This mod makes bandits and similar enemies surrender by modifying their rank within the player faction. However, in my experience, these changes persist after the actor respawns -- possibly because they're being made to the LeveledActor (spawn point) rather than the individual Actor, though it's difficult to be sure what's going on under the hood. This causes progressive damage to the savegame in the form of "new" bandits failing to attack when the player revisits areas that they have previously cleared.
I used this mod for a while in one playthrough, and it worked well, but now in my second playthrough with this mod they get down, the red marker dissapears and after getting up again they return to their agitated "enemy" state, anyone know how to solve this, or what could cause this? I actually want them to stop fighting completely and just become idle the way it did before.
Yes, this mod is essentially needed and should of been included in the actual game. It never made sense to beg for mercy only to attack you again and die. Still, you have to wonder, how many crooked bandits are actually telling the truth? This would of been cool if you added some NPCs to fake for mercy only to catch you off guard as you walk away and try to stab you in the back.
This type of NPC AI is really needed in these games and hopefully we'll see something like that for TES6.
*damage enemy until they yield* *I CAN NOT BEST YOU!!* *gets back up* "DIE ALREADY SO I CAN-" *Sheild bash* *ENOUGH!!!* *gets back up* "Now you'll pa-" *Sheild bash* "ARGHHH"
It is a good idea for a mod, but IMHO it kind of messes up re-spawning locations. It would be cool if NPCs completely reset with a dungeon instead of being permanently altered. Especially when many enemies yielded & you revisit a location on a radiant quest. There are several locations in the game now where many enemies just ignore me now if I go back, which makes those places pretty boring to visit now. Even if you kill them they re-spawn as passive non combatants.
Adding on to this, it appears the mod permanently adds NPCs that yield to the player faction. This can also trigger a minor bug where some of these NPCs talk in the throw voice shout (depending on what voice actor the NPC uses). The console command fix to remove NPCs s from player faction is: addfac db1 -1. This resets enemy NPCs to be hostile again, as they should be. Best not to use this mod at all rather than fixing wonky NPC's AI later with console commands IMO.
131 comments
This mod makes bandits and similar enemies surrender by modifying their rank within the player faction. However, in my experience, these changes persist after the actor respawns -- possibly because they're being made to the LeveledActor (spawn point) rather than the individual Actor, though it's difficult to be sure what's going on under the hood. This causes progressive damage to the savegame in the form of "new" bandits failing to attack when the player revisits areas that they have previously cleared.
http://www.nexusmods.com/skyrim/mods/50292/?
This type of NPC AI is really needed in these games and hopefully we'll see something like that for TES6.
*I CAN NOT BEST YOU!!*
*gets back up*
"DIE ALREADY SO I CAN-"
*Sheild bash*
*ENOUGH!!!*
*gets back up*
"Now you'll pa-"
*Sheild bash*
"ARGHHH"
.......
sigh.....glad this mod solves that
http://www.nexusmods.com/skyrim/mods/15223/?
http://www.nexusmods.com/skyrim/mods/7252/?
I have no experience with either of these...