If you'd like, give me feedback and/or ideas. And to those worried about compatibility, use my no Guard Fixes and Improvements .esp. It is bare bones and beside cells, it mostly uses its own assets, thus increasing compatibility
Bonjour, je serait interesé mais... je comprend pas quel fichier il faut installer , tu dis qu'il faut pas mettre tous les SP, mais aucune explication sur l'action de tel ou tel fichier , si quelqu'un pouvait m'expliquer, sa serait cool, merci --- Hello, I would be interested but ... I do not understand what file you need to install, you say you should not put all the SP, but no explanation on the action of this or that file, if someone could me explain it, it would be cool, thank you
If we take a hold in civil war quests.... for eg: If I took control of say whiterun, the default guards will switch their uniforms to stormcloacks. What happen to these added guards.... Will the added guards change their attire or they keep their uniforms just the way u added them....
As I've said, there's an equivalent amount of Stormcloak and Imperial guards added (except for the Pale where there is slightly less Stormcloak guards than Imperial guards due to lore reasons). I've set up them so they get enabled and disabled properly with the civil war. It was actually pretty simple and didn't require scripts to pull off. So to answer your question, yes, their uniforms will change depending on who owns the war during the civil war. It's vanilla friendly, so if don't have much other guard changers, it will blend with Bethesda's guards. There should not be any out of placeness.
truth be told that is true, there are never enough damn guards, even from a thief point of view it is sad :/. hope this fixes that cause man..stealing is to easy.
I go by my belief that all the TES games lack enough life and the like. Including guards. While I let other people add the other things, I take care of the guards (it seems like I'm one of the few people who adds guards to the game). I add guards to all the moddable TES games (Morrowind, Oblivion, and Skyrim)(not that I like Arena or Daggerfall anyways). While the various games have different progress and the guard additions, it's something I like to do all the games and it fits the way I want to play more. I do what I feel comfortable with and as far as I'm concerned, this is lore friendly. But if don't feel that way, that is your choice.
The way I see it, you can put as many npcs in Skyrim as you want and still not necessarily ruin the 'lowly' populated province standard, as you cannot travel to other provinces to prove that it still is not compared to others, other than previous games that took place over 200 years in the past and thus are not an accurate comparison.
It would be interesting to note the guard to non guard ratio in the game, though, adding too many might make it seem like the population is unrealistically militarized in an unsustainable standing army kind of way as opposed to say the near full mobilisation of the entire population that vikings could accomplish in war and yet who had a lax non-standing situation in peace.
I imagine other mods which add more civilians could counter-balance this if such an issue is present. Calculating whether it is would be interesting though, I suppose you would count generic guard instances in the game versus named NPC's and generic civilian instances (which some mods add). The UESP wiki should have some numbers on named npcs, and guard numbers should be easy enough to count either by being listed there somewhere or in the Creation Kit, filtering guards and adding up their in-game count.
I do download and us other NPC additions besides guards. I can't get as much as I'd like due my computer not being rather lower end, but civilian additions are nice way to compliment the increase in guards. I do the same for Morrowind and Oblivion and they mesh well on those games too.
The guard respawn issue was recently found by the USKP to be valid. It will be fixed in the next version of USKP. I also strongly recommend forwarding any changes to your mod to keep the two compatible
I run several parts of Immersive Patrols and have no problems. I don't know about that More Guards mod. If you're worried about compatibility, use my no Guard Fixes and Improvements .esp. It is bare bones and beside cells, mostly uses its own assets, thus increasing compatibility.
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Hello, I would be interested but ... I do not understand what file you need to install, you say you should not put all the SP, but no explanation on the action of this or that file, if someone could me explain it, it would be cool, thank you
though i got a Question.
If we take a hold in civil war quests.... for eg: If I took control of say whiterun, the default guards will switch their uniforms to stormcloacks. What happen to these added guards.... Will the added guards change their attire or they keep their uniforms just the way u added them....
I hope u understood my question..
^ your slogan :3
It would be interesting to note the guard to non guard ratio in the game, though, adding too many might make it seem like the population is unrealistically militarized in an unsustainable standing army kind of way as opposed to say the near full mobilisation of the entire population that vikings could accomplish in war and yet who had a lax non-standing situation in peace.
I imagine other mods which add more civilians could counter-balance this if such an issue is present. Calculating whether it is would be interesting though, I suppose you would count generic guard instances in the game versus named NPC's and generic civilian instances (which some mods add). The UESP wiki should have some numbers on named npcs, and guard numbers should be easy enough to count either by being listed there somewhere or in the Creation Kit, filtering guards and adding up their in-game count.
Extra guards http://www.nexusmods.com/skyrim/mods/54212/?
Immersive patrolshttp://www.nexusmods.com/skyrim/mods/12977/?