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i think it's because of the code which handles intentions, i've modified this mod to use the movement method from https://steamproxy.net/sharedfiles/filedetails/?id=313640441 (just tries to make them go towards their target using a simple calculation instead of navmesh if something goes wrong)
i tried to modify the npc ai within this mod but i realized it just isnt for that, and when playing around in the code that handles intentions, it only makes their schedule FORCED_GO_RUN if they have a target, maybe remove that check? and another bug is for melee attackers going really slow when within walkable distance but that might just be my changes, anyway, the fix for it is using IsCurrentSchedule, so as to not recall it too many times
tldr: check intentions code
i just can't really confirm or guarantee any fixes etc... like for example, i don't think that this bug is too much of a problem. but if i hear like groups of people mentioning it i will try and see if i can fix it in spare time.
otherwise i just add it to a bugs list for whenever.
if its mods conflicting
but i dont really have many mods so idk