Skyrim Special Edition
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Phoenix

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foreverphoenix

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72 comments

  1. KainThePheonix
    KainThePheonix
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    Would you consider creating a merchants ONLY version?

    Pretty Please?!?  That would be great. I like Immersive Patrols but the file size has increased and decreased over time because of those facegen files and the merchants part doesn't seem to work like it did in earlier versions. The last time I played LE one of the Khajiit caravan merchants got stuck on a tree in the southwestern area and refused to come out no matter what I did. She stayed like that for the entire game.

    A Merchants only plugin would be about the second best thing this mod has done. The first being a stripped plugin which gets a ringing endorsement. Thank you for your work foreverphoenix!
    1. foreverphoenix
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      Hi there! As the mod page states, I consider this mod retired because moose published a far better alternative, Immersive Patrols Simplified. I made this plugin replacer at a time when I didn't really know what I was doing and it's missing some stuff that moose covered. I really recommend using moose's mod instead and also asking them whether they might include a "merchants only" option!
  2. DavidFallows2
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    Endorsed.

    There was nothing worse than finding dead merchants with tons of loot and gold.

    EDIT: I'm going to be running this alongside both Lawbringer and Skyrim Realistic Conquering. I'll report back on how well it plays with the civil war takeovers done by this mod.
  3. MaGillio
    MaGillio
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    Is this mod, (the no warzones version) still ok to use with the new Immersive Patrols update (none lite version)?
    1. Lorenzini
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      I would like to know as well.
    2. evenshadefalling
      evenshadefalling
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      Yep, you can still use this mod. All it uses from the original mod is the BSA since the original ESP is written. I'm planning to update soon TM.
  4. folgore62
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    I don't suppose anyone here could create a version of the stripped plugin where the merchants still appear but are no longer "protected?" In several bandit ambush sites, I've noticed that the other patrols will get decimated by the bandits but the merchants will attack and defeat all the bandits because they can't be killed. I've tried changing things in xEdit (removing protected flag, changing them from aggressive to unaggressive, etc.), but somehow, my changes never change anything in game. The merchants remain a powerful killing machine!
  5. Drake0713
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    Heads up, IP got an update
    1. usaid12345
      usaid12345
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      yea
  6. northtexan95
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    Some have been asking for a version that eliminates the large battles added by this mod. I did something a little different. I used SSE Edit to cut in half the number of combatants in those large battles and I think it worked great. I used SSE Edit under "Worldspace" I could see that the largest battles added by this mod were 16 vs 16 and 11 vs 11 (or close to that). I cut each of those in half so the largest battles now have 16 total combatants instead of 32. This leads to less FPS issues and much quicker battles ... but you still get those battles.

    I was also looking at reducing another battle south of Ivarstead only to discover that one is added by Populated Civil War. I tried cutting the number of those NPCs in half and it worked fine at one location. However, another location the two armies simply started at each other but never battled. I'll have to try that again. I reinstalled the mod and they did the same thing. Weird. I'll be uninstalling Populated Civil War and just using this mod.
    1. Sable17
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      I've done the same. It's quick to strip out half the NPCs and still get your "battles" that you want. :)
    2. Arcameneled
      Arcameneled
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      I like this. Could you pm me the esp?
    3. northtexan95
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      http://alturl.com/sxbxx
    4. Britz89
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      Can you tell me how to do this in SSEEdit? The Link above this has an error and is no longer available.
    5. northtexan95
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      I re-uploaded the file: https://tinyurl.com/ug6mz3f
    6. starfis
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      Thank you for creating this. AI is just too stupid to act natural in large numbers, but it's still better to have half than nothing.
    7. northtexan95
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      I agree. The battles are great but the game handles the smaller numbers much better.
    8. fibrewire47
      fibrewire47
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      under world space where is it? as I want to keep Merchant caravans
    9. northtexan95
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      If you're asking me then I don't know. The original author of this mod removed the merchants. I only took his mod and removed more soldiers. You would need to get the original Immersive Patrols mod, find the merchants, and remove them.
    10. fibrewire47
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      you didn't understand me. Under world space in Xedit where I cna find the entry to reduce the number of NPCs in battles?
      I want to keep the merchants, but reduce the number of NPCs in battles.
      Does your ESP include Merchants but with reduced battle size?
    11. northtexan95
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      My esp does NOT include the merchants. It's this mod with about half the soldiers removed.
    12. fibrewire47
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      How did you reduce the size of battles from 32 to 16? what values under what sections did you change to achieve that?
    13. northtexan95
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      Use SSE Edit to go into the .esp for the mod. Drill down under Worldspace, Block, and Sub block until you find the individual soldiers listed. This tells the game to spawn these soldiers at this location. Delete the soldiers you do not want in your game. In areas where I found 16 Stormcloaks and 16 Imperial solders I would delete half of them to make it 8 vs 8. You could adjust to the size of the battle to whatever you want. I'd leave the "Imperial Captain" and "Stormcloak Leader" alone and only delete the regular soldiers.
  7. Wyrmspleen
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    Thanks for version without warzones. Anyone have ideas why some patrols are standing idle? and not moving/patroling? and were name changes ever incorporated into this plugin as mentioned below? (thought only the merchants and bodyguards were named so if removed not sure how that works).
  8. RedswiftGR
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    Small suggestion: Would you consider an alternate version without the battlefields that many have reported to be causing CTDs and conflict with CRF? Maybe also provide a fix for imperial patrols fighting whiterun guards, if that's still happening with the original. Thanks.
    1. sanosukex
      sanosukex
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      i have an edited ESP that removes all the warzones as well.. the whiterun guard thing isn't an issue with this mod per say.. more of an issue with how the original games guards are setup.. this works fine to resolve that https://www.nexusmods.com/skyrim/mods/84965?tab=files
    2. brandonvo
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      I noticed the mod is a oldrim mod! Is it a plug and play or would I need to convert the esp somehow? (sorry im a very big noob when it comes to modding)
    3. sanosukex
      sanosukex
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      that mod is just basic record changes to the default guards.. technically it would just work without issues in SSE.. safest is loading it in CK and resaving or just copy the records into a new patch or another mod in xedit
    4. brandonvo
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      thanks for the reply! I shall try it out and see :)
    5. evenshadefalling
      evenshadefalling
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      I'll look into creating a variant without the battlefields. =)
    6. Wyrmspleen
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      thanks
  9. Carbon14C
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    Yeah I never liked the merchants added by the mod. I know one could easily ignore them as house rules for the same effect, but as someone who uses economy mods, one does not simply walk by a dead merchant without at least opening their inventory to see what they had lol.

    I must also echo someone's comment below about the battlefields. Digging through my memory banks, I recall the primary reason I purged this mod from my Oldrim load orders was due to the buggy and CTD-inducing nature of the battle zones. Honestly, something like that would be better limited to a separate mod and this should have always had been just patrols and nothing more.
    1. northtexan95
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      I know just north of Whiterun you have the large battle which I enjoy watching but can tax the system and provide enough arrows to equip your character for a good while. Where are the other battlefields? I've seen battles when the random patrols meet up but I don't recall seeing anything close to the Whiterun battle.

      Edit: I just remembered the battle west of Whiterun. Yeah, that one get's a little crazy with so many soldiers in a small area.
    2. Carbon14C
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      There are a handful last I remember. There's definitely on the road near Haemar's Shame and there might be one somewhere in Haafinger's or The Pale's mountains if memory serves me right. The original mod author explained he deliberately placed some of the battles off the beaten path to maximize compatibility and not to interfere with other mods. So that's why you probably can't recall where the others are.

      Not only can they be taxing and unstable, but if you happen to run mods with dynamically applied scripts such Wet & Cold or Immersive Armors, they can bog your game down and crash it when approaching the zones.
    3. northtexan95
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      I just remembered the one south of Ivarstad. I have a 1080ti and that's the one battle that for some reason kills my fps. So, yeah ... I'd miss some of these battles but overall I wouldn't mind if they were removed in a patch.
    4. Carbon14C
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      NPCs are more of a CPU and engine limitation. This is why people who used to have SLI Titans would run all sorts of texture and graphical mods and get a steady 60 FPS, but the moment they installed a mod for more NPCs in a town, such as the Populated series, their frames would tank.
    5. evenshadefalling
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      I've not heard of CTD issues yet, but balancing goes out the window with the amount of stuff you can just loot off dead soldiers at the mod's battlefields. I'll add a version without them tomorrow.
    6. Tooplex
      Tooplex
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      Will 100% download and endorse this mod if you release a non-warzone version please.
    7. Mayponce
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      I made my own version of this that changed the really un-immersive names--I mean, one of the Nord's is named "Lonnie.' Then there's my fave, Darryl the Redguard. I ended up giving them all more lore friendly monikers, as well as removing the battles.

      I can't be the only one who hated that, so maybe adding a variant version that does this might be a good idea.
    8. evenshadefalling
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      Another good idea!

      Mind telling me the names you gave them? Would save me from having to come up with nordic names myself. :D
    9. Mayponce
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      I can give you the names--I just picked ones that made sense culturally. This site is a great source--https://www.behindthename.com/

      Nord males--Ivar, Wulfgar, Radrik, Valdoki
      Nord Females--Asta, Freda, Gudrun
      Breton males--Alpin, Rhain
      Breton female--Gwynneth
      Redguard male--Sundiata
      Redguard female--Subira
      Imperial male--Constantine
      Imperial female--Jocasta
      Argonian male--Pisses in Weeds
      Argonian female--Owata (this name wasn't too bad, so I left it alone.)
      High Elf female--Carmella (also one of the few names I left alone)
      Dark Elf female--Lorlai
      Orc male--Murdock (another one I left as is)
    10. Baurus
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      Where in the CK did you exactly edit these names? I'd like to change them myself.
    11. Wyrmspleen
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      Nice on the name changes
  10. 999-jay-999
    999-jay-999
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    Is it still viable to use this with the new IP update thats come out ?
    1. evenshadefalling
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      No. You can still use this but it doesn't include anything from the update. I'll have update the replacer plugin, probably over the weekend if I manage.