I've updated the mod for use with USLEEP. The old versions will remain up for people that are still using the USKP.
This has been tested and works as intended on a new game.
**If you are adding this to an existing playthrough the guards won't immediately lose their torches. You might have to wait for cell respawn. You can always use the console to "resurrect" any existing guards so their inventory can refresh.
I've re-written this mod from the ground up for SSE, and would love to port it back over to regular Skyrim. The problem is, I don't know if esps created in SSE CK are backward compatible with Skyrim LE.
I don't have this game, or the original CK installed anymore. If anyone knows if SSE esps are backward compatible let me know and I'll upload the newer version here.
If they aren't backwards compatible, I could use a volunteer to take my SSE esp and load it into the old CK, then save it. Super simple. Just let me know and I'll upload it, giving kudos and credit for the port.
What does this mod do exactly (under the hood) does it completely remove torches from the guards meaning that I wont be able to pick pocket them from their equipment list, or does it just "tell" the guards to not use the torch they are carrying?
I'm asking cuz I just started a new playthrough and i'm lvl 22 so I don't wanna start over
I need this mod for my game. The SSE engine has the same problem as the old Skyrim with those damn torches. It causes the blocky black ground patches. I've converted a few mods for people, but... I have one problem. I can't load it into the SSE creation kit due to it needing USLEEP. Can you make an esp for me so I can load it into the Creation Kit for you and make it compatible for SSE? I've converted a few mods for people for SSE. Sea of Spirits, wild penguins, Rhinos of skyrim and beasts of Tamriel. I'd be more than happy to help you. Contact me through the IM with a link to the ESP and I'll download it and put into the new creation kit. I'll check with SSEEdit for you to see if there are any conflicting mods it'll have.
When you make the esp. Just make sure it doesn't have USLEEP attached to the ESP. Otherwise, I can't convert it for you.
Those guards belong to the GuardWinterholdTownSonsPatrol2 base, and ARE patched by this mod. You have a mod conflict. Verify by placing this mod at the end of your load order, loading the game, waiting for 72 hours in an interior cell, then checking again.
This is not working for me. I had loot sort it's loadorder but it's still not working. Some guards appear to not have torches but a lot of them still do... I don't know what's wrong. I use MO and it shows that there are no conflicts in the mod. Help please!
Are you using any other guard-adding mods? There are a few that add mods, even some like Inconsequential NPCs... The largest being "Extra Guards". If that is the case, those will require separate patches (which I've actually just finished making and will release soon).
To verify this isn't a load order issue though, place this mod at the end of your load order, load the game, wait for 72 hours in an interior cell, then check again.
63 comments
This has been tested and works as intended on a new game.
**If you are adding this to an existing playthrough the guards won't immediately lose their torches. You might have to wait for cell respawn. You can always use the console to "resurrect" any existing guards so their inventory can refresh.
I don't have this game, or the original CK installed anymore. If anyone knows if SSE esps are backward compatible let me know and I'll upload the newer version here.
If they aren't backwards compatible, I could use a volunteer to take my SSE esp and load it into the old CK, then save it. Super simple. Just let me know and I'll upload it, giving kudos and credit for the port.
I'm asking cuz I just started a new playthrough and i'm lvl 22 so I don't wanna start over
When you make the esp. Just make sure it doesn't have USLEEP attached to the ESP. Otherwise, I can't convert it for you.
FormID 00008EA2
Guard RefIDs:
00024B13
00024B14
they "seem" to be in skyrim.esm, but I suck at TES5EDIT so take this comment with a grain of salt
To verify this isn't a load order issue though, place this mod at the end of your load order, load the game, wait for 72 hours in an interior cell, then check again.
EDIT: Updated.