Skyrim Special Edition
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ikonomov

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ikonomov

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  1. khajitmango
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    For some reason npcs still keep dying on me , as well as brawls always killling the opponent any idea why?
    1. ikonomov
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      Making NPCs protected makes them killable only by the player, so they can still be killed.  If some NPC in particular died by some other cause, check the article that I've posted to make sure that they are protected or essential.  Generally I tried to take a more conservative approach in deciding which NPCs to flag as protected.  During brawls NPCs shouldn't die as long as you use fists only, this mod has no effect on this mechanic.  There are mods that can alter NPC records in various ways, so if you are using such mods I would suggest to check their descriptions and see if you can spot something that suggests such changes.
  2. Jake2105
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    Ah this is exactly what I've been looking for. I'm thinking this won't affect new NPC's added by other mods? I'm wondering if a patcher script might be required to cover those? I've got a patcher script which modifies mod added NPC's for something else, might be able to repurpose it for it if this mod only hits base game NPC's
    1. ikonomov
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      Yes, this mod only modifies base NPCs.
  3. XXY651499913
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    1. ikonomov
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      PyP modifies all its protected NPCs through reference aliases.  In my mod I've used reference aliases only for the few NPCs that start as essential during their quests while the rest are made protected though their actor records.
    2. AliHNGL
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      Problem is that there are some NPCs that lose their essential status after the end of their quests.
      Examples of this are Muiri, Torsten Cruel-Sea, Erandur, Malborn ...
      Some of this is even done by USSEP.
    3. ikonomov
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      In the article that I have provided essential NPCs that will be changed to protected once their quests are done can be found by doing a search for protected - essential.
  4. pinkfluffyu
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    sweet you've put in bash tags!

    Yesterday Inigo killed sapphire during a skirmish with bandits (long story short a mod adding bandits that made them spawn in cities). I got a fine as a result but what puzzles me is sapphire was protected, she still had the flag. Have you ever come across this before?
    1. ikonomov
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      Sapphire is protected by default, so her actor record does not change after installing the mod.  She can only be killed by a direct hit by the player.
    2. ikonomov
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      I misunderstood your question.  You were essentially asking if protected NPCs can be killed by other NPCs.  According to the wiki here it was possible due to a bug but it was fixed a long time ago.  I haven't encountered anything like that but I believe it is possible if Sapphire's protection flag was changed using an alias inside a quest.  I'm not aware if this can happen in vanilla specifically for Sapphire and if it's some mod that you are using it might be hard to find.  It could also be some bug that you've encountered.  If you have a save shortly before Sapphire got killed you can try to reproduce the bug.
    3. pinkfluffyu
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      Ah thanks, I've since restarted, so no longer have the save. Looking in ssedit I don't see any changes to that npc, apart from official changes and dialogs (running around 300 mods nothing too fancy just mainstream ones), whether her alias was changed by vanilla I don't know. But one thing I noticed is she didn't even enter bleedout she just died on last hit. I'm running a healer build with "commanding presence" from ordiantor I think the crit was too quick for the engine to maybe put her in bleedout state.

      That reminds me speaking of ordinator, Faendal (protected) was fighting bandits in riverwood thought I'd help him, used deathcloud (restoration spell) and Faendal eventually fell dead to the floor :( I don't recall getting a crime report :(
    4. ikonomov
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      yeah, area of effect spells like deathcloud casted by the player would be able to kill protected NPCs...
    5. brianj64
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      unless 90% of those 300 mods is just textures and meshes, you cannot call a load order of 300 mods "nothing fancy". That's an insane amount of mods. Just 1 mod can have an unintended interaction with another, let alone 300 mods seamlessly working together... not happening. You gotta deal with the consequences and fix problems and find patches.
  5. r0000
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    Newest USEEP is AE only. Does this mean this mod is AE only now?
    1. ikonomov
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      No, there are no changes in this mod that affect any of the new NPCs from the CC content that has been added.  There are no new masters added that require the AE or the AE update.  The newest USSEP 4.2.7 includes some minor changes to the NPCs' actor records that are independent of the new AE content that I have merged with my mod.
    2. ikonomov
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      I've done another update with the newest USSEP and still there are no changes that affect AE content.  I've also looked at the records of the few unique NPCs added by the AE update and it looks like all are marked as essential being tied to quests so there is not going to be a need to do any changes to the AE NPC records.
  6. odeyssus
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    Thank you for this Ikonomov, NPC's in my game were constantly getting hamburgered by high-level creatures from the Genesis mods spawning in cities. But not anymore!
  7. deleted106753628
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    May I ask if this would keep Lydia alive when I try to go up against multiple giants because I thought I could take them on?  
    1. ikonomov
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      You actually don't need the mod to protect your follower when they are following you, they will automatically be protected and will not die from enemies.  Many followers including housecarls like Lydia will also be protected by default even when they are not following you, so they are safe.  :)  My mod protects unique NPCs that aren't protected or essential by default so that they don't die randomly by say dragons or vampires.  Protected NPCs can only be killed by a direct hit from the player.
    2. deleted106753628
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      Thank you, that is great to know. But in my game, I remember Lydia getting killed by an ice troll at the Labyrinthian, and when I came back to look for her corpse, it wasn't there. 
    3. ikonomov
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      It could have been caused by a mod that you have installed, or possibly landing an accidental hit on her.  Protected NPCs are especially vulnerable to accidental hits while in recovery.  There were a few rare scenarios where a protected NPC can still get killed while in recovery even if the damage wasn't done directly by the player, but I think those were fixed by updates or possibly the unofficial patch.  There is an ability called Companion's Insight that can be gained from one of the black books that prevents you from being able to hit NPCs accidentally while enemies are around which can help further almost entirely eliminate any chance of accidental deaths.
  8. bullanguero82
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    Hey, man! I've using this mod on my xbox since day one, because the bandit mods were making quick work of the poor farmers around Whiterun, and the good people of Dawstar, and I hate losing npcs.

    One question (petition): would it be possible to remove the USSEP required dependency? Just trying to see if I can save me the 300mb, but don't want to risk playing without your mod.
    1. ikonomov
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      I really try to avoid creating dependencies in my mods, but unfortunately in this case it was pretty much impossible the way I wanted to make the modifications in the mod.  Many NPCs have their records modified by USSEP, and doing a patch wasn't an option.  It was pretty much having to do two mods, one with USSEP dependency, one without...
    2. bullanguero82
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      No problem. Your mod is fantastic, man. Thanks for the hard work!
  9. Kirmon64
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    Thank you for this mod, it's perfect for my needs. Really just cared about NPCs like Adrienne who are too dang close to the gates to survive anything, and this one does that plus a lot more, so thank you.

    Note to other downloaders, Cloaks of Skyrim conflicts with this mod, resulting in the NPCs with added cloaks not being protected if Cloaks is loaded after. So you gotta decide which you prefer. Only vanilla NPC in Whiterun this affects is Idolaf Battle-Born, who doesn't do anything of particular use anyway. Didn't bother checking the other cities but I expect it's about the same.
  10. Travelking
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    Stupid Question: by "Valdr can be killed during a quest," do you mean he can die during the start of Mother Moss Cave before you meet him, or is it a secondary trigger?
    1. ikonomov
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      Not a stupid question.  I'm happy somebody has taken the time to read through my list.

      When you first meet him and he asks for help because he is wounded if you don't offer to help him heal there is a script that makes him die after a certain amount of time or if you exit the area (ex. enter the cave without helping him heal).  So the primary deciding factor for leaving him unprotected was so that the original intent of his quest is not changed.  The downside to not flagging him protected is that there is a chance that he might get killed before being able to talk to him, but after doing some testing I concluded that he is located in what seems to be a relatively safe area that normally in vanilla game shouldn't be attacked by hostile NPCs.  Yet if somehow it does happen I thought it would be realistic for him to also be able to die rather than continue sitting on the bench while being bitten by wolves for example.

      Edit: Either way there's no perfect solution.  While making the list I had marked quite a few NPCs that I spent some extra time deciding what approach to take.  Valdr was one of them.  After I was finished what I ended up doing is taking more of a conservative approach and leaving certain NPCs unchanged that I felt too forcing if I was to make protected.