Could you add patch for "Configurable Real Names for SSE"? The patch should add random names for generic enemies, but at least some enemies have generic names: Mistwatch heavy armor guy (Mistwatch captain had a random name) and Glenmoril hagravens.
Hello, I got a problem with the SRC patch: when I clear Valtheim Towers of bandits and the place gets claimed by guards from SRC, some time later a Mistwatch Captain from Organic Factions still spawns there and starts fighting with the guards. I know the Mistwatch captains are supposed to die out only after you kill Fjola, but still, is there a way to prevent them from spawning after the place has been claimed by SRC or Lawbringer guards, even before Fjola's death?
Just a heads up, the COIN patch is for a prior version and no longer needed, since COIN uses base object swapper now. It also references now nonexistent formids so I would recommend removing it if you've updated COIN.
Skytest patch requires Skytest Creature Extension.esp as a master. Apparently this esp is from the SkyTEST Integration Project SE. I assume we won't need a patch for Skytest if we only use the main mod.
I guess what i mean is faction warfare adds new features to factions, features that Organic Factions wont have. The two mods dont conflict in a error sense but do in a logical sense
Warfare adds faction armories reputation and faction gold treasury's, Organic makes factions function and expand without the players direct input where as warfare is for when the player wants to have direct influence
A patch for this would be to get warfare features enabled for the new factions in Organic Factions
Most of these all work together in an error free sense, Dose organics not cover vanilla factions? and the enhanced ai framework? So vanilla would only be effected by warfare and conquering, which are currently disconnected from each other and i think conflict
Ideally all factions of this modlist would be pugged into enhanced ai framework and organic factions so every faction operates with the same feature set. You then add in warfare elements not found in organics like armories and reputation, and then ensure all faction locations can be conquered by each other independently from the player or by the player through the fort takeover framework or lawbringer(which from what i can tell do work together).
Maybe some documentation could be made on how to add organic features to new factions, If it was a case of going in xedit and adding references ect wouldnt be so bad if i knew what i was doing
A global mod connecting all the dots here would truly be a organic world that exists with or without the player
I was thinking it would be perfect if the creator of Organic Factions incorporated those features into his mod. I don't like Faction Warfare because it messes with the main story too much, but changing factions that aren't a part of the base game makes sense.
TBH its best not to play the main story with this kind of setup, i have played the main story x number of times I no longer play it, i instead use an alt start and many immersion mods like adding jobs and missives and for other living breathing mods like organic factions so the world comes alive and becomes more like a fantasy world simulator. The the playthoughs story is procedural based on my actions and the actions of others factions and random events ect
What i would really like is a mod that adds in an NPC that is the dragonborn and they go of and do the main quests where it just silently completes the quests to a set time schedule where if your in the right place at the right time you can see the evens happen as a bystander. It would be a cool perspective, and allows the main story to happen without you so i can just do other things and not have to do the same story over and over. Or i could even become the dragonborns companion and help with with the main story from time to time when i feel like or just leave when i dont knowing the main story will sort its self out
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when i checked sssedit, it says skyrim revamped patch has some errors. i do not know it is important or not. Can you check it?
Also can you make a patch for lawless?
https://www.nexusmods.com/skyrimspecialedition/mods/88080?tab=description
Would like to see a patch for this, iv not tested but i would assume they conflict given there changing parts of the same thing
However, if you run into any issues, please let me know. :)
The two mods dont conflict in a error sense but do in a logical sense
Warfare adds faction armories reputation and faction gold treasury's,
Organic makes factions function and expand without the players direct input where as warfare is for when the player wants to have direct influence
A patch for this would be to get warfare features enabled for the new factions in Organic Factions
My ultimate goal is to have a setup with
Fort Takeovers Framework
Skyrim Realistic Conquering - All In One
SRC - Exclude from Radiant System Options
SSE Enhanced AI Framework
SSE Organic Factions
SSE Organic Factions Extension
Hunters with Enhanced AI
Lawbringer
Faction Warfare
Most of these all work together in an error free sense, Dose organics not cover vanilla factions? and the enhanced ai framework?
So vanilla would only be effected by warfare and conquering, which are currently disconnected from each other and i think conflict
Ideally all factions of this modlist would be pugged into enhanced ai framework and organic factions so every faction operates with the same feature set. You then add in warfare elements not found in organics like armories and reputation, and then ensure all faction locations can be conquered by each other independently from the player or by the player through the fort takeover framework or lawbringer(which from what i can tell do work together).
Maybe some documentation could be made on how to add organic features to new factions, If it was a case of going in xedit and adding references ect wouldnt be so bad if i knew what i was doing
A global mod connecting all the dots here would truly be a organic world that exists with or without the player
I no longer play it, i instead use an alt start and many immersion mods like adding jobs and missives and for other living breathing mods like organic factions so the world comes alive and becomes more like a fantasy world simulator. The the playthoughs story is procedural based on my actions and the actions of others factions and random events ect
What i would really like is a mod that adds in an NPC that is the dragonborn and they go of and do the main quests where it just silently completes the quests to a set time schedule where if your in the right place at the right time you can see the evens happen as a bystander. It would be a cool perspective, and allows the main story to happen without you so i can just do other things and not have to do the same story over and over. Or i could even become the dragonborns companion and help with with the main story from time to time when i feel like or just leave when i dont knowing the main story will sort its self out