The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

5,988 ratings
Run For Your Lives
Category: Dragons, Gameplay, Towns
File Size
1.005 MB
Mar 19, 2015 @ 12:47pm
Nov 4 @ 10:54pm
19 Change Notes ( view )
You need DLC to use this item.

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Run For Your Lives

A small mod that makes citizens in a village or city run indoors during a dragon or vampire 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 and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). 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 Stendarr, 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.

Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something.

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

Vampires will be detected when the events that spawn them begin running.

* [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.[]

This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
Popular Discussions View All (1)
May 7, 2015 @ 11:48pm
what about other factions / mobs
Aleph Sharp
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Blaise Dec 12 @ 11:44am 
Agree with ancienttactician, any possibility that you could resubmit the old non-DLC version to the steam workshop? This was such a great mod but I have no interest in the DLC, shame to lose it.
ancienttactician Dec 12 @ 12:13am 
Rather than updating the mod to make it require DLC, you should've made a copy of it updated for whatever DLC it is that you prefer. As many others have pointed out, you've made this mod unusable to a great many of us who loved it.
โจ๋แว่นดำ Dec 11 @ 3:29am 
Now I know why my game keep crashing at the start
Ruinfire Akha'rr Dec 7 @ 5:59pm 
you mother fucker made me go thru 226 mods just because you made it use dlc fuck you
Mr Oger Dec 6 @ 2:56am 
Shame on you
Blaise Dec 3 @ 11:00am 
Thumbs down, was a great mod, but stupidly now requires DLC, I cannot understand why the author thought this would be a good idea. Unsubbed.
yarr yarr days Dec 1 @ 1:57pm 
good thing I had loot or it would have taken centuries to find out what the crashing problem was.
QuietTornado Nov 27 @ 11:44am 
sad change. wish the dlc could have been added as a separate mod option
Rolfen Nov 24 @ 12:53pm 
Why you had to do this? :c
Cant use the mod anymore.
Ciaran Nov 23 @ 2:35am 
Anyone worried about uninstalling, don't worry - author says it's safe to uninstall, just back up your save game.

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