Get rid of the "Essential" tag off NPC's Bethesda! (

Post » Sun Jun 03, 2012 3:17 pm

I seem to be the only one who doesn't mind essential actors. Perhaps it's because I don't go around wantonly murdering people.
I dont too, but just today I donned a full Elven set and went on a complete madness. Completely annihilated Riften and Whiterun (I markfordelete the essentials). Hey, an Aldmeri Dominion agent did it, not me. :P

It's quite fun, actually. Pretty refreshing to take a break from the "not killing anybody" guy to "completely insane" guy. Of course I didn't save ;)


But if you absolutely MUST kill people who mildly displease you, then by all means, feel free to input this into the developer console:

setINI "bEssentialTakeNoDamage:Gameplay" 0

And see how you like it when important people die without warning.


...And the SetEssential commands still works. Are you attempting to use it on actors aliased as essential, like Derkeethus, Calixto Corrium, or Eorlund Gray-Mane? These NPCs aren't essential by default, but the variables for the quests that they're involved in make them so. You'll have to stop the quest to change their status.
Didn't know that command. I'll try

The setessential section in UESP's page of Console Command says somebody tested it with Brelyna Maron, she was unessential, so someone tried to make her essential, didn't work.
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Deon Knight
 
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Post » Sun Jun 03, 2012 6:01 pm

snip

I understand your point, but this isn't just story telling it's limiting your freedom greatly. For Bethesda it would be really hard to implement consequences for the killing of every npc, however it would be preferable to what we have now.

If they wanted to do this right they should have just made Ulfric and Tullius their respective palaces/throne rooms filled with guards. Powerful elite guards. it would make a lot more sense then what we have now. Especially if you look further then just those two, why can't I kill the remnant Jarls once the civil war is over? Why can't I kill a homeless guy with no real quests? Why can't I do half the things I want too?

I ran into a bandit in Solitude that I desperately wanted to kill, but no, the bastard was essential. Which makes no sense, the only way I can kill somebody obviously "evil" is by doing what he wants following the rest of the quest and then killing him. I should have the ability to make a quest impossible to do just by killng him from the start.
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courtnay
 
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Post » Sun Jun 03, 2012 6:28 pm

Having all npcs as killable would probably cause Bethesda a lot of headaches. I can just picture how many complaints about quests being broken they'd get because players had killed npcs which were vital to the major plots without realising their importance.

Linear games avoid this problem because key npcs can only be accessed at a certain point in the plot, not at any time like they can in an open game. Its hard to tell a story if the player has gone and killed all the characters in the story before the tale is even told!
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Antonio Gigliotta
 
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Post » Mon Jun 04, 2012 5:50 am

Having all npcs as killable would probably cause Bethesda a lot of headaches. I can just picture how many complaints about quests being broken they'd get because players had killed npcs which were vital to the major plots without realising their importance.

Linear games avoid this problem because key npcs can only be accessed at a certain point in the plot, not at any time like they can in an open game. Its hard to tell a story if the player has gone and killed all the characters in the story before the tale is even told!

A message like in Morrowind, while not the most beautiful solution, is a good solution. You can make the choice yourself. You can also end the civil war in a day :)
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Maria Garcia
 
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Post » Sun Jun 03, 2012 3:13 pm

Having all npcs as killable would probably cause Bethesda a lot of headaches. I can just picture how many complaints about quests being broken they'd get because players had killed npcs which were vital to the major plots without realising their importance.

Linear games avoid this problem because key npcs can only be accessed at a certain point in the plot, not at any time like they can in an open game. Its hard to tell a story if the player has gone and killed all the characters in the story before the tale is even told!
Most people just want that "NPCs should be killable when they should be"

For example, Ulfric and Tullius perhaps are unkillable, and so are the Greybeards. It is understandable
But the Jarl's personal bodyguard?
Maven Black-Berry?
Thonar Silver-Blood?
Effing Army Camp Leaders?
They should be killable when the quests relating them are over

ESPECIALLY the army camp leaders. Should be killable anytime anyday anywhere
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Sarah Edmunds
 
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Post » Mon Jun 04, 2012 2:21 am

Greybeards should be killable when the questline is over as well. If I decide to kill Paarth then I might just want to kill all the greybeards as well.

Thankfuly I have the console to make them killable, unfortunately they are quite powerful
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Grace Francis
 
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Post » Sun Jun 03, 2012 9:05 pm


Most people just want that "NPCs should be killable when they should be"

For example, Ulfric and Tullius perhaps are unkillable, and so are the Greybeards. It is understandable
But the Jarl's personal bodyguard?
Maven Black-Berry?
Thonar Silver-Blood?
Effing Army Camp Leaders?
They should be killable when the quests relating them are over

ESPECIALLY the army camp leaders. Should be killable anytime anyday anywhere

Yes. So much yes. I don't think anyone can argue against that last point either. It's just rediculous
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kennedy
 
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Post » Mon Jun 04, 2012 5:43 am

Agreed. I'm not a programmer...but I'm pretty sure they can make it so that NPCs aren't killable by the world.
They can, by using the tag that the player's companions have, which makes me wonder why they didn't do so in the first place. I hope it wasn't out of fear of complaints by some fool who kills a quest-related NPC and then comes to the forums to vent about it, since hat would be a complete cop-out. Once the CK comes out I'll be changing almost all the essential tags to the 'kill by player only' one (I'm going to leave certain quest people alone for script reasons), which will finally let me kill certain people who really irritate me once they are no longer of use to me.

Maybe it's because I grew up playing games where your decisions actually mattered, but I cannot, for the life of me, understand how anyone could possibly prefer for their choices to not have consequences, nor why a game developer would even consider catering to such a mindset. I also cannot understand why Bethesda felt the need to treat us like children instead of advlts in this instance, by assuming that we are unable to handle the results of our actions and thus preventing us from taking said actions in the first place. If I want to kill off a quest NPC, then for the love of Talos, let me; if that means I screw myself out of a quest in the process, so be it.

:meh:
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Honey Suckle
 
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Post » Sun Jun 03, 2012 10:49 pm

i agree 100%, if i kill someone who is essential is should be my fault and i should have to live with my error, makes the game more fun.
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CYCO JO-NATE
 
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