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  1. Scrabbulor
    Scrabbulor
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    =====Updating to 2.2.2=====

    Only necessary if you already have a version of Immersive Patrols installed and your playthrough is in progress.

    -Uninstall the old version of the mod.
    -Launch Skyrim, load your latest save (ignore the missing esp error), create a new save from the save menu option, close Skyrim.
    -Install the newest version, launch Skyrim, create a new save from the save menu option.
    -Done.

    =====2.2.2 Changelog=====

    -Moved 2 battles away from Barleydark Farm and Frost River Farm added by the mod "Cutting Room Floor."

    -Removed Stormcloak Soldier's ability to spawn with 2H weapons for improved balance with combat mods.

    -Battle NPCs will no longer fight eachother for items dropped by the player.

    -Fresh face files have been generated for all NPCs in this mod. There should no longer be any NPCs in this mod with the Dark Face bug.
  2. Scrabbulor
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    Please use the BUGS tab if you run into any issues with IP 2.2.2. Don't hesitate to create a new topic.
  3. AliasNick
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    2.2.2 "Battle NPCs will no longer fight eachother for items dropped by the player"
    Bummer. Had way too much fun messing with them once I discovered this was a possible behavior from one of Bacon_'s video.
  4. akmatov
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    I note in the description "no vampires, no werewolves" does that mean a player can not become a werewolf? As opposed to your having removed wild ones roaming around the game? Also, why? Vampires give good loot and Vampire Dust is an Ingredient.
    1. jayr848
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      Keyword = "in this mod". Why would you think an NPC adding mod would remove a player's ability to become a vampire or werewolf or remove vampires and werewolves from the game? There are just no added vampires or werewolves in this mod's patrols.
    2. akmatov
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      Thx jayr, reason is paranoia based on bad past experiences at ppl's skill in written expression. Just gearing up for a nicely modded trip back to Skyrim and excited to see Immersive Patrols available - back in the day it was a mod that require borrowing a computer from NASA to play. Your reading is very literal and few ppl write that way. Hence my asking. Hoping to hear from someone who knows the answer, rather than drawing a conclusion from parsing the text.

      The text reads, "There are no vampires, werewolves, Khajiit caravans or bandits in this mod." There are at least three ways this can be understood.
    3. jayr848
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      I am a modder and can assure you the only vanilla edit is a crossbow added to the Dawnguard leveled weapon entry (LItemDawnguardWeaponAny). No other vanilla entries are touched. I am looking at this mod in xEdit, as I type. The reason the author wrote "No vampires, werewolves, Khajiit caravans or bandits are included in this mod." is that people were complaining about this mod screwing up those types of NPCs (which it doesn't). This mod adds the NPCs stated in the description and nothing more. They are independent NPCs from vanilla and this mod will not affect vanilla NPCs (other than a crossbow added to Dawnguard soldiers using LItemDawnguardWeaponAny, as I stated).
  5. WhiteFangXV
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    Would it be possible to have the option to disable the added Civil War battles? I attempted to follow an earlier comment's instructions to remove them from the esp via SSEEdit, but ended up overdoing it and seemed to have removed the patrols themselves as well as the merchant caravans' guards. Everything else in the mod is amazing, though. It's nice to see Civil War NPCs outside of random encounters and the forts/camps.
    1. Scrabbulor
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      Sort by Form ID, Expand the NPC list and delete these 4:

      You'll have to disable the mod and make a save without it before enabling it again similar to updating the mod mid playthrough as this only removes the spawners and not the spawnees.
    2. WhiteFangXV
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      Thanks!
  6. ardiz
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    How can we disable solitude bards (their music playing animation bugged a lot of time)? Which one should be deleted if I have to use SSEdit?
  7. Maxxgold
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    Wonderful mod. Endorsed!
  8. Giboss
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    Thanks for update.. amazing mod ! :)
  9. ckstxjimmy
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    There should no longer be any NPCs in this mod with the Dark Face bug. *

    yea no....Fakreela dark face is still alive and well in my game.
    1. Scrabbulor
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    2. JDegenerate
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      Immersive patrols is contained in a bsa but my fix was loose files, so if you still have those then they would override the bsa. That could be the problem.

      Look for:
      data/textures/actors/character/facegendata/facetint/immersive patrols II.esp/006106B.dds
      data/textures/actors/character/facegendata/facetint/immersive patrols II.esp/006106B.tga
      data/meshes/actors/character/facegendata/faceGeom/immersive patrols II.esp/006106B.nif

      And remove those. I mean NMM should be able to fix that but I don't use NMM so I don't know.

      Other possibility is facegens create a dds and nif, and people (meaning me) often overlook the mesh files. But I doubt that's the case because then every npc in the mod would have a grey face. But that WOULD cause a dark face bug.
  10. KarzaiM21
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    Do you think there will be randomized equipment and faces in the future? That would REALLY make it immersive.
  11. YamiMarik1994
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    Thank you for the Cutting Room Floor update, very much appreciated
  12. Giboss
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    Hello...

    Huge thanks for the update and compliance with Cutting Room Floor :)

    It is a pity that you carried the battles into the open space - it's strange that they are still fighting in the same free place ... it was more logical when they tried to capture and reflect the fort :)

    Either way, your mod is great - thanks!
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