

There are four possible values for morality: Morality determines whether or not an NPC will commit various crimes, and controls whether or not a follower will agree to do certain requested actions. Attacks any type of enemy and fights to the death. Attacks unless being outmatched by the opponent. There are five possible values for confidence: Attacks enemies and neutral on sight.Īssistance determines whether an NPC will help in combat. Together with the faction relationship combat modifier this governs whether the NPC initiates combat. There are four possible values for aggression. The behavior of an NPC is controlled by a variety of NPC-specific statistics. If you would prefer to move your character to the location of an NPC (instead of vice versa), you can instead use the command: If the NPC is not visible after those commands, then the character may have been disabled, so type: For example, to move a missing NPC to your location, use: All of this site's NPC pages provide the NPC's RefID, as long as the ID is not randomly generated, which should be used to locate or modify the existing copy of the NPC. Therefore, when using the console with unique NPCs you should always avoid the placeatme command. Your clone may have the correct dialogues and appearance, but many quest updates triggered by Esbern will not be triggered by your clone. This means that if you use the placeatme command to spawn a new copy (with a new RefID) of, for example, Esbern, the new copy of Esbern will be ignored by most of the quest scripts. Most of the game scripts use RefIDs (via the associated EditorID) to control unique NPCs. The BaseID points or refers to the immutable prototype or template of an object the RefID points or refers to the actual in-game working copy of the object.Īlthough this RefID/BaseID distinction exists for all objects in the game, it is particularly important for all of the game's unique NPCs. Most console commands will accept only one of the two types of IDs: the BaseID is generally used in cases where you want to spawn a new copy of an object, whereas the RefID is generally used in cases where you want to interact with an existing copy of an object. Console IDs Īll characters in the game have two distinct FormIDs that can be used in conjunction with console commands: a BaseID and a RefID.

Various other humanoid enemies (e.g., Falmer, dragon priests, hagravens) are not NPCs, meaning they do not have black souls. If one dies for whatever reason, the game will eventually generate a new random replacement. There are also many generic NPCs in the game, most of which are randomly generated. Most NPCs can be killed, but there may be consequences later. Protected characters, on the other hand, can be attacked and killed by you but not by NPCs (however, a bug means that poisons can kill even Protected characters).
#List of skyrim enemies full
After a few minutes, they will rise up with full health, and will reengage their enemies until the latter parties are dead or out of the area. If these characters are attacked, they will fall to their knees and surrender when they near zero Health.

Some named characters are deemed to be Essential ("unkillable").

All quest-givers, trainers, and merchants in the game, as well most of the people in cities and towns are named characters. These people are all listed on the People page.
