Skyrim
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Getaway1

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Getaway1

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13 comments

  1. BuggetyBug
    BuggetyBug
    • premium
    • 2 kudos
    This mod doesn't work, unfortunately.
  2. trilioth
    trilioth
    • supporter
    • 19 kudos
    Will the player faction be removed from the guard friend faction under the right circumstances?
  3. daventry
    daventry
    • member
    • 30 kudos
    What about them Protecting me from those We are here to teach you a lesson Bounty Hunters, the Guards flee for Help
  4. Messcat
    Messcat
    • member
    • 0 kudos
    omg tysvm
  5. Fisgael
    Fisgael
    • member
    • 0 kudos
    Thank you! I've been chased back to Whiterun by a group of 4 bandits and the guards were like: Nope, not my business!
  6. stackofbeef
    stackofbeef
    • supporter
    • 7 kudos
    One question, if i attack a random none hostile npc hostile and i kite him back to the nearest guard, who will the guard kill? Me or the random npc?

    Remember that not all npc's give bounty point unless you hit them first before a guard.

    I say all this coz i used to play with an other mod that did the samething, but it was mostly based on who ever attacked me first who ever who he was, even a merchant.
  7. daventry
    daventry
    • member
    • 30 kudos
    Still loving this Mod
  8. Deonotte
    Deonotte
    • member
    • 2 kudos
    I've tried both this and a similar mod called Guards Guard the Player and I have to say I like this one better. They'll actually help against mammoths now too, which is something the other mod doesn't do.
  9. Moraevik
    Moraevik
    • member
    • 6 kudos
    I think this was a good idea -- then jpnm92 made some conditionals that would destroy it for me. I'm Thane of Whiterun Hold. Why should I have to join the Companions to get protection from the guards? Pretty much the same with all the other cities. How do the guards know I joined the DB? I mean, really? That's supposed to be a secret, isn't it? And not all the guards in Riften are in league with the Thieves Guild.

    The bottom line, at least for me, is that city guards have a job and that's to protect the city and its residents/visitors from harm. You can't make exceptions just because a particular resident/visitor is/isn't a member of a particular faction. Sorry, jpnm92, but tying the responsibilites of the local police to membership in (sometimes secret) organizations just doesn't ring true to me. I'm not bashing you for making the suggestions. I just don't agree with the reasoning behind it.

    Take this to its logical conclusion and you'll see that city guards should have a lot of free time on their hands because they aren't going to be protecting but a small handful of people in their respective cities. How many Imperial soldiers are stationed in Solitude? How many Stormcloak soldiers in Windhelm? How many Companions in Whiterun? How many Thieves Guild members in Riften (and how many guards, there, know all of them, anyway)? And, again, how does anyone know I'm a member of the Dark Brotherhood? Yes, I know. There's a precedent for it -- the "psychic guard" BS that's been in ES since at least Oblivion, but that's just a cop-out by the game to give guards the opportunity to greet the Dragonborn with meaningful monologue. I think we can do without it.
  10. jpnm92
    jpnm92
    • supporter
    • 2 kudos
    @Achromatis
    ok done
    @kevkas
    of course it is.
    I only have good ideas and some bad ones like the idea of writing this answer xD