About this mod
A small mod that makes sure the stormcloak soldiers doesn't suddenly change their outfit after Alduin arrives in the opening scene, which occures when you use mods such as Guard Armor Replacer and Cloaks&Capes (see photos) -ESL FLAGGED
- Permissions and credits
- Changelogs
You probably never noticed, but the stormcloak prisonners change their outfit between the moment the Dovahkin is about to get beheaded and Alduin's attack. In vanilla the change is very minor but still un-immersive(they receive some fur gantlets out of nowhere), but it's getting worse if you use a cloak mod, since they also magically get a stormcloak cloak. Finally, with mods like Guards Armor Replacer SSE, not only did they get a pair of gauntlets, but they also get another pair of boots !
It's a pretty small detail, I'm well aware of that, but once you've seen it, it haunts you forever!
So I made sure to fix that. With this mod, you'll be sure that every stormcloaks you encounter in Helgen keep their outfit and doesn't get some magical cloak or gauntlets. This also applies for the stormcloaks you encounter in the dungeon of Helgen, no matter if you enter with Hadvard or Ralof.
This is an extremely light mod that cannot harm your performance in the slightest way. The esp file is flagged as esl so don't worry about your plugins limit !
Requirements: Nothin' of course !
Compatible with everything
If you want all the details (really not necessary to install the mod):
For those familiar with basics of modding and SSEEdit, the problem was in the outfit distribution. The stormcloaks we can see in the opening sequence before Alduin's attack were assigned to the outfit "MQ101StormcloakPrisonnerOutfit", which implies the stormcloak cuirass, the boots distributed to the stormcloaks leveled list (in vanilla it's the fur boots, but with Guard Armor Replacer it's the "Northener Boots"), and the cuffs to keep these bad boiz's hand bond. Then, after Alduin arrives for his little show, several stormcloak npcs spawn (2 already dead lying next to the destroyed cart, and 1 on the top of the tower, waiting to be crushed by Alduin's destruction of the wall). But these new npc's are assigned to the outfit "StormcloakOutfitNoHelmet", which implies the stormcloak cuirass AND the fur boots and fur gauntlets in every case. This outfit is the same for all the stormcloaks inside the dungeon of Helgen, with the exception of Gunjar, the red-head boy you can loot when you arrive with Ralof, this one is assigned to the outfit "MQ101StormcloakPrisonnerOutfitNoCuffs", which is basically the same as the first outfit, but as you can expect, without the cuffs.
Why is this a problem ? "Problem" is obviously a bit too exagerated, but that change of outfit kinda breaks the immersion, mainly when you use mods stated above : why would they get some cloaks from nowhere alongside some new pair of gloves and boots ?
So what I did : I took the 14 npc's concerned by this problem and assigned them the outfit "MQ101StormcloakPrisonnerOutfitNoCuffs", the same as Gunjar. No more immersion-breaking-magical cloak !
I'll make sure to upload some photos so you can understand !
Ps: This mod is actually my first (and possibly last). It's just a small fixe I made for myself and decided to share since it might concern a lot of people. I don't intend to make a lot more since I only understand a small shard of the modding basics. At least it made me realise that we simply cannot understand what a time-consuming and difficult task modding can be. My point is, make sure to send all your love to the (real) modders doing much more work completely for free just so we can still enjoy this game and this whole universe even today ! :D
Ps2: I'm still learning English so don't be afraid to tell me if I made any mistake, I'll be glad to correct it.
Needless to say, if the USSEP team wants to integrate these edits in the USSEP mod, I'd be the first person happy about it !
NEW OPTIONAL ADDITION : No more headsman death before Alduin attacks him ! (Mainly for Original Opening Scene)
So this part should ONLY concerns users of Opening Scene Overhaul. Because its restores some dialogues, this mod increase the delay between Alduin's landing on the tower and his first shouts (the one creating apocalypse and the fusrohdah pointed at the headsman). Problem is, the headsman's animation of dying (by Alduin's Unrelenting Force shout) is part of a whole script starting with Alduin's landing, where the headsman is being denied to execute the dragonborn.
Why is this a problem ? Long story short, with Opening Scene Overhaul the headsman dies while Alduin is still staring at us, and hasn't attacked him yet. Even worst, since his death isn't silent, he kinda interrupts the famous "It's the end times ! The end times has come !" because his death scream is next to us.
So what I did : Trying to mess with the scripts to prevent the headsman from dying too soon was obviously out of question: we all know the opening scene scripts are a mess that should be avoided at all cost. I took advantage of the fact we (the player) actually don't SEE the headsman dying, because our camera is still locked and staring at Alduin's gorgeous entrance. So the only problem to take care of was the headsman "agonizing scream". Since the headsman never talk I just took the liberty of giving him the voice template of someone you never hear dying, thus someone for whom Bethesda has never coded a death sound. Now, he doesn't interrupt anyone and since you don't see him, you can assume he get killed by Alduin's shout, as planned ! I tested it (once again this fix is originally for myself) and this works well ! Always more immersive !
It's worth mentioning this doesn't silence the sound of him removing the head of the stormcloak before you. Everything else still works as intended.
Note from the author (28/07/2021): In addition to Opening Scene Overhaul I recommend to install Opening Scene Overhault Patch who just came out yesterday, it fixes the majority of the few other issues encountered with OSO, such as the headsman fix you can find in my mod. Our two mods should work fine together (even if they both use the same fix for the headsman) and pursue the same goals !