I regret to announce that I am no longer supporting this mod. It's come a long way but gone through several versions which went above and beyond what this mod was supposed to do. For that, I'm ending support as I want to focus on other things. Thank you for everyone using this mod as it was a joy and learning experience to create such a simple thing as "Protecting" NPCs from the perils of dragons, bandits, wild animals, etc.
Instructions to update from 1.3 or lower to 1.4 or higher With 1.3 or lower still installed, run console command: stopquest pyp_legendary. If using the obsolete merged plugin, do stopquest pyp_cuttingroomfloor as well. Save your game. Install 1.4 or higher.
I've been using this and it's good (and works fine, even if the author is no longer updating). But it does go a little overboard in protecting random and inconsequential npcs who the player has little to no interest in.
I learned just now that the thief who runs up to you and forces a dialogue (and a stolen item into your inventory) at the worst possible time, typically while you're fighting a giant is protected by this, as is his pursuer.
I absolutely don't want npcs like that protected, watching them get killed by the wilderness is a great joy and being forced to do it myself is tedious. So I will be making some edits to this one for sure.
Well Run For Your Lives protects almost every NPC within citites, even those that that the other 2 doesn't protect. Although a dragon does have time to kill them before they get inside, but it probably is more for immersion than anything. And based on the description for this mod, PyP and that of SPID, they somewhat do the same thing, protecting NPCs in the same way, but they aren't protecting the same ones, SPID covers NPCs from a bunch of other mods, but I don't think they won't conflict if you want the best of both worlds.
To anyone who picks up this project and continues it. Please add an override feature where we can individually select an NPC and choose no protection, protected or essential. That would be helpful and fun!
Can we disable protection for specific NPC's? I'm trying to complete the Boethiah's calling quest and have tried 3-4 different followers and zero of them will move to the alter when told to do so. I assume it's because they are either marked protected or essential.
Any ideas how to remove protection for specific targets without removing the entire mod?
Hmm.. this doesn't seem to work for me, bandits just killed Rayya and Inigo killed Marcurio because chain lighting. Also Pumpkin fox died. Is there possibly a load order problem even though there shouldn't be? SSEedit says protected for both of them so this shouldn't have happened even without this mod. I installed it via MO2 and I run Skyrim SE from MO2 on SKSE.
Im looking to download this though i just have one question, All the protected NPCs can die but only if i kill them right? and attacks from other NPCs wont kill them?
Hi sorry to bother you if you're not making any updates or patches. I wanted to ask if you could make a patch for Warden Of The Coast? To protect the villagers because in my playthrough an entire village almost got completely wiped out by daedra and I had to resurrect some villlagers with console commands.
I am very sorry, I don't do requests anymore due to time constraints and lack of interest. While I may have mentioned this mod is really easy to replicate so anyone could do it for other mod-added NPCs, I guess it isn't as easy for others to just do it. I will lead you to SPID - Protected Citizens. This one is much easier to set up as all you need to know is NPCs' BaseID or RefID then you put them in the included INI file and then you're done. Use TES5Edit/SSEEdit to find the corresponding IDs needed.
414 comments
I regret to announce that I am no longer supporting this mod. It's come a long way but gone through several versions which went above and beyond what this mod was supposed to do. For that, I'm ending support as I want to focus on other things. Thank you for everyone using this mod as it was a joy and learning experience to create such a simple thing as "Protecting" NPCs from the perils of dragons, bandits, wild animals, etc.
With 1.3 or lower still installed, run console command: stopquest pyp_legendary. If using the obsolete merged plugin, do stopquest pyp_cuttingroomfloor as well.
Save your game.
Install 1.4 or higher.
To uninstall 1.4 or higher run console commands:
stopquest pyp_skyrim
stopquest pyp_dawnguard
stopquest pyp_hearthfire
stopquest pyp_dragonborn
Protect your People SE - BugFix Patch is obsolete.
I learned just now that the thief who runs up to you and forces a dialogue (and a stolen item into your inventory) at the worst possible time, typically while you're fighting a giant is protected by this, as is his pursuer.
I absolutely don't want npcs like that protected, watching them get killed by the wilderness is a great joy and being forced to do it myself is tedious. So I will be making some edits to this one for sure.
Protect your People - PyP - Better NPC Protection SE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Run For Your Lives at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
SPID-Protected Citizens - Protected or Essential NPCs at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
SPID-Protected Citizens - Protected Horses Addon at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Although a dragon does have time to kill them before they get inside, but it probably is more for immersion than anything.
And based on the description for this mod, PyP and that of SPID, they somewhat do the same thing, protecting NPCs in the same way, but they aren't protecting the same ones, SPID covers NPCs from a bunch of other mods, but I don't think they won't conflict if you want the best of both worlds.
Any ideas how to remove protection for specific targets without removing the entire mod?