I love this mod! I cleared Skalitz once before, but this run i was able to eliminate absolutely everyone, and this let me level up so much i was able to take on the cumans at the end of the tutorial face on and win. Do you think it would be possible to add a marker to indicate that an NPC is "supposed" to be unkillable, so I don't accidentally end them before their time comes? Having lots of fun anyway.
Was he already a companion or was it at the beginning where he waits at the mill for you to pick him up?
The only thing that helps is to execute a resurrect command with the “cheat” mod. Or you can load an older savegame. Otherwise, if you have him as a companion, he should get up again after about 3 minutes as soon as he falls to the ground.
Alright so that worked but now I cant use Mutt. He is back at the mill but I cant pick him up. Neither does Theressa give me the option to come and get him
While I otherwise enjoy this mod, as it makes NPC schedules a bit more sensible (in my opinion, anyway), I do have to ask: What was the point of making unkillable NPCs killable? Can we get a version where that just isn't a thing, or at least tell us how to change that to not be so, there are plenty of chances where having a story NPC getting killed could really screw up the game...
I am aware that this mod is not for everyone. Freedom and immersion in a roleplaying game is very important to me, even if killing invincible NPCs doesn't help at all in terms of gameplay, mechanically this makes more sense to me, since some NPCs have immortaly for no reason.
You and everyone else who just wants the task scheduler should have a look at this mod: Early Bird NPC Schedules
What a great idea of a mod. This is one of my minor issues with the game - why would medieval folk want to spend more time in uncomfortable bed while their fields and cattle need their attention.
I worry though, won't this mess up the game a bit? Some quests / events are probably dependant on the schedule, won't this introduce several bugs? Thanks!
I agree with you. The monks in the monastery have remained standard so that there are no problems with this quest series. I've been playing the game for a few hours now, using the modpack I created from over 30 different mods (this mod is also included) and everything is running smoothly.
It varies from NPC to NPC. For example: The miller wakes up when the sun rises and goes to sleep when it gets dark. A beggar sleeps longer because he has nothing to do anyway.
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The only thing that helps is to execute a resurrect command with the “cheat” mod. Or you can load an older savegame.
Otherwise, if you have him as a companion, he should get up again after about 3 minutes as soon as he falls to the ground.
Explain the cheat mod please.
Here are the instructions for the resurrect command
cheat_resurrect_npc
Finds and resurrects all the dead NPCs within the given radius of the player.
Arguments:
radius: (optional number) The resurrect radius around player. Default 5.
token: (required) All or part of a the NPC's name.
Examples:
Resurrect Father Godwin:
cheat_resurrect_npc token:Father Godwin radius:2
Resurrects all bandits near the player:
cheat_resurrect_npc token:bandit radius:10
In this case, go near the dog and enter:
“cheat_resurrect_npc token:dog radius:2”
You and everyone else who just wants the task scheduler should have a look at this mod:
Early Bird NPC Schedules
This is one of my minor issues with the game - why would medieval folk want to spend more time in uncomfortable bed while their fields and cattle need their attention.
I worry though, won't this mess up the game a bit? Some quests / events are probably dependant on the schedule, won't this introduce several bugs?
Thanks!
The monks in the monastery have remained standard so that there are no problems with this quest series. I've been playing the game for a few hours now, using the modpack I created from over 30 different mods (this mod is also included) and everything is running smoothly.