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Like, make sort of a tick system in the mod manager that changes the setup of how things play out before you enter solitude or something...
So either A: It plays out normally
Or B: the second outcome is more or less the same, up until he assumes position on the choppingblock. Where enough of a pause for the player to intervene begins. Once one of the imperials on stage are aggro'd, he'll be scripted to run away as you clean house. After your attackers are dead, and you escape. Head to windhelm or something, and then he'll be there as a plain follower or whatever...
what about: if the player interrupts and defeats the 3 empire npcs so that Rogvir's head isn't chopped off but still dies
then, it happens Rogvir isn't mortally wounded, so the player could pick Rogvir's body up and take it elsewhere,(1st safe nearby hideout, 2nd find npc friendly to him (winkin skeever has some), heal him up enough to bring him to a Talos temple. Later hed be well and be a companion. The killed captain and "butcher" guy would ideally also be healed by the empire as to not break quests.
In practice, the Rogvir npc dies there, but a new npc for the mod is created from there on
how bad is it?
and when will you update it?