Morrowind talk:NPCs

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Fight or Flight[edit]

So here's the first draft of the NPCs page, and I consider it mostly complete. Obviously there's still much math to be worked out for the auto-calc of Attributes, which I'll get back to. But don't be shy about fixing anything else that's in error, even while it's still a WIP. I'll pay attention to the history.

The actual effects of the Fight, Flee, and Alarm values deserve some detail, but I doubt I'll be able to figure them out very efficiently myself. I'm not even sure I understand the basics. Anyone know all about these and feel like expanding that section? --TheNicestGuy 09:31, 10 January 2008 (EST)

If I remeber well, there is some info about Fight, Flee and Alarm in the Help of the Construction Set. Might be worth having a look. --DrPhoton 03:08, 11 January 2008 (EST)
Good call, thanks! It's got a touch of ambiguity and inconsistency, but it helps a lot. --TheNicestGuy 23:12, 12 January 2008 (EST)

WIP gone, Attributes section needs expanding[edit]

I removed the WIP, but noticed that the Attributes section still needs some work done by someone with knowledge. Perhaps there is a template for that? --Dux2222TalkEmail 08:40, 10 July 2008 (EDT)

Attributes depend on wether or not "Auto calculate stats" is checked for an NPC in the CS. If not, then the NPC's stats were predetermined. If yes, it is calculated with Attribute = Base Attribute + (Level - 1) * (Sum of Modifiers for every skill governed by Attribute)
Where the modifiers are:
  • Major skill: 1
  • Minor skill: 0.5
  • Misc. skill: 0.2
So a level 6 Orc Warrior (Long Blade as a Major skill, Axe, Blunt weapon, Armorer as Minor and Acrobatics as Misc.) should have 55 + (6 - 1) * (1 + 0.5 + 0.5 + 0.5 + 0.2) = 68.5 Strength, Which is rounded down to 68. Values ending in .1 - .5 are rounded down, .6 - .9 are rounded up.
Also NPC Magicka is Intelligence * 2 without racial/birthsign bonuses.
Fatigue is Strength + Willpower + Agility + Endurance --Keyword314 01:22, 29 November 2010 (UTC)
Just did some checking with the CS, and all this appears to be accurate - about to add it to the article, and that should complete the page, right? Wish Keyword314 would've added it, hate to have the addition under my name when it was his work, but hey, it's been a year and a half! Is there some kind of tag that I can add giving credit? Or does that even matter? — Unsigned comment by DextroWombat (talkcontribs) at 05:04 on 6 March 2012


Would this apply to werewolves in Bloodmoon? I'm talking about the ones that change at night. I think they're called Crazed Lunatics? Anyway, would this all apply to them as a werewolf, or as a human, or both? -DevotedInsanity 00:22, 21 March 2010 (UTC)

Full information on Werewolves can be found In the Bloodmoon namespace, here. rpeh •TCE 11:01, 22 March 2010 (UTC)


This article contains a link to the Sneak Skill page, saying that page tells the mechanics of pickpocketing, but it does not... --Brf 17:21, 1 November 2010 (UTC)

I've deleted that for now - it doesn't look like the Sneak page has ever had such a section, and it's difficult to know just what would go on it anyway. rpeh •TCE 18:52, 1 November 2010 (UTC)
When I was searching,I saw some sneak stuff in the Archives, but I didnt check to see what those were. I would think such a page-section would tell you how to pickpocket. I do not see any such instructions anywhere. --Brf 18:54, 1 November 2010 (UTC)


NPC's health is calculated with: ([Current Strength] + [Current Endurance]) / 2 + (Level - 1) * [Constant]

Where [Constant] in based on the NPC's specialization:

  • Magic: 3
  • Stealth: 4
  • Combat: 5

If one of the NPC's favoured attributes is Endurance, then the constant increases by 1. — Unsigned comment by Keyword314 (talkcontribs) on 30 November 2010

That should be ([Current Strength] + [Current Endurance]), otherwise there would be some seriously healthy NPCs out there! Thanks, though. rpeh •TCE 07:43, 1 December 2010 (UTC)
Fixed. Thanks for the heads up. I forgot to add that I got the formula by fiddling around the CS, so it's only valid for auto-calculated NPCs. --Keyword314 09:09, 1 December 2010 (UTC)

Permanent Calming[edit]

How do you permanently calm a NPC by using Calm and Charm? I've tried it with Tonasi Belas at a Disposition of 98 and she still isn't calm. 17:08, 16 April 2011 (UTC)

Fight Value[edit]

I was wandering Solstheim with a test character, who I gave 200 personality, and I found that the Fryse Hags, who have a fight of 90, didn't attack unless I attacked first. I checked over and over again, and it seems that with a high enough personality, even if someone has a fight value of 90, they do not attack. I even lowered their dispositions down and they didn't attack. After more experimenting, I found that at exactly a 91 fight value npcs will always fight, no matter your personality. I mention this because it says in the article that at a 90 fight value they will automatically change. I considered changing it in this article, but I wanted input, and I don't really know the exact mechanics behind it. Halfstache 03:09, 15 August 2011 (UTC)

I'm not sure where that info comes from. I suspect the real details might be more similar to Oblivion than what we have here. rpeh •TCE 07:26, 15 August 2011 (UTC)