The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Protect NPCs From Vampire Attacks
   
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Category: Dawnguard
File Size
Posted
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364.117 KB
25 Mar, 2013 @ 1:54am
29 Mar, 2013 @ 2:11am
2 Change Notes ( view )

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Protect NPCs From Vampire Attacks

Description
This Mod will apply Protection status to any nearby Unique NPCs whenever random vampire attacks are triggered in towns. Protection will end once the vampires are gone.


This Mod is based on Arthmour's "When Vampires Attack", however they are likely incompatible with each other. While I like Arthmour's mod (certainly the best "vampire protection" mod I've tried), I felt it did more than was auctually neccessary. I also wanted to try my hand at modding, so I used his mod as a reference to help me understand parts of the Creation Kit. (My Mod was made from scratch and does not use Arthmour's scripts ect.)

Whenever certain random vampire encounters occur (specifically those that occur in towns), NPCs in the area that are: Unique, not Essential, with the keyword ActorTypeNPC, will become protected. Most named NPCs are unique (such as Adrianne Avenicci), generic guards and such are not unique. There are a few named NPCs that are not marked as "Unique", such as bandit leaders. Such NPCs are generally unimportant, and none that im aware of are found in towns or settlements.

Protected NPC's will not die unless killed by the player (be carefull with AoE spells like Fireball). They should still behave the same as without this mod. Protection will end when the vampires are taken care of (unless of course the NPC was already protected).

The Following "quests" will trigger protection:
DLC1EclipseAttack1 "Eclipse Attack: Gargoyles"
DLC1EclipseAttack2 "Eclipse Attack: Vampire and thralls"
DLC1EclipseAttack3 "Eclipse Attack: Vampires and Gargoyles"
DLC1EclipseAttack4 "Eclipse Attack: Death Hounds"
DLC1EclipseAttack5 "Eclipse Attack: Vampires and Death Hounds"
DLC1EclipseAttack6 "Eclipse Attack: Vampires, Gargoyles and Death Hounds (Oh, my)"

I tried to keep this mod as simple as possible, however it may not work with mods that modify the above quests.
20 Comments
🆂🅸🅻🅴🅽🅲🅴 29 Feb, 2020 @ 10:57pm 
Не рабочий мод, неписи мрут как мухи.
Dragonteuthis 10 Mar, 2015 @ 3:49pm 
Thanks for the reply! I haven't had a similar issue since, so I'm guessing it was either not a specific triggering attack, or simply the random whims of Skyrim. Thanks again! Best of luck with your internet connectivity.
Brave  [author] 9 Mar, 2015 @ 5:32pm 
I apologize for the delayed response, I have been having Internet issues these past few months and haven't logged into Steam.
Solaf fits all the requirements I set for protection. I'm afraid I can't think of any reason why he wouldn't be.

You can always check if an npc is protected by opening the console with the tilde key (next to 1, above tab) clicking the npc and typing "isprotected" (without quotes), it will then say 1 for yes, or 0 for no. If an npc is protected, but still manages to die, im afraid theres nothing I can do.

Also, the mere presence of any hostile vampire does not trigger protection, only those specific random Vampire attacks can trigger protection. If a vampire thats unrelated to those random attacks just wanders into town, then theres no protection.

The only other possibility I can think of is that theres another type of random vampire attack that I have missed. If you ever have a vampire attack in town, and no one is protected, please let me know.
Dragonteuthis 19 Dec, 2014 @ 10:01am 
Just noticed that, during a Vampire attack in Falkreath, Solaf (who runs Gray Pine Goods) was taken down to one knee, then killed a second later by the same vampire. I was not using any attacks at all at that time (was waiting fro guards to die off to avoid getting a bounty). Not sure if Solaf is somehow missed by this mod, or if some other mod conflict is causing this. Otherwise great mod!
zanz_ 8 Jan, 2014 @ 8:33am 
Hmmmm...
:D
Brave  [author] 24 Dec, 2013 @ 5:38am 
There can only be one of a "unique" NPC at a time. If a "guard" or "wolf" was marked as unique then there would only be one "guard" or "wolf" in your whole game, (they could still respawn after dying, as long as they are still set to respawn).

Nearly every named NPC that doesn't respawn is marked as unique. Is not just a chosen few, everyone in a town should be unique, except for those generic guards, but they respawn anyways. I went though a very long list of NPCs making sure they were unique. There was only one NPC in Riften who wasn't, but that is fixed by the Unofficial Skyrim Patch.
Baron Von DickButt III 23 Dec, 2013 @ 10:17pm 
What are "unique" NPCs? cause i need everyone in my towns and cities safe. not just a chosen few.
panzerburns 19 Dec, 2013 @ 12:50pm 
Thanks for the clarification. Great mod.
Brave  [author] 19 Dec, 2013 @ 12:25am 
the "quests" are just the random encounters themselves, they don't appear in your journal but the Creation Kit still calls them quests. You don't have to do anything special to trigger protection, when the random encounter begins, so does the NPC protection.

I only listed the quests to check for compatibility with other mods. Changes to one quest from multiple mods do not stack. If another mod changes the listed quests, then it is incompatible with this mod.
panzerburns 18 Dec, 2013 @ 1:20pm 
So I HAVE to do the quests in order to trigger protection?