(mod prefix: kr_pg)
[Problem] Fight values set in the dialogue result box of generic NPCs work globally but can't be globally changed with
console commands.
[Solution] To stop generic NPCs that were set to a fight value of >70 to attack on sight one has to reset their fight
value via the dialogue result box.
kr_pg implements a script designed to stop guards from attacking you on sight.
To use it,
► Resetting the fight value of non-unique base game guards.
If they still aggro on sight, first try resting three consecutive days in a safe cell. If that does not work,
file a bug report to the mod author with the following information:
(1) Hostile guard's ID [left click entity; the ID is displayed in the top]
(2) Hostile guard's fight value [obtained via command "GetFight"]
Using the standard ForceGreeting approach should still pacify such cases.
NPCs from mods require a different approach:
► Resetting the fight value of guards added by mods.
• For each NPC from mods that needs to be reset, use the console command "StartScript kr_pg_sc", then left click
on the hostile and follow up with "ForceGreeting".
• For maximum compatibility the script will not check for the "guard" class and work on all NPCs.
• If a mod NPC's scripts re-initiate combat kr_pg can do nothing about it.
Wenn eine deutschsprachige Beschreibung benötigt wird, bitte melden.
Kurzfassung:
[Problem] Fight values set in the dialogue result box of generic NPCs work globally but can't be globally changed with
console commands.
[Solution] To stop generic NPCs that were set to a fight value of >70 to attack on sight one has to reset their fight
value via the dialogue result box.
kr_pg implements a script designed to stop guards from attacking you on sight.
To use it,
- open the console with ^ or ~,
- type and enter: "StartScript kr_pg_sc",
- click on the troublesome NPC,
- type and enter: "ForceGreeting".
► Resetting the fight value of non-unique base game guards.
If they still aggro on sight, first try resting three consecutive days in a safe cell. If that does not work,
file a bug report to the mod author with the following information:
(1) Hostile guard's ID [left click entity; the ID is displayed in the top]
(2) Hostile guard's fight value [obtained via command "GetFight"]
Using the standard ForceGreeting approach should still pacify such cases.
NPCs from mods require a different approach:
► Resetting the fight value of guards added by mods.
• For each NPC from mods that needs to be reset, use the console command "StartScript kr_pg_sc", then left click
on the hostile and follow up with "ForceGreeting".
• For maximum compatibility the script will not check for the "guard" class and work on all NPCs.
• If a mod NPC's scripts re-initiate combat kr_pg can do nothing about it.
Wenn eine deutschsprachige Beschreibung benötigt wird, bitte melden.
Kurzfassung:
- (Generische) Wachen greifen auf Sicht an und es soll aufhören!!
- Konsole öffnen (^) und Befehl eingeben: "StartScript kr_pg_sc"
- Betreffende Wache anklicken und folgenden Konsolenbefehl nachlegen: "ForceGreeting"