Maud vampires attack. Skyrim: When Vampires Attack (When Vampires Attack)


Version: 2.1.0
Language: Russian

This mod is no longer supported, since since version 3.0 it has been merged with the mod run for Your Lives, so if you need this mod, then download the new merged version!

Description:
Everyone probably knows the mod "", so this mod will now protect all residents of towns and cities during the attack of Vampires and minions! This mod diversifies the gameplay of the game. AT original game all residents strive to become heroes when vampires attack the city, as a result of which sometimes you could lose important characters. Now, when the guards shout to everyone to run away and hide, the inhabitants will do just that. When attacked by vampires and servants, the inhabitants will flee to their starting locations, and when the battle is over, their routine will return to normal. All animals will not hide. Works for both original and mods that add NPCs, but no more than 150 in the place where the vampires attacked.

Update:2.1.0
- Added additional internal aliases for vampires to handle multiple events.
- Added override packages for citizens to exit combat even if the game forces them to enter combat mode, i.e. they will simply run away rather than join combat.

Changelog:
- Fixed the AI ​​package (intelligence) used to move NPCs inside interiors, and changed the "sandbox" (free NPC movement) package, which should keep NPCs indoors and allow them to carry out normal activities without getting stuck in place.
- Fixed bugs with checking the name of locations and names in the MSM menu
- Added MCM menu for convenient debugging of scripts, this option is supposedly needed only for the author, so that the logs are written to the debug log file and the player can send information about problems to the author, but it's also useful for the player to track the mod's work, since the MCM menu , when the vampires attack the settlement, the "Quest statistics" and "Quest location" options will appear, which will show whether the defense is working or not and what location you are currently in, in MCM just turn on the "Script debugging" option and close MSM and all. If you want to check if the mod works during the attack of vampires, then open the MCM menu and you will see that the option "Quest statistics" is open and it will say "Working" next to it, as soon as the attack stops, it will say "Stopped"
- Fixed bugs with the detection of dead (killed) and already removed bodies of vampires
- A debugging system has been added, I understand that this is necessary for the author himself, it is not necessary for the players, the mod has been updated, but what and why and why this debugging system is needed and how it works, I don’t know, the author writes something about the console and the command Set ARTHWVADebugGlobal to 1, as a result, errors of the mod will be recorded in the log and sent to the author so that he takes into account all the bugs, he did this so that he does not want to read complaints in the comments on the Nexus, here is an update
- The quest "No one escapes Cidna" ((MS02) has been added to the list of exceptions in Markarth
- A complete system upgrade has been made, borrowed from the new code that is present in new version fashion . This became necessary in order to avoid major conflicts with new system blocking attacks from the unofficial UDGP patch when the vampire is running some quests. Updated code combines 7 attack handlers, eliminates many invalid scripts, quests, AI packages
- Made synchronization with the necessary changes from the unofficial .
- All changes to records from the Dawnguard expansion have been removed. Problematic quests and scripts have returned to their original state.
- Added a system to check the names of NPCs from other mods to make sure they are only unique NPCs, while avoiding random gathering of hunters or other NPCs that shouldn't block tavern entrances.
- Fixed child and NPC status check system, misbehaving each vulnerable NPC in a given target location trying to squeeze into the tavern instead of running back to their homes as they should have originally.
- Reworked AI (intelligence) NPC, as a result, all ordinary citizens will stop all fighting before leaving for safety, this should reduce the number of "brave" kind of heroes
- In case the townspeople still decide to play as a hero, if he or she is an important person, then when entering the shelters, their health will instantly be replenished to 75, thus, this will help to avoid erroneous scripts when the NPC could die when vampire sucking blood.

Requirements:
- Game version 1.9.32.0.8 and higher
- SKSE 1.07.01 and above
- SkyUI 4.1 and above
-DLC Dawnguard

Before update:
- Be sure to make sure that at the moment where you are there is no vampire attack and save, exit the game
- Update the mod over previous version with file replacement

Installation:(can be done manually or via NMM/MO managers)
Place the Data folder from the archive into the game folder (Data is not inside Data, but on top), confirm the merging of folders and files and activate in the launcher

For the debug information to work correctly:
1. Open the Skyrim.ini file and enter the following lines
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bWarnOnFillAliasFailure=1
bShowEventHandlingOutput=1

2. In the MCM menu, enable the option "Debug scripts"
3. logs with reports on the work of the mod will be located at
C:/Users/ /Documents/My Games/Skyrim/Logs/Script/Papyrus.0.log
C:/Users/ /Documents/My Games/Skyrim/Logs/Script/Script/AliasDump/AliasDump.0.log
4. In theory, this is not necessary for the player, this is for those who later want to send information with reports on the work of the mod to the author

Description:

This mod diversifies the gameplay of the game. In the original game, all the inhabitants strive to become heroes when vampires attack the city, as a result of which sometimes you could lose important characters. Now, when the guards shout to everyone to run away and hide, the inhabitants will do just that. When attacked by vampires and servants, the inhabitants will flee to their starting locations, and when the battle is over, their routine will return to normal. All animals will not hide. Works for both original and mods that add NPCs, but no more than 150 in the place where the vampires attacked.

Update:2.1.0
- Added additional internal aliases for vampires to handle multiple events.
- Added override packages for citizens to exit combat even if the game forces them to enter combat mode, i.e. they will simply run away rather than join combat.

Changelog:
- Fixed the AI ​​package (intelligence) used to move NPCs inside interiors, and changed the "sandbox" (free NPC movement) package, which should keep NPCs indoors and allow them to carry out normal activities without getting stuck in place.
- Fixed bugs with checking the name of locations and names in the MCM menu
- Added MCM menu for convenient debugging of scripts, this option is supposedly needed only for the author, so that the logs are written to the debug log file and the player can send information about problems to the author, but it's also useful for the player to track the mod's work, since the MCM menu , when the vampires attack the settlement, the "Quest statistics" and "Quest location" options will appear, which will show whether the defense is working or not and what location you are currently in, in MCM just turn on the "Script debugging" option and close MSM and all. If you want to check if the mod works during the attack of vampires, then open the MCM menu and you will see that the option "Quest statistics" is open and it will say "Working" next to it, as soon as the attack stops, it will say "Stopped"
- Fixed bugs with the detection of dead (killed) and already removed bodies of vampires
- A debugging system has been added, I understand that this is necessary for the author himself, it is not necessary for the players, the mod has been updated, but what and why and why this debugging system is needed and how it works, I don’t know, the author writes something about the console and the command Set ARTHWVADebugGlobal to 1, as a result, errors of the mod will be recorded in the log and sent to the author so that he takes into account all the bugs, he did this so that he does not want to read complaints in the comments on the Nexus, here is an update
- The quest "No one escapes Cidna" ((MS02) has been added to the list of exceptions in Markarth
- A complete system upgrade has been made, borrowed from the new code that is present in the new version of the Run For Your Lives mod. This became necessary in order to avoid major conflicts with the new attack blocking system from the unofficial UDGP patch when the vampire was running some quests. The updated code combines 7 attack handlers, eliminates many incorrect scripts, quests, AI packages
- Made synchronization with the necessary changes from the unofficial UDGP 2.0.x patch.
- All changes to records from the Dawnguard expansion have been removed. Problematic quests and scripts have returned to their original state.
- Added a system to check the names of NPCs from other mods to make sure they are only unique NPCs, while avoiding random gathering of hunters or other NPCs that shouldn't block tavern entrances.
- Fixed child and NPC status check system, misbehaving each vulnerable NPC in a given target location trying to squeeze into the tavern instead of running back to their homes as they should have originally.
- Reworked AI (intelligence) of the NPC, as a result, all ordinary citizens will stop all hostilities before leaving for safe places, this should reduce the number of "brave" heroes, as it were
- In case the townspeople still decide to play as a hero, if he or she is an important person, then when entering the shelters, their health will instantly be replenished to 75, thus, this will help to avoid erroneous scripts when the NPC could die when vampire sucking blood.

Requirements:
- Game version 1.9.32.0.8 and higher
- SKSE 1.07.01 and above
- SkyUI 4.1 and above
-DLC Dawnguard

Before update:
- Be sure to make sure that at the moment where you are there is no vampire attack and save, exit the game
- Update the mod over the previous version with file replacement

Installation: (can be done manually or via NMM/MO managers)
Place the Data folder from the archive into the game folder (Data is not inside Data, but on top), confirm the merging of folders and files and activate in the launcher

Neutral characters often behave so illogically that one involuntarily wonders if they have a built-in instinct for self-preservation. Fortunately, there are mods that help solve this problem - for example, the When Vampires Attack addon.

Review When Vampires Attack

This little tweak forces townspeople and villagers to do the most important thing, which is to flee to their homes during a random or quest attack by vampires. Attacks during an eclipse fall into the same category.
The idea of ​​this modification appeared at the moment when the author watched in bewilderment the townspeople who were trying to turn out to be heroes and go on an epic attack on the vampire master - with a predictable fatal outcome. Now, instead, they will flee to safety, as befits all smart people who are faced with a terrible predatory undead. Neutral characters living in the attacked location and owning a house will retreat to their home. If the location has an inn, then characters not living in the location will rush to the inn, just like everyone living on the street and outside the city. If there is no hotel, then the game automatically selects a location nearby, for example, some forester's house - and all neutral characters run there.
This modification works with any neutral character from any third party mod as long as the total number of characters does not exceed 150 people. After that, all characters not included in the list return to their original behavior algorithm. The game itself chooses a list of characters on a first-come-first-served basis.


Guards, companions, followers of Stendaar, Davngarde and your companions will not run away, they will stay with you and fight. Animals from nearby farms won't run away either because they are stupid. By the way, so does your horse.

Installation requires:
Official Skyrim patch version 1.9.32.0.8 or later.
Dawnguard DLC.

Related modifications:
Run For Your Lives is a similar mod for when a dragon attacks a village.
Wet and Cold - neutral characters start looking for shelter during bad weather.

Description:
Everyone probably knows the "When dragons attack" mod, so this mod will now protect all residents of towns and cities when attacked by Vampires and minions! This mod diversifies the gameplay of the game. In the original game, all the inhabitants strive to become heroes when vampires attack the city, as a result of which sometimes you could lose important characters. Now, when the guards shout to everyone to run away and hide, the inhabitants will do just that. When attacked by vampires and servants, the inhabitants will flee to their starting locations, and when the battle is over, their routine will return to normal. All animals will not hide. Works for both original and mods that add NPCs, but no more than 150 in the place where the vampires attacked.

Update:2.0.6
- Fixed the AI ​​package (intelligence) used to move NPCs inside interiors, and changed the "sandbox" (free NPC movement) package, which should keep NPCs indoors and allow them to carry out normal activities without getting stuck in place.

Update:2.0.5
- Fixed bugs with checking the name of locations and names in the MCM menu

Update:2.0.4
- Added MCM menu for convenient debugging of scripts, this option is supposedly needed only for the author, so that the logs are written to the debug log file and the player can send information about problems to the author, but it's also useful for the player to track the mod's work, since the MCM menu , when the vampires attack the settlement, the "Quest statistics" and "Quest location" options will appear, which will show whether the defense is working or not and what location you are currently in, in MCM just turn on the "Script debugging" option and close MSM and all. If you want to check if the mod works during the attack of vampires, then open the MCM menu and you will see that the option "Quest statistics" is open and it will say "Working" next to it, as soon as the attack stops, it will say "Stopped"

Changelog:
- Fixed bugs with the detection of dead (killed) and already removed bodies of vampires
- A debugging system has been added, I understand that this is necessary for the author himself, it is not necessary for the players, the mod has been updated, but what and why and why this debugging system is needed and how it works, I don’t know, the author writes something about the console and the command Set ARTHWVADebugGlobal to 1, as a result, errors of the mod will be recorded in the log and sent to the author so that he takes into account all the bugs, he did this so that he does not want to read complaints in the comments on the Nexus, here is an update
- The quest "No one escapes Cidna" ((MS02) has been added to the list of exceptions in Markarth
- A complete system upgrade has been made, borrowed from the new code that is present in the new version of the Run For Your Lives mod. This became necessary in order to avoid major conflicts with the new attack blocking system from the unofficial UDGP patch when the vampire was running some quests. The updated code combines 7 attack handlers, eliminates many incorrect scripts, quests, AI packages
- Made synchronization with the necessary changes from the unofficial UDGP 2.0.x patch.
- All changes to records from the Dawnguard expansion have been removed. Problematic quests and scripts have returned to their original state.
- Added a system to check the names of NPCs from other mods to make sure they are only unique NPCs, while avoiding random gathering of hunters or other NPCs that shouldn't block tavern entrances.
- Fixed child and NPC status check system, misbehaving each vulnerable NPC in a given target location trying to squeeze into the tavern instead of running back to their homes as they should have originally.
- Reworked AI (intelligence) of the NPC, as a result, all ordinary citizens will stop all hostilities before leaving for safe places, this should reduce the number of "brave" heroes, as it were
- In case the townspeople still decide to play as a hero, if he or she is an important person, then when entering the shelters, their health will instantly be replenished to 75, thus, this will help to avoid erroneous scripts when the NPC could die when vampire sucking blood.

Requirements:
- Game version 1.9.29.0.8 and higher
- SKSE 1.07.01 and above
- SkyUI 4.1 and above
-DLC Dawnguard

Before update:
- Be sure to make sure that at the moment where you are there is no vampire attack and save, exit the game
- Update the mod over the previous version with file replacement

Installation:(can be done manually or via NMM/MO managers)
Place the Data folder from the archive into the game folder (Data is not inside Data, but on top), confirm the merging of folders and files and activate in the launcher

For the debug information to work correctly:
1. Open the Skyrim.ini file and enter the following lines
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bWarn1
bShowEventHandlingOutput=1

2. In the MCM menu, enable the option "Debug scripts"
3. logs with reports on the work of the mod will be located at
C:/Users//Documents/My Games/Skyrim/Logs/Script/Papyrus.0.log
C:/Users//Documents/My Games/Skyrim/Logs/Script/Script/AliasDump/AliasDump.0.log

Description:
Everyone knows probably the mod " When the dragons attack", so this mod will now protect all residents of towns and cities when attacked by Vampires and minions! This mod diversifies the gameplay of the game. In the original game, all residents strive to become heroes when vampires attack the city, as a result of which sometimes you could lose important characters. Now when the guards tell everyone to run and hide, the villagers will do just that. When attacked by vampires and servants, the villagers will flee to their starting locations, and when the battle is over, their routine will return to normal. All animals will not hide. Works like for original ones, and with mods that add NPCs, but no more than 150 in the place where the vampires attacked.

Update:2.0.4
- Added MCM menu for convenient debugging of scripts, this option is supposedly needed only for the author, so that the logs are written to the debug log file and the player can send information about problems to the author, but it's also useful for the player to track the mod's work, since the MCM menu , when the vampires attack the settlement, the "Quest statistics" and "Quest location" options will appear, which will show whether the defense is working or not and what location you are currently in, in MCM just turn on the "Script debugging" option and close MSM and all. If you want to check if the mod works during the attack of vampires, then open the MCM menu and you will see that the option "Quest statistics" is open and it will say "Working" next to it, as soon as the attack stops, it will say "Stopped"

Changelog:
- Fixed bugs with the detection of dead (killed) and already removed bodies of vampires
- A debugging system has been added, I understand that this is necessary for the author himself, it is not necessary for the players, the mod has been updated, but what and why and why this debugging system is needed and how it works, I don’t know, the author writes something about the console and the command Set ARTHWVADebugGlobal to 1, as a result, errors of the mod will be recorded in the log and sent to the author so that he takes into account all the bugs, he did this so that he does not want to read complaints in the comments on the Nexus, here is an update
- The quest "No one escapes Cidna" ((MS02) has been added to the list of exceptions in Markarth
- A complete system upgrade has been made, borrowed from the new code that is present in the new version of the mod Run For Your Lives. This became necessary in order to avoid major conflicts with the new attack blocking system from the unofficial UDGP patch when the vampire was running some quests. The updated code combines 7 attack handlers, eliminates many incorrect scripts, quests, AI packages
- Made synchronization with the necessary changes from the unofficial UDGP 2.0.x patch.
- All changes to records from the Dawnguard expansion have been removed. Problematic quests and scripts have returned to their original state.
- Added a system to check the names of NPCs from other mods to make sure they are only unique NPCs, while avoiding random gathering of hunters or other NPCs that shouldn't block tavern entrances.
- Fixed child and NPC status check system, misbehaving each vulnerable NPC in a given target location trying to squeeze into the tavern instead of running back to their homes as they should have originally.
- Reworked AI (intelligence) of the NPC, as a result, all ordinary citizens will stop all hostilities before leaving for safe places, this should reduce the number of "brave" heroes, as it were
- In case the townspeople still decide to play as a hero, if he or she is an important person, then when entering the shelters, their health will instantly be replenished to 75, thus, this will help to avoid erroneous scripts when the NPC could die when vampire sucking blood.

Requirements:
- Game version 1.9.29.0.8 and higher
- SKSE 1.07.01 and above
- SkyUI 4.1 and above
-DLC Dawnguard

Before update:
- Be sure to make sure that at the moment where you are there is no vampire attack and save, exit the game
- Update the mod over the previous version with file replacement

Installation:
Place the Data folder from the archive into the game folder (Data is not inside Data, but on top), confirm the merging of folders and files and activate in the launcher

Setting

For the debug information to work correctly:
1. Open the Skyrim.ini file and enter the following lines
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bWarn1
bShowEventHandlingOutput=1

2. In the MCM menu, enable the option "Debug scripts"
3. logs with reports on the work of the mod will be located at
C:/Users//Documents/My Games/Skyrim/Logs/Script/Papyrus.0.log
C:/Users//Documents/My Games/Skyrim/Logs/Script/Script/AliasDump/AliasDump.0.log
4. In theory, this is not necessary for the player, this is for those who later want to send information with reports on the work of the mod to the author



 
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