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Destructor36

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destructor36

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About this mod

Use speechcraft to calm or intimidate enemies, beg for money, challenge people to brawls, or rob them. Enemies now actually yield, and can be looted or recruited. Lead a more pacifist existence if you choose.

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Speechcraft and Yielding


Use Speechcraft to calm or intimidate enemies, beg for money, challenge people to brawls, or rob them. Enemies now actually yield, and can be looted or recruited. Lead a more pacifist existence if you choose.


Enemies will now actually yield when low on health, and will react to your choices accordingly.
  • Downed enemies now stop combat when they shout lines like "No more, I yield," "Mercy," "I submit," etc., instead of resuming combat as they do in the vanilla game.
  • Yielding actors will run away from combat for a brief time (1/2 minute), and then be calmed for up to an hour of real time (around 1 day of game time at the default timescale of 20), during which time they won't attack you (and your followers will not attack them).
  • Yielding enemies can be looted for their equipment. Dialogue option "Hand over your belongings."
  • Yielding enemies can be told to disappear, which will allow you to complete certain quests and clear locations without killing them or increasing your "kills" stat. Dialogue option "Get away from here! If I see you again..."
  • Yielding enemies can be recruited as followers if you have a new perk in the Speechcraft tree (2nd tier of "Persuasion"). Only non-essential non-unique actors with voice types from the base game for compatibility reasons and to ensure they have follower dialogue. Dialogue option "Follow me, you owe me a debt." The ability to recruit yielding enemies can also be toggled in on the MCM.
  • Yielding enemies will remain passive for an hour (around 1 day of game time at the default timescale), after which they will revert to normal. If you recruit a yielding enemy as a follower, they will remain permanently passive, allowing you to safely leave them in towns and cities, but you will not be able to recruit them again after an hour has passed since they originally yielded. Most will return to their original location to live peacefully.

New speechcraft options
 allow you to roleplay and open up new interactions.
  • Beg for money while wearing low-value (or no) clothing. Successful beg attempts will increase your "persuasions" statistic. The Allure perk will make others more likely to give gold and to give more, making it a potentially lucrative hustle. Dialogue option "Spare a coin?"
  • Rob passers-by with a weapon drawn. Actors who are weaker than you may comply. Ones who are as strong as you will likely fight back. Successful brawl challenges will increase your "brawls won" statistic (as long as you win). Successful robberies will increase your "intimidations" statistic. Dialogue option "Hand over your belongings!"
  • Instigate a brawl with raised fists. Actors with high Confidence and similar strength levels as you may accept, allowing you to train your combat skills non-lethally. Weaker or less-confident ones may take your challenge as an assault and call the guards. Successful brawl challenges will increase your "brawls won" statistic (if you win). Dialogue option "Milk drinker!"
  • The likelihood that NPCs will comply with a robbery or treat a brawl request as an assault are determined by the "threat ratio" between you and them. Threat ratios account for various factors including your health, level, armor, and weapons. You can see the 'threat ratio' of any actor by clicking on them in the console and typing "getthreatratio 14." Lower numbers mean they are weaker than you and more likely to comply with robbery attempts, and also to raise an alarm if you try to brawl with them. The ratio for each of these can be set in the MCM.

A few other realism tweaks to AI and behaviors to support roleplaying.
  • Speech checks are harder, and tend to require a Speechcraft skill level matching the 'Novice/Apprentice/Adept/Expert/Master' system, so you'll be noticeably more persuasive after hitting level 25, 50, etc.
  • Animals will no longer report crimes, and will be less aggressive.
  • More characters will now purchase stolen items, to support the extra fencing needs you might have from robberies.


Requirements

Compatibility and Troubleshooting
  • New persuasion topics aren't appearing: You need to save and load once before new dialogue topics will appear. This is a bug with the engine. Not every character can be persuaded. When begging, make sure that your clothing has the 'ClothingPoor' keyword or that you are wearing less than 20 gold worth of clothing. Clothes with this keyword include the Ragged Robes, but not the 'Roughspun' items. The Unofficial Patch adds it to several other clothes as well. Some NPCs like guards can not be begged from. Speechcraft options are not available with actors in the middle of pre-scripted scenes, which will sometimes run in towns in ways that are not immediately obvious.
  • I told someone to flee and they dropped dead instead of disappearing: They're a respawning actor who can't be deleted while the game is running. This is never true of unique characters, randomized actors like bandits in dungeons, or radiant quest targets: it’s mostly just for “copies” actors like patrolling guards.
  • No known unexpected incompatibilities. Don't use alongside other mods adding similar features.
  • Flagged as ESL


The mod suite
This mod was originally created as part of a large gameplay mechanics expansion mod that was designed to expand on under-used systems in Skyrim, bring back features from Morrowind and Oblivion, and implement features in a non-player-centric way to let NPCs use them. It's now standalone, but will play well with and have a similar design aesthetic as these mods that were also part of that suite:


My other mods