Oblivion
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Knightwalker

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knightwalker410

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4 comments

  1. phayze81
    phayze81
    • member
    • 9 kudos
    Damn, I wish I'd known about this mod sooner! I've been having problems with companions kicking the crap out of my crew in the Pirate Isles mod, and this just might keep the body count down.

    Won't be able to test it out till the weekend, but I'll endorse when I do.
  2. Kai200X
    Kai200X
    • supporter
    • 5 kudos
    Hey! I appreciated the effort. Especiallyl for me personally, I like to do a big battle against the guards and sometimes my followers just start killing each other and that's no fun. I have a save in IC that I can test it out, I'll get back to you how it turn out. Thanks again for the mod.
  3. knightwalker410
    knightwalker410
    • premium
    • 8 kudos
    The game setting that was modified should work for all NPCs in the game world - as long as they are allied with each other (aka in the same faction, friendly disposition etc). This adds a bit of bonus when random people (say from the Crowded Roads Advanced Mod) join in with your battle against a bunch of Bandits without your companions/other allied NPCs turning on them half way through due to too many accidental hits.

    In my testing - doesn't effect quests or scripted attacks in any way (crowded cities mod - muggers and pickpockets who are normally "friendly" still get chased by Guards if they attack/steal) and I didn't see anywhere in the game world where there was an NPC taking a beating from another NPC/creature and not fighting back. I also use a persuasion overhaul that adds a "taunt" option in low dispositions and once I got an NPC (who was friendly and allied) to attack me - my companions jumped in and attacked him as normal.

    Its only a small change to the game world but I was tired of having to dismiss my Chocolate Elf companions and leave them hidden in the wilderness away from Guards <img class=">
  4. LordProtektor
    LordProtektor
    • member
    • 0 kudos
    Sounds usefully, does this only work for companions vs. NPCs or does it prevent normal citizens from mayhem, too?