Immersive Patrols adds a reasonable amount of Stormcloak, Thalmor, Imperial and Dawnguard patrols to Skyrim and a few Skaal, Reaver and Riekling "patrols" to Solstheim. These patrols often cross paths with each other or the player creating new encounters or unexpected aid. It also includes small Civil War battles and some non-Khajiit Caravans.
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File credits
Credits go to the author Scrabbulor for originally creating this mod and allowing me to convert and upload; thank you.
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Changelogs
Version 2.2.4
Inherited Update.esm water entries and removed entries to cells that are no longer used by the Lite version of the mo
Version 2.2.3
Improved Owata's lacking alchemy inventory as suggested by Teabag86. Removed a battle near the town Gavrostead added by the mod Gavrostead. Caravan NPCs are no longer only killable by the player. Minimum Level of all NPCs increased to 20 so the player has more time to intervene. Stormcloaks can now wield 2H weapons again (Stormcloaks buffed).
Version 2.2.2
Moved 2 battles away from Barleydark Farm and Frost River Farm added by the mod "Cutting Room Floor." -Removed Stormcloak Soldier's ability to spawn with 2H weapons for improved balance with combat mods. -Battle NPCs will no longer fight eachother for items dropped by the player.
Version 2.2.0
File Version changed from 1.3 to 2.2.0 for pairity with the classic Skyrim version of the mod. Moved Battles back to fields and out of forts. Players will no longer be attacked for belonging to the Vampire Lord or Werewolf factions outside of Transformations. Fixed missing enable parent on a Dawnguard unit (found by user TeaBag86).
Version 1.3.2
---Bug Fixes--- Fixed a missing Dawnguard DLC Faction that would cause NPCs from this mod to ignore the player in the Vampire Lord transformation. Fixed a missing parent from 1.3.1 that would cause Dawnguard from this mod to spawn before Fort Dawnguard reconstruction began. ---Non Civil War Patrols--- The hold guards added by this mod have been temporarily removed. I dislike how they were implemented and if I can do better they'll be reintroduced in another itteration, hopefully in a more interesting and expanded way.
Version 1.3.1
---Bug Fixes--- Fixed an incorrect aggression flag set on all newly added guards and existing mod caravans. They were set to "Passive" aka Unagressive in the editor and would only retaliate AFTER being attacked. Made for some comical situations where they'd stop and watch their allies die while seemingly awaiting their turn to be smacked, then instantly going into a frenzy.
This mod is converted and uploaded with permission from the original author, Scrabbulor. Thank you!
Immersive Patrols adds a reasonable amount of Stormcloak, Thalmor, Imperial and Dawnguard patrols to Skyrim and a few Skaal, Reaver and Riekling patrols to Solstheim. These patrols often cross paths with each other or the player creating new encounters or unexpected aid. It also includes small Civil War battles and some basic non-Khajiit Caravans who travel freely between the major cities (excluding Winterhold).
Dawnguard patrols within this mod will only exist after reconstruction of Fort Dawnguard has begun.
Completing the Civil War quest will disable all patrol and battle NPCs (including Thalmor) of the losing faction. Destroying the remaining enemy camps after the Civil War quest is completed will completely disable all Civil War NPCs, effectively ending the Civil War within this mod.
=====What you need to Know=====
Civil War NPCs in this mod will attack you on sight depending on your allegiance. Does not use scripts. Feel free to install and uninstall worry free. TES5edit cleaned every iteration, no matter how small the change. All NPCs respawn besides Caravan NPCs. Can be placed anywhere in your load order (except below water mods). No Vampires, Werewolves, Khajiit caravans or bandits are included in this mod. All enemies scale but only through stats/player level. You can now use this mod with Open Cities.
=====Known Issues=====
Faction Change: If you join a Civil War faction THEN switch factions during the MSQ (Jagged Crown) or by the use of a mod you will still be seen as the betrayed faction by this mod's NPCs until the NPCs respawn.
Solution: Wait 11 in-game days in an interior to refresh the exterior cells OR uninstall Immersive Patrols, save the game without it installed and then reinstall Immersive Patrols.