Skyrim

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jayr848

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jayr848

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  1. jayr848
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    NOTE: ALL BETA FILES CAN BE CONSIDERED MAIN FILES.

    Sandboxing versions of each main file are added.

    - People have asked me for moving guards, so here is the following description:

    - I made a custom AI package that sort of mimics patrolling by using sandboxing and wandering.
    - The guards will randomly either sandbox, wander or stand at their post.
    - I am not sure if the random works perfectly, but my new screenshots show it working.
    - No patrol markers needed this way. An enormous amount of time saved.
    - They will wander to different areas this way.
    - The guards will spend roughly 2 minutes of real time at each action. Need input.
    - I didn't let them use idle markers, because I didn't want them sweeping, farming, etc.
    - I have observed them indoors, as well. Seems fine.

    All patches should work fine, as I only changed the AI package and not the name of the AI package.


  2. jayr848
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    Extra Guards SE now available. Click link below:
    Extra Guards SE
  3. jayr848
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    STICKY
    NOTE: During CIVIL WAR BATTLES, you might attack these guards by accident and get a bounty.

    You can disable during the battle and then enable my mod safely, if it bothers you.

    My Guards will not be included in any of your bashed patches, since they are new non-vanilla NPCs and I made no changes to vanilla guards.

    Guards will not get involved in any CW fights with any vanilla guards and their CW enemy.
    They protect their citizens only.
    A mod to have them change to Imperial or Stormcloak would be much more involved and way too much work for so many guards.

    CHANGES FOR NEXT UPDATE:
    - going to try and remove my guards during CW city take-over battles.
    - remove BETA status, as those files work fine.
    - replace guards at Angi's Camp with guard dogs instead, since she is supposed to be hiding alone.
    (Yes, I am lore inept. Haven't even played the game completely once. Modding ruined me, I tell you).

  4. jayr848
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    Version 1.4 added.

    All files are now uploaded. New NO TORCHES patches are added.
    26 files added. Man, I'm tired.

    - gave all guards sons weapons, since they are neutral in CW. No more Imperial weapons.
    They will now have either have 1 or 2 handed weapons picked at random.

    - fixed some small errors in some patches and a few that were not working as intended.
    Thanks to Deadmano for pointing this out.

    - added missing guards from Understone Keep in the full versions. Don't know why they were missing, as I made the Lite versions from them.

    - New NO TORCHES versions of all my patches. Removed all guard torches. You can still only use ONE patch.
    Each patch will overwrite each other, if used together. One patch means only one patch.
    Either one of the NO TORCHES patches or the old patches. Every possible combination is covered.

    If you want (P1) and No Torches, then choose (NT)(P1) patch and so on. If you want just No Torches and nothing more, then choose (NT)(P6) patch.

    Author's Note: I spent a lot of time making so many patches to omit user merging errors, so I hope you appreciate it.

  5. ceano
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    After i have been playing with this mod for a while now i have noticed that i get crashes to desktop outside honeybrew meadery, have never had this issue before i started to use this mod.  Any one else with the same issue and if so is there a fix for it, i will do some more testing my self to and see what i come up with.
    1. jayr848
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      This mod just adds new placed NPCs in Skyrim. Not going to crash your game. Makes no edits to vanilla guard entries. No navemesh or landscape edits at all. Maybe you have a city overhaul mod or armor mod causing crashes.
    2. ceano
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      I only use "Populated Land and Roads" and "Populated Citys" as city overhaul but have never had any problem before, for land edits i use only "Cutting Room Floor" and "Skyrim Wayshrines" but did not have these crashes with them before ether?

      Likewise with the armor mod as you say, did never had any problem with that ether before??
      (don't have any mod that adds new armor, only vanilla armor edits)

      Well i will do some more testing with and without this mod to see what i come up with.
    3. jayr848
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      I use CRF and Populated and have had no crashes in Whiterun. Skyrim Wayshrines probably makes navemesh and/or landscape edits. Try disabling that mod and see if you get crashes still. No one has ever suggested that this mod caused crashes in LE and SE. Even if the shrine is where my guard is, they would still show up stuck in the shrine. This would be the only incompatibility my mod can have. But, it would be a visual one. My mod is basically like Populated, but I didn't use any markers for my guards to travel to and from.
    4. ceano
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      I think i found the problem, need some more testing to be sure tho.

      I found a mod that had some weird [Worldspace] edits and that mod should not have any such edits at all, so i removed them and so far i have not had any crashes...but need to do some more testing to be 100% sure.
    5. Darklustre
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      That's interesting. I crash there all the time, behind and in front of it. I attributed it to a tree replacer mod and Immersive Whiterun. I also have a mod that expands Whiterun outside and adds a lot of farms and buildings. 

      Do you have any of those? Something I have puts an invisible wall across the road towards Whiterun, alongside the river. 
    6. jayr848
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      Mods that incorrectly delete worldspace items can cause crashes, because another mod may refer to the deleted item. It's a very common problem that some people don't even know they have. Deleted or changed navemesh can create problems as well. NPCs can bunch up and/or not be able to travel through a certain area.
  6. ceano
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    Whiterun guard at the horse stable is attacking me for no reason, have no bounty or have killed any one except bandits and wild animals?

    Im using...Extra Guards (B2) Light - Sandboxing BETA 1.4 and Extra Guards(P3) Aggressive Patch DG 1.4
    1. jayr848
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      They have city faction, so if you accidently attack any citizen or another guard they will attack you. If you are playing as a vampire or werewolf with aggressive patch, they will attack you. Use appropriate patches. Never heard of this problem otherwise. My guards don't react to Civil War factions either. Check if you have a bounty. If you play as any bad guys/gals mentioned in the faction lists of the aggressive patch, they will attack you
    2. ceano
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      As i wrote so did i not attack anything but bandits and wild animals, have no bounty on me, i am not a vampire or werewolf, i have Sven with me from Riverwood as follower.

      Will do some more testing and see what happens, i have noticed same issues from the mod Populated Cities Towns Villages Legendary Edition where the added "Hunter" NPC's get hostile for no reason, some thing must be triggering these kind of NPC behavior.
    3. jayr848
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      Assuming my other guards are not attacking you and just basically watch and might say fight or something like that, this happens when two NPCs are fighting only amongst themselves. A stray arrow or spell might have hit the guard. In game console select guard and type disable and then ENTER. Then type enable and then ENTER. See if the guard still attacks you. Might be another mod screwing up faction relationships, as well.
    4. ceano
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      Have played for a while now and it has not happen again, must have been some weird glitch somehow?
    5. MarkVerheyden
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      Could be because you had Sven with you? Guy's a dick!
    6. Darklustre
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      RDO has a good stop combat global peace spell you can program into one key.  Useful for when that happens. NARC helps with no animals and whatever reporting crime. I think it reduces crime radius too.
  7. Darklustre
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    This is a good mod for people who let the guards kills the dragons for them, but it's really weird that it spawns in so many brown-skinned guards. It would be one thing if they had Redguard voices, but they have Nord voices. When you're in areas like Windhelm and Dawnstar, you want to see the racism applied and it kills immersion when they have SO MANY Redguards speaking with Nord voices.
    1. jayr848
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      If you were a Redguard raised as a Nord, you would still have a Nord accent. You could remove them with xedit.
    2. Darklustre
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      Why did you make it like that tho? Did you want there to be a whole lot less Nords? No other races are represented tho. I doubt that there are SO MANY Redguards-raised-Nord that you'd find dozens of these in every town and village. I've seen 1/4 to almost 1/2 of guards being Redguards. I'm really curious as to why?
    3. jayr848
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      I personally don't follow lore and just added them to represent darker skinned people for those that are darker skinned. Earlier versions had no Redguards added. They are well labelled and easily removed in xedit or you can use an earlier 1.2 version. 
    4. Darklustre
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      I thought it was something like that. Maybe I'll try an earlier version. I can't get into technical stuff. Every time I try to do add a new program or complicated mod disaster unfolds. I'm not about to mess around with editing mods lol.
    5. Darklustre
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      So which version has no Redguards, but has both male and female? And also has moving guards that defend?
  8. CraigRice
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    Great mod, makes it seem like security is more of a priority. Used together with Suspicious City Guards it makes criminality more of a challenge, because there is almost always a guard nearby now that will notice any suspicious behaviour and will start to observe you closely to see what you are up to, until you managed to act "normal" long enough that they get bored and leave.
    1. jayr848
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      Thanks. Glad you like.
  9. MarkVerheyden
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    what about a 3-2 Female to male lite version?
  10. ceano
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    Nice mod, but why don't the extra Whiterun guards outside Whiterun attack bandits? i even saw some guards that did run away when some bandits did come

    Im using...Extra Guards (B2) Light - Sandboxing BETA 1.4

    EDIT:
    I have also tested to install...Extra Guards(P3) Aggressive Patch DG 1.4...but they still are passive against bandits, i even ran in to Dragonsreach and the bandit followed but no one did attack him????

    Keep up the good work!
    1. jayr848
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      Make sure you are only using one patch as they will overwrite each other. If you installed the aggressive patch on a save with the main file installed already, then do a clean install. Settings are saved in game saves, so changes won't always be immediate. As long as the bandit is in the bandit faction my guards should attack using any aggressive patch . They have bandit faction set to enemy. Glad you like the mod.
    2. ceano
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      Yes i think it is working now, was returning to Whiterun from Riverwood after delivering a letter and i saw one of the guards from this mod shoot a bandit with his bow
  11. skingradundead
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    The first time you turn into a werewolf you get put right outside the underforge, the screen goes black and you can't move for a few moments. One of the new guards gave me a good beating during that time. 10/10 I love stuff like that
    I was using sandboxing 226 guards at the time.
    1. jayr848
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      Glad you are enjoying the mod. Didn't know about that.
  12. Shubal
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    A really fine mod, thank you. It goes a long way toward making Skyrim seem to have a viable population. Well done!
    1. jayr848
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      Thanks. Really helps when you have NPC and creature adding mods and/or tougher dragon mods.
  13. deleted61190371
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    Maybe this has been asked before, any chance for Dragonborn DLC redoran guards?
    1. jayr848
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      Hardly played Dragonborn. Wouldn't even know where to put them. Not modding at the moment, but that's a good idea.
  14. poncington
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    This mod is perfect, thank you so much. Before this I had OBIS/ASIS bandits and dragons supercharged with simply stronger dragons coming into villages and running amok. Now I have a large squad of level 42 warriors to lend a hand. They blend in nicely and give the town a real defense aside from shop owners and inn patrons.
    1. jayr848
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      Thanks, I appreciate it. I made this mod for the exact reasons you stated. Villages and cities would get wiped out by a powerful dragon or OBIS patrols. Got fed up and just started adding guards everywhere in the CK.