Skyrim Special Edition

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subhuman0100

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subhuman0100

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32 comments

  1. evilwillneverdie
    evilwillneverdie
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    Hello everyone.

    As I play with TGC Rorikstead, I wanted to adopt also this mod for the guards and the portal. As there was of course clashing between the portal and the structure added by this mod, and as I wanted t keep the portal but add the guard post, I have disabled everything were clashing and the small palisade outside.

    The result is THIS. Now, pardon me if I'm asking silly questions: having me removed the items through the console with "markfordelete" and "disable", now I expect they are not there anymore in the esp, so if would I save that file could I make it a patch between the two mods?
  2. MustafaKhaleefah
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    I have rorikstead, Riverwood, dawnstar and falkreath guard overhauls and the guards look like this. They look normal with no armor. In terms of armor replacers I have sons of Skyrim and a simple texture mod for the guard armors. I have the latest version of the resources as well. I checked ssedit and saw no issues. If anyone can help it would be greatly appreciated. guards
  3. tsalbmrots
    tsalbmrots
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    Is this compatible with "redbag's rorikstead" ?
    1. dhruvsardana
      dhruvsardana
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      +1 best rorikstead overhaul or what 

      ill check in a couple of days and let u know i havent reached that part of assembling my modlist yet 
    2. JonathanDorikt
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      From what I've tested, It isn't. It causes a bunch of flickering over the village and landscape.
  4. BloodMarshal
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    UPDATE: For people from the future, the 2.02 update makes this patch unnecessary. 

    I made a patch for Lantern's of Skyrim II. Do you want it? You can see what I did here: https://imgur.com/a/wffQpGS

    I just moved the training dummy, the combat marker for the dummy, and the navmesh cut forward a little bit. I moved all three at once in the CK to ensure they all work the same as before. I checked in game, and the guards will still attack the dummy as before. I flagged the ESP as ESL. I checked for errors:
    [00:00] Start: Checking for Errors
    [00:00] Checking for Errors in [FE 002] Rorikstead Guard Overhaul and Border Post - LoSII Patch.esp
    [00:00] Done: Checking for Errors, Processed Records: 7, Errors found: 0, Elapsed Time: 00:00


    Given it moves a persistent object, a new save is required for the change to work. Unless there is a fix for that, which I'm unaware of.

    Here's the patch: https://drive.google.com/file/d/1GNLRP6C-Pj3vGZ8wu8eSoJA_gVu66rF_/view

    I can host the patch if you don't want to. Or I can delete it, if you don't like it and just keep it for myself.
    1. subhuman0100
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      Thanks for bringing this up.  I had checked everything with Lanterns of Skyrim installed, but hadn't checked with Lanterns of Skyrim II.
      I think what I'm going to do is move the dummy/marker/navcut across the road so they're out of the way of both mods.

      Given it moves a persistent object, a new save is required for the change to work. Unless there is a fix for that, which I'm unaware of.

      The main issue is if Rorikstead is in loaded memory, then the target is a script variable on the guard training quest.  That will prevent a position update.  But if the PC is nowhere near Rorikstead when a position update is installed, it should update fine.
    2. BloodMarshal
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      Thanks, I look forward to the update.
  5. HamsterSensei12
    HamsterSensei12
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    You don't happen to know whether the occlusion cubes will cause trouble with eFPS? I suspect that it might also place occlusion in Rorikstead.
    1. subhuman0100
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      Honestly, I don't know.  Two questions pop to mind right off the bat:
      1) Does eFPS add occlusion planes or cubes to the same places I did? (from it's description, I'd say it's likely)
      2) Will having two occlusion planes/cubes in the same structure even cause problems?

      If the answer to either of those is "no" then I'd say it won't matter.

      I strongly suspect the answer to the second question is "no" because in towns where Bethesda did place occlusion cubes in structures, they usually placed 2-3 per.  In the typical farmhouse for instance, there's one cube that's inside, and barely smaller than, the main part of the house.  Then a second tall, skinny cube that passes thru the main one and extends up to the peak of the roof.
  6. Punch3r
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    Do I have to use the Arthmoor patch as an actual patch or as a seperate version? Usually the answer would be simple but you have other mods with Arthmoor variants and they are not patches so I am not entirely certain on this one..
    1. subhuman0100
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      It's an actual separate patch, used along with the main mod.

      Arthmoor's Rorikstead adds two additional guards.  Something he didn't do in (for example) Falkreath.  The patch edits those two, to have schedules to match the others in this main mod.
      You don't need to use the patch at all, but without it those two guards will be patrolling 24/7.
  7. Tajjara
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    Any plans for a patch for ETaC?
    1. subhuman0100
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      No.  ETaC already adds additional guards, and for me to split them into two shifts (effectively doubling their numbers!) would end up with a ridiculously amount of guards for a little hick 'burg.
    2. Tajjara
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      Ah that makes sense! Thanks for the reply!
  8. Mhoog
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    How is this with the Great cities? I have the AIO, if I wasn't having issues at the moment getting passed the loading screen, I'd try it out

    Update Dec. 26th: No, it's not.  the lookout platform is blocked by a wall from the Great Cities mod The guard can't get to the marker to shoot arrows at the target but everything else seems ok
    If I can figure out how to use CK without bonking something, I'll see if I can move it and adjust things in the area but that may never happen with my past tries with CK. Thanks for making this though.
    1. Mhoog
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      Just a FYI, I got it to fit in with great city mod, The guards go where they need to go. Only took one try in CK Which is a first for me. It's not perfect but its good enough for me.
    2. waeq17
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      Good job!
    3. R3B3LCAUSE
      R3B3LCAUSE
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      If you patch works could you upload it? I use Great Cities, and I'd like to use this mod too
  9. chingoblingers
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    HI love your mods and installed all of them for my upcoming playthrough. currently testing and only having an issue with 2 so far. The Barracks for this is in between the concoctions shop and city entrance in from Expanded Towns and City's and for some reason on your Riverwood guard overhaul mod (using the ETac ver.) the door leading to the guard barracks is unusable (has an open activation but doesn't lead to the cell when I click it) dont know if thats because im using leaf rest though. Was curious if you had any insight?
    1. subhuman0100
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      I've noted the incompatibility with ETaC on the front page.   Thank you for making me aware of it.

      The guard barracks in Riverwood is intentionally inaccessible until after guards have been dispatched to Riverwood.
      That was covered in Riverwood's comment page, but that comment has pushed back to page #2 now.
      Riverwood is also incompatible with Leaf Rest.  Even though you may be able to open the barracks door after guards have been dispatched, they will not be able to. 
        This is also covered in Riverwood's comments page.  I'm not touching Leaf Rest compatibility.  Leaf Rest makes NavMesh edits to seven cells, when it only occupies one cell.  The original mod author made a mess, and they can make the patches to clean it up.
  10. Pancakes205
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    is this compatible with arthmoors rorik? and is all the guards female?
    1. mostsocial
      mostsocial
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      There is a patch in the files section....