It like the call events stacking of 1-2-3 call events then errors when there a multiple call events to animation or action call events of same or similar when more than X number of enemies on screen trying to do a queuing action call events against player, instead of the calls processing through the 1-2-3 call events in order against the player.
It either
attempts to jump call events to the most recent (last event triggered) 3-1-2 erroring on 3 even before any other action call events are met on event 1 or 2 queuing
attempts to jump call events to the most recent (last event triggered) 3-2-1 erroring on 1 animation call event while simultaneously attempting to call event 3 animation as it is the most recent call event to be queued
These two call errors are similar and can probably fixed by implementing breaks within the 1-2-3 event queues to slow down stacked events and reorder player recognition by enemies if already being targeted by another npc call event.
Or
Developer could implement call event combining the 1-2 call events and expanding with ever new target call against player with a new animation with a maximum of (4 enemies + player) being a fivesome something like;
2+P (2 split roast)
3+P (3 oral, anal and vagainal)
4+P (4 oral, anal, and vagainal with cum shot on body)
Then queuing any remaining 5+ call event as their own separate single individual call events,
or
Begin as new queued combining call events with 2+P ascending on through 4+P until no more eniemies targets on player call events are qeued.
Diablo 2 had this same issue and was patched in 1.14C or D where the enemies could double target player and the game would cause a lag as it sorted out which call events to process meanwhile still background processing queued call events leading to player lost of life in large chunks or immediate death once the lag has stopped.