The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

How do I stop a NPC from being permanently hostile to me?
The only "solution" I found that works is to disable the NPC and spawn an exact clone of it (base ID same, but ref ID different), as everything else I tried failed aside from reloading to an earlier save. Disabling and then enabling the NPC don't work, killing and resurrecting them don't work, leaving the area that they're in and coming back doesn't work.

And the NPCs are those that I can have as followers, so bandits, guards, homeless, etc., doesn't apply to them. I do have a mod that effectively gets rid of the friendly fire issue between follower NPCs, but that doesn't stop them from being hostile to me if I attack them too much.
Originally posted by AC Denton:
Use console commands to set their disposition to 100 or aggression to 0
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Lord Klauth Sep 1, 2024 @ 5:22am 
If you aggro a friendly or neutral NPC by accident you can try to make peace, or surrender if they're guards, by holding down your block button and using interact on them. It works most of the times, unless your relationship with them is too low, in that case casting a powerful enough charm spell on them might do the trick.
Last edited by Lord Klauth; Sep 1, 2024 @ 5:26am
Yielding doesn't work after I've hit them enough times and their disposition is too low, except for guards obviously. I sadly don't have any charm spells that can permanently reverse that; I can probably make a custom spell, but kind of lazy for that. The specific NPCs that become permanently hostile for me are the generic followers like Mage Apprentice and Dark Brotherhood Murderer. Sadly for them, I can't do the persuasion mini-game and modifying their disposition via console after they become hostile don't stop them.
The author of this thread has indicated that this post answers the original topic.
AC Denton Sep 1, 2024 @ 6:45am 
Use console commands to set their disposition to 100 or aggression to 0
Originally posted by AC Denton:
Use console commands to set their disposition to 100 or aggression to 0
modifying disposition of generic followers doesn't work, but i can try setaggression command

i put aggression to 0, but now they won't attack anyone. apparently, if their aggression is 5 or lower, they won't attack.
Last edited by QHD_144hz_MLED_5ms; Sep 1, 2024 @ 4:33pm
arottweiler Sep 1, 2024 @ 12:28pm 
You can use the command SetIgnoreFriendlyHits in the construction set which should be enough to ensure an NPC will never attack. It can be included in a script so can be turned on and off using trigger boxes and attached to an NPC or as part of a quest.

MyNPCREF.SetIgnoreFriendlyHits 1 - enabled

MyNPCREF.SetIgnoreFriendlyHits 0 - disabled

This doesn't work in the console so needs to be added via the CS and only works with an editor reference NOT the base ID. This is important because using the base ID in a script has no effect but will compile giving the impression the code is correct. I always make the editor reference ID the exact same as the base ID but with REF at the end. It makes it much easier to keep track of them in scripts and is a tip I picked up from a tutorial video.

Another command is StopCombat and EvaluatePackage which makes the NPC stop all combat and move on to their next AI schedule but this may not necessarily mean they stop being hostile to you. They may holster their weapon for a moment and then remember they are still mad at you and start attacking again.
Last edited by arottweiler; Sep 1, 2024 @ 12:30pm
Kai Sep 1, 2024 @ 12:33pm 
Originally posted by pRoFiLe NaMe:
Yielding doesn't work after I've hit them enough times and their disposition is too low, except for guards obviously. I sadly don't have any charm spells that can permanently reverse that; I can probably make a custom spell, but kind of lazy for that. The specific NPCs that become permanently hostile for me are the generic followers like Mage Apprentice and Dark Brotherhood Murderer. Sadly for them, I can't do the persuasion mini-game and modifying their disposition via console after they become hostile don't stop them.
A calm spell for 10 seconds and then charm them. Problem is that charm is temporary, so if you do a 100pt charm, it caps out and doesn't let you build up the base which is zero.

Do like a 50 pt charm so then you can bribe them in speechcraft.
Last edited by Kai; Sep 1, 2024 @ 12:33pm
Kai Sep 1, 2024 @ 12:35pm 
I also end up with a unicorn who hates me randomly yesterday after I rode one. When I ride and jump and the horse took fall damage, I get off and the horse wants to murder me for the injury.
stopcombat and evaluatepackage commands don't work either RIP

well technically they do, but only for a few seconds
Last edited by QHD_144hz_MLED_5ms; Sep 1, 2024 @ 4:45pm
Kai Sep 2, 2024 @ 12:15pm 
Try command "resurrect 1" on them to respawn em with their current stuff.
If still hostile, then "resurrect 0" to reset their inventory and status and all that.
arottweiler Sep 2, 2024 @ 1:12pm 
When an NPC has a combat AI package with the 'must complete' flag it overrides all other AI commands. An enemy faction will always have a must complete flag when attacking you because an enemy NPC is never going to yield. An NPC such as a shop keeper will enter combat without the must complete flag at first so they will yield but if you keep attacking them to the point where the combat becomes a must complete status they will no longer yield. Refscope can be used on an NPC in-game to view what the current AI package is and what flags are applied to their current AI action.

https://www.nexusmods.com/oblivion/mods/21862
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Date Posted: Aug 31, 2024 @ 8:40pm
Posts: 10