Yup, I read it, thanks I'm probably going to add perk configuration to HGA in the next update (adding perks to NPCs through script is apparently impossible, but I have a workaround in mind that I'm hoping works) which might be a while since I have some plans for it which will take a while to implement, plus some other projects I would like to do. I would add it to these files for speediness but honestly the republishing process for multiple files is tedious enough that I really want to avoid doing that. If you want it now and aren't afraid of SSEEdit, you can add the perks by opening the rescaled guard plugin, opening Actors (Non-Player Characters), and just add the perks to both (there might be 3, but I can't think of why, so I'll assume there's 2) of the guard bases.
Edit: I was forgetting about the Solsteim guards, that's the third guard base. Also the workaround didn't work so no HGA perks :(
Good luck with that I actually looked into it (I was just going off of memory before) and just adding the perks like that might not work due to perks have conditions requiring previous perks in the perk tree, so I'm honestly not too sure if it will properly work or not (and am too tired to try to figure out how to properly test it).
Well there was an attempt on my end but adding perks through SSEEdit didn't appear to do anything. The only possible way that comes to mind is making an entirely new NPC group that has perks from the get go (Companion Mods do this same with Deadly Wenches which adds it's own custom Npc's into the leveled pool for Guards, bandits, soldiers etc that comewith their own perks and powers).
Amazing work! it's funny how I just thought before starting a new playthrough, that I didn't want guards to be able to straight-up kill dragons, so I'm thinking about going for the level 5 version, would it be possible to make them scale with the player but always be weaker? also, is it safe to assume this is compatible with Guard Armor Replacers?
I can confirm this mod works with Guard Replacers perfectly. I use Guards Overhaul which was ported by billytpilgrim and picked Lvl 65 Guards to compliment the more fancy armors that mod has.
As long as said armor mod doesn't touch the Guards themselves or uses it's own version of Guards (I had to go into Skyrim Edit to delete the custom Guards the mod I mentioned above used so the vanilla ones could show up with both the armor and be affected by this mod) then it should work well.
Ello been enjoying this mod and your HGA mod. I use some mods to make Guards look rather impressive and having the option to make them a certain level really compliments their looks now with their performance. As an idea is it possible to put in some perks in 1h and 2h skills to make guards a bit more effective in their weaponry. I use Ordinator so seeing perk abilities for certain weapons would actually be really cool to reflect their level also.
Good to hear my work is being enjoyed. So are you suggesting that if the player gets a perk then it affects the guards? Or add a perk to the guards themselves to improve their effectiveness? I can definitely do the second one, not too sure about the first one (and it would likely be implemented in HGA).
Sorry for a relatively late reply nexus doesn't seem to notify me on comment responses but the latter is actually exactly what I meant. Adding a few weapon perks to compliment higher level guards would not only make them more effective but also add more flavor especially with say how Ordinator converts vanilla perks into respective abilities. This can lead to a lot of variety in guard combat just based on the weapons they carry and can have really nice synergy with other mods that affect perks.
You don't have to do the first suggestion the second one of just adding some Perks to guards (nothing related to the player) would be really nice.
Also thank you for responding I look forward to other work you do.
This is incredibly useful, yet concerning. Basically, this mod would help out in keeping each hold safer from dragon attacks by making the guards higher level of your choice, although it'd make early game dragon's easier to kill if you set it too high. In short, this mod is a double edged sword...
You should download other mods that keep towns safe, like the ones that make weak NPCs run for cover during dragon attacks. It's ridiculous that guards can take down a dragon anyway
Very cool mod, downloaded! I'm just a bit curious as to what you intentionally changed though if you don't mind me asking? I noticed in the mod records that the tint layers were changed as well as the guards skill levels, was this intended? This mod also re-adds a perk to the guards to increase damage towards the player whilst the unofficial patch removes this perk, just to let people know.
The only fields that I touched were PC Mult, Level, and Auto-Calc stats. In my experience Tint layers, Object bounds, and a few other things seem to just change if you modify the record at all. I’ll look into unchanging it.
I also noticed the perk not being in USSEP, but I figured it really didn’t matter. If there’s enough demand I’ll remove it.
Yeah I read some posts, apparently the creation kit sets tint layer values itself. As for the USSEP change I just wanted to make people aware in case they did not know it conflicts with that record change.
Possible to turn into a ESL? Id love to have them scaled for my modified dragons, and leveled scale enemies. I see it ESL, sorry thxs for the great mod. Will help in 28 days later :P Now
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not running any mods which conflict either, except for possibly the unofficial skyrim patch
have this mod loaded last in my load order too, and traveling to different cities still spawn the same guards which are capped at level 50
I'm probably going to add perk configuration to HGA in the next update (adding perks to NPCs through script is apparently impossible, but I have a workaround in mind that I'm hoping works) which might be a while since I have some plans for it which will take a while to implement, plus some other projects I would like to do. I would add it to these files for speediness but honestly the republishing process for multiple files is tedious enough that I really want to avoid doing that. If you want it now and aren't afraid of SSEEdit, you can add the perks by opening the rescaled guard plugin, opening Actors (Non-Player Characters), and just add the perks to both (there might be 3, but I can't think of why, so I'll assume there's 2) of the guard bases.
Edit: I was forgetting about the Solsteim guards, that's the third guard base.
Also the workaround didn't work so no HGA perks :(
I actually looked into it (I was just going off of memory before) and just adding the perks like that might not work due to perks have conditions requiring previous perks in the perk tree, so I'm honestly not too sure if it will properly work or not (and am too tired to try to figure out how to properly test it).
If I ever figure out how to add perks to NPCs properly and easily, I’ll implement it for sure.
As long as said armor mod doesn't touch the Guards themselves or uses it's own version of Guards (I had to go into Skyrim Edit to delete the custom Guards the mod I mentioned above used so the vanilla ones could show up with both the armor and be affected by this mod) then it should work well.
I can definitely do the second one, not too sure about the first one (and it would likely be implemented in HGA).
You don't have to do the first suggestion the second one of just adding some Perks to guards (nothing related to the player) would be really nice.
Also thank you for responding I look forward to other work you do.
In my experience Tint layers, Object bounds, and a few other things seem to just change if you modify the record at all. I’ll look into unchanging it.
I also noticed the perk not being in USSEP, but I figured it really didn’t matter. If there’s enough demand I’ll remove it.
I see it ESL, sorry thxs for the great mod. Will help in 28 days later :P Now