Immersive Patrols by Scrabbulor
Skyrim » Immersion
Added: 15/03/2012 - 07:24PM
Updated: 21/07/2015 - 02:44PM

97,498 Endorsements

2.0.3 Latest version

980,595 Unique D/Ls

2,582,544 Total D/Ls

5,018,992 Total Views

Uploaded by Scrabbulor


Last updated at 14:44, 21 Jul 2015 Uploaded at 19:24, 15 Mar 2012

Italianao Deutsch Français ?eština Espanol Espanol 2 Polski Turkish

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.
There is a Special Edition version of this mod. Immersive Patrols SE.
Tes5edit cleaned every iteration, no matter how small the change.
Everything respawns.
Fully compatible with Dawnguard, Hearthfire and Dragonborn.
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.
All enemies scale but only through stats.
Dawnguard factions were only added to Skyrim and Dragonborn factions were only added to Solstheim to be consistent with the vanilla game.

=====Known Issues=====

If you use Open Cities and this mod together, NPCs from this mod will eventually walk into your cities and attack guards and npcs. There are no conflicts, but you need to decide whether this is something you'd like or not.

=====Incompatible Mods=====

Maximum simplicity and cleanliness makes this mod compatible with everything so far.

=====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.".


For those looking at the mod in the Creation Kit. The strange names and I'd imagine confusing separation of the patrol and battle npcs of the same faction were intentional. Searching for Imperials/Sons and sorting by ID is the fastest way to see all mod npcs of a specific faction.

=====Other Mods=====

Gameplay Performance ENB
Companions and Followers
Improved Hearthfire Lighting