Skyrim

File information

Last updated

Original upload

Created by

rms827

Uploaded by

rms827

Virus scan

Safe to use

372 comments

  1. rms827
    rms827
    • member
    • 36 kudos
    Locked
    Sticky
    LATEST CHANGES: Ver 1.1a

    Still Open Cities and Interesting NPCs Compatible.

    First, a Dawnguard armored husky dog companion was added to the Knight Vigilant in Shor's Stone and the Sentry in Rorikstead. The Rorikstead dog will, of course, toggle off with the Rorikstead Sentry and Vigilant.

    Second; More cleanup on the Vampire castle guards. The Dhamphirs are confirmed friendly to Harkon Faction vampire players. Non-Harkon vampires are a different clan and will be treated neutrally like a human player would. The last two before you reach the side door dock area will turn hostile on players not allied with Harkon.

    I also removed the lightning & fire spells from the Vampire guards spell lists, leaving them with only their vampire drain spell, so they'll act more like typical Skyrim vampires in combat.

    The two surprises near the dock area door are now allied with the skeletons and they'll help each other instead of fighting each other. These allies of the skeletons are NOT part of the Harkon faction like the other guards, so the other guards won't help them. The Dhamphirs and the other two all toggle off with the same toggle though. I also removed all the extra gear from the last two surprises skeleton allies.

    I also corrected several Sentries that improperly had opposite gender animations applied to them by the Creation Kit acting up. Thanks to duke0196tes for the detective work on that issue. Sentry wise, I also found 5 or 6 that didn't have crime factions properly assigned to them, which blocked their guard arrest AI. That's been corrected.


    CLASSIC VERSION UPDATE:
    Same fixes for Sentries as above. Additional Dog was already present in Shor's Stone and no other content above is not in this version.
  2. rms827
    rms827
    • member
    • 36 kudos
    Sticky
    Two Notes, Folks:

    First, if something you want to comment on is a few pages back, just post a new comment. I'm more likely to see it and reply that way.

    Second: Check out my newest mod - Scottish Basket Hilt Broadswords http://www.nexusmods.com/skyrim/mods/68142/?
  3. rms827
    rms827
    • member
    • 36 kudos
    Locked
    Sticky
    The mod has FINALLY been converted to Special Edition, despite the Creation Kit's best efforts to stop me

    https://www.nexusmods.com/skyrimspecialedition/mods/13547/?
  4. SwordRaptor
    SwordRaptor
    • member
    • 2 kudos
    This mod makes it so much easier! Vampire attacks are deflected a lot more easily until I'm ready to finish the Dawnguard questline! Highly recommended!
  5. Marceles6
    Marceles6
    • member
    • 0 kudos
    Hey first off love the mod, think you did an amazing job! I just have one concern. I know you made it so when a fight breaks out amongst imperials and stormcloaks they're not to interfere. However the first time imperials attacked Whiterun when I was there at first they did nothing. After I helped the town soldiers kill them. The Dawngurad sentries attacked me and the guards. Need to know how I can prevent that?

    Thank you
    1. nicedude01
      nicedude01
      • member
      • 2 kudos
      ?However the first time imperials attacked Whiterun when I was there at first they did nothing. After I helped the town soldiers kill them. The Dawngurad sentries attacked me and the guards.

      "Imperials (soldiers) attacked Whiterun."
      Did you install this mod and then Whiterun was taken over by Stormcloaks? Whiterun is initially neutral but leaning more to Imperial's side due to economical need. "The Dawnguard sentries are coded to be guard faction" --- according to description. so sentries in Whiterun are likely act according the package when (neutral-/Imperial-leaning) Whiterun guards (link) are active. The thing is the active guards in the hold will try to apprehend the culprit even if patrolling soldiers of opposing sides of Civil War are harmed in a hold.
      The strange thing in your story is I rarely encountered soldiers of opposing civil war factions so close to a village let alone inside a city. And I know no random interaction about Imperial or Stormcloak soldiers attacking settlement of opposing sides. Nothing about that in world interaction list either.
  6. HellaRowdy
    HellaRowdy
    • member
    • 0 kudos
    The Dawnguard Sentries in Windhelm and much larger (taller) than me, like they have to really look down upon me while talking, and the Sentries in Morthal are really short (to my shoulder level or lower). I am playing as a male Redguard btw. However, all the other Sentries in other cities are the appropriate height as they should be (almost my height). Can anyone else confirm this bug please ? Other npcs or guards in my game are the appropriate height too, so it seems like an issue with just the Dawnguard Sentries.
    1. LucioMalyn
      LucioMalyn
      • member
      • 21 kudos
      Hi there, I THINK it is not a problem from this mod, download Universal Race Scale Remover, it is a mod that removes a mechanic from bethesda that changes the heighs of all characters when they touch an arcane enchanter, grindstone, etc.
      Tell me if you still have the problem.
      https://www.nexusmods.com/skyrim/mods/80763?tab=files
  7. Keldaryth
    Keldaryth
    • member
    • 4 kudos
    I... just noticed one of the guards was name 'Viconia D'Vir' and went scrambling for my mod list wondering how I'd accidentally installed an NPC companion for a BG/BG2 character I practically never had in my party...
  8. JobVanDam
    JobVanDam
    • premium
    • 60 kudos
    I am using the Lite version of this mod and it contains a wild edit that breaks the conversation between Fralia, Olfrid and Idolaf when you first enter Whiterun.
    I tested this in a brand new game.

    You have to completely remove the mod's edit to the RefID 000240F0.
    He changes the coordinates of this marker and the 3 NPCs just stand around, staring at each other.
  9. reyasem
    reyasem
    • member
    • 0 kudos
    Do you still monitor this mod? I have a couple of problems (which some others have also mentioned)

    Sentries in whiterun runs away in a vampire attack, while the sentries in solitude just stand still even though theyre being attacked.

    In small villages or capitals without walls (like falkreath) they work just fine, fighting dragons and such. Even the vigilants in ivarstead helped me repel some cultists.

    So the problems are only in the walled capitals. Anyone got a fix or something?
    1. Dramsaber
      Dramsaber
      • supporter
      • 0 kudos
      i got the same problem but mb is 4 run for your lives or bells of skyrim mod i trying to do a campatibility patch for this but im a nob xD
  10. c69888
    c69888
    • premium
    • 365 kudos
    Is this compatible with 'Glorious Fort Dawnguard' mod? (https://www.nexusmods.com/skyrim/mods/52340)

    Also I have been using this mod with 'Immersive Citizens - Ai Overhaul' for some time without any problems. The sentries behave as they should and attack hostile bandits, vampires & dragons from base game and even other mods. Also I did not have any issue with vampirism as some people reported.
    Edit 1 : So I did some snooping around, and found that some mods like When Vampires Attack, Run For Your Lives and Holidays seem to affect combat behavior of the npcs, better alternative is Immersive Citizens.
  11. akosipoypoy
    akosipoypoy
    • member
    • 0 kudos
    I just thought I would share a funny experience about this mod. I have Bells of Skyrim, Run for your lives and Immersive Citizen installed so that every time there's a hostility within the city every non combatant npc will take refuge inside buildings for safety. Funny thing is, once the warning bell started ringing all the sentries would run and hide together with the npc as well when aren't they supposed to fight the one making troubles esp. when vampire attacks. I was hoping maybe a patch would solve this issue about them being non hostile given the guard/sentries duties they have protecting the citizens.
  12. NemesisT03
    NemesisT03
    • premium
    • 0 kudos
    Hey just a heads up do NOT uninstall mod after you have already played with it on.My game wont play without it now no matter what so be sure its what you want before you download it.
    1. Ruhadre
      Ruhadre
      • premium
      • 309 kudos
      That's pretty much the case with any mod. Trying to use old saves after modifying load order just invites disaster. Trying to use a save game cleaner to rescue that save also invites further disaster. If you change load order, start a new game.
  13. waeq17
    waeq17
    • premium
    • 53 kudos
    I can confirm what others have said. This mod has the ability to instantly turn you into a Vampire without even coming into contact with one. To make matters worse, you can not cure it.