Skyrim Special Edition

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  1. Scrabbulor
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    SE and AE Compatible. Unfortunately this mod will no longer load on Skyrim versions before 1.6.1130 without an index incrementing mod.

    "On December 5, 2023, Bethesda released the Creations update for Skyrim Special Edition. Not only did this break compatibility with SKSE mods, it also broke compatibility with plugins (.ESP, .ESL, .ESM) by incrementing their header versions from 1.70 to 1.71. Attempting to use a version 1.71 plugin on an old game build will likely crash. So why did they do this? To expand the maximum number of new records in an ESL from 2048 to 4096."

    =====3.0b=====
    Stopped Immersive Patrols NPCs from inheriting a perk from the vanilla leveled list that greatly increases damage to players after a level threshold. After updating wait 11 days indoors to refresh cells which will remove the perk from existing Immersive Patrols NPCs.

    =============
    I've been working on something unique for some time now: Shattered
  2. N1c1
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    The imperial patrols that are spawned by this mod are immune, cannot be harmed, targeted etc. Can only be killed via console command. Any idea how to fix it?

    Is it safe to update to the newest version mid game?

    Edit: If I update to the newest version they can be targeted and killed but I think somewhere in the comments it is said to not update in an existing save game
    1. Scrabbulor
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      Only updating from 2.X.X versions to 3.X versions are an issue. The way NPCs are handles behind the scenes are very different between versions.
  3. LucassoDDD
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    This mod is very good. My congratulations.
    but it needs something, and that is to add more civil war patrols to generate that atmosphere of being at war throughout Skyrim.
    If you added more patrols it would be great
  4. Mihzvol
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    The only issue I have with the main and heavy versions is the amount of loot left for you to collect, that's why I use light, still, quite frequently, the patrols meet and a battle ensues, since it's smaller number with a few chances to happen, I find it perfect.

    One day I was streaming for a friend to test a new mod we'd found, then we saw a patrol, a few seconds later, a rival one, I knew what would happen and didn't told him anything, and I just waited, chaos ensued, a bear joined in, then some crabs, me sitting down on a rock nearby, me and my friend laughing our asses of, near the end, another patrol joined, so this side won, man, this mod is perfect.
    1. Scrabbulor
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      I'm glad you enjoy the mod!
  5. hmill13
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    Hi, was wondeirng, which version of this mod works wiht SkyrimVR? Thanks.
    1. Scrabbulor
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      It's a very simple mod. Any version will work with SkyrimVR, pick your preference.
  6. MizterMoonshine
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    Kinda blows my mind that this mod is 12 years old and still gets updated. Is that a Nexus record?
  7. cincydba
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    Somehow this affected Folkvangr - Grass and Landscape Overhaul. Completely disables it when this is loaded. Very weird and I have no idea what the conflict is but wanted to see if anyone else hit this.
    1. GennyWoo
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      Does it still do it?
  8. maumanga
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    Just sharing a funny moment that happened while I was playing yesterday.

    So I have "The Dark Arts" mod................... and I decided to make a Stormcloak patrol leader my zombie... yeah....
    I even waited for the rest of the patrol to move out and disappear into the distance (they actually clashed with a band of Imperials just before) before bringing the dude back to life, buuuuut, lo and behold, all the regular Stormcloak cadets came running back to his side. Even though he was dead. And a thrall. 

    In the end I had 4 "Dark Arts" thralls following me and another 8 Stormcloaks backing us up. A true army.
    But eventually I decided to "dismiss" the SC leader and let the cadets go about their day, because I wouldn't want them following me everywhere like that.
  9. crisarme
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    How do I know which version I should download? I use 1.5.97.0
    1. Scrabbulor
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      3.0a in old files. Sort by date -> descending to find it easier.
  10. cjabarza
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    there is no need to start a new game? because i want this mod but dont want to star all over again.
    1. Scrabbulor
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      No need. You can use it at any time.
    2. cjabarza
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      thank you so much 
  11. seitamagenos
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    Hello ! I have a question : any option in future updates to chose whether we want NPC's to scale stats or at least toggle the max level
    they can get ?

     Why I'm asking this : I recently completed the [[SPOILERS AHEAD!!!!!!!!!!!]] "battle of Whiterun" [[END OF
    SPOILERS!!!!!!!!!!!!!]] while I had your mod installed prior (but after
    already triggering the first CW quest). Before the above event, the
    Stormcloak patrols were relatively easy to kill, even in large groups
    (that was about two level below my current one).

     However now, where I am at the point conserning The Rift, they are IMPOSSIBLE to fight. They seem to have suddenly buffed up to level 9000+, they have worse equipment than me yet their arrows can cut a quarter of my helth (good armor/heavy armor be damned), their arrows will ALWAYS strike (as in, I'm hiding behind a large tree and SOMEHOW many times their arrows will glitch or something and get me and same goes for ledges, they are too fast to hit and the always run around (as well as I am) when shooting, yet they NEVER miss, their armor even though it's the same it suddenly needs ten hits with good arrows to empty their health bar, they seem to have developed a sixth sense to where I am and they turn hostile even though I'm not close enough, they can withstand elemental/shout damage better than dragons and specialized NPC's etc..

     It has gotten to the point where it's not fun anymore and even getting from place A to place B is super hard even if you are not using the roads. At the same time the Imperial patrols continue as normal (like they were before) resulting in the ALWAYS losing in 11 vs 11 bsttles which also does not seem normal. Is this something that can be fixed ? Also will becoming Thane of Riften eliminate the problem (maybe or at least partialy ?)
    1. Scrabbulor
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      I don't think I can help so I'll tell you what I can. Only the player level modifies the NPCs in Immersive Patrols and it only changes their stats. It doesn't change their weapon or give them perks that increase damage and the armor they use are from the vanilla Sons/Imperial leveled lists which only improves on the Thalmor patrols. IP NPCs are designed to mimic how NPCs are handled by Bethesda, they scale only so they cannot be one shot by none stealth/power attacks, they're not designed to be a challenge unless you make them a challenge through mods, similar to bandits. I have no idea why they're so strong in your game. 
    2. TheSeventhCourier
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      Not exactly at this part yet but I also have the same issue, somehow the Stormcloaks hit really hard even with Iron equipment, which doesn't make sense to me either. 

      I don't have any mods that change NPC stats, so the only other possible culprit would be Diverse Skyrim but I doubt it makes changes to stats since its more of an aesthetic mod

      Here's a video of me getting hit by an Iron Axe: https://medal.tv/games/the-elder-scrolls-v-skyrim/clips/20LFu8783GwOW8/d1337d7uZZ29?invite=cr-MSxKV2osMjE4MDkyNTE2LA
    3. Scrabbulor
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      I'll take a look at their perks, maybe I missed a group.
    4. TheSeventhCourier
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      Oh hey you replied fast lol. I was thinking of adding a new comment instead of a reply but thanks for looking into it!
    5. TheSeventhCourier
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      Scrabbulor, if it helps, I think I found out the problem.

      From what it looks like, I think its from a vanilla thing, all the soldiers get a special perk called CWSoldierExtraDamageToPlayer from the EncSoldierImperialTemplate (the EncSoldierSonsTemplate also inherits the stats), which in turn may end up unintentionally amplifying the damage by a lot since the NPCs level with the player.

      I guess the Bethesda reasoning for this is so that they can make up for their weak health when the players are at a higher level

      I dunno if the same logic applies with the other NPCs from the Immersive Patrols but I can confirm this is the case for the Stormcloaks and Imperials. We can delete this image in the user images once you see it:

    6. Scrabbulor
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      Yep that's definitely why. I'll stop them from inheriting the spell list. Editing vanilla records are an absolute last resort.

      Edit: Strange I replied to you immediately realizing that I might have made a mistake with perks but my original reply to the op is confident that nothing was wrong. The human mind is a fickle thing. I could have fixed this back then. 
    7. TheSeventhCourier
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      Dont worry about it, happens to me as well. At least we know what's up now. If ever we update the mod, is it safe to just replace the esp or do we need to do that then wait for a specific amount of days before it refreshes?
    8. Scrabbulor
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      Wait 11 days for cells to refresh.

      Edit: Uploaded new esps with the fix. Version 3.0b
    9. TheSeventhCourier
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      Nice, I'll go test it out when I can. Thank you so much for your patience and for updating this!

      I'm just weirded out though that the game is complaining that the ESP is missing even if the ESP has the exact same name
    10. Scrabbulor
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      Probably because the esp was saved with the "new"  Creation Kit. I only have a modding environment as I rarely get time to play anymore and so I didn't have a save that was already using Immersive Patrols to see the error. 
    11. TheSeventhCourier
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      Ohh yeah I was reading about that just recently as well. Must be why the esp turns itself off. I'll try it again together with this mod instead: 

      Backported Extended ESL Support at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

      From what I've read, it seems this will allow previous Skyrim versions to use newer compiled plugins