Seems like some of them don't attack at all, they just look at you menacingly and float there. I checked it in the creation kit, shouldn't they have the left or right hand spells?
edit. tweaked some stuff in creation kit, and now all of them can attack, but they still seem a bit...slow? Not really sure what else to try, since my knowledge of creation kit is a bit limited. If anyone else has managed to get them fix them further, that would be great.
edit2. changing their combat styles to "cshumanmagic" seems to make them a bit more aggressive in combat, also had to add left/right handed spells to them. I recommend others to do these changes as well.
Ok so I went into cK and changed the things you've changed but the imps are still the same. Any suggestions? and I'm not sure if they file is saved properly cause when opening up file in ck after modifying it, they still have the default attacks
Yes, the patch works fine, and I have Xtudo's fixes installed as well, so no problems here. I think the author should put the patch in the files section though, as it would be easier to find there than checking the comments. And kudos to you, Hamster, for creating it. ;)
The alchemy ingredient these imps drop, when combined with imp stool, creates a paralyze poison that lasts for minutes at a time and sells for a fortune.
There's probably some silly conflict in my load order, I just thought this was funny. I love this mod.
Wonderful models and animation. These Imps look amazing in-game, but as enemies they're unfortunately non-functional. They simply hover and fail to attack. they are easily wiped out, even in swarms. Mudcrabs are more dangerous, haha! Seemingly a bug. If the Imp's attacks were fixed with an update, I would give this an immediate endorsement.
Overall, wonderful mod with a single, rather glaring, flaw.
Read the bug report, so I looked in the CK to find these little guys didn't have the Lefthand and Righthand spells - that sometimes causes issues - don't know how or why. So I gave them sparks and chain lightning left and right handed. Then I changed the Imps combat style to crhumansmagic, just incase, then made them half sized and added to their numbers at the set locations, they nearly killed everyone in Riverwood, because I gave them extra health and stamina and made their movement speed faster, then gave them abilities to regen health, magicka and stamina, but then I had to go back in CK and add weakness to magicka... these little guys aren't tough but harder to hit. And the three per location will make you run and hide when they have no one else to go after... Fun, Fun.
WOW! These look fucking GREAT Getting this and your other mods ASAP!
I wonder if in the future we could potentially see an imp follower that heals the player character when below a certain health threshold? That would be AMAZING
73 comments
We are so lucky! Another wonderful creature by 4thUnknown.
Now, about my fixes (v1):
Have fun!
edit. tweaked some stuff in creation kit, and now all of them can attack, but they still seem a bit...slow? Not really sure what else to try, since my knowledge of creation kit is a bit limited. If anyone else has managed to get them fix them further, that would be great.
edit2. changing their combat styles to "cshumanmagic" seems to make them a bit more aggressive in combat, also had to add left/right handed spells to them. I recommend others to do these changes as well.
Ok so I went into cK and changed the things you've changed but the imps are still the same. Any suggestions? and I'm not sure if they file is saved properly cause when opening up file in ck after modifying it, they still have the default attacks
There's probably some silly conflict in my load order, I just thought this was funny. I love this mod.
Overall, wonderful mod with a single, rather glaring, flaw.
New to modding! :)
These look fucking GREAT
Getting this and your other mods ASAP!
I wonder if in the future we could potentially see an imp follower that heals the player character when below a certain health threshold? That would be AMAZING