I can’t get this to work for some reason. I’m using the nolvus mod pack which uses immersive citizens - is there any chance someone could make a patch for it?
I wish there was a sneak-only version. Unsheathing in the jarl's palace or local inn/shop would be suspicious, perhaps even prohibited. But I can't even train with dummies without some guard(s) staring at me awkwardly, sometimes even getting in my way. Very unimmersive in this regard.
They also try to get the PC into trouble for breaking the laws of physics when pipelining iron into gold rings (any spell other than candelight seems to trigger them)
I bump this because it's ridiculous. I found a condition that needs removing in SSEEdit, but i'm not too versed in that program, idk how to remove the entire condition, I can only edit it. And my CK stopped working after recent updates (I can't stop it from updating the way I can with skyrim?)
this mod is good in concept but gets annoying fast, if swing your weapon at all you get guards following you and then they start getting in the way and end up blocking doors so you cant get out of places then you have to kill them and then all of a sudden you have to murder all of whiterun because a guard wanted to follow you because you misclicked
2. Under Spells, edit the SCG prefix spells: watchAbility, alarmAbility, and normalAbility. Remove the WeaponMagic conditions. 3. Change any remaining conditions above the now-removed WeaponMagic conditions that are still OR condition types to AND (unclick the OR).
4. ??? 5. Save 6. Profit (literally - you're probably a thief, after all...)
I've just installed this mod, experimented in sneaking while the guards are nearby and yet they're not reacting/following me with suspicion. What gives... -,-
Should be - scripts aren't hardcoded to specific form IDs, there is no facegen or voice files which will break, and it does not ship with a .SEQ (Enable of Game start) file so there *should* be no impact if you compact the forms and mark ESL. Haven't tested in game though.
I'm not sure if it's this mods that causes it, but seems to be the case. It's a very specific problem and quite uncommon.
When guards get suspicious, they follow you. Even follow you outside cities for a while. So far mod works as intended. Problem happens in the rare cases when they follow you inside a dungeon (e.g.: Redbelly Mine). The only pattern I noticed in this CTD (that I repeated a few times for testing purposes), was the presence of guards inside a dungeons they wouldn't go into under normal circumstances.
Anyway, not a problem with the mod itself, but a consequence of using it. Now I need to figure out why guards inside dungeons are a problem (could be another mod or mods, or just Skyrim being Skyrim).
Anyway, great mod. The solution here was wait until they leave me alone before entering the mine.
Normally the mod works just fine, but on this one character after her reputation hit rock bottom and the guards mostly started greeting her with "not my problem" "go and be some other guards problem" they stopped being suspicious at all. She can sneak around indoors with her weapon drawn which normally is the quickest way to recieve a warning, but nobody bats an eye. Her reputation has gotten better but still the guards are utterly unconcerned with what she is doing.Regardless if she is the Thane in the hold or not. Is there some way I can fix this? If anything they should keep an even closer eye on her being a known criminal and troublemaker,
I use the reputation mod and her reputation reached hated which included "infamy" or NPCs covering fear sometimes just because she walked by. The guards only said the lines they use when you have a bounty but convinced them to let you go. "You are not worth the hassle", "Go, be some other guards problem", "You are known to me now scum, remember that"
This sounds like a mod conflict. You can ask the author of Skyrim Reputation (or its updated version, whom the author seems to be still active) to patch this issue
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(any spell other than candelight seems to trigger them)
I found a condition that needs removing in SSEEdit, but i'm not too versed in that program, idk how to remove the entire condition, I can only edit it. And my CK stopped working after recent updates (I can't stop it from updating the way I can with skyrim?)
2. Under Spells, edit the SCG prefix spells: watchAbility, alarmAbility, and normalAbility.
Remove the WeaponMagic conditions.
3. Change any remaining conditions above the now-removed WeaponMagic conditions that are still OR condition types to AND (unclick the OR).
4. ???
5. Save
6. Profit (literally - you're probably a thief, after all...)
It's a very specific problem and quite uncommon.
When guards get suspicious, they follow you. Even follow you outside cities for a while.
So far mod works as intended.
Problem happens in the rare cases when they follow you inside a dungeon (e.g.: Redbelly Mine).
The only pattern I noticed in this CTD (that I repeated a few times for testing purposes), was the presence of guards inside a dungeons they wouldn't go into under normal circumstances.
Anyway, not a problem with the mod itself, but a consequence of using it.
Now I need to figure out why guards inside dungeons are a problem (could be another mod or mods, or just Skyrim being Skyrim).
Anyway, great mod.
The solution here was wait until they leave me alone before entering the mine.
Is there some way I can fix this? If anything they should keep an even closer eye on her being a known criminal and troublemaker,
Next time put this at the beginning of your post.