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Vermunds

Uploaded by

Vermunds

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About this mod

Adds alarm bells to major cities.

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If you are using version 1.2.1 or older, it is highly recommended to update to the newest version (1.2.4). It fixes several NavMesh related issues that can cause broken quests and stuck NPCs.




Description

Ever wondered why the game's official trailer shows us a ringing alarm bell during the dragon attack, but there is no such thing in the game? This mod fixes that and adds those bells. When a dragon attack happens, the guards will ring the bell, alerting citizens.

How it works:

The mod places bells at the major cities. There are guards that are associated to the bells; and if they notice a dragon, they will run to the bell and ring it until the combat ends. They'll do this automatically. If a player activates the bell outside of a battle they will also turn it off. Citizens and other guards will also react to the bells and act accordingly. Guards will unsheathe their weapons and search for an enemy, while citizens will flee.



Issues/Limitations:

  • Sometimes the guards are too lazy to notice the combat, or have wandered too far, and will not ring the bells until much later.
  • The bells are working as a "toggle". This means that they will ring without somebody ringing it. Unless I figure out how to make appropriate animations it will stay this way.
  • May be annoying in longer battles. (Use the reduced volume addon, if you feel the same.)
  • The citizens will flee home when a bell is ringing, but I still recommend you to use it with Run for Your Lives or other similar mods to be safe. These mods should get priority during an emergency.
  • Guards will not turn off the bells immediately, there is a slight delay between killing the last enemy and actually turning the bells off. However, I did my best to minimize this.
  • Sometimes (either because an error, or a conflict.) Guards may stuck. I'm always improving the Navmesh to minimize the issue, but it may still occur. Usually it fixes itself after a few seconds. If a bell is still ringing during this, you can always disable it yourself.
Future plans:

  • Fix the bugs.
  • Add bells to smaller cities. (But I want to improve the mod before I expand it.)
  • Improve the AI.
  • Adding an ability to NPCs to alert the guards. (More of an idea than an actual plan for now)
  • Make activating the bell outside of combat give the player some bounty. You are scaring the citizens.
  • Make a better bell model.
  • Make it compatible with more mods.

Installing:

Install it with your favorite mod manager (recommended). You can select your compatibility patches with the installer.

Uninstalling:

Firstly: Make sure that the bells aren't ringing! This is the most important!
If you still get issues: Leave the towns (Do not go inside, leave the town!). If using Open Cities Skyrim, go a little further. Then open console and type these commands: StopQuest _VERM_BoS_BellControlQuest and StopQuest _VERM_BoS_EnemyDetectQuest. Disable the .esp and you shouldn't have any problems anymore.

Compatibility:

  • Should be compatible with any mod that does not place things in the same place as my mod.
  • An addon is available that moves the bell tower in Solitude to a different location.
  • Open Cities Skyrim by Arthmoor - Compatibility Patch available.
  • Dawn of Skyrim- Compatibility patch available for the Director's Cut version. Requires the Alternate Solitude addon!
  • Immersive Citizens - AI Overhaul by Shurah - Compatibility patch available. Load order is important, make sure to follow it.


Load order:

If using Open Cities Skyrim, load the compatibility patch last.
If using any version of JKs Skyrim, load the compatibility patch last.
If using Dawn of Skyrim original collection, load the compatibility patch last.
If using Dawn of Skyrim Director's Cut, make sure that you also installed the Alternate Solitude addon. Load my mod and DoS first, then the patch and the addon last.
If using The reduced volume addon, load it after the main file.
If using Immersive Citizens, load my mod first, and Immersive Citizens later. This is very important! Then load the patch last.
If using BOTH Immersive Citizens and Open Cities Skyrim, follow this load order:
  1. Bells of Skyrim.esp
  2. Open Cities Skyrim.esp
  3. Immersive Citizens - AI Overhaul.esp
  4. Immersive Citizens - OCS patch.esp
  5. Bells of Skyrim - OCS+ICAIO Patch.esp


Thanks:

  • /r/skyrimmods subreddit for the idea and support.
  • Kojak 747 for making an alternate placement of the Solitude bell tower.
Permissions:

As of 14.05.2019 this mod is licensed under MIT License:

Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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