>>25994Skyrim's implementation of combat AI is simplistic and only really controls how much enemies will use certain (melee) attacks, favor fighting styles, or move around. They'll try to flank or move in and out of striking range if you set them to that option, for example, but not in any helpful or "intelligent" way: they do it regardless of what everyone else is doing or even if they're by themselves.
Another difficulty is that NPCs don't know how to use half the spells the player has, and those they CAN use have a rudimentary (but unreliable) priority system. Occasionally they'll use buffing or summoning spells at the start of combat but their AI seems heavily weighted to favor direct offensive spells to where the only way to reliably get them to use other spells is to remove every offensive spell they have. On the other hand, they love reanimation spells and will use them as much as they can. Bound sword is the only bound weapon spell they can use, and even then they'll just fight with their fists more than half the time because they don't want to cast it for some reason. The devs worked around that by giving bound weapon-using NPCs (justiciars and dremora) a "bound" weapon in their inventory they can draw like a normal one.
There are mods that try to make the most of what Skyrim has, like Wildcat, and some try to overhaul it completely to add in things like target priorities and group tactics, but I don't know successful they are in remedying the game's combat problems. It seems like something that would require a team of people and extensive SKSE plugin work, rather than fiddling with numbers in creation kit.