Based on whose definition? Aside from the name of the camp literally being Whiterun Stormcloak Camp, all official maps put the entire Throat of the World mountain in Whiterun's territory.
Hi! Great mod. Would it be possible to also dynamically change factions of Whiterun Guards, so they don't have the Imperial faction before the actual event?
Otherwise, if you are using any Stormcloak patrol mods, they will fight with whiterun guards.
I made a mod that fixes this for LE, but it will have to be manually disabled as Civil War progresses.
I don't think it's possible. There's so many variables that depend on the Whiterun guards being Imperial allied that it would break things if you tried to make them neutral.
Probably a bit late, but... lilebonymace created a similar mod for SSE : Neutral Whiterun Guards A problem of this mod though is that it requires Po3 Papyrus Extender and SPID (and USSEP, but that should be in your modlist anyway, unless you want to complain forever about how buggy of a game Skyrim is) which could be a problem for some people who don't like having to update all of their mods every time Bethesda releases a new update
I mean, why would a neutral Hold allow Imperials and Stormcloaks to set up camps in the Hold anyway? Those camps in Whiterun should be IMO something like refugee camps. Pretty sure Whiterun would allow Imperials and Stormcloaks to transit through the Hold, but either of those factions setting up camps there could be seen as a provocation (likewise, Balgruuf's steward expressed concern about sending a guard detachment to Riverwood as Imperial-held Falkreath may view it as a provocation.) You simply don't place troops in an area wishing to remaining neutral without raising suspicion of attack/invasion.
Likewise, there's a highly visible Stormcloak camp a stone's throw away from Solitude. Now, given both the Imperial's and the Stormcloak's extermination policy towards each other (they will attack each other on sight), how is that camp even there?
I really couldn't say. I stopped using the Camp Argentum mod BECAUSE I thought it broke the neutrality narrative. I didn't even realize there was a Stormcloak camp told Enodoc me. My head canon is that Balgruuf doesn't know about the SC camp, or if he doesn't, the Imps are using it as justification to set up and Whiterun is just too stretched to push both out.
I use mods to change Valtheim Keep and Fort Greymoor to be garrisoned by Whiterun guards. Makes sense, as both locations are important border fortifications. In this setup, it would be impossible for that Stormcloak camp to be there as the Stormcloak's would have had to have got past Valtheim Keep first.
The road by Valtheim isn't the only way to get into Whiterun Hold from Stormcloak territory. You could approach Ivarstead from one of two mountain paths (near Lost Knife Hideout or alternatively from Darkwater Crossing), and continuing the hike past the falls would take you to the spot where Stormcloaks are camped out in the hills.
My head canon is that Balgruuf doesn't know about the SC camp, or if he [does], the Imps are using it as justification to set up and Whiterun is just too stretched to push both out.
Yep, that's my argument too. Although this does appear to be a common comment, so maybe sometime I'll make a reverse mod that disables the Stormcloak camp instead...
They're out in the middle of nowhere, no one knows they're there and that's the point. Why does the Imperial hold of Haafingar allow a Stormcloak camp to be set up there? Same reason as Whiterun. They don't know it's there.
So cool! I was just about to start another mod build for SSE, and thought of this mod and how it hadn't been ported yet. Thank you so much for this, my sadness has turned to gladness!
Don't know either - sorry! All I can tell you is that this is a vanilla location, and I don't think there is a wilderness camp there by default. If it is the same place in Legacy, they would have needed to add additional objects to the activator markers themselves so that they disappear when the camp is enabled.
Since as soon as you clear Fort Greymoor, it becomes an Imperial FORT, where is the need for an additional camp?Other than that, Its IS the first semi-realistic military camp I have seen for the game. Wish that Bethesda had done that at the start. Well Done.
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Great mod. Would it be possible to also dynamically change factions of Whiterun Guards, so they don't have the Imperial faction before the actual event?
Otherwise, if you are using any Stormcloak patrol mods, they will fight with whiterun guards.
I made a mod that fixes this for LE, but it will have to be manually disabled as Civil War progresses.
https://www.nexusmods.com/skyrim/mods/84965
lilebonymace created a similar mod for SSE : Neutral Whiterun Guards
A problem of this mod though is that it requires Po3 Papyrus Extender and SPID (and USSEP, but that should be in your modlist anyway, unless you want to complain forever about how buggy of a game Skyrim is) which could be a problem for some people who don't like having to update all of their mods every time Bethesda releases a new update
Likewise, there's a highly visible Stormcloak camp a stone's throw away from Solitude. Now, given both the Imperial's and the Stormcloak's extermination policy towards each other (they will attack each other on sight), how is that camp even there?
Yep, that's my argument too. Although this does appear to be a common comment, so maybe sometime I'll make a reverse mod that disables the Stormcloak camp instead...
But I can't take credit for the semi-realistic design of the military camp itself - it's a vanilla location. I just changed the activation criteria.