Skyrim Special Edition

About this mod

Gives the user the freedom to change many aspects of guards such as armour and diversity based on their war allegiance.

Requirements
Permissions and credits
Changelogs
--- Manifesto ---

I've always enjoyed having things being colour coded, and that includes my Skyrim Holds. I disliked having the ugly leather brown armour of the imperial guards contrasting against the coloured banners of a given hold. So I decided to fix that.

"Hey, isn't there already a mod that does that?!" I hear you proclaim. I did try out Better Civil War Guards (A.k.a. Less Oppressive Occupation) but it didn't really revert the outfits, it seems like it just adds and removes armour until the guards equipped the right set. This meant that other mods that tried to add stuff to guards usually just didn't work.

So, I made this mod with mod compatibility in mind. I specifically wanted to make sure that Cloaks and Capes worked, and for good measure I also tested it with Sleeved Guards and Stormcloaks.

--- Features ---

  • Alter the probability of guards wearing their Hold's armour or the armour of their Hold's current Civil War allegiance
  • Alter the probability of guards wearing their Civil War allegiance's armour but use their hold's shield (and cloaks and other accessories if you have the mods)
  • Alter the probability of guards wearing helmets
  • Change the names of guards (You have the format options of "[Faction] Solider", "[Faction] [Hold] Guard", and "[Hold] Guard")
  • Change the race and sex of guards


--- Limitations & Issues ---

  • When starting a new game, please either disable this mod and only enable it after the new save has been created and HGA has initialized OR download the New Game patch (details below).
  • Sometimes when helmets are disabled, some guards might look like they're still wearing a helmet (though this is purely visual. They aren't actually wearing it). If this happens you will need to Full Reset the guard to remove the helmet.
  • Please allow up to 5 seconds for guards to update themselves after using one of the reset powers. I didn't enforce a cooldown because sometimes the updates are instant, but sometimes they do take a bit longer.
  • Non-Nord Guards still use the Nord voice. I am not a voice actor nor do I meddle in that area of development, so I don't plan to implement new voices unless I hand over the responsibility to someone else.
  • Removing helmets also removes the amount of armour the guards have (because unlike some mods that make the helmet invisible, I unequip it). If you want that functionality I recommend downloading an invisible guard helmet mod.

-- What I won't be adding --

(Honestly this list is more of a reminder to my future self to not waste even more time trying to make these ideas into reality)
  • Support for Solstheim or new lands guards: This mod was designed to only deal with guards affected by the civil war. If I ever do decide to make a mod similar to this for guards outside of Skyrim, it will be its own mod.


--- Installation ---

If this is your first time downloading, just download it using a mod manager and let it do the work.
It is highly recommended that you update your game when your last save was in an area with no guards, and preferably in an instance where you haven't been around any guards for a while. This is the best way to keep your save clean. It's also recommended that you clean your save using something like Fallrim Resaver (linked below) otherwise you may get some bugs with guards wearing multiple helmets or the wrong outfit until you cast a full reset spell on them.
It also doesn't hurt to clean your save once in a while.

-- Uninstallation --

I don't recommend uninstalling any mod mid-playthrough, but if you're going to anyway, you should save in a spot with no guards (e.g. a player home). Guard names and currently worn armour might stay until the guards respawn. Also, make sure that you do not have either of the reset powers equipped. I haven't confirmed what happens, but other mods that add spells and such have wanted that it prevents the player from equipping anything in that slot. I would also recommend cleaning your save using Fallrim tools or some other tool I'm unaware of.

--- Compatibility ---

Here is a list of mods that I have tested with my mod and are compatible. (last updated 2nd June 2020)
Spoiler:  
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Compatible
Cloaks and Capes (I also highly suggest getting the Fix)
Cloaks of Skyrim
Guards Armor Replacer*
Rescaled Guards SSE
Whiterun Battle Brothers: By compatible I mean that HGA does NOT affect these guards.
Guards of Skyrim - Whiterun Stables
Hold Riders+
USSEP*+
Diverse Skyrim SSE*: Optionally you could put Diverse Guards after HGA in the load order to use their guard leveled list (i.e race and sex variations). I'm not sure how it will behave with HGA's own diversity functions, but I'm pretty sure it HGA will just add its own actors to the leveled list, since both mods alter the same one, and HGA adds to the list via scripts.
+Requires Patch
*HGA must be loaded after this mod for full compatibility

Untested, but should work
True Soldiers

Untested, but probably won't work
Army Reforms Tougher Guards

Incompatible mods
Axis1211's Thanedoms: The way that the guards are made results in HGA not being able to affect them. I have contacted Axis1211 and compatibility changes should be implemented in the next release(s).
Extra Guards: Extra guards are added but are unaffected by HGA
Reoutfitted Guards and Soldiers: This mod creates new outfits and items and manually assigns them to guards instead of just changing the item lists.

Note that some guards that are added by mods may start off in a t pose when the mod is first installed. You can fix this by either downloading the New Game patch before using the mod that adds new guards, using the reset spells, or it should fix itself the next time you load the game.

If you have tested this mod's compatibility with other mods, please feel free to add a comment in the compatibility thread under the forums tab. It helps me and fellow users :)

--- New Game Patch ---
Spoiler:  
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This patch adds Imperial (race) guards (both sexes) to the Imperial (faction) guard levelled list and Nord guards (both sexes) to the Stormcloak guard levelled list. This means that Imperial (faction) guards will always have a chance of being an Imperial (race) and Stormcloak guards will always have a chance of being a Nord.
This patch fixes a bug where guards would not initialize properly because their levelled list was empty (therefore they were selecting a possible template from a list of 0). This resulted in guards not appearing, spawning in a t-pose (usually occurs with guards added by other mods), or if the guard is mounted, sends the horse flying everywhere (hell, the New Game patch might make the Cursed Hold Riders Patch work).
If you want to leave this in your game, I suggest that you set the race settings for Nord Stormcloaks to None and Imperial Imperials to None (otherwise those races will appear 2x more often than any other single race you have selected). Though if your race selection is just Nord Stormcloaks and Imperial Imperials you probably won't notice any change.
You can safely remove the New Game patch afterwards if you don't want Imperials/Nords to be in your Imperial/Stormcloak ranks.



--- Hold Riders Patches ---
Spoiler:  
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Version 1.0.0: Should be fine to use, but Races & Sex do not apply.

Version 2.0.0:
Pre-blurb: The New Game patch might make this patch usable, but I haven't tested it so continue to only use at your own risk.
I believe that this file is straight-up cursed. That or Skyrim is actually really buggy and none of us ever suspected a thing. Obviously a curse is more likely though. Basically...

Pros:
  • It adds some support for changing Hold Riders' race and sex based on your configurations
Cons:
  • Hold Riders' race and sex will match the configuration of the hold's original allegiance (e.g. Riften will only ever be Stormcloak races)
  • Hold Riders can be Marked for Deletion, invisible (not invisibility spell, just purely invisible and in the shape of a fox according to what I saw with Aura Whisper), and sometimes if you try to reset them (this includes with the area Reset Power) your game will crash (though crashing only happened in my admittedly pretty corrupted save, so maybe it's a me thing)
  • Sometimes the horse will appear, but not the rider.
  • This version increased the chances of horses flying everywhere from rarely to almost always.
  • Your computer will probably become haunted after downloading this file.