I did create a combat quest for want of a better word once, for npc's that would normally run away they were given a target to attack i.e. like one of the sparring dummy packages that the Companions use instead of a dummy it was a real target and listened for the oncombatstatechanged event I think it was which would normally be when they ran away, reset their combat state which returned them to the target and continued until the target npc was dead. It was clunky but it worked but it was for a small number of npc's I don't think I'd like to do that en masse there were a lot of script events firing