@sarge945 I never got around to trying Secmod, so no opinion on it overall. Had features worth cribbing and I appreciate the effort that went into it. Aso, for the record, Scary Monsters is barely a DML mods, 90% of it is MotionDB changes.
@code371 I recall reading your mamy posts about the backpedal exploit from way back in 2016 when I was searching for ways to solve it myself! The backpedal exploit is due to an oversight in the engine AI code where enemies calculate the player will be out of range of an attack due to the player's current velocity. My understanding is that Alyamod simply bandaided the problem by massively increasing hybrid movement/anim speed such that they would overtake the player on the sides and attack more frequently. I fixed it in Scary Monsters by scripting the AI desired melee range to temporarily increase by up to 10x while the player is
actually in range so that they attack rather than running at the player forever. This part of Scary Monsters can be manually applied to Secmod if one desires, requiring only a little bit of DML legwork. The rest of the mod is incompatible because Secmod comes with its own MotionDB package with other enemy moveset/behavior changes.
If you want to tweak enemies to be faster/more aggressive, you can compile your own edited MotionDB package using the motion schemas files I provide in the mod archive as a starting point, adjusting individual attack/movement animations to be faster. If you're not looking to delve into how that all works, you can also slap a global modifier to animation speeds that would make hybrids or other enemies do
everything faster. Look for the Creature/Time Warp property.