maybe a distance calculation can be in addition to just line of sight? Performance implications regarded of course.
I also did some invisibility testing. I think this is just vanilla behavior, but it seems if you are close enough to an NPC while going invis, they will still "see you". So you have to either break LoS or successfully enter sneak mode.
Reading the wiki on invisibility... "completely undetectable". Not sure about that!
https://gitlab.com/OpenMW/openmw/-/issues/7337
https://gitlab.com/OpenMW/openmw/-/merge_requests/2203
So this explains why it sometimes won't save your life if you are already in combat.
Hiya, so this has happened to me a couple of times and I'm trying to understand what is happening. Some enemies can see through invis. Most notably Dark Brotherhood assassins, but it also happened with some random fighters in the Hlaluu underworks. I tried finding an answer online but no luck. Everything I found said Invis makes you "completely ...
Very rarely jt does, npc stops combat and freezes but picks up combat back several seconds later. I can provide you the log next time it happens, didnโt know youโre still maintaining Mercy
For the last thing, are you using SHOP by any chance? It has proximity removal of player invis and cham by NPCs by set amount and radius. You can turn that off if you wish
As far as I remember, trying to attack NPC that has MercyCAO, with lockpick, breaks it for a unspecified time
I don't even know what that stands for, nor does it it yield any results on nexus search. So I 95% sure I don't use that.
I do not use it.
Is there a blacklist for NPCs that cannot yield? I just had Bolvyn Venim yield to me which is kinda "anti-lore" ๐
Same for Dark Brotherhood Assassins... It even becomes a crime if you attack them if surrendering after they exit combat. ๐ค
You really are bugtesting everything to the fullest, I like that. ๐
use it! 
Guards should probably not surrender in Mercy because of their hardcoded behaviour (they will keep trying to chase/arrest the player even with no weapons).
Yep I noticed this very early on as well... Slightly annoying! ๐
I hope unique "boss" NPCs aren't going to surrender. Like, what if Dagoth Ur does?
NPCs should also not surrender to creatures ๐ . This mostly impacts guards, though, as other NPCs rarely fight anyone besides the player and their followers.
He is a creature. No worries.
No blacklist yet but ill add it whenever ill make the next update
https://www.youtube.com/watch?v=61WmwTcLP6c
@carmine cloak Look what's your Mercy doing with my Lua Projectiles mod ๐ for the record, Vodunius is unarmed as base
Projectile Lua Physics + MercyCAO unintended feature
He's taking out the darts that I've thrown at him earlier
Vodunius with the master strategy ๐
Not sure whats happening though, dude throwing darts and then goes fistin, looks about right?
Also you can attach objects to bones in lua now!?
he's literally pulling the darts out of his own body to throw them back 
https://www.youtube.com/watch?v=LnStR98W084
Pretty much yes (although it had to be hardcoded for all of the positions of the vfx/bone). I am working hard to release it as it's 90% done - based on your physics framework
Lua Projectile Physics, NPC takes out the stuck ammo in him with visual cue (toggleable setting)
:0
Yes i remember you sharing it with darts bouncing around - that was quite cool
Btw maybe youll also want to add some vfx to those projectiles hitting surfaces, lua physics already uses that surface hit vfx mod api, so should be a seamless extension if you want to add some additional flavour
It sometimes is applied and sometimes is not. I cannot find the reason for it so I leave it as it (the impact vfx)
By default lua phys applies vfx randomly so they are not spammed, but you can just lift vfx application code from lua phys... but yeah maybe its complex, dont remember, probably i should expose a simple method for that, if not yet
I want to also ask, since there was physics bug that the projectile/objects hit the thin air when NPC was dead/knocked (it assumed as if the NPC was standing) out and I had to fix that which involves editing your framework. Also some other edits or added functions regarding marksman to make them work in . How can we do this when/if I want to release marksman physics mod? Can I upload modified framework along with my mod? Or you want to pull the changes on release?
I can pull the changes, can you submit a PR? If you already did and mentioned that before - sry, im forgetting things ๐
And will credit you with the update as well
I will do that when I finish my mod so I am sure then nothing else has to be changed
@carmine cloak I've made the pull request
I just realized, you can probably "convert" the empire , shogun and napoleon total war cloth/sails behaviour .logic files for sails and cloth projectile hits as a base for an openmw lua fabric projectile hit simulation .
The standard bearers in units with the flags also have wind logic and musket ball reaction.
https://www.youtube.com/shorts/RtxIEcu33LQ
This clickbaiter is the only short i could find that shows its naval aspect.
Discover surprising facts about real 18thโ19th century naval combat โ from cannon tactics to how ships actually fought at sea.
Which one surprised you the most?
#AgeOfSail #HistoryShorts #NavalHistory #TallShips #AgeOfSailFacts #18thCentury #NapoleonicWars #MaritimeHistory #SailingHistory #HistoricalFacts
I dont know exactly how
Come to think of it actually, ntw has probably the most sophisticated vfx and particle based system for its time as well, later games actually regressed.
Its very user friendly to mod as well, well worth looking into, then repurposing into openmw etc etc.
Well, you basically cross reference mods .pack files which essentially store spreadsheet db values and logic in lua, xml etc, with lots of user friendly GUI frontend mod tools at hand to boot, official and none official.
convert Ikit Claw's nuke 
The particle effect.xml manager is over 16000 lines of code...thats the scariest thing you can mod, but the llm gang can help.
Which settlement would you do the megaton job with it in vvardenfell?
Hmm, maybe a bunker buster version for the tribunal sewers
Vivec because it blows up in TES5 lore. While I don't really care much about post-TES3 stuff, maybe the rats caused it 
This is off topic now but...I couldnt think of a settlement, so ..
A second life / NSFW/Anything sims 3 settlement mod develops somewhere in morrowind...
That would my choice.
To the Dumb mod ideas section I go.
i doubt something like cloth behaviour is convertible since theres no way to drive cloth or skeletal meshes from lua in omw currently
@carmine cloak sorry for nagging you again about it but is there any chance youโd have a few minutes of free time any time soon to look through (and merge) the pull request on LuaPhysics github? Thanks
No worries, depends on your definition of soon ๐ Ill be much more free next week for sure, but this week - dont know.
Is it urgent, is it blocking release of your mod?
Well pretty much yeah, I don't want to fork or share on my own with the updated physics files
But I don't want to be a problem, so whenever is fine
Gotcha, no worries, im just quite busy with writing a thesis. I will try to do it as soon as possible, but cant guarantee anything until tuesday
Also in case ill forget (which is possible) - please bother me again ๐
Thanks once again, and sorry for the inconvenience I might've caused you
No worries!
This is also more time for me to polish the physics projectiles ๐
@misty sentinel hey was wondering, does you projectile mod only affect throwables, or you hacked it into bows and xbows somehow as well?
It works for every type of projectiles, for both player and npcs/creatures.
It is almost finished, squashing last bugs slowly
Woaaah, would you mind explaining how did you do it for bows? Are you taking over the whole attack sequence, or just removing the vanilla projectile somehow?
I did it by detecting the text key for animation of attack, itโs divided into a lot of separate anims so you can detect the exact moment you want to intercept by playing the same cloned animation as different file which when did right it doesnโt trigger the vanilla projectile. Itโs very timing sensitive
Thanks to @granite monolith, without him and his knowledge and help with anim files I wouldnโt get there
Oh yeah that makes sense, thanks for the explanation, it will potentially conflict with animation replacers though, right?
Ive yet to check, although as far as I remember I have installed 3rd person alt attacks and it works just fine. Although it would not be ultra hard to add another preset for another animation set
oo just realised that probably its not possible to also add subtle trails to projhectiles, that would've been coool
even maybe using distortion vfx that omw supports
I havenโt thought of it, might check it some time later post-release
Ohh you could probably make some cool "spells" like that. A projectile shaped like a fireball that bounces around exploding? For a separate mod surely but it's an interesting thought ๐ค
Should be possible i imagine. Alsoo erriding spellcasting system/anim in a similar fashion should be possible as well
Maybe itโs possible as a vfx to be a custom spellcast but that doesnโt get us anywhere regarding physics for spellcast impact havok-like effects like Oblivion. The function is already built into your phys framework obviously - the impulse - but to have the physics activated it must be an item, not vfx. But I guess that also could be worked around with an invisible item launched together with the vfx or something๐ Added to bucket list of my next mods haha
oh right, huh, i mean, what if we dont use vfx at all but rather have those vfx as items? I mean its all just a nif anyway
will that break anything?
I guess it will mean if you are dextrous enough youll be aple to pickup vfx midflight?
Can you do that with projectile arrows now?
You would have to turn down the speed of the projectiles to be able to do that
Its technically possible but not probable to happen
With spell vfx (or vfx as item) it would be easier since the spell projectile is a large object, the arrow/bolt/dart is really thin and small and barely noticeable mid flight
can do some megajank and forcefully remove vfx from player's inventory and put it at the place it was ahaha
but a pickup tooltip poping up here and there - if that be noticeable, yea, thats subpar
The pop up is not noticeable so we are good. And for the physics spell cast I would need to make in the CS dummy misc items for each of the spell schools projectiles with the corresponding nifs for effects. So this will bring on even more jank and code gymnastics ๐คฃ
i dont really see a need to replace existing spell projectiles, the way they work will not be enhanced by physics in any way
they just fly straight and explode
but for potential custom magic - yea
I want to make the default target spellcasts to have a physics impulse at the explosion so yeah I will need to work that around a bit
oh for that, yes, but that will be very very annoying probably to reimplement the projectile logic for every spell
probably a spell api will be released soon i hope, foal was working on it i believe for quite a while
and yes it certainly wouldve been nice to have objects flying around cos of spells
btw since you seem to be active again, I will just bump this up ๐
Yes, I'll most likely look into it soon, thanks ๐
Perfect. I've been playing with Mercy for a year and consider it a must-have, so I will gladly check the "experimental" version with better performance once that known bug is fixed.
what else was there super pressing? I think ill have enough motivation only for a single pass. Quite a few people requested a way to blacklist specific actors - will add that. Anything else?
Guards surrendering isn't really a good idea as they are hardcoded to go after you, anyway. NPCs surrendering to creatures is pretty pointless as well.
yea those i can fix
blacklists - well, Vivec Arena duels are to the death so surrendering there is pretty pointless both in Vanilla as well when using Roaring Arena - Betting and Bloodletting mod
ok
anything else, anything weird happening with companions?
summoned creatures will keep attacking surrendered enemies. I assume that companions do the same, as NPCs don't respect surrenders, they keep fighting.
maybe it's best to leave that up to the player? It can be risky, though. Some things may break.
blacklist Dark Brotherhood assassins as well ๐ . Some people mentioned that they surrender and it's weird.
people will be able to blacklist whatever they want, i wont fill in blacklists myself, also see nothing wrong with dark brootherhood surrendering
hmm, summons and companions attacking surrendering enemies is an interesting issue, will see what i can do
I once saw a vampire surrendering with no voice lines at all.
pretty niche thing, I guess
everything worked, though
mechanically
half of the races/genders have no voice lines ๐
If anyone want to test a new optimised version without a previously mentioned surrender bug - heres a super secret release just for you
it technically should run even faster than previous version... atleast outside combat that is, not much I can do if you fight a dozen npcs
Cool
just dont tell anyone you got it here, its a secret exclusive only between us
shhh
Nobody needs to know
I'll be gate keeping this๐คซ
glad to see you back, max! does Mercy touch anything with AI prioritization of the player vs followers? I'm playing a summoner and I'm curious about whether I should install a mod that forces AI to target the player but I'll leave it if Mercy is already calculating it
no, in regards to target priority - it should do whatever engine tells it to do, and probably will be compatible with mods affecting it
Woah thanks Max for this
I can confirm on my cheap ass phone, the new mercy update doesn't dip my fps anymore during fights against multiple npcs
I wasnt expecting that, but i guess there should be a bit less load during fights as well... lovely! Thanks for testing!
There is definitely a performance increase and cell transition load times are seamless. I haven't encountered the surrender bug as well.
The only issue I've seen is some weird interaction with either T4rg3t5 or CHIM 2099, where the cell "freezes". However it doesn't, crash I can still access the main menu/options and load. It's almost as if combat is paused/completely frozen.
D:
erm, any errors in f10 console?
can you walk around and such, or its all completely frozen except menus
move your camera around?
That's exactly it. It doesn't freeze like a crash for example.
44.417 E] Error in frame: Invalid attack type value: 5
[11:32:44.436 E] Error in frame: Invalid attack type value: 5
[11:32:44.458 E] Error in frame: Invalid attack type value: 5
[11:32:44.480 E] Error in frame: Invalid attack type value: 5
[11:32:44.502 E] Error in frame: Invalid attack type value: 5
[11:32:44.526 E] Error in frame: Invalid attack type value: 5
[11:32:44.558 E] Error in frame: Invalid attack type value: 5
[11:32:44.585 E] Error in frame: Invalid attack type value: 5
[11:32:44.612 E] Error in frame: Invalid attack type value: 5
[11:32:44.642 E] Error in frame: Invalid attack type value: 5
[11:32:44.664 E] Error in frame: Invalid attack type value: 5
[11:32:44.706 E] Error in frame: Invalid attack type value: 5
[11:32:44.725 E] Error in frame: Invalid attack type value: 5
[11:32:44.761 E] Error in frame: Invalid attack type value: 5
[11:32:44.789 E] Error in frame: Invalid attack type value: 5
[11:32:44.812 E] Error in frame: Invalid attack type value: 5
[11:32:44.836 E] Error in frame: Invalid attack type value: 5
My only theory is the two aforementioned mods. But a positive note, improvement greatly improved. Will be testing Reanimationsv2 shortly. Ty so much
never seen anything like that
impressive
and currently published version from nexus does not do that?
Yes I just tested
It appears that chim is the culprit
I'm sorry I meant it does do it on the one in nexus haha
yeah i can confirm i have the same issue
whatever helps to get all these amazing mods ๐
Also I have a bug from even the old version to inspect - if the NPC has a ranged weapon and is not in melee range of player, he will not equip the ranged weapon. Only when coming up to the NPC/actor very closely then it will proceed to equip and use the ranged weapon.
EDIT: also voicelines are being played when the game is paused/console is open so some processes are working outside of the gameplay for sure
i think voicelines might be doing that in general, atleast i dont think i have control over that
or you mean like voicelines which werent event started before you paused?
re ranged weapon - strange, what will they do instead, try to chase you down, or just stand there? And you sure they behave differently in vanilla?
It looks like the event is looping for playing a voice during combat when pausing at that time (the one from Mercy, not vanilla)
For ranged weapon itโs easy check, add any ranged wpn to an NPC through console and start the fight, itโs using h2h/melee weapon depending on what he has available and only when coming closest possible to him he equips the ranged. I will check more tommorow since I am in bed already ๐
mmm, well, mercy does some weird things in there, I believe it lets vanilla control ranged characters if their ranged skill is a primary skill
if they are primarily a melee char, but with ranged weapon - mercy will treat them as melee
but openmw still sometimes can squeeze in its own decision of switching a weapon, so probably thats a reaason why its a bit of a mess
if this is not happening to all ranged - then its fine, just a downside that wont be fixed anytime soon as ideally it requires properly implementing ranged characters into mercy
like from what i remember - I did encounter quite a few characters who would start throwing darts at me and such, so it must be that the thing works atleast to some extent
I will check later how it works vanilla and with mercy to be completely sure
Since the seyda neen first cave bandit uses its ranged weapon just fine so it might be an edge case
Hmmm an option in the settings that lets you limit how many NPCs does mercy take effect on is possible?
Just my personal opinion seeing even just two or three npcs being effected by mercy is already pretty immersive for me
For the sake of performance?
That also yeah
if that was not a primary reason - what was a primary reason?
If I could offer a suggestion for something to look at in the future - is it possible to make the AI more intelligent about how to choose between targeting the player vs followers? I am using the mod that forces the AI to choose the player over their follower/summons, which does feel more balanced than vanilla. However, the AI will ignore the summon even if they can't reach/attack the player.
If it were possible to have the AI prioritize the player until they can't attack or reach them, then swap to attacking the follower, that would be awesome
a lot of people will be unhappy about it because then summons will lose their value a lot, this really highly depends on what kind of character you play and what you use summons for. For now Mercy is not affecting target selection in any way - openmw does it, so any mod that changes that should work with mercy as well I think.
For now, not planning to introduce target selection system, but in the future It could be done, if that future will ever come
I would've rather done some damage-amount aggro based system and added some intelligence or something checks to enemies for them to figure out which target to prioritise
agree here
im quite stomped tbh, maybe CHIM does some math on attack values and increases an attack type value that npc in mercy has resulting in a wrong val
@vivid crystal any ideas?
also can someone please thest this version with NPC companions and see what happens
ideally this should make companions ignore targets that surrendered
Thank you for looking into this Max. I will test the companion patch today my friend
Hey. Is it the "light version" new release or the standard one, heavier?
New is light, light is new main
In fact its even lighter than light
Its helium practically
Awesome. I'll try it later.
So I've been testing my parry mod with Mercy enabled and got this as well. Seems to have went away completely once I've disabled it.
It's something we are doing for combat control. I'm guessing self.controls.use = self.ATTACK_TYPE.NoAttack that makes Mercy freak out
It techincally goes 0..4:
for attack types. Maybe there's a i+1 somewhere in Mercy?
Ohhhh that makes sense! I saw someone experience the same thing that I had described but they weren't using CHIM
Thank you for reporting this. So it must be something in Mercy
My mod is not posted, so there's a third one that conflicts with Mercy I guess
Imma ask S3ctor if he got any bug reports
However
Sicne my mod is in dev - I got this specifically after I've added self.controls.use = self.ATTACK_TYPE.NoAttack to prevent NPCs from attacking during stagger
Please let me know how it goes
Thank you for stumbling onto this. I wasn't sure what was causing it
see #lua-scripting - far as we can see, both myself and S3ctor use the enum and assign the value correctly. If there's a bug somewhere inside mercy - I can't tell
It is however a pretty obvious incompatibility, even if Mercy doesn't blow up on its own. We try to modify NPC behaviour in combat, so does Mercy
Ive also been looking into it
Is that ATTACK_TYPE 0 indexed?
I thought it starts from 1
What mercy does is at some point it picks an attack from a list of strings slash,shrust,chop and the does use = ATTACK_TYPE[attack]
So im not entirely sure how in the world that results in 5
And im almost sure im not doing use +1 anywhere
Thats a good clue though, not sure what it actually tells me but its a good clue haha
well, it's an enum, but it starts at 0 yes. NoAttack is 0
userdata: 0x560b39ccb460 {
NoAttack = 0,
Any = 1,
Chop = 2,
Thrust = 4,
Slash = 3,
}```
didnt know that "view" exists, always struggled with things like looking into userdatas if i want to debug
ye, you can do it directly in console
One thing I can think of, if you don't do a +1 anywhere, is maybe you do a loop somewhere, and since lua is generally 1-indexed it may be off by one, but I didn't dig through Mercy code
cause +1 on 0, woud just result in 1 and be Any
loop, that applies an index as an attack type, yea i get what you mean, but i dont think so
but for 1,5 do will get us 5 and invalid attack
as i said this is pre much what i do, so i dont even operate with those numbers directly, i pick a number from ATTACK_TYPE using a "swing/chop/slash" string and then use that
strangest part is that it only breaks with some other mods
also NoAttack is 0 here, not 4 as you mentioned before
so if there +1 somewhere - that should only break on thrust
No, no. I meant 0..4 is the enum range, not noAttack is 4
then i dont see how i+1 will make this case freakout
or maybe i+1 idea was not related to this?
but either way haha, so far i find it quite curious
well, if we have enum that goes zero to four and we get a throw on 5 somewhere - it usually means we have an off by one error somewhere. That's what I meant
somewhere
ye
and you are also not doing attack type arithmetics nor looping i assume?
nope.
setting it directly to an enum value
local function onUpdate(dt)
if dt > 0 then
if isDead(self) then return end
npcParryController:updateEquippedIfChanged(self)
if npcParryController.isStaggered then
self.controls.use = self.ATTACK_TYPE.NoAttack
end
if npcParryController.isParrying then
self.controls.use = self.ATTACK_TYPE.NoAttack
end
end
end
``` in actor script, just to prevent attacks while either stagger animation is playing, or an NPC is holding a guard
i wonder if its possible that something goes crazy inside the engine and it adds + 1 for some reason
thing is mercy npcs do use thrust attacks on appropriate weapons and if that doesnt break - then it means they are capable of using 4 ATTACK_TYPE
but then with other mods installed it does break, so weird
I'm going to re-enable Mercy and test something in a little bit
source code seems to be straight-forward
https://gitlab.com/OpenMW/openmw/-/blob/master/apps/openmw/mwmechanics/actors.cpp#L244
doesnt look like the error message itself is not trust-worthy
if youll want to add some console prints to mercy - final .use assignment is in ImprovedAI.lua line 774
And behaviour node responsible for determining attack type is in behaviour_nodes.lua function StartAttack
thank you
i can see how this is going sideways if for some reason ATTACK_TYPE userdata itself has wrong values and has 5 for thrust for some wild reason when our mods are active
but like, that feels so far-fetched
Right. So test A. Actor script not attached to an NPC - no issue
well crap. Can't repro now with Mercy enabled O_o.
I'll keep Mercy enabled, will see if it comes back. There was a bit of an actor.lua rewrite on my end between then and now, most importantly I now attach it dynamically, so we'll see
Unrelated to the above.
Seeing this with some scripted npc vs npc fights in Tamriel Rebuilt. E.g. in the training hall of Old Ebonheart Fighter's Guild (in the basement)
there are two NPCs that spar there:
[02:42:40.840 E] L0x90781e5[scripts/maxyari/mercycao/improvedai.lua] eventHandler[Mercy_CombatStateChanged] failed. Lua error: [string "scripts/maxyari/mercycao/improvedai.lua"]:906: attempt to index global 'sender' (a nil value)
[02:42:40.840 E] stack traceback:
[02:42:40.840 E] [string "scripts/maxyari/mercycao/improvedai.lua"]:906: in function <[string "scripts/maxyari/mercycao/improvedai.lua"]:902>
[02:42:40.840 E] [C]: in ?
Hah. And right away after thy finished a spar
What's weird - there wasn't a single NPC on screen ( or player) for that matter that was attacking at the moment.
Neither was my parry actor script attached to any NPCs.
scripts/maxyari/mercycao/settingspageplayer.lua 0 0 B 0 B NA
scripts/maxyari/mercycao/settingspageglobal.lua 0 0 B 0 B NA (global script)
scripts/maxyari/mercycao/improvedai.lua 5 66 KB 1176 B 0 -30508 B
scripts/maxyari/mercycao/improvedaiglobal.lua 29 9216 B 0 B NA (global script)
scripts/maxyari/mercycao/improvedaiplayer.lua 9 0 B 0 B NA
And Mercy is using negative RAM lmao
Right. Tested the same place with parry-mod disabled. Mercy still froze. Interestingly it doesn't recover on reloadlua, but does recover in a few minutes(?) on its own. Pretty sure at this point that whatever CHIM or my wip-parry does -is not realted to this issue
Tried debug prints in several places in mercy, don't see a value of 5 though. Weird stuff
That OE FG basement might be a good place to test though. As I was able to get it to freeze pretty reliable several times in a row
ye this one i fixed (not published yet), it should be e.sender instead of sender in there
nice, i guess my optimisations were THAT good
in general freezing is suuuper weird and smells like an engine issue, esp since, as far as I remember, people said you can move your camera around while its "frozen"
lua can freeze if it does an infinite loop - but then it freezes proper
Interface was indeed active. I could bring up menus and console. But not camera, at least not in my case
Gotcha, are you using my dynamic camera mod? Prob a person that reported moving cam used that
And it does its own mouse cam handling
No, I do not, just the native camera with over the shoulder enabled
Yea prob thats why
makes sense
This is what I was experiencing with CHIM. The game itself doesn't freeze, menus work, the spells effects are showing, etc. But the NPCs and the player are just frozen
yeah, I was able to replicate it without chim and without my parry mod
๐คทโโ๏ธ no clue at this point
Yeah it's very interesting and odd
You were!? So it also breaks with pure mercy? That great to know
Btw is it happening per chance specifically only when fighting h2h enemies?
#1261716485295046716 message
Right. Tested the same place with parry-mod disabled. Mercy still froze. Interestingly it doesn't recover on reloadlua, but does recover in a few minutes(?) on its own. Pretty sure at this point that whatever CHIM or my wip-parry does -is not realted to this issue
I never had CHIM on this install. My mod doesn't even save any data. So I've tried disabling it, and got it to freeze with just mercy
no, actually. Not a one 2h weapon was present
Not 2h, h2h, i.e fists!
ah
msiread
no
in OE FG basement - my char wasn't even fighting
just observing the spar between the two that train there
both of them use 1h swords
I mean enemies are using h2h
Ahhh
Hmm, well that was a guess i guess haha
Whats an oe fg basement?
Old Ebonheart Fighters guild
Know a cell name per chance i can coc to?
Dont have it yet but can install, not an issue
coc "Old Ebonheart, Guild of Fighters: Basement"
got the freeze in there, with only Mercy enabled several times in a row
just chill for a couple minute with console open and watch the npcs fight
Thanks a lot, ill sit there and will hope for magic to happen
actually. Let me test something
And you tried logging what value mercy sets to use, right? And its never 5?
yeah
Thats mental
I'm not sure I caught all places
but I've shoved a bunch of prints in there
Ok, ultimate test:
Can it be some other random mod doing that, something that we dont suspect but all of you have installed
But i dont
ah, fuck, need TR too don't I lmao
Ok, same test. Test character, just TR and Mercy
well, no. Can't repro with just mercy so far.
no idea at this point
thing is - it never happens without mercy
and now I can't reproduce with full modlist either...
fck
Do you have any Lua NPCs mods? Maybe I have something similar so we can narrow it down
go home of stuff that touches npc's directly
My profiler output(this one with mercy disabled) if you have any scripts that are on this list -we can narrow it down further
Thank you
I'll start with Go Home, dynamic Animations, and third person alt
Since they touch NPCs
Easier thing to try is : open your mods folder in vsc and search for .use + 1 or .use = 5 or .use in general
@boreal pagoda @hushed agate
Will do that right away
@hushed agate when you tested mercy only, you sure it was active? I thought maybe you removed lua behaviour trees and the mercy didnt even start at all
and also potentially .attack =
if they edit mercy state
although im currently not seeing how this can be in another mod if error reports mercy lua file, such a confusing issue
Lua behaviour trees are just deployed as a subdir in Mercy's dir on my end
yeah, it did start, I saw the logs
arrean@Seldon:~/.config/openmw/Data Files$ pwd
/home/arrean/.config/openmw/Data Files
arrean@Seldon:~/.config/openmw/Data Files$ grep -ir --include \*.lua -e "use = 5" -e "use +1" -e "attack = 5" -e "ATTACK_TYPE +1" *
arrean@Seldon:~/.config/openmw/Data Files$
no such luck
its probably use + 1, should have spaces around
tried that as well
can you please open improved ai lua and at line 774 or around, right below omwself.controls.use = state.attack
put this logging lines
print("Use:",omwself.controls.use,state.attack)
print("ATTACK_TYPE:")
view(omwself.ATTACK_TYPE)
reproduce the issue and send me the logs?
although ensure that view() actually prints something, it should be a table with attack type values, not sure if view by itself prints, maybe it should be print(view(omwself.ATTACK_TYPE)) instead
yea, i mean in general whenever youll have time and desire
no rush
thanks a bunch!
Thank you Max, I will try and investigate tonight
amazing, thanks!
It's a long shot but would fall children's third person alt attacks cause this type of problem? I feel like I can replicate the issue more with it enabled. Hmmm let me try and figure out how to add those lines
Hey Max, I saw that the author of this mod released an optional patch for Mercy. It may fix the issue we've been experiencing. I don't know if you want to take a look at it
local useVal = state.attack
if useVal ~= nil and (useVal < 0 or useVal > 1) then useVal = 1 end
omwself.controls.use = useVal
ImproveAi.lua - line 774 replaced with these three. Not sure I agree with the "fix".
It will prevent any bullshit, should. But what it also does is replaces Chop/Slash/Thrust with Any in the assignment
check for <0 fine
check for nil, fine
I don't understand why check for > 1 instead of >4
No other changes in the file that I can see
Yeah I'm not entirely sure about the changes but I wonder if it's a lead
well
it's not
what it does is it handles unexpected values at the destination
we're no closer to understanding where they are coming from
it is very much a ifx
I'd probably do >4
instead of >1
but it is a fix
just that - we still have no idea why it is needed in the first place
so, if the value is not nil and out of bounds - we update it to an acceptable value and pass it along. Cool. But how the fuck was it 5 in the first place?!
I'm not entirely sure my friend. I have been going through the mods that are attached to NPCs
Really no leads but my observation on third person alt attacks hmm. It could be in my head haha
I'm really not sure it's related. Specifically. I also have it installed.
But just grepping over my entire mod directory - only two mods that even reference ATTACK_TYPE, and controls.use is my parry wip and mercy
You obviously don't have my parry mod
so.. yeah. It's odd
I am looking forward to testing your parry mod. It looks awesome
you can play around:
https://discord.com/channels/260439894298460160/1482416741077356692
not ready for long play though
Thank you my friend. I will test it tonight
Yea i saw their comment on mercy with this fix, they also mentione that if its limited to 0-4 range - issue still happens, and ofcourse this fix will kill attack picking mechanics for npcs
Interesting. So clamping it there kinda helps, but if we clamp to between 0 and 4 - still something happens downstream!?
the camera spin is re dynamic cam mod, somehow mercy getting erross also corelates with dynamic camera breaking
maybe mercy getting error stops all lua code and cos of that dynamic cam mod can not detect an anim during which it should be prevented from working (otherwise itll spin during those anims)
but i dont think theres a direct causality there, just a corelation
this discussion is in dynamic cam posts on nexus https://www.nexusmods.com/morrowind/mods/55327?tab=posts&BH=0
That very much can be the case
Specifically cause all the errors we get spammed with in logs when this happens are from c++ not from lua
oh... how do you know? lemme find them here and take a look again
the "invalid attack" thing
not in lua files shipped with openmw install
at least grep tells me so
Rather here in actors.cpp
throw std::logic_error("Invalid attack type value: " + std::to_string(static_cast<int>(attackType)));
ah right, i was for some reason under impression that that error directly points at improvedai.lua
And by that I meant - I don't know where error happens, but the throw happens in c++
but it doesnt, its a general cpp error
that changes things
then it does look like it might be something that some other mod does in theory
yup
still something happens downstream!?
It can - if other mod just increments the value
which would be stupid, but possible
problem is we weren't able to find a mod that does that
what if its openmw lua code, i.e lua stuff bundlend with openmw that does it?
although then you would've been able to repro it on mercy only
Beyond my competence level to diagnose
And - the dumb thing - that evening I wasn't able to repro on full modlist either
so can't tell
yea, just thinking out loud, you helped a lot, thanks for that, im not expecting you to sit there and poke at it until its fixed
ugh
So, it definitely happens. But for the life of me - I can't find a way to reliably reproduce
gonna pull tamriel rebuilt today and see if i can trigger it on my end
Foxunder mentions "many hand-to-hand" combatants - but it definitely happened in my case when there was non one h2h
oh.
except
it often happens when combat ends
of the cases I observed
right as they sheathe the weapons
fuck
i think i found something finally
in the source code
well, if i trust chatgpt explanation on what those bit ops do, cos i have no clue about bit ops
#include <iostream>
int main() {
int mUse = 1;
for(int i=0;i < 5;i++)
{
int test = i | 1;
std::cout << test;
std::cout << "\n";
}
}
1
1
3
3
5
more specifically:
#include <iostream>
int main() {
int mUse = 1;
for(int i=0;i < 5;i++)
{
int test = i | 1;
std::cout << i;
std::cout << "|";
std::cout << test;
std::cout << "\n";
}
}```
produces:
```0|1
1|1
2|3
3|3
4|5
I couldn't begin to presume why there's a bitwise or there.
hmm does that mean that EACH time someone tries to do a stab - this will trigger? Prob not, not sure how that flag spellOrAttack flag is set, probably only when i try to set .use while attack is already ongoing or something
It's been way too long since I've done any serious c++
and thanks a lot for testing that bit op
Not each time
depends on that flag yes
the other bitwise op the & ~1
gets you
0|0
1|0
2|2
3|2
4|4
maybe initial intent here was something like "if already attacking dont allow use to be 0"?
but now it just implodes
cos few years ago use only supported 0 or 1
and im sure using that bitwise op there instead of sane person math results in absolutely insane performance gains lmao
Please let me know if I can help and test with anything
meh, looks like a microoptimisation to me, but whatever, i dont know cpp that well
thanks, but most likely real culprit was discovered now, no need for more testing
just needs to be fixed
So a bit of a report. I've been playing with Mercy patched in a way Foxunder did, and my parry mod. I still don't exactly understand what was is the original intent of that c++ line, but seems like handling the value in lua in that way actually "fixes" it, without noticeable change in NPC combat behaviour
As ive mentined like 3-4 times, itdoes change npc behaviour, it might be not noticeable visually but they will not be picking attack directions correctly with that fix
Bcs their attack directions are random with this fix it will look ok and play ok on average, so if things break for you without a fix its ofc better than no fix
Or maybe they use in-engine attack picking logic with that fix, not sure
that "noticeable" on my end is doing a lot of heavy lifting
yeah, not sure if it's random or purely engine side
Btw that bitop did make sense when use only supported 0 or 1, it essentially forces use value the to always be 1 when attack is in progress and 0 when its not
But then i added support for other values and didnt notice that bitop line will break (i didnt even know what it does tbh), so everything broke
Interestingly enough the case where attack is true and use is 4 seems to somehow be a very niche case, maybe its a result of 2 mods messing with use vals at the same time
And then everything break, so noone ever noticed it before although issue was there from the very start
Yeah, it's very odd how it arrives specifically at that throw
Especially since naively - attackOrSpell == true and use == 4 should be relatively common
hey there, do you have a good reproduction scenario per chance for this? What other mods you also had installed with this, i think it was s3ctors chim right?
It was chim my friend
I will get a reproduction
I'm not sure if anything has changed in recent dev. I updated yesterday and now I'm having trouble getting this mod to break. I loaded it before chim too
Hmmm
This is a mystery
Such are the mysterious powers of CHIM
.
Yea this issue is quite random
Max I managed to get it to show up again while jumping and fighting during combat
Here's the log, omw is only a couple of days old
You can see that it spams the log when it happens with that value
thanks for the effort, but logs dont really help, I needed a way to reproduce it, error itself is clear enough
but it seem like devs already rolling out some fix for it, although when this happens exactly is still unclear, whenever it happens - shouldnt happen anymore
so all good, thanks
With this mod enabled, when enemies take a tick of drowning dmg, they start dancing on the spot and will drown. In vanilla, they would resurface to get some air. Iยดm pretty sure I installed correctly. https://streamable.com/80ahar
Watch "vlc-record-2026-03-30-13h02m46s-openmw.exe 2026.03.30 - 12.58.03.05.DVR.mp4-" on Streamable.
Hey fellas im having trouble getting the Lua Behaviour Tree working.
Iยดve appended it to my OpenMW Launchers Data Directory like any other mod but that doesnt seem to be the way to do it
as long as you structure it Lua Behaviour Tree\scripts\ it should work. It doesnยดt do anything on itยดs own, are you sure it isnยดt working?
well mercy isnt working and I dont have Behaviour tree as a checkmark option in the content files
it doesn't have any content files, just scripts. as long as its set in your directories, early in the list, you should be set
at least, there's nothing else to installing it
if you appended it, it will be at the bottom of the list, so you should move it up to the top
Did that and Mercy is still not working
even though I got the settings for it in my options
and I have "Use navigation mesh for pathfinding" enabled
on the nexus page it says
"- Ensure that MercyCAO Compatibility Patches.omwscripts is at the very bottom of your Content Files list in the OpenMW launcher"
I do not have a "MercyCAO Compatibility Patches.omwscripts". That was not included in the download
where do I get this file
Iยดm pretty sure it doesnยดt exist any more, I was confused by that, too
For the bahvior tree you just have to data path to it
It doesn't require an extra omw script
The compatablity patch is no longer required
I see
Then I must have some other mod thats conflicting with mercy
how could I go about testing this out ?
Could I in some way prioritize mercy and see if that works to make sure that it is another mod thats conflicting with it and not an issue with the install
@boreal pagoda
I dont think I have anything that should conflict with it so im not sure it is that
Man i again forgot to remove that compatibility patches thing from description
@regal sequoia how do you know that its not working if you see options for it in settings?
cuz I see NPCs just walking up to me and then standing still in front of me and attacking
yea it cant find the scripts of the behavior tree
Where did you put them?
Try and follow installation instructions again for both, but without making any assumptions, just do what it states
"Lua error: module not found: scripts.behaviourtreelua2e.lib.behaviour_tree"
ok Iยดll try that
omg it works
Idk what I did differently but it all works
this shit is awesome man
you made this ?
this with the Vanilla friendly parry mod, solthas combat, ReAnimation v2 and 3rd Person animations is so peak
yea, i did make it, glad you're enjoying it ๐
whats a vanilla friendly parry though, want to take a look
oh, i kind of didnt know its called vanilla-friendly parry ahah, but yea thats what i though about
love it man
NPC behavior is just as if not more important than the actual mechanics for the feel of combat
I cant wait to get jumped by a gang of racist dunmer
right, that's what I also usually tell the guards
self defence you know, they were racist
jumped me
all that
๐
It kind of didn't have a name until yesterday
@carmine cloak
I've been hacking around with claude for a while to create a creature parallel to Mercy.
It's mostly AI generated (after coding all day for work I didn't want to dive into learning OpenMw lua scripting etc) - it's not really something I think I'd want to release and maintain, nor is it super well tested but thought it would be fun to at least post the .zip here for people to play around with if they wanted as I think it does add a layer of dynamism that's quite fun even as it is now.
BUT don't want to distribute something that is basically an AI generated derivative of your work if you don't want that, so I won't share it if you don't want me to.
Naw its fine share it here, although i do expect things to break hillariously haha
And I appreciate the interest and effort!
If it will work fine im also fine w you posting it on nexus or wherever
Not sure I want the responsibility that comes with that ๐
I developed this for selfish reasons...
Here it is!
There's a non-zero chance it has some coupling to some of my other personal hacky mods
Just wanna say how cool this is that even player companions can have enough of it and surrender to the enemies
Looking at 0.51.0 RC1 changelog... is that soft lock/freezing bug fixed?
Supposed to, MR was merged a few weeks back
Guys, what could've caused such weird animations? As far as I can tell, no Mercy's animations are overwritten.
https://youtu.be/cvkoLw9buCw
Ahaha what in the monthy python is going on
Just in case chec if any errors in f10 logs
Like this?
[09:10:39.070 I] L@0x11c3[scripts/maxyari/mercycao/improvedai.lua]: Use: 3 3
[09:10:39.070 I] L@0x11c3[scripts/maxyari/mercycao/improvedai.lua]: ATTACK_TYPE:
[09:10:39.070 E] L@0x11c3[scripts/maxyari/mercycao/improvedai.lua] onUpdate failed. Lua error: [string "scripts/maxyari/mercycao/improvedai.lua"]:777: attempt to call global 'view' (a nil value)
[09:10:39.070 E] stack traceback:
[09:10:39.070 E] [string "scripts/maxyari/mercycao/improvedai.lua"]:777: in function <[string "scripts/maxyari/mercycao/improvedai.lua"]:486>
[09:10:39.070 E] [C]: in ?
[09:10:39.135 I] L@0xdd7[scripts/maxyari/mercycao/improvedai.lua]: Use: 0 0
[09:10:39.135 I] L@0xdd7[scripts/maxyari/mercycao/improvedai.lua]: ATTACK_TYPE:
[09:10:39.135 E] L@0xdd7[scripts/maxyari/mercycao/improvedai.lua] onUpdate failed. Lua error: [string "scripts/maxyari/mercycao/improvedai.lua"]:777: attempt to call global 'view' (a nil value)
[09:10:39.135 E] stack traceback:
[09:10:39.135 E] [string "scripts/maxyari/mercycao/improvedai.lua"]:777: in function <[string "scripts/maxyari/mercycao/improvedai.lua"]:486>
[09:10:39.135 E] [C]: in ?
[09:10:39.146 I] L0xc07780d[scripts/maxyari/mercycao/improvedai.lua]: Use: 0 0
[09:10:39.146 I] L0xc07780d[scripts/maxyari/mercycao/improvedai.lua]: ATTACK_TYPE:
[09:10:39.147 E] L0xc07780d[scripts/maxyari/mercycao/improvedai.lua] onUpdate failed. Lua error: [string "scripts/maxyari/mercycao/improvedai.lua"]:777: attempt to call global 'view' (a nil value)
[09:10:39.147 E] stack traceback:
[09:10:39.147 E] [string "scripts/maxyari/mercycao/improvedai.lua"]:777: in function <[string "scripts/maxyari/mercycao/improvedai.lua"]:486>
[09:10:39.147 E] [C]: in ?
weird, are you doing something special to trigger it?
erm, theres no .view at that line, nor in that file...
are you using a mercy patch from some other mod? Dont
instead update to latest mercy and to latest openmw
is there a view(? cause that is the ingame console convention - I don't think it works in actual scripts
But sounds like a dirty patch, yeah
maybe its just an older version of mercy, i vaguely remember adding "view(" at some point and then realising my mistake, not even sure it was in mercy though, but i guess it probably was
I don't think so, I could be using an old version, even though I vaguely remember updating it. Imma try and reinstall it from the repo. Thanks for the tip.
Reinstalling from the latest revision seems to have fixed the issue. Once again, thanks.
Not sure if this is a problem with my setup, but I was trying the mod out and noticed that NPCs will just stand in place if I hold out a lockpick
[06:43:49.625 E] stack traceback: [06:43:49.625 E] [string "scripts/maxyari/mercycao/scripts/gutils.lua"]:288: in function 'isMarksmanWeapon' [06:43:49.625 E] [string "scripts/maxyari/mercycao/scripts/gutils.lua"]:397: in function 'getDetailedStance' [06:43:49.625 E] [string "scripts/maxyari/mercycao/scripts/behavior_nod..."]:667: in function 'shouldRun' [06:43:49.625 E] [string "scripts/behaviourtreelua2e/lib/node_types/int..."]:29: in function 'shouldRun' [06:43:49.625 E] [string "scripts/behaviourtreelua2e/lib/behaviour_tree..."]:203: in function 'run' [06:43:49.625 E] [string "scripts/maxyari/mercycao/improvedai.lua"]:760: in function <[string "scripts/maxyari/mercycao/improvedai.lua"]:486> [06:43:49.625 E] [C]: in ? [06:43:49.633 E] L0x105a3b7[scripts/maxyari/mercycao/improvedai.lua] onUpdate failed. Lua error: [string "scripts/maxyari/mercycao/scripts/gutils.lua"]:288: attempt to index local 'weaponRecord' (a nil value)
This loops in the terminal as its happening