Last updated at 1:51, 18 Jul 2014 Uploaded at 5:24, 16 Mar 2012
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Adds fully functional, scheduled patrols of almost every major faction across all DLCs, including Stormcloaks, Thalmor, Imperials, Dawnguard, Travelers, Merchants, Bandits, Skaal, Redoran, Reavers and Rieklings without cluttering the world. Now also includes Warzones like battles with fort capture behavior.
=====What you need to Know=====
Does not use scripts. Feel free to install and unistall worry free.
Tes5edit cleaned every iteration, no matter how small the change.
Fully compatible with Dawnguard, Hearthfire and Dragonborn.
All enemies scale but relative to their expected strength.
Can be loaded anywhere in your load order, higher for integration, lower for compatibility.
You can switch between Aggressive and Unagressive versions at any time.
Possessive Corpses Not needed if you use USKP. Cleans up dead bodies, weapons, ashes and more. Prevents save bloating!.
Maximum simplicity and cleanliness makes this mod compatible with everything so far.
Open cities, although it doesn't crash and is fully compatible is not recommended as patrols can "leak" into and attack their enemies in your cities! This is because the AI sees towns as part of the open world and will determine that going through them is the fastest route. This won't happen in vanilla as I guided them away from towns and villages, don't worry.
Yes this mod is compatible with Extended Encounters, Civil War Overhaul, etc. I haven't tested it personally but other users have confirmed them multiple times. If you're worried about crashing simply install the mod. If you get ingame without crashing you're good to go, if not, uninstall. It's that simple since there are no scripts included.
Gameplay Performance ENB
Companions and Followers
=====Battles and Fort Capture=====
When a battle ends (red circles on the map) they go to a predetermined nearby fort and kill the faction occupying it (if they are enemies) then occupy it themselves until the losing faction from the initial battle respawn. They'll then return to the location of the last battle and the cycle repeats with different victors fighting different fort occupants (if occupants exist).
If anyone from this mod dies they'll respawn after 10 ingame days.
How it works, taken from The Unofficial Elderscrolls Pages: "For any area to respawn, the player must not enter the area during the specified time period (10 ingame days in this case). Each time the player enters the area, the respawn clock is reset.".