Adds a small, lightly-manned checkpoint in The Reach W of Fort Sungard. Is it a border post? Is it for taxation of trade routes? You decide. Features semi-realistic guard work/sleep/relax schedules, and a small barracks.
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Changelogs
Version 2.01
corrected two chests that were placed backwards (thanks JazzKiwifruit!)
corrected two terrain tears
Updated AI package/patrol for one guard position. The guard stationed at the Southern end of the walkway will now behave randomly, instead of moving between idle markers in a pre-determined and repeating sequence.
linked the NavCut collision cubes to the barricades, to stop papyrus errors on cell load
Version 2.00
updated to use resources from my Common Guard Resources plugin, which is now a required master
Version 1.20
added previously overlooked location persist data to NPCs. Changed beds from always persistent, to location persistence
change collision cubes to the appropriate L_NavCut
correctly set window light emittence data
re-added location keywords and names to the exterior and interior (barracks) cells
Version 1.12
fixed interior barracks door position (thanks Enclave19fall)
changed exterior wall texture on wall that has the window, to better blend with other walls
hid some planks from sight, that were supposed to be hidden previously but I had missed
various flora position tweaks
Version 1.11
fixed barefoot guards in 1.10
Version 1.10
NavMesh completety redone - the only edits, at all, are in cell -22,-6. No more edits to adjacent cells Cover info generated
added occlusion cubes to structures
minor positioning tweaks to wood chopping block and some flora
These guards, now get their items from leveledlists. They will hit *hard* at higher levels, they will not be like other guards attacking you with iron weapons.
Version 1.00
initial release
Border Posts: Skyrim has almost none of them. Not just for controlling bandits (ok, those are out of control) but also for regulation of trade. Places like this don't cost money, they generate it. If the miners at Kolskegger decide to sell their ores to Falkreath or Whiterun, Markarth wants to be sure they get their cut. Where do the Holds get their money from, if not from trade?
Features: - Adds a small, lightly-manned border checkpoint along the road West of Whiterun's Fort Sungard. (almost due S of Rorikstead)(Cell -22, -6) - Four Reach Hold guards, operating in two shifts, plus a Checkpoint Commander. - Guard CW allegiance is based on, and follows, the allegiance of Markarth. If Markarth changes sides, so do the guards. - Adds a map marker after it's discovered, that you can Fast Travel to. - Includes occlusion data. - Uses only vanilla assets.
Installation: Manually or with a mod manager, whichever you prefer.
Known Conflicts: None. Not much else touches this location.
USSEP The NavMesh edits were done with USSEP installed. Using this without USSEP will probably result in NavMesh errors in surrounding cells.
LE: I don't have LE. I can't test it. However, one of the people who tested this for me, does still use LE and reports that it worked as expected. If you wish to merge mods, this is a good candidate. It has no scripts or art assets of its own. It's comprised entirely of plugin record changes.
Thanks dePog for testing it, as well as for providing the banner screenshot!