Skyrim Special Edition

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stradivuckos

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LikeAyySir

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  1. LikeAyySir
    LikeAyySir
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    THIS MOD IS CREATED BY stradivuckos. I simply ported to SSE. Everything belongs to him.
  2. Khav2
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    This mod and Abductions could complement each other nicely.
    1. LikeAyySir
      LikeAyySir
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      I agree, i will sticky this so other people see.
  3. LikeAyySir
    LikeAyySir
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    This thread is now locked, please read the description. I may one day come back and update this mod but anyone who wishes to do so themselves are welcome to upload a new port on the site.
  4. TacticalShrubbery
    TacticalShrubbery
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    Vortex seems to think this mod needs an update. It keeps saying "Mod can be updated (but you have to download the files yourself)". This persists after re-installation of the mod, and doesn't happen with other mods
  5. stljeffbb
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    I'm gonna also put this here in case folks notice it as opposed to in the bug section:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    02 March 2019, 11:49AM
    Hostile NPCs seem to disappear when leaving the area they are in.
    I managed to fix the issue by editing _csvictimaliasscript and adding in the line:
    if !(MySelf.IsHostileToActor(PlayerREF))
    to event OnUnload and event OnDetachedfromCell :D

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    09 June 2020, 2:50PM
    Thanks for this blackc...I have not been able to get it to work.

    I tried writing it like this:

    Event OnUnload()
    (CSPlayerAliasQuest as CSPlayerQuestScript).DeleteActor(MySelf)
    if !NearestPossibleVictim() && !(MySelf.IsHostileToActor(PlayerREF))
    MySelf = None
    endif
    EndEvent

    ...I'm not much of a programmer, but when there is an "if" statement, I think it needs some kind of result, and it's own "endif". In the code, it looks like "OnUnload" and "OnDetachedfromCell" are almost identical, so I'm guessing that whatever code it takes will work for both.Thanks in advance to anyone offering insight!
  6. Timbles
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    Killing those who surrender/leave combat with the Ebony Blade oftentimes counts as a betrayal.
  7. WyvernLord785
    WyvernLord785
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    This mod doesn't seem to be working properly for me. Every enemy below my level basically surrenders as soon as the fight starts. With either on hit or on bleedout option activated
  8. Kolagon
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    Could you add a new option to have the bandit join you?
  9. lukangamer
    lukangamer
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    May want to add does not work with mods that mess with Ai package.

    Read in Bugs section and also someone said immersive citizens doesn't work with it.
    Unfortunate, but thanks for porting; I find immersive citizens far to great to replace with this (also likely have other ai packages with companions or who knows what else as I have a fair amount of mods).
    1. TheUnchosen
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      Don't know how to save comments so just leaving this here for my future self's awareness.
  10. soulsguardian
    soulsguardian
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    i found an issue where companions will attack and kill surrenduring foes, is there any way to fix this or do i just got to deal?
  11. Soloparadescargarmods
    Soloparadescargarmods
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    After you pay a fine of a crime, the guard that halted you now gives you the dialogues as if he actually surrended combat
    1. Brondamor
      Brondamor
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      Did you find a solution? Or isn't the mod usable anymore?
    2. AnachronisticPortal
      AnachronisticPortal
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      One, easily avoided bug: *exists*

      Brondamor: "IT MUST BE UNUSABLE"

      Seriously, chill mate.
    3. TheSurpriser
      TheSurpriser
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      bruh how is it avoidable
  12. Varlig
    Varlig
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    Hi is there any manual how properly set this mod? I struggling with issue that every bandit yield on sight, im just level 5 but basicaly only one who want to fight me are leaders.
  13. TheAdoringNexusFan
    TheAdoringNexusFan
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    Works fine as far as I can tell. I adjusted the MCM to my liking sadly my stupid followers kill people even when I let them flee. I guess this mod isn't meant for people who play with followers.