The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

5,532 ratings
Run For Your Lives
Category: Dragons, Gameplay, Towns
File Size
0.766 MB
Mar 19, 2015 @ 12:47pm
Dec 1 @ 10:55pm
16 Change Notes ( view )

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Run For Your Lives

A small mod that makes citizens in a village or city run indoors during a dragon attack.

This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards. NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.

This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.

Guards, members of The Companions, Vigilants of Stendaar, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.

Dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area.

* [Only after they land on the ground]

Alternate Download Locations

AFK Mods[]
Skyrim Nexus[]
TES Alliance[]
Dark Creations[]
The Assimilation Lab[]

Installation Requirements

Official Skyrim patch or greater.

Full Documentation is available.[]


Unsubscribe, and then remove the two files from the Data folder.

This mod has no continually updating scripts so the contamination of your save game will be minimal.

Known Issues

Detection of combat start events is inherently unreliable with dragons. Every effort has been made to ensure that when a dragon lands on the ground (yes, that has to happen before a combat detection can occur) that the quest to protect NPCs from dragons will run.

The new system can only manage up to 5 dragons in a single area through alias tracking. They should cycle out as dragons are killed and the survivors trigger new registrations, but this cannot be guaranteed.

Some NPCs may insist on entering combat with a dragon. Unfortunately Skyrim's AI system may not be entirely up to the task of making them follow the orders the mod is giving them. Efforts have been made to force NPCs to stop combat when the AI packs are running. Further efforts have been put in place to prevent bleedout NPCs who insist on being stupid from dying as a result. Please do not complain about NPCs who won't cooperate. I've done all I can here.

A bad navmesh in an attack location can severely impact the ability of NPCs to clear the area. If you see any getting stuck and acting like they can't move, this is probably why. If the area is modified, you'll need to take this up with the author(s) of the mod(s) affecting the area. If the area is NOT modified (ie: totally vanilla) then please report such events so that I can pass them along to the USKP tracker to investigate.

If an attack location has more than 150 NPCs to protect, only the first 150 will fill the quest aliases. After that, any leftovers are on their own and can still be killed! 150 NPC slots is enough to protect all of Solitude running Open Cities Skyrim with 60 slots left open. That ought to be more than enough. If it's not, there's nothing more I can do. Too many aliases in a quest leads to severe degradation in performance. I had to strike a balance somewhere.

The alias fill casts a very wide net, do not be surprised if you see Khajiit from the caravans come in to seek shelter from an attack, the carriage drivers, or other NPCs who commonly live outside of a major city and have no assigned interior homes.

Tested and confirmed to work in all vanilla cities, towns, villages, and smaller settlements.
Tested and confirmed to work with Raven Rock and the other smaller settlements on Solstheim.
Tested and confirmed to work with all DLC added dragon types.
Tested and confirmed to work with Open Cities Skyrim.

Should be fully compatible with all user made dragon related mods, so long as the attacking dragon has MGRitual05DragonScript attached.

Mods which alter the following scripts will not be compatible without a patch:


Dragons Diversified requires a patch due to replacing MGRitual05DragonScript with its own. The patch can be acquired here:


Donations welcome.[]
Popular Discussions View All (1)
May 7, 2015 @ 11:48pm
what about other factions / mobs
Aleph Sharp
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gamekid1100 Dec 9 @ 5:13am 
If only you could change it so Nazeem wouldn't run..

Imagine the possibilities.
The only possibility being a dead Nazeem.
Noearas Dec 5 @ 3:58pm 
You are saving many NPCs lives. I thank you so much in their name.
lupus_hegemonia Nov 30 @ 7:07am 
Jesus! I had to port this one; in a town (which I need to "help the people"), a damn dragon almost killed everybody!!!!
nelson_justine Nov 18 @ 8:01am 
Thanks very much for this, now I can visit Riverwood and not lose half the population
hi im Meliodas Nov 12 @ 4:10am 
i need help if i disable this mod i cant load my safegame annymore anny ideas ?
Gearheart Nov 7 @ 7:48am 
Ignore my previous comment. I just found that exact mod two pages back, by the same author.
Gearheart Nov 7 @ 7:39am 
I'd love to see a Dawnguard version of this that adds the same behavior for vampire attacks. I lose more named NPCs to vampires than I ever did to dragons.
Divine Insect Oct 31 @ 9:01pm 
I would love to see this become availalbe for the Special Edition. This kind of villager behavior really should have been programmed into the vanilla game...
Il Lupo D'Argento Oct 30 @ 12:31pm 
*Please* make this available for Special Edition, if you can
Galactic Ganster Oct 7 @ 3:16am