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Sheepswirl

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21 comments

  1. sheepswirl
    sheepswirl
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    Working on how to write an automatic version that switches ownership of the forts every week. I want to increase it to every 10-15 days, but this is my first time with this kind of script.
    It will most likely make uninstalling mid playthrough a bad idea, but 8 scripts once a week shouldn't cause a problem with performance.

    automatic version is on hold. I need to think of a good reference to register and unregister the changing of fort ownership. I'm also working on something else for skyrim, so working holiday. I could get around needing a good event, but it would be one of those nasty scripts that would wreck a save if you uninstalled it.
  2. ElroidTiereon
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    I like the idea
    It feels weird to see so much bandits
    If your're able to update it with bandits/stormcloaks/imperials changing dominance every few days would be cool
  3. alannexus
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    can you make a version that doesnt require the unoffical patch
    1. gardyanakbar
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      Why not use the unofficial patch?
    2. alannexus
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      i want to do a xbox port and i dont have space for the unoffical patch (on xbox there is a 5gb mod limit)
    3. sheepswirl
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      You just need to remove it as a master in tesedit. Won't take more than a minute.
    4. alannexus
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      fort greymoor still has imperial guards instead of whiterun guards
    5. sheepswirl
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      Yeah, the guards just replace the bandits. If the place is cleared of guards or the civil war happens the legion takes over the fort.

      Also there is a version that has fort greymoor staffed by the legion at the start.
  4. larsseehans
    larsseehans
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    This only Change the fort of the Civil War?
    1. KunninPlanz
      KunninPlanz
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      Seems like it, according to the .esp at least. So for example, forts such as Fellglow Keep will still be under necromancer cult control. It makes sense I guess, as the Imperial Legion/Stormcloaks would waste man power throwing troops at a fort of no strategic significance in order to dislodge the necromancer cult at Fellglow. And the fact there's a dragon and a dragonpriest right on the doorstep of the fort...
    2. sheepswirl
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      Mod was for people not doing the civil war during their game, but wanted another element to make it seem like the civil war is ongoing or actually happening. Players would still raid the non-civil war forts and dungeons in a play through, so i didn't want to touch them. It should also be less buggy than going after all forts since it is just disabling/enabling assets in the base game. Well, less buggy so long as the player doesn't do the civil war.

      Once i get an automatic version the mod name will make sense.
  5. KunninPlanz
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    Thanks for the neutral WR version. :P
  6. Thatdoesntworklikethat
    Thatdoesntworklikethat
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    Does this mean you even edited Northwatch Keep?

    Because that is occupied by Thalmor and tied to a quest.
    1. KunninPlanz
      KunninPlanz
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      Also Treva's Watch in Riften is tied to a quest isn't it? Stelleos and some mercs try to liberate the fort or something.
    2. sheepswirl
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      The 9 forts tied to the civil war.
  7. LupusHegemonia
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    Interesting idea.
    I also hated that - having all forts occupied by... bandits, instead of TROOPS in the middle of a Civil war!!! Well done and IMPROVE this mod, I like it.
  8. kacang69
    kacang69
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    My pants get tight with immersive mods like this. Thank you.
  9. KunninPlanz
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    This is a great idea. However, Whiterun is supposed to be neutral, at least to begin with. For this reason it baffles me why Bethesda put Stormcloak and Imperial camps in Whiterun.

    Given the civil war, and WR's (supposed) neutrality, the majority of the guard force would likely be deployed to the borders and stationed to defend other strategically important locations. While the guard force is stretched, it leaves some bandits free to operate out of caves and other hideouts, so it's likely the Jarl would pay a mercenary force to come in and deal with those bandits.

    Another baffling thing is Bethesda's Falkreath logic: bandits control sections of the road in Falkreath - in one place they have built a bridge over the road; nearby they have a hidden base of operations in Pinewatch; bandit camps line the side of the roads... Must be an insanely powerful bandit force to be able to push Hold guards back from the roads, and to have a multitude of camps/other locations right outside of Falkreath on two sides... in the middle of a civil war.

    Definitely going to download this later and check this out, but is an optional neutral Whiterun version possible with WR Hold guards manning forts, not Imperials or Stormcloaks, for those of us with no interest in taking sides in the civil war? (taking sides stops Whiterun being neutral)
    1. sheepswirl
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      Possible. I could add it as another version. I'd probably replace the bandits with guards.

      Yeah, some bandit spots are pretty weird. The location of stormocloak and imperial camps are weird too. That stormcloak camp right next to the road near helgen, the solitude stormcloak camp, or imperial riften camp.

    2. KunninPlanz
      KunninPlanz
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      Thanks for the reply.

      The layout of most bandit camps are weird too. Have you seen Traitor's Post? In the middle of show drifts in Windhelm Hold, and the bandit beds are positioned so far away from the fire that the bandits should in fact freeze to death.
  10. sheepswirl
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    Something quick and easy i thought of. Will probably expand on this once skse64 is out of alpha.

    I don't have Legacy Edition installed so if you want to convert this, then you are free to port and release it on nexus. Just throw my name up for credits.
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