
However, I will give a status update.
I worked out very good formulas for pursuit timing and such. Unlike Pursuit Enhanced, the further away from you the NPC is, the longer it will take them to come through the door. So you can have more time to lock the door or set up your defense. When you lock a door, the NPC may still be able to get through it if their security skill is high enough, have a pick, or have an unlock spell. That portion works fine.
The integration of NPC behavior such as bystander fleeing and guard involvement in battles is about 75% done. There are still some issues with guards fighting each other when you are in combat with them. That is simple to fix, but not so simple to fix without killing the FPS. So it needs a bit of revamping.
And the final portion of this is the enhanced combat. It is perhaps 50% implemented. I currently just have a modified NPCs Enhanced script. It is placed on the appropriate NPCs and initializes properly, and combat is improved. But it currently causes a CTD if the game is saved and loaded during combat. I know how to resolve that, I just haven't. I also still need to implement the other aspects of this, ie surrendering and preemptive spell casting.