Breaks the Main Quest "Alduin's Bane". Gormlaith cannot be killed with this mod installed.
The issue here is that you cannot remove Protected status by using "SetEssential(false)" which is what most quests does. Only way to remove protected status is to set the npc essential then unset it after. Setting the NPC essential is the only way to be unprotected. Once Gormlaith spawn she is tagged protected with this mod. The quest removes her essential status but she is still protected and so cannot be killed by alduin or by the kill command. Setting the option "bMakeAllUniqueNpcsProtected" to 0 does nothing to fix this.
This might be the reason why some npc lives during my playthrough, like Arch-Mage Aren. (Though after sometime he just disappears). Quest set his essential status to 0 and calls for the kill command. He is unaffected though since he is protected.
An effective way around this is to give us the option to exclude specific actors via an ini file. A pity but this can cause quests that involve essential actors to die to break. Not recommended if you're doing a serious playthrough.
You could also possibly fix this by restoring an npc's essential status through console commands after this mod does its thing. You can find the npc's baseID by searching for them in the console, then type:
setessential baseID 1
This should restore their essential status. Replace the last word with 0 if you want to remove the essential status afterwards.
As for a fix, it may be possible to fix this by updating the game's script so it can remove both the essential and protected flags. This could pretty easily be done by setting it to first set the npc to essential before removing the flag. This ensures that the flag is removed even if the npc is protected, since it'll make them essential first before doing so.
I have been looking for a way to kill essential npc's without the chance of having them accidentally killed by a dragon for a while now. so when i found this mod i was pleasently surprised. However, i cannot get it to work. I have tried disabling every mod except alternate start, skse and this skse plugin. started a new game with alternate start and joined the companions, but essential npc's are still essential. Using mod organizer, here is my setup: https://imgur.com/a/kPzws Additionally i use an enb + the plugin preloader. Tried using bMakeAllUniqueNpcsProtected at 0 and at 1, essentials still stay essential. Any idea what i am missing?
I have noticed issues and I am unsure if it is related to this mod. I used it last year alongside the newer version of the Brawl Bug fix. It seemed everyone I met while using those both were fighting and killing one another. I would check on possible issues with this mod author. It works, but it might not work alongside the Brawl Bugs Patch.
I cant kill the Jarl or court wizard in whiterun.. the mod seems not to be working, i started a new game. Is there a specific installation process? Is it compatible with alternate start? Cause I am using that too.
This mod patches the game at startup, but does not prevent other sources from making changing essential status in-game. It could be a quest or script that flags them as essential. I don't think an alternate start mod would do this, but I can't know for sure.
It DOES work on modded essential characters. (eg. a character added by a mod who is essential) However it might need to be below that mod in the load order, not sure about that though.
This is an skse plugin, hence there is no esp, hence load order does not matter. As long as the esp was spawned before this mod was installed it will not take effect for them. This mod only works for new games/ npcs that were spawned after installation of the mod
Brynjolf killed Balimund, who was trying to protect me when I'd cast Fury on him (Brynjolf). Balimund is a unique NPC, isn't he? He didn't enter bleed-out, he just simply died as normal when Brynjolf attacked him (rather pitifully, might I add). I can't tell if this plugin works after that.
My INI settings for this mod: [MustBeChangedBeforeNpcIsSpawned] bMakeAllUniqueNpcsProtected=1 bMakeAllPotentialFollowersProtected=1 bRemoveFollowerLevelCap=1
Edit: Does this plugin break the "Reluctant Steward" quest? I found Varona alive, and tried to kill her with the "kill" command, but she only entered bleed-out. Then I was able to progress the quest after she died. Just wondering, as she was meant to be found dead. I did enjoy killing her though. Never got a chance to do that, before.
Correct me if I'm wrong, but I believe the game toggles her vulnerable when the quest starts. Varona is meant to be found dead, killed by Ash Spawn, but the mod gives her the 'protected' status which overrides what the quest does that typically enables her to be killed.
So it means that this mod doesn't work for any named/unique/non-respawned NPCs which are not essential? Or instead it can protect all named/unique/non-respawned NPCs regardless whether they're essential or not?
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The issue here is that you cannot remove Protected status by using "SetEssential(false)" which is what most quests does. Only way to remove protected status is to set the npc essential then unset it after. Setting the NPC essential is the only way to be unprotected.
Once Gormlaith spawn she is tagged protected with this mod. The quest removes her essential status but she is still protected and so cannot be killed by alduin or by the kill command. Setting the option "bMakeAllUniqueNpcsProtected" to 0 does nothing to fix this.
This might be the reason why some npc lives during my playthrough, like Arch-Mage Aren. (Though after sometime he just disappears).
Quest set his essential status to 0 and calls for the kill command. He is unaffected though since he is protected.
An effective way around this is to give us the option to exclude specific actors via an ini file. A pity but this can cause quests that involve essential actors to die to break. Not recommended if you're doing a serious playthrough.
setessential baseID 1
This should restore their essential status. Replace the last word with 0 if you want to remove the essential status afterwards.
As for a fix, it may be possible to fix this by updating the game's script so it can remove both the essential and protected flags. This could pretty easily be done by setting it to first set the npc to essential before removing the flag. This ensures that the flag is removed even if the npc is protected, since it'll make them essential first before doing so.
so when i found this mod i was pleasently surprised.
However, i cannot get it to work. I have tried disabling every mod except alternate start, skse and this skse plugin. started a new game with alternate start and joined the companions, but essential npc's are still essential.
Using mod organizer, here is my setup: https://imgur.com/a/kPzws
Additionally i use an enb + the plugin preloader.
Tried using bMakeAllUniqueNpcsProtected at 0 and at 1, essentials still stay essential.
Any idea what i am missing?
Endorsed.
It DOES work on modded essential characters. (eg. a character added by a mod who is essential)
However it might need to be below that mod in the load order, not sure about that though.
My INI settings for this mod:
[MustBeChangedBeforeNpcIsSpawned]
bMakeAllUniqueNpcsProtected=1
bMakeAllPotentialFollowersProtected=1
bRemoveFollowerLevelCap=1
Edit:
Does this plugin break the "Reluctant Steward" quest? I found Varona alive, and tried to kill her with the "kill" command, but she only entered bleed-out. Then I was able to progress the quest after she died. Just wondering, as she was meant to be found dead. I did enjoy killing her though. Never got a chance to do that, before.
Or instead it can protect all named/unique/non-respawned NPCs regardless whether they're essential or not?