I fixed the animation issue. It seems that the game didn't like it when reading directly from a modified human supermodel, but when I loaded the anims onto a scaled up Jawa rig they work fine:
K1_Jawa_Supermodel_v2.7z
The other issue is that none of the Jawa will actually do anything because they lack any default scripts, aside from the OnDialogue one:
Adding in all those results in this:
I also tweaked the script a bit. It now uses an include script, so you'll need to extract those from scripts.bif and put them in the same folder as the hostile script - k_inc_generic, k_inc_gensupport, k_inc_drop, k_inc_walkways:
#include "k_inc_generic"
void main() {
object oPC = GetFirstPC();
object oJawaA = GetObjectByTag("tat20_06jawa_01", 0);
object oJawaB = GetObjectByTag("tat20_06jawa_02", 0);
object oJawaC = GetObjectByTag("tat20_06jawa_02", 1);
// 10 is considered "high" in vanilla shifts, so I reduced this from 15
AdjustAlignment(oPC, ALIGNMENT_DARK_SIDE, 10);
ChangeToStandardFaction(oJawaA, STANDARD_FACTION_HOSTILE_1);
DelayCommand(0.5, AssignCommand(oJawaA, ClearAllActions()));
DelayCommand(1.0, AssignCommand(oJawaA, GN_DetermineCombatRound()));
ChangeToStandardFaction(oJawaB, STANDARD_FACTION_HOSTILE_1);
DelayCommand(0.5, AssignCommand(oJawaB, ClearAllActions()));
DelayCommand(1.0, AssignCommand(oJawaB, GN_DetermineCombatRound()));
ChangeToStandardFaction(oJawaC, STANDARD_FACTION_HOSTILE_1);
DelayCommand(0.5, AssignCommand(oJawaC, ClearAllActions()));
DelayCommand(1.0, AssignCommand(oJawaC, GN_DetermineCombatRound()));
}
And one final tweak to the UTCs is that they lack the proper Jawa soundset. Much like the missing scripts, this was due to there never being the intention for them to end up in combat.
Oh, and if you want to make UTC changes, be aware that editing them and dumping them in the Override won't work for an existing save. That will require a save before entering the module or otherwise you'll need to edit the save itself, since a module's GIT is included as part of the save, which incorporates the UTC data from any (living) NPCs.