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NPC Reactions


Note that a copy of this document exists in the Skyrim\\Data\\Docs folder.


Version: 0.509
Date: 23 November 2016
Author: kuertee
Source: http://skyrim.nexusmods.com/mods/65243

Requirements:
* Skyrim 1.9
* Skyrim Script Extender http://skse.silverlock.org/
* ShadeMe's Fuz Ro D-oh - Silent Voice SKSE
plug-inhttp://www.nexusmods.com/skyrim/mods/14884 allows Dialogue
topics that have no recorded voice files to display.



Short description



NPCs react to your factional armour, clothing and stage 4 vampirism.
Officers of the Empire (e.g. Tulius, Rikke), of the Stormcloaks (e.g.
Ulfric, Galmar), field commanding officers and quartermasters require you
to be in uniform. The Brotherhood and the Thieves Guild and will expect
you to be in faction gear when you converse with them while in
guildhouses. NPCs in rich garb will expect you to be in rich clothing.
When you're not wearing clothes, you can converse only with NPCs not
wearing clothes. Strangers (i.e. non-friend NPCs) are comfortable
conversing with you only in socially accepted locations (inns, stores,
guildhouses, their or your homes).



Quick start



* Step 1: Quickly read only 3 sections for now: the "Requirements"
(above), the "Install" (or "Updating") and the "Uninstall" sections,
all below.
* Step 2: Read the "Cheat sheet" and "Quirks" sections, below. And do a
very quick read of available configuration settings in the "Configuring
the mod" section.
* Step 3: Play.
* Step 4 (when something is wrong): Only when you think something is
wrong, or when you don't understand how a feature works, should you
open this document again. Also search for keywords to quickly "jump" to
a possibly relevant section. It's better than reading this from top to
bottom.
* Step 5 (when something is REALLY wrong): If you feel that something
is really wrong in your game, read the "Troubleshooting", "Creating a
clean save", and "Script logging" sections below. A log of your game
session really helps in determining a problem and in finding solutions
for it.



Updates since last release (0.507)




0.509, 23 November 2016:

* New feature: If Faction Armour Matters and
userVDarkBrotherhoodReaction > 1 or userGuardsVThiefReaction > 1,
guards will follow you when you're wearing the Dark Brotherhood gear,
the Thieves Guild gear or when you are sneaking.
* New feature: If Relationship Matters and userMerchantVThiefReaction >
1, home owners will keep you in sight when in their homes - regardless
of your outfit. Thieves will find it harder to loot homes.
* New feature: Deaths in towns and cities will be attended to by a
priest or a ranked official (if there is no local priest).
* New feature: Deaths in towns and cities will be guarded.
* New feature: NPCs who refuse your dialogue will visit the inn later that night.
* Bug fix: Vampires were not getting evaluated if not in factional gear.
* Bug fix: Actors that are wearing clothing that is not tagged with
either the keyword ClothingRich or ClothingPoor was getting evaluated
as being naked.
* Tweak: Added a check on specific words ("brotherhood", "db",
"imperial", "stormcloak", "forsworn", "markarth") on names of clothing
and on mesh filepaths when evaluting NPC reactions. This supports mods
that add new faction gear - providing the gear is appropriately named.
* Bug fix: Support for Fight or Fly's (my other mod) "Give me ..."
activation menu.


Updating


1. Simply deactivate and uninstall the previous version then install
and activate this version. Note that you do not need to stop the mod
in-game. If you do, you will lose your accumulated mod-specific data.
Let the new version back-up the data of its old version, clean-up the
old data (i.e. zero-out) by stopping itself, restart itself and
restore the data of the old version.
2. After the update is finished, the message "kuNPCR v0.509" will
appear.
3. If the MCM fails to start, simply type "startQuest kuNPCRxMCMQ" in
the console.


Cheat sheet


Stormcloak-allied NPCs will react against players wearing Imperial gear.
And vice-versa with Imperialists and Stormcloak gear.

Nords and Stormcloak-allied NPCs will react against players wearing
Thalmor gear.

Merchants and guards will react against players wearing Thieves Guild
gear.

NPCs will run away from players wearing Dark Brotherhood gear. Guards
will react against players wearing Dark Brotherhood gear.

Strangers (non-friend NPCs) in rich clothing will only converse with
players in rich clothings that are not wearing a hat, helmet or hood.

Strangers will only converse with players in social locations like inns,
homes, guildhouses and stores.

Players wearing only their underwear can converse only with NPCs in their
underwear.

NPCs will remember you for 24 hours (or a month if you're wearing Dark
Brotherhood gear).

Some NPCs will always never refuse your dialogue: NPCs in holds that you
are a Thane, potential followers and hirelings, merchants (except for
when in Thieves Guild armour, Jarls, Stewards and beggars).

This is how the test is run to determine if they'll accept your dialogue:
if you fail the Relationship Matters test (i.e. the NPC is not your
friend), and pass the Factional Armour test (i.e. the NPC is fine with
your faction allegiances), and pass Clothing Matters test (i.e. both you
and them are not wearing rich clothing OR both you and them ARE), you
ALSO have to be outside the city limits, in an inn, guildhouse, a store
or in your or their home.

Guards who see you wearing Dark Brotherhood or Thieves Guild gear, or who
see you sneaking, will follow you.

Home owners, who have already seen you, will keep you in sight when in
their homes. Thieves will find it harder to loot homes.

Up to 3 corpses within city limits will be guarded and will be attended
to by the local Hall of the Dead priest or local high-standing community
person.


Quirks


If an NPC responds to you silently (i.e. they're speaking without a
voice) and their subtitle is the special "...", it means that the mod is
currently evaluating their appropriate reaction to you. Wait for their
response, or activate them again if they don't respond after five
seconds. Generally, the mod will actively evaluate nearby NPCs "on the
fly" and they will respond immediately. They will only respond silently
if you activated them BEFORE the mod has evaluated them.


Gameplay changes


NPCs you try to converse with will judge you.

There are three levels of judgements: Relationship matters, Factional
Armour, Clothing matters and one social test: Location matters.


Relationships matters


Player teammates (i.e. followers and hirelings), NPCs with a relationship
rank of 1 or above (i.e. friends, confidants, allies, lovers) and NPCs
with a faction reaction of 2 or above (i.e. ally, friend) will converse
with the player regardless of other reactions.

Home owners who have seen players will keep them in their sight when in
their homes.


Factional Armour Reactions


Stormcloak-allied NPCs will react against players wearing Imperial gear.
And vice-versa with Imperialists and Stormcloak gear.

Nords and Stormcloak-allied NPCs will react against players wearing
Thalmor gear.

Merchants and guards will react against players wearing Thieves Guild
gear.

NPCs will run away (by default) from and guards will react against
players wearing Dark Brotherhood gear.

Markarth guards and officials will react against players wearing Forsworn
armour. Forsworn-aligned NPCs will react against players in Markarth
guard armour.

Non-vampire NPCs react against players at Stage 4 Vampirism.

Dawnguard NPCs react against players wearing vampiric gear. Volkihar
vampires react against players wearing Dawnguard gear.

Guards will follow players who are seen wearing the Dark Brotherhood or
Theives Guild gear or who are seen sneaking.


Reactions


By default, disagreeing NPCs will either refuse dialogue with you or
taunt you. Except for when you are wearing Dark Brotherhood gear or you
are at Stage 4 Vampirism - NPCs will run away from you.

Change the reactions for different Factional Armour conditions in the
MCM. Available reactions are:

1. Refuse dialogue: The dialogue menu will not be available on
disagreeing NPCs. This reaction applies to all other reactions,
described below.
2. Taunt: The NPC will agreesively taunt you, daring you to attack.
3. Report you (as a traitor, thief or murderer): your bounty will be
raised. Note that guards are attracted to players with a high bounty.
4. Report you then attack you: NPCs will start combat but the assault
crime will be against you - making guards to attack you.
5. Run away: The NPC will try to keep their distance from you.


Clothing matters


Strangers (i.e. non-friend NPCs) in rich clothing will converse with
players who are wearing rich clothings and who are not wearing a hat,
helmet or hood. Your worn head gear will automatically be unequipped and
equipped when entering and exiting Jarls' halls.

Players wearing only their underwear can converse only with NPCs in their
underwear.


Location matters


Strangers will only converse with the player in these socially acceptable
locations: npc homes, player homes, inns, guildhouses, stores and Jarl
dwellings.

To allow quest compatibility, strangers who refuse your dialogue will
visit the nearest inn from 6pm to midnight. Talk to them there -
providing you pass the other tests.


Deaths in towns and cities


Deaths in towns and cities will be attended to by guards and a priest. If
there is no local priest, a ranked official will attend to the corpse
instead.


More information


Some NPCs will always never refuse your dialogue: NPCs in holds that you
are a Thane, potential followers and hirelings, merchants (except for
when in Thieves Guild armour, Jarls, Stewards and beggars.

To keep compatibility with quests, NPCs will ignore the reactions above
in the conditions described below:

* a recent quest update was triggered
* when outside of towns and cities

Also, NPCs will never make a comment when you walk by. I.e.
fAIMinGreetingDistance is set to 0. Change this in the MCM if you wish.
The game's default is 150. Note that this doesn't prevent NPCs from
initiating conversation.


Configuring the mod


Method 1: SkyUI's MCM
You can configure this mod with SkyUI's MCM or manually as described
below. Ignore the rest of this section.

Method 2: FISS
The SKSE plug-in, FISS (http://www.nexusmods.com/skyrim/mods/48265/), is
required for this. With FISS installed, you can (1) export your settings
from the MCM to the XML file,
SKSE\\plugins\\FISS\\kuertee\\kuerteeNPCReactions.xml, (2) edit this file
outside the game with a text editor, (3) then import it again for any
save game.

Method 3: INI file
Another way to configure this mod is to use its INI file. Note, however,
that every time you change a value in the INI file, you'll need to
execute it from the in-game console by typing {bat
"ini\\kuerteeNPCReactions.ini"} (without the brackets).

Method 4: Console
A less efficient way to configure this mod is by using the console
command {SetPQV kuNPCRQ option value}. Option is the name of setting. And
value is your new value for it.

Below are the various settings that you can change, their default values
and a short description.

SetPQV kuNPCRQ.userDisableNPCR 0
Default False or 0. Disable NPC Reactions for 30 game minutes.

SetPQV kuNPCRQ.userClothingMatters 1
Default TRUE. If set, NPCs in rich clothing will require you to be in
rich clothing and have no head-wear.

SetPQV kuNPCRQ.userFactionArmourMatters 1
Default TRUE. If set, NPCs will react to your opposing Faction gear.

SetPQV kuNPCRQ.userVDarkBrotherhoodReaction 5
Default 5.000000. 0 = No reaction. 1 = Goodbye. 2 = Taunt. 3 = Report
player as criminal. Bounty increases. 4 = Attack player. 5 = Flee.

SetPQV kuNPCRQ.userImperialVStormcloakReaction 2
Default 2.000000. 0 = No reaction. 1 = Goodbye. 2 = Taunt. 3 = Report
player as criminal. Bounty increases. 4 = Attack player. 5 = Flee.

SetPQV kuNPCRQ.userNordsVThalmorReaction 2
Default 2.000000. 0 = No reaction. 1 = Goodbye. 2 = Taunt. 3 = Report
player as criminal. Bounty increases. 4 = Attack player. 5 = Flee.

SetPQV kuNPCRQ.userStormcloackVThalmorReaction 2
Default 2.000000. 0 = No reaction. 1 = Goodbye. 2 = Taunt. 3 = Report
player as criminal. Bounty increases. 4 = Attack player. 5 = Flee.

SetPQV kuNPCRQ.userMerchantVThiefReaction 2
Default 2.000000. 0 = No reaction. 1 = Goodbye. 2 = Taunt. 3 = Report
player as criminal. Bounty increases. 4 = Attack player. 5 = Flee.

SetPQV kuNPCRQ.userCrimeGoldAssault 40.000000
Default 40.000000. Gold added to bounty when a reaction results in an
assault. Not used because the player is automatically forced to attack
the NPC, causing the default crime system to run. This is only here for
reference.

SetPQV kuNPCRQ.userCrimeGoldPickpocketing 25.000000
Default 25.000000. Gold added to bounty when a merchant reacts to the
player's thief armour.

SetPQV kuNPCRQ.userCrimeGoldTraitor 500.000000
Default 500.000000. Gold added to bounty when an npc reacts to the
player's opposing faction or to the player being a blood-starved vampire.

SetPQV kuNPCRQ.userRememberVDarkBrotherhoodHours 720.000000
Default 720.000000. Number of hours an npc remembers the player's Dark
Brotherhood armour. 0 hours to 8544 (a year).

SetPQV kuNPCRQ.userRememberImperialVStormcloakHours 24.000000
Default 24.000000. Number of hours an npc remembers the player's Imperial
or Stormcloak armour. 0 hours to 8544 (a year).

SetPQV kuNPCRQ.userRememberNordsVThalmorHours 24.000000
Default 24.000000. Number of hours a Nord npc remembers the player's
Thalmor armour. 0 hours to 8544 (a year).

SetPQV kuNPCRQ.userRememberStormcloakVThalmorHours 24.000000
Default 24.000000. Number of hours a Stormcloak npc remembers the
player's Thalmor armour. 0 hours to 8544 (a year).

SetPQV kuNPCRQ.userRememberMerchantVThiefHours 24.000000
Default 24.000000. Number of hours a merchant remembers the player's
Thief armour. 0 hours to 8544 (a year).

SetPQV kuNPCRQ.userNonFriendReaction 1
Default False or 0.

SetPQV kuNPCRQ.userQuestTriggerNonBlockingGameTime 0.250000
Default 0.250000. Number of game-time hours the mod is disabled after a
Quest is updated.

SetPQV kuNPCRQ.userRelationshipMatters 1
Default TRUE. If set, allies, friends and lovers will have no reaction to
your gear and will always converse with you.

SetPQV kuNPCRQ.userRememberDialogueOkHours 24.000000
Default 24.000000. Number of hours any NPC remembers that they spoke to
the player. 0 hours to 8544 (a year).

SetPQV kuNPCRQ.userfAIMinGreetingDistance 0.000000
Default False or 0. Distance NPCs play their greeting dialogue. The base
game's default is 150.

SetPQV kuNPCRQ.userAllowAllDialogueOutsideTowns 1
Default TRUE. Allow all dialogue outside cities and towns.

SetPQV kuNPCRQ.userStrictTrainersAndVendors 0
Default False or 0.

SetPQV kuNPCRQ.userLocationMatters 1
Default TRUE. When true, strangers will converse with you only in inns,
guildhouses, stores and in your homes.

SetPQV kuNPCRQ.userOverrideNPCActivation 0
Default False or 0.

SetPQV kuNPCRQ.userUniformMatters 1
Default TRUE. When True, you'll need to be in uniform to interact with
Tulius, Rikke, Ulfric, Galmar, field commanding officers, field
quartermasters. And you'll need to be in Thieves' or Dark Brotherhood's
gear when interacting with other guild members in guildhalls.

SetPQV kuNPCRQ.userForswornVMarkarthReaction 2
Default 2.000000. 0 = No reaction. 1 = Goodbye. 2 = Taunt. 3 = Report
player as criminal. Bounty increases. 4 = Attack player. 5 = Flee.

SetPQV kuNPCRQ.userRememberForswornVMarkarthHours 24.000000
Default 720.000000. Number of hours an npc remembers the player's Dark
Brotherhood armour. 0 hours to 8544 (a year).

SetPQV kuNPCRQ.userGuardsVDarkBrotherhoodReaction 2
Default 2.000000. 0 = No reaction. 1 = Goodbye. 2 = Taunt. 3 = Report
player as criminal. Bounty increases. 4 = Attack player. 5 = Flee.

SetPQV kuNPCRQ.userGuardsVThiefReaction 2
Default 2.000000. 0 = No reaction. 1 = Goodbye. 2 = Taunt. 3 = Report
player as criminal. Bounty increases. 4 = Attack player. 5 = Flee.

SetPQV kuNPCRQ.userRememberGuardsVDarkBrotherhoodHours 24.000000
Default 24.000000. Number of hours a guard remembers the player's Dark
Brotherhood armour. 0 hours to 8544 (a year).

SetPQV kuNPCRQ.userRememberGuardsVThiefHours 24.000000
Default 24.000000. Number of hours a guard remembers the player's Thieves
Guild armour. 0 hours to 8544 (a year).

SetPQV kuNPCRQ.userNonVampireVsVampireStage4Reaction 5
Default 2.000000. 0 = No reaction. 1 = Goodbye. 2 = Taunt. 3 = Report
player as criminal. Bounty increases. 4 = Attack player. 5 = Flee.

SetPQV kuNPCRQ.userRememberVampireStage4Hours 24.000000
Default 24.000000. Number of hours a non-vampire NPC remembers the player
as a vampire. 0 hours to 8544 (a year).

SetPQV kuNPCRQ.userDawnguardVsVampireReaction 2
Default 2.000000. 0 = No reaction. 1 = Goodbye. 2 = Taunt. 3 = Report
player as criminal. Bounty increases. 4 = Attack player. 5 = Flee.

SetPQV kuNPCRQ.userRememberDawnguardVsVampireHours 24.000000
Default 24.000000. Number of hours a Dawnguard-aligned NPC remembers the
player's vampire gear. 0 hours to 8544 (a year).

Install


1. Use Wrye Bash
(http://skyrim.nexusmods.com/downloads/file.php?id=1840) to install
this mod. Just drag the package (which is a normal ZIP file) into Wrye
Bash's Installers tab. Note, however, that the package is only a
normal ZIP file, so if you know the game's mod file structure, install
it manually. Other mod managers (e.g. NMM) that support ZIP files that
mirror the file structure of the game may also be used.
2. Configure the mod as described in the "Configuring the mod" section.
3. Activate the mod.


Starting from a downloaded saved-game


(Thanks to Restutitor Orbis for this suggestion on how to jump-start my
mods when playing from a downloaded saved game.)

"Starting another character from a DLed saved game file in Helgen, I came
upon an easier solution than warping into the LAL prison cell.
If you have LAL but are starting a character in Helgen, just use a bat
file with these 2 console commands or just type them in after the ~:
setstage arthlalstartquest10
setstage arthlalstartquest20
This ends the LAL quest and re-enables the MQ101 update that you are
supposed to get when you complete your escape, but was initially disabled
by LAL.
That way you can do the vanilla MQ without switching to the LAL beginning
if you want to."
-Restutitor Orbis


Uninstall


1. In the console, type {SetPQV kuNPCRQ uninstallNow True} (without
the brackets). Or with Sky UI's MCM, set the uninstallNow toggle to
True then exit the menus.
2. Wait for a message confirming the uninstallation. Save the game.
3. Deactivate the mod with Wrye Bash. If you installed this manually,
simply delete all the files you installed. (Wrye Bash keeps track of
files used, so installing/uninstalling the mod with it is 100%
simpler.)


Troubleshooting


* You can reset the mod by typing {SetPQV kuNPCRQ resetNow True}
(without the brackets) in the console. Or with Sky UI's MCM, set the
resetNow toggle to True then exit the menus.
* When it resets it will ask you either reset all of its data or
continue with the current data. Resetting all its data will remove all
your settings and set the mod as if you have first installed it.
* You can check all the mod's data by typing {SQV kuNPCRQ} in the
console. You can check if your settings were set in the mod properly
with this.
* If you find that your changes (with the command SetPQV or from
executing the INI) do not appear in the mod, check the command again
for spelling errors. Then try again.
* If you find that resetting (with resetNow) and uninstalling (with
uninstallNow) don't seem to work, the mod may have been suspended. It
is best to simply start-over (i.e. reinstall the mod) after a "clean"
save.


Creating a clean save:


1. If you can, uninstall the mod from the console with {SetPQV kuNPCRQ
uninstallNow True}.
2. Wait for the mod to confirm the uninstallation. It may take a
minute. If no confirmation appears, then simply continue to the next
step.
3. Save the game manually from the console by typing {save
uninstalledMod}.
4. Uninstall all the mod's files (*.ESP, *.PSC, *.PEX) from the game
folders. Make sure that none of the mod's Scripts are left. A mod
manager like Wrye is best used for this.
5. Load the "uninstalledMod" save.
6. Save the game manually again from the console by typing {save
cleanSave}. Because all of the mod's files were removed, all of its
data will be "zeroed" in this game.
7. Play from this game.


Script logging


* As a last resort, you can enable script logging and investigate the
"Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log" file and/or
send them to me. Contact me first either on TESNexus or the official
Bethesda forums.
* To enable script logging, set bEnableLogging, bEnableTrace and
bLoadDebugInformation in the Skyrim.INI file. More information about
this is described in this thread in the official Bethesda Creation Kit
Forum:
http://forums.bethsoft.com/topic/1345130-having-papyrus-trouble-here-are-
some-things-to-try/.
* Also, you can set mod specific logging by setting debugMode to 1 in
either the MCM or in the console by typing {SetPQV kuNPCRQ debugMode 1}
(without the brackets). Mod specific logs are found in "Documents\\My
Games\\Skyrim\\Logs\\Script\\User\\kuNPCRQs.0.log".
* Play the game for 5 minutes or so - enough time for the game to
capture logging events.
* If the "Papyrus.0.log" contain "Suspended stack count is over our
warning threshold, dumping stacks:", then your game is suffering very
badly. I've written a guide on how to clean your game and recover from
this problem in Bethesda's official forums:
http://forums.bethsoft.com/topic/1481687-suspended-stack-count-is-over-ou
r-warning-threshold/.
* Feel free to send me (kuertee at gmail dot com) the "Documents\\My
Games\\Skyrim\\Logs\\Script\\Papyrus.0.log", "Documents\\My
Games\\Skyrim\\Logs\\Script\\User\\kuNPCRQs.0.log" to investigate the
problem.


History




0.507, 8 July 2015:

* Bug fix: I introduced a bug that caused NPCs not to remember your
armour. You could simply change and they'd change their reaction. Fixed
now.
* Bug fix: I also introduced a bug that caused dialogue being allowed
even on NPCs who reacted against you in the last version. E.g.
merchants taunted you because of Thieves Guild armour but you were
still able to converse with them. Fixed now.
* Tweak: Jarl's dwelling is now an allowable location for conversations.

0.506, 7 July 2015:


* Bug fix: NPC-initiated dialogue was blocked in the previous version.
* New feature: Non-vampire NPCs are fearful of your Stage 4 Vampirism.
* New feature: Dawnguard reacts to your Vampiric gear. Volkihar
Vampires react to your Dawnguard armour.
* Tweak: The code that evaluates NPCs reactions have been moved from
the main quest to each NPCs script.

0.504, 4 July 2015:


* New feature: Nearby NPCs react to your factional armour. Previously,
only NPCs you conversed with reacted to you. Hints: Do not walk through
Windhelm in Imperial gear unless you want to get harassed by every
guard that walks by you. Do not enter an inn wearing Thieves' Guild
armour. They won't serve you. Set a reaction that increase your bounty
to make the game a little bit harder/interesting.
* New feature: Uniform matters. You'll need to be in your faction's
uniform to converse with others in the faction. Imperials and
Stormcloak can only converse with their officers (Galmar, Ulfric,
Rikke, Tulius, field commanding officers, field quartermasters) when in
uniform. Thieves Guild and Brotherhood members will only converse with
you when you're in your gear while in the guildhouses.
* New feature: Markarth guard reacts to player's wearing Forsworn gear.
And vice-versa.
* New feature: Guards reacts to player's Thieves Guild and Brotherhood
armour.
* Tweak: The Dialogue Menu is no longer hidden then shown like in
previous versions. Instead, NPCs' reaction are pre-evaluated so that
their acceptance or refusal of your dialogue is determined before you
activate them. Note, however, that sometimes you may activate an NPC
has not been evaluated. They will be evaluated at this time. You'll see
them utter a blank line of dialogue. If you have captions enabled,
you'll see them utter this line: "...".
* Tweak: Better reaction notifications. E.g.: "He expects better
manners. Remove your head-wear.", "She is not impressed with your
attire.", "Only greetings and goodbyes are appropriate in this social
setting.", etc.

0.502, 29 April 2015:


* Initial release.


Credits


kuertee in http://www.bethsoft.com/bgsforums/

Bethesda authors for the campfire, bedroll, tanning rack and tent meshes.


Licensing/Legal


You can do whatever you want with this mod but all I ask in return is
that you give me credit. I would also like to be contacted when you
include this mod in part or in full in a public release.