[FNV] Placed enemies always run away

LobsterRoast

First time out of the vault
This is going to be a long story, so I'm gonna cut the first part of it pretty short; all you have to know is a made a couple new enemies and i put them into a location that I also made myself.

So when I load said location the enemies always run away from me instead of attacking me. (Set to Very Aggresive and Foolhardy at this point btw) "Ah, its because they're not in a faction thats hostile to the player" was the first remedy i thought about. So I put them all into the same faction and made it hostile to the player. I try it again, nothing happens.

Then I tried giving them a parent NPC to inherit their packages, AI Data, and script from. Still nothing.

Then as a test, I put some standard fiends in the same cell as them to see if it was a problem with the enemies or the cell. The fiends ran away from me too. So I go find some enemies that are already in the vanilla game. and of course they... run away from me- sike no they dont. they attack me like they're supposed to.

Then I tried changing them from very aggresive to aggresive. nada.

Finally, I thought to myself, "Well one of the enemies in the faction and in the cell happens to be a deathclaw (that I made btw), maybe they're running away from the deathclaw despite it being friendly to them." So I took out the deathclaw, and still it didn't work.

Is this just a bug or is there a way to fix this? i'd kinda like to finish my mod lol

this is probably irrelevant but this is my load order
 
Did you check the AI packages? Also, check what you tick on for Confidence.
it inherits its packages from its Fiend2MeleeAFNV/AMNV so the packages shouldnt be the problem. It also didnt have a parent until later on and the problem wasnt remedied by that.

As for the confidence, its set to foolhardy so it should never be fleeing battle.
 
Never actually knew what mood does but i believe they're all set to angry. They were set to annoyed at one point and i could detect a difference after the change.
 
Update: After a few tests, i've determined its probably a problem with the cell they're in, as they work perfectly fine in any other cell or world space.
 
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