BY REQUEST: Added a "steel" version. In this version The Defenders of the Mead wear steel plate armor and carry steel weapons - Skyforge steel in the case of their swords - and use a regular long bow instead of an ebony bow. Whether for immersion or balance purposes, you might prefer it this way. But they should still be overpowered as fuuuuuuu
they'll be twice as op now. just don't make a breton themed minute men. the god's of skyrim and daedric prince's forbid it. https://www.nexusmods.com/skyrim/mods/87727 https://www.nexusmods.com/skyrim/mods/87867
hilarious as f***! I was looking at your newest mod and saw this one at the bottom of the first page and laughed when I saw the title. we need more light hearted s*** like this in Skyrim. Funny as f***! thanks for bringing us some s*** we can smile and laugh about.
My gosh. The Defenders of the Mead are huge! 2 heads taller than me, lol. Is this normal? Seems to me a little bit too tall. (I am using it in Special Edition, maybe thats affecting it?)
They are meant to be huge. It is kind of a silly mod.
You could change it with TES5Edit; the actor references I placed in the worldspaces are set to scale 1.2, and you could either scale those down, or go in the actor record and scale the base actor from 1.0 to something like 0.83 to offset it.
I liked the idea (OBIS makes the area a hot spot for bandits), but this kind of begs the question why the brotherhood set up there and not any of the other meaderies in Skyrim. I'm thinking a more lore friendly alternative would be to rebrand them as mercenaries. I was thinking Maven (or Sabjourn) would notice the attacks and hire mercenaries to protect their mead and profits. I think that would make more sense rather than just introducing a whole brotherhood So maybe have them labeled as black briar or meadery guards!
You may be overthinking it a little... It's basically a joke mod, and was never really meant to be lore friendly. That said, there's no reason why people called "guardians of the mead" couldn't be mercenaries hired by this or that character.
If you want to rename them, that's about 10 seconds of work in TES5Edit. Technically speaking it's 7 copies of one NPC, with a randomized face. You can just click in the name field and type something else!
I have your mod installed in every game of mine because I love the concept and sometimes my character can use all the help he or she can get. :) Seriously, your Defenders of the Mead have been a permanent part of my play list since I heard about them, and they've never caused me any problems...
Until now. >_<
See, I thought it would be great to play as a werewolf character and so I downloaded this mod called Moonlight Tales (http://www.nexusmods.com/skyrim/mods/35470/?) to enhance the experience. Well that mod allows the lycanthropy virus to spread from NPC to NPC, and... well... your guys got it. And somehow, they... cloned themselves? Maybe? Because now there are eight of them instead of four -- and they're fighting amongst themselves. They won't stop fighting each other. I've watched one of them "die", float down the river, and then come back just to fight some more. I know they're all Defenders of the Mead because if I go up to them my cursor will identify them as Defenders of the Mead (even the weres). And I'm a little concerned that I might end up with sixteen or twenty Defenders of the Mead -- all werewolves/bears, and all hostile towards each other. It's a right mess.
I'm just glad they're keeping their hostility contained to each other, and not terrorizing the townfolk. :) I've asked this question on the other mod page too, but I thought I'd cross post just to see if either party could shed some light on this. I'm at a loss. Any help would be greatly appreciated. Thanks!
ETA: I'm a stupidhead... I thought this mod added four warriors not seven. I've only ever seen four. >_< But I just read your description page and it says seven. *sigh* But they're still fighting each other. And I don't know how to stop that.
Yeah, I was gonna say, there should be seven of them. As for why they are fighting each other, I really don't know. Possibly something to do with factions. They're allied to the Whiterun guard faction, and Whiterun guards might be hostile toward werewolves. It could be I didn't bother to set them as allies to themselves. I'll check on that later.
Thanks for the quick reply! It's kind of funny to see them fighting like that, but they're fighting each other exclusive to fighting anything else -- meaning if any bandits come along, we're all on our own.
I put up a new version where I tweaked the factions a little. See if it helps.
I was actually wrong about the Whiterun guard faction, I guess I thought about making them allies but then didn't. Maybe I was worried they would brutalize the player if you had a small bounty. The only relationship their faction had was being allied with the player. I added the Whiterun guards as friends, because I do want them to help those dudes out. Hopefully their relaxed crime settings will keep them from killing you. And I also added them as allies to themselves, so hopefully that will get rid of the infighting. Try it and let me know!
First off, thank you so much for taking the time to look in to this. I truly appreciate it. So the good news is that they're no longer fighting with each other. Yay!
The bad news is, they -- all seven of them, four in werebeast form, attacked a random merchant trio (from Immersive Patrols I think) and chased them all the way to Whiterun, which caused everyone outside of the Whiterun gates to attack them. You can imagine how well that worked out.
>_<
So, they are no longer fighting amongst themselves, but they are now terrorizing the townfolk. hahaha!
I haven't experienced a lot of trouble in this area, but the pictures were so awesome I had to download. Now I need some mods that will add a lot more bandits in the area!
I know im a typical entitled modder here. But im just saying adding a different version with iron or steel would be nice and you could have the joke without it being completely immersion breaking.
I agree with the last guy. Steel armor and Steel weapons would be nice, to avoid having overpowered equipment that close to me at the beginning of the game. Overall, good solution.
43 comments
https://www.nexusmods.com/skyrim/mods/87727
https://www.nexusmods.com/skyrim/mods/87867
Is this normal? Seems to me a little bit too tall. (I am using it in Special Edition, maybe thats affecting it?)
Anyways: Nice mod!
You could change it with TES5Edit; the actor references I placed in the worldspaces are set to scale 1.2, and you could either scale those down, or go in the actor record and scale the base actor from 1.0 to something like 0.83 to offset it.
Endorsed.
If you want to rename them, that's about 10 seconds of work in TES5Edit. Technically speaking it's 7 copies of one NPC, with a randomized face. You can just click in the name field and type something else!
I have your mod installed in every game of mine because I love the concept and sometimes my character can use all the help he or she can get. :) Seriously, your Defenders of the Mead have been a permanent part of my play list since I heard about them, and they've never caused me any problems...
Until now. >_<
See, I thought it would be great to play as a werewolf character and so I downloaded this mod called Moonlight Tales (http://www.nexusmods.com/skyrim/mods/35470/?) to enhance the experience. Well that mod allows the lycanthropy virus to spread from NPC to NPC, and... well... your guys got it. And somehow, they... cloned themselves? Maybe? Because now there are eight of them instead of four -- and they're fighting amongst themselves. They won't stop fighting each other. I've watched one of them "die", float down the river, and then come back just to fight some more. I know they're all Defenders of the Mead because if I go up to them my cursor will identify them as Defenders of the Mead (even the weres). And I'm a little concerned that I might end up with sixteen or twenty Defenders of the Mead -- all werewolves/bears, and all hostile towards each other. It's a right mess.
I'm just glad they're keeping their hostility contained to each other, and not terrorizing the townfolk. :) I've asked this question on the other mod page too, but I thought I'd cross post just to see if either party could shed some light on this. I'm at a loss. Any help would be greatly appreciated. Thanks!
ETA: I'm a stupidhead... I thought this mod added four warriors not seven. I've only ever seen four. >_< But I just read your description page and it says seven. *sigh* But they're still fighting each other. And I don't know how to stop that.
I was actually wrong about the Whiterun guard faction, I guess I thought about making them allies but then didn't. Maybe I was worried they would brutalize the player if you had a small bounty. The only relationship their faction had was being allied with the player. I added the Whiterun guards as friends, because I do want them to help those dudes out. Hopefully their relaxed crime settings will keep them from killing you. And I also added them as allies to themselves, so hopefully that will get rid of the infighting. Try it and let me know!
The bad news is, they -- all seven of them, four in werebeast form, attacked a random merchant trio (from Immersive Patrols I think) and chased them all the way to Whiterun, which caused everyone outside of the Whiterun gates to attack them. You can imagine how well that worked out.
>_<
So, they are no longer fighting amongst themselves, but they are now terrorizing the townfolk. hahaha!