does this mod activate the SI portion when the character goes there? One character had already done the MQ of the isles and the other one hasn't gone to SI yet at all, so I've been unable to tell in-game whether the SI people are "protected."
These are "just" debug messages I forgot to remove
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Background: The plugin works like this (which will hopefully answer your question):
- Quest #1 is start game enabled and protects cyrodilic NPCs. It starts Quest #2
- Quest #2 uses a conditional trick to stop itself if SI is not present. If SI is present it protects SI NPCs, too and stops itself.
- Quest #1 stops Quest #2 after a long while, just in case SI is not present (due to it's stopping from run further [necessary to prevent a CTD for No-SI players] it doesn't "stopquest" itself).
So SI NPCs are always protected, too. Unless you install SI after enabling the plugin, because when quest #1 stops everything, it stops everything
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I really like how this works, it is nice to see other NPC's still in the game, who are not just bandits and marauders
Many thanks! BTW, I'm planning an update with all those wilderness wandering NPCs not involved in quests. So if you see a civilian getting lost in the wilderness, please let me know his/her name
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