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Extremely simple pacifist mod ideas


NobodySignificant

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TL;DR: Can someone put the "setplayerrelation 2" or whatever it was, console command into a spell that only works on non fighting people and dead/unconscious people, or alternatively combine it with a revive command to only work on dead people please?



I don't know if any of these ideas already exist, but they are so simple that i'd be surprised if one of them hadn't been made yet. Regardless, on the off chance that the mod finder thread turns up empty, or if someone wants to make one which hasn't been realized yet, i'm posting these ideas here, which i've been looking for since half a decade ago.


I'm looking for mods to make pacifism easier. Either of these would be great:



EDIT: A lot of these ideas have been more or less implemented, but none are offering what i need: A way to solve dungeons without having NPCs permanently dead, but without having to potentially deal with them again.



-Nonlethal takedown option - (semi implemented by KNOCKOUT OVERHAUL and SNEAK TOOLS)


Something like the Ranger Takedown from FONV but permanent. The NPC would still ragdoll - read die- after being sneak attacked, but would be "knocked out" instead of stabbed viciously.


-Take prisoner - (semi implemented by BIND AND GAG)


Any NPC that gets temporarily knocked out or reduced to 0 HP would get shackled and be unable to move permanently.


-Make neutral spell - (this would be very useful in combination with knockout or sneaktools)


Any NPC that gets temporarily knocked out or reduced below some minimum HP would get the setplayerrelation 2 or something command applied by this spell to turn them neutral permanently.


-True resurrection - (THIS IS WHAT I'M LOOKING FOR)


A spell that would make a dead NPC be resurrected instead of being a zombie thrall, but would be set to neutral with setplayerrelation 2 or something.


-Actually flee - (semi implemented by MERCY and FIGHT OR FLY)


Fleeing would be mandatory, not just an option, and permanent not just a tactic.




I'm really tired of all most fights in skyrim being to the death.


Edited by NobodySignificant
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I don't know about your own ideas, but some years ago, I had a mod that made bandits neutral to you after actually begging for mercy, instead of attacking again after getting back up on their feet. It was called simply Mercy, if memory serves.

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The first one already exists. In Skyrim paralyze spell (alteration) and paralyze potion both serve as a way of nonlethal take down. (If you have the pickpocket perk poisoner you can plant paralyze poison in an enemy's pocket to paralyze them) (Fun fact: on paralyzed targets pickpocket chance is always 100%)

Also both NPC Knockout Overhaul and Sneak Tools allow you to knock NPC's out from stealth. In Knockout overhaul NPC's also get knocked out from taking a lot of damage, after which you could heal them so they don't die. You also have the option to revive them, but I think they'd probably still be hostile. The mod faffman mentioned might be Mercy?

Edited by Juudas333
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Oh wow.

Two observations.

a) Why did i get replies here, where people should be posting new mod ideas but no replies in the "i'm looking for existing mods" thread?

b) How the hell did all the more complex and weird variants get made, but literally the simplest one of them all, the "put revive and setplayerrelation2 into a clone of some high level spell" not?

 

I mean seriously if anything i expected that to exist, because

-from a lore standpoint it makes the most sense, since not everyone would yield, some realistically fight to the death,

-leaving people paralyzed forever is weird.

-from a gameplay standpoint it's sometimes cathartic to just hack something to bits, even if you heal them up afterwards to revive them

-IT'S THE EASIEST TO MAKE!

 

I don't get it.

 

Anyway, i haven't found any spells to make actors permanently friendly.

 

@Juudas:

-Is the paralysis spell and potion vanilla skyrim? And permanent?

-I have looked at fight or fly before i think, but the changes are very very substantial, and there's still a chance that actors will fight to the death, which is realistic, but there is no option to actually heal them when they should be realistically down and unable to fight.

Additionally the yielded NPCs simply have a behavior applied to them by their presence on an external "surrendered" list from how i read it not their data edited to be neutral, so this is not exactly what i'm looking for either.

-The knockout and sneak tools mods are great and do a lot of neat things so i'll be adding one of them either way, but they don't really do what i wanted here. The NPCs get up eventually and still remain hostile.

-I had Mercy already installed, but it only affects the vanilla fleeing behavior doesn't it? So fleeing produced by mods like fight or fly doesn't actually register, so once again i have the problem of not being able to reliably make sure ALL people i defeat will actually remain neutral.

 

@Scott:

That's really hot, :happy: buuut not exactly what i'm looking for either.

 

 

TL;DR:

I'm looking for something that will let me go into a dungeon without permanently having actors dead, but will make definitely sure that i will not have to deal with them again, if i come back later.

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Paralysis spell and potion exist in the vanilla game yes but no they aren't permanent.

Paralyze spell lasts 10 seconds by default, 15 seconds if you have the Alteration perk Stability. Also the Alteration master-level spell Mass Paralysis paralyzes all targets within radius for 15 seconds by default, longer with stability perk but not sure how long exactly.

Paralysis potions strength depends on your alchemy skill if you make them yourself but you could probably also buy them. Weakest paralysis potions last 3 seconds and the strongest 15 seconds. With the Poisoner perk from Alchemy tree they'll last longer. (whether the potions are affected by the alteration Stability perk or not, I am uncertain)

It might be of interest to you that if you paralyze a target who wasn't initially hostile and then use calm spell (Illusion) they remain non-hostile even after the spell wears out. I tested this claim in game to make sure.

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