This page was last updated on 01 January 2022, 3:35AM
Changelogs
Version 2.10
- Extended the Southern elevated walkway in a Westerly direction, as this does not interfere with any of the supported Riverwood overhaul mods - Walkway space can be used by guards for weapons training - Re-added lost race/appearance specifics to one guard, which had been lost along the way - Fixed floor seam in barracks - Reworked the barracks entrance, to help it blend better with surrounding walls. - Changed guard positions and patrol routes, to provide better town coverage with a limited guard force. - Guards posted on the walkways will now sandbox in a more random manner, instead of moving between three set positions at specified intervals. - There is no longer a guard posted at the Eastern walkway. (S)He has been moved to the Southern walkway. - Patrol routes are limited to staying within the town limits - Fixed error that had the barracks door becoming accessible six game hours after guards were dispatched, instead of the intended six seconds. - If you're using the optional GAR integration patch (available at common guards resources page) guards will now wear armor from GAR
Due to the extent of the changes, I am unsure whether this can be reliably upgraded on existing games.
Version 2.00
(all versions) now utilizes records from my Common Guards Resources plugin, which is a a required master
Version 1.21
removed unintended edit to water in cell Riverwood06. Note: the edit to water in cell Riverwood04 is intended (thanks 6Four9)
added missing .BSAs in v1.20. Note to self: doing "one more thing" before bed is generally a bad idea (thanks Astakos)
removed some unnecessary edits to foliage positions
Version 1.20
added light emittence info for window
filled in guards' location persist data
changed 2 benches and 3 beds from persistent, to not
(both ETaC versions) changed a collision cube to proper NavCut layer
Version 1.10
raised lanterns at entrances in hopes of reducing traumatic head injuries to adventurers
guard gloves and boots are now from leveledLists, giving guards small but needed armor upgrades at higher levels Stormcloaks: Low levels: no gauntlets, fur boots. Mid levels: leather bracers, leather boots. High levels: scaled bracers, scaled boots Imperials: Low Levels: no gauntlets, fur boots. Mid levels: Imperial Light Bracers, Imperial Light Boots. High levels: Imperial Heavy Bracers, Imperial Heavy Boots.
Regular/JK's version only: added collision NavCut cube to Eastern walkway to keep NPCs off the defective section of NavMesh
Removed two erroneous ITM quest records
Version 1.00ETaC
Uploaded separate files for ETaC - Riverwood and ETaC Complete. They are identical, apart from the required master file.