Pacify Guards | Wachen-Aggro zurücksetzen

Pacify Guards | Wachen-Aggro zurücksetzen 1.0

1. Content
2. Install
3. Uninstall
4. Insinuated Questions
5. Credits
6. Version History


┌───────────────────────────────────────────────┐
│ 1. CONTENT │
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[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,
(1) open the console with ^ or ~,
(2) type and enter: "StartScript kr_pg_sc",
(3) click on the troublesome NPC,
(4) type and enter: "ForceGreeting".
Repeat for every affected generic NPC. Unique NPCs will be mass-cleared on first use of the script.

► 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.


┌───────────────────────────────────────────────┐
│ 2. INSTALL │
└───────────────────────────────────────────────┘

Manually:
1. Unpack downloaded .zip into Morrowind's install directory. (Merge the Data Files folder from the mod into
Morrowind's.)
2. Activate "kr_pg.esp" in the Morrowind Launcher.

Mod Manager: Use the built-in install routine.


┌───────────────────────────────────────────────┐
│ 3. UNINSTALL │
└───────────────────────────────────────────────┘

Manually: First disable "kr_pg.esp" in the launcher. Now delete the mod's files:
\Morrowind\kr_pg_readme_EN.txt
\Morrowind\Data Files\kr_pg.esp

Mod Manager: Use the built-in uninstall routine.


┌───────────────────────────────────────────────┐
│ 4. INSINUATED QUESTIONS │
└───────────────────────────────────────────────┘

Rogatio (A) Is kr_pg compatible with my game version?
Repulsa (A) GOTY required, localization irrelevant.

Rogatio (B) Is kr_dt compatible with a new/old savegame?
Repulsa (B) Yes.

Rogatio (C) Mod conflicts/compatibility?
Repulsa (C) Works on "guard" class NPCs from mods. May conflict with mods that add very high priority greetings.

Rogatio (D) May I reupload this mod, parts of it or altered parts of it?
Repulsa (D) Yes. Please give credit where credit is due and link to the original upload on elderscrollsportal.de.


┌───────────────────────────────────────────────┐
│ 5. CREDITS │
└───────────────────────────────────────────────┘

Krschkr


┌───────────────────────────────────────────────┐
│ 6. VERSION HISTORY │
└───────────────────────────────────────────────┘

1.0 Release