Immersive Patrols adds Stormcloak, Thalmor, Imperial and Dawnguard patrols to Skyrim and a few roaming Skaal, Reaver and Rieklings to Solstheim. These patrols can cross paths with eachother or the player creating new encounters.
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Non-Khajiit Caravans have been removed. I know many of you enjoyed the merchants but I would like to reupload Immersive Patrols for Playstation users and they cannot download the FaceGen for these NPCs. I also agree with many comments that this is outside the scope of this mod. I will upload the caravans as a separate mod with proper naming conventions that I can expand upon without interfering with Immersive Patrols (IP).
Torches have been removed from the inventories of IP NPCs.
All FaceGen has been removed from IP so there will be less variety without other mods.
Battles are reduced from 16 vs 16 to 11 vs 11 but have been spread out over a wider area.
Dawnguard Patrols have been reduced from 5 Dawnguard to 4.
NPCs in this mod only care about your Civil War faction. Too many aggression and mod conflicts occur when I try to make them aware of Vampire or Werewolf statuses.
===The Good===
IP NPCs now inherit their appearance and spells from vanilla LChars (LCharSoldierX).
IP NPCs now use the vanilla Outfits (CWSoldierX) of their faction.
Mods that add new NPCs and Spells to Civil War NPCs will now add them to IP NPCS.
Patrol routes have been relocated and extended where possible without going too close to cities and quest locations (see map).
Battles have been relocated with the same precautions as Patrols. After a battle is complete the survivors will no longer stand around and will instead become their own patrol joining the nearest Patrol route (see map). If the Leader/Captain/Justiciar of a battle survives, their remaining soldiers will form up on them. Patrols of only soldiers will have little structure.
Unlike appearance and outfit compatibility, weapons have been normalized between the Stormcloaks and Imperials and will only be affected by bashed patches.
There are 4 Dawnguard Patrols in total that Patrol North to South without guidance. The Map in the images tab shows the two points each patrol can travel between by color.
===Addressed Issues===
The NPCs added to Solstheim are weak and purely set dressing but a group of 3 Reiklings would wander into the Skaal village and still wreak havock. This group of Reiklings have been simply removed along with any of their associated AI Packages. There are now only 9 hostile NPCs added to Solstheim by this mod. Two groups of 3 Reiklings to the West of the island and a group of 3 Reavers that roam the middle (see map).
Stormcloak NPCs would previously attack NPCs at HeartWood Mill. They have been moved slightly away and they no longer care about their Vampire status.
Removed the edit I made of the Vanilla Dawnguard Weaponlist.
Version 2.2.3
Improved Owata's lacking alchemy inventory as suggested by Teabag86.
Removed a battle near the town Gavrostead added by the mod Gavrostead.
Caravan NPCs are no longer only killable by the player.
Minimum Level of all NPCs increased to 20 so the player has more time to intervene.
Stormcloaks can now wield 2H weapons again (Stormcloaks buffed).
Version 2.2.2
-Moved 2 battles away from Barleydark Farm and Frost River Farm added by the mod "Cutting Room Floor."
-Removed Stormcloak Soldier's ability to spawn with 2H weapons for improved balance with combat mods.
-Battle NPCs will no longer fight eachother for items dropped by the player.
Version 2.2.0
-Moved Battles back to fields and out of forts.
-Players will no longer be attacked for belonging to the Vampire Lord or Werewolf factions outside of Transformations.
-Fixed missing enable parent on a Dawnguard unit (found by user TeaBag86).
Version 2.1.0
-The mod is now compatible with Open Cities. Previously patrols from Immersive Patrols would very rarely roam into towns and cities when the player was also in the same cell with a patrol at a fork in a road.
-Dawnguard patrols within this mod will now only exist after reconstruction of Fort Dawnguard has begun.
-Completing the Civil War main story quest will disable all patrol and battle NPCs (including Thalmor) of the losing faction.
-Destroying the remaining enemy camps after the Civil War quest is complete will completely disable all Civil War NPCs, effectively ending the Civil War within this mod.
-Battles have been moved directly to forts (see description for locations) to avoid navmesh issues. The forts selected were chosen primarily to avoid quests.
-Bandits and extra Redoran guard have been removed. There are mods that do Bandits better and Redoran guards are supposed to be few in number.
-Stormcloaks can no longer spawn with mages and Imperials have a very, very small chance of spawning as a mage.
-Removed all "Use Opposite Gender Animations" flags from female NPCs.
-Many, many small tweaks. NPC faces, cell usage, AI Packages after battles, that sort of thing.
2.1.0 is an updated version of Immersive Patrols SE. Going to continue work here for the time being.
Enable parents were used to toggle NPCs without scripting. It's the same solution I used to add lighting to Hearthfire homes without deleting the original light sources.
Civil War soldiers will attack the player on sight if they are in the in the opposing faction, help the player if they are in the same faction and ignore the player if they are neutral.
Civil War soldiers can tell if the player is a Stormcloack, Imperial or even Thalmor if a mod makes the player a Thalmor with the correct vanilla faction.
All toggles are retroactive. If you've already progressed the Dawnguard questline for example, Dawnguard patrols will begin immediately after installing the mod.
Version 2.0.3
Small update to fix remaining issues, mostly making Frost Flow lighthouse usable again.
-The battle in the Pale no longer exists to fix a quest location breaking bug. Removed all form data related to the battle in the Pale.
-NPCs in this mod will no longer occupy Frost Flow Lighthouse.
-Thalmor with bows will now use them.
-All NPCs in this mod will now recognize the player in Werewolf and Vampire form even when using the Vanilla versions of the mod or suffering regular vampire sickness.
-There are a few new versions as requested. DLC and Vanilla Civil War Overhaul compatible versions most notably. DLC and Vanilla Aggressive and Unagressive versions and DLC and Vanilla Aggressive and Unaggressive versions with only patrols (no battles).
Version 2.0.1
-Fixed a mismatched voice on 2 female Redguard Imperial soldiers.
-All females use female animations. Hard to notice since I don't use any animation mods, reguardless, it has been fixed.
-Changed Civil War class types for better mana scaling. Magic wielding NPCs will now have a better balance between magic and CQC.
-Mages will now immediately switch to their melee weapons when out of mana and will balance the two thereafter. No more punching mages when OOM or exclusive weapon wielding.
-Fixed a bug where 3 stormcloak leaders would spawn as a weapon on the ground instead of, you know, a person.
-Fixed a bug where the Stormcloaks and Thalmor at Weynon Stones were unable to see eachother as enemies.
-Fixed a bug where attacking patrols infront of allied vanilla npcs would put you in perpetual hate by everyone in that faction... my bad there.
Version 2.0
-Merged all plugins. After uploading the merged installer, unique downloads surpassed the modular version in a month. I didn't want to leave vanilla users high and dry but the merged plugin is so much easier and fun to update. Here's hoping you guys bought them in the recent Steam sales.
-42 unique NPCs have been added to the spawn list for Stormcloaks and Imperials. Both the small patrols and large battles use these thanks to the merger and fights are completely random now.
-Traveling merchants each have a unique merchant faction and unique inventory. No more magically shared gold or stock.
-Every patrol uses a custom marker for travel including the Travelers as requested. No more references to chairs or tables in Inns. Went to great lengths to ensure not a single vanilla object was referenced for the 2.0 release.
-Manually removed the 4 Vampire records that showed up in tes5edit.
-Removed all unused forms and disabled all reference to removed NPCs and AI packages from earlier versions.
-Added a couple more NPCs to existing battles and redirected a few patrols so we can all rest easier using the aggressive version. See map for Military Patrols and Battles.
-Disabled mercenaries temporarily.
-Minor factions are being reworked.
Immersive Patrols adds Stormcloak, Thalmor, Imperial and Dawnguard patrols to Skyrim and a few roaming Skaal, Reaver and Rieklings to Solstheim. These patrols can cross paths with each other or the player creating new encounters.
Completing the Civil War quest will disable all patrol and battle NPCs (including Thalmor) of the losing faction leaving only your troops. If you destroy the remaining enemy camps after the Civil War quest is completed, your own troops in this mod will diminish as they are no longer needed, effectively ending the Civil War within the mod as well.
Civil War NPCs in this mod will attack you on sight depending on your allegiance. This is done using a custom faction that mimics the behavior of the "Battle for Fort X" Civil War quest NPCs and does not affect Vanilla (Bethesda's) NPCs.
Dawnguard patrols within this mod will only exist after reconstruction of Fort Dawnguard has begun.
=====Important Information=====
All NPCs respawn. NPC stats scale 10-81 TES5edit cleaned. No dependencies. No scripts. No SKSE dependencies.
=====Know Issues=====
Forced Civil War Allegiance: During the Main Quest "Season Unending," depending on your dialogue choices during the peace talks you will be added to one of the two Civil War factions. You will be seen as that faction by this mod's NPCs.
Solution: You are now forced to pick a side and can no longer remain neutral. Speak to Rikke or Galmar Stone-Fist to join the faction you actually support. This change will be reflected immediately.
Faction Change: If you join a Civil War faction THEN switch factions during the Main Quest "Jagged Crown" or by the use of a mod you will still be seen as the betrayed faction by this mod's NPCs until they respawn.
Solution: Wait 11 in-game days in an interior to spawn new NPCs OR uninstall Immersive Patrols, save the game without it installed and then reinstall.