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This page was last updated on 23 April 2024, 4:14PM
- Changelogs
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Version 3.0b
- Stopped Immersive Patrols NPCs from inheriting a perk that greatly increases the damage of soldiers in the vanilla leveled list when the player reaches a level threshold.
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Version 3.0
- ===The Bad===
- Non-Khajiit Caravans have been removed.
I know many of you enjoyed the merchants but I would like to reupload Immersive Patrols for Playstation users and they cannot download the FaceGen for these NPCs.
I also agree with many comments that this is outside the scope of this mod.
I will upload the caravans as a separate mod with proper naming conventions that I can expand upon without interfering with Immersive Patrols (IP). - Torches have been removed from the inventories of IP NPCs to prevent visual bugs and reduce resources usage.
- All FaceGen has been removed from IP so there will be less variety without mods that augment the vanilla leveled list.
- Dawnguard Patrols have been reduced from 5 Dawnguard to 4.
- NPCs in this mod only care about your Civil War faction. Too many aggression and mod conflicts occur when I try to make them aware of Vampire or Werewolf statuses.
- ===The Good===
- IP NPCs now inherit their appearance from vanilla LChars (LCharSoldierX).
- IP NPCs now use the vanilla Outfits (CWSoldierX) of their faction.
- Mods that add new NPCs to Civil War NPCs will now add them to IP NPCS.
- Patrol routes have been relocated and extended where possible without going too close to cities and quest locations (see map).
- Battles have been relocated with the same precautions as Patrols. After a battle is complete the survivors will no longer stand around and will instead become their own patrol joining the nearest Patrol route (see map). If the Leader/Captain/Justiciar of a battle survives, their remaining soldiers will form up on them. Patrols of only soldiers will have little structure.
- Unlike appearance and outfit compatibility, weapons have been normalized between the Stormcloaks and Imperials and will only be affected by bashed patches.
- There are 4 Dawnguard Patrols in total that Patrol North to South without guidance. The Map in the images tab shows the two points each patrol can travel between by color.
- ===Addressed Issues===
- The NPCs added to Solstheim are weak and purely set dressing but a group of 3 Reiklings would wander into the Skaal village and still wreak havock. This group of Reiklings have been simply removed along with any of their associated AI Packages. There are now only 9 hostile NPCs added to Solstheim by this mod. Two groups of 3 Reiklings to the West of the island and a group of 3 Reavers that roam the middle (see map).
- Stormcloak NPCs would previously attack NPCs at HeartWood Mill. They have been moved slightly away and they no longer care about their Vampire status.
- Removed the edit I made of the Vanilla Dawnguard Weaponlist.
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Version 2.2.4
- Inherited Update.esm water entries and removed entries to cells that are no longer used by the Lite version of the mo
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Version 2.2.3
- Improved Owata's lacking alchemy inventory as suggested by Teabag86.
- Removed a battle near the town Gavrostead added by the mod Gavrostead.
- Caravan NPCs are no longer only killable by the player.
- Minimum Level of all NPCs increased to 20 so the player has more time to intervene.
- Stormcloaks can now wield 2H weapons again (Stormcloaks buffed).
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Version 2.2.2
- -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.
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Version 2.2.0
- File Version changed from 1.3 to 2.2.0 for pairity with the classic Skyrim version of the mod.
Moved Battles back to fields and out of forts.
Players will no longer be attacked for belonging to the Vampire Lord or Werewolf factions outside of Transformations.
Fixed missing enable parent on a Dawnguard unit (found by user TeaBag86).
- File Version changed from 1.3 to 2.2.0 for pairity with the classic Skyrim version of the mod.
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Version 1.3.2
- ---Bug Fixes---
Fixed a missing Dawnguard DLC Faction that would cause NPCs from this mod to ignore the player in the Vampire Lord transformation.
Fixed a missing parent from 1.3.1 that would cause Dawnguard from this mod to spawn before Fort Dawnguard reconstruction began.
---Non Civil War Patrols---
The hold guards added by this mod have been temporarily removed. I dislike how they were implemented and if I can do better they'll be reintroduced in another itteration, hopefully in a more interesting and expanded way.
- ---Bug Fixes---
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Version 1.3.1
- ---Bug Fixes---
Fixed an incorrect aggression flag set on all newly added guards and existing mod caravans. They were set to "Passive" aka Unagressive in the editor and would only retaliate AFTER being attacked. Made for some comical situations where they'd stop and watch their allies die while seemingly awaiting their turn to be smacked, then instantly going into a frenzy.
- ---Bug Fixes---
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Version 1.3
- ---Bug fixes---
You can now use this mod with Open Cities without NPCs walking into your cities.
The issue where NPCs from this and the Vanilla game were walking into cities WITHOUT Open Cities installed was caused by another mod called "Man Those Borders SSE." There's nothing I can do about it (unlike Open Cities) so Immersive Patrols is officially incompatible with Man Those Borders SSE.
Fixed an editor inheritance bug where 4 NPCs with an editor spelling error were completely invisible in game.
---General changes---
The mod now uses BSAs instead of loose files.
Some patrol placement adjustments have been made. You may not see patrols where you're used to seeing them but the majority are the same.
---Civil War Patrols and Battles---
After the Civil War quest line is completed the Civil War patrols and battle NPCs of the losing faction (including Thalmor) will be completely disabled.
As long as you do not complete the Civil War quest, battles and patrols will respawn indefinitely.
Destroying the remaining military camps of the losing faction will disable Patrols and Battle NPCs of the winning faction, the one you sided with. So if you'd like the Civil War to end completely you now have the option to do so by destroying enemy camps.
All battles have been moved to the forts used during the Civil War to avoid Navmesh bugs. (No more NPCs stacked in one spot, on rocks, piled up on eachother in the road, etc.)
New battles are located at Fort Amol, Dunstad, Greenwall, Neugrad, Snowhawk and Sungard.
The battle at Weynon stones between the Thalmor and Stormcloaks has been temporarily removed. Balance changes made it completely one sided.
Stormcloaks can no longer spawn with mages.
Stormcloaks should lose a lot less when used in conjunction with Combat AI mods.
Victors of Civil War battles in the mod will now be extremely dependant on the unit types they spawned with.
---Non Civil War Patrols---
Bandits in this mod have all been replaced by equal amounts of Guards of their associated hold. This mod no longer contains bandits of any kind.
Guard patrols can recognize Civil War NPCs from this mod as their enemy and will help the faction their city is allied with at the time.
Guard patrols will also change to Civil War NPCs during the Civil War quest line. For example, In the Vanilla game Whiterun guards usually wear yellow but if the Stormcloaks take control of the city all Whiterun guards become Stormcloak soldiers. Guard Patrols from this mod will reflect that change.
Dawnguard Patrols will now only exist after the Dawnguard questline has progressed to reconstruction. (No more Dawnguard patrols from the start of the game.) Note: Single Dawnguard spawns that attack you if you're a vampire exist in the vanilla game.
Traveling merchants now have much smaller, believable inventories and specialize in specific goods. They still purchase anything you'd like to sell unlike speciality shops since they are traveling merchants.
Both NPCs that accompany Traveling merchants are combat equipped for protection but mostly to make them easily distinguishable from merchants.
All mod caravan NPCs can now only be killed by the player but DO NOT respawn. They also DO NOT drop their inventory when they die but permanently losing a merchant for some above average loot is a good trade. I'll more than likely make them drop their exact inventory in a future update.
- ---Bug fixes---
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Version 1.2.1
- Forwarded all changes in SSE's Update.esm and the Unofficial Skyrim Special Edition Patch.
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Version 1.2
- Updated the mod with the new Creation Kit.
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- Author's activity
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April 2024
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23 Apr 2024, 4:13PM | Action by: Scrabbulor
Attribute change
'Description changed.'
March 2024
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16 Mar 2024, 5:50PM | Action by: Scrabbulor
Changelog added
'Change log added for version 3.0b'
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16 Mar 2024, 5:48PM | Action by: Scrabbulor
File added
'Immersive Patrols (Main) Always Enabled [version 3.0b]'
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16 Mar 2024, 5:47PM | Action by: Scrabbulor
File added
'Immersive Patrols (Lite) Always Enabled [version 3.0b]'
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16 Mar 2024, 5:47PM | Action by: Scrabbulor
File added
'Immersive Patrols (Heavy) Always Enabled [version 3.0b]'
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16 Mar 2024, 5:46PM | Action by: Scrabbulor
File added
'Immersive Patrols (Main) [version 3.0b]'
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16 Mar 2024, 5:45PM | Action by: Scrabbulor
File added
'Immersive Patrols (Lite) [version 3.0b]'
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16 Mar 2024, 5:44PM | Action by: Scrabbulor
File added
'Immersive Patrols (Heavy) [version 3.0b]'
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03 Mar 2024, 3:53PM | Action by: Scrabbulor
Attribute change
'File \'Immersive Patrols SE (OLD)\' description changed.'
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03 Mar 2024, 3:53PM | Action by: Scrabbulor
Attribute change
'File \'Immersive Patrols Lite (OLD)\' description changed.'
March 2023
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06 Mar 2023, 1:58AM | Action by: Scrabbulor
Attribute change
'Description changed.'
February 2023
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23 Feb 2023, 5:58PM | Action by: Scrabbulor
Attribute change
'Description changed.'
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21 Feb 2023, 1:52AM | Action by: Scrabbulor
Attribute change
'Description changed.'
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21 Feb 2023, 1:52AM | Action by: Scrabbulor
Attribute change
'Description changed.'
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20 Feb 2023, 7:21AM | Action by: Scrabbulor
Attribute change
'File \'Immersive Patrols\' version changed to 2.2.3.'
January 2023
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18 Jan 2023, 7:04PM | Action by: Scrabbulor
Attribute change
'Description changed.'
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18 Jan 2023, 7:02PM | Action by: Scrabbulor
Attribute change
'Description changed.'
November 2022
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20 Nov 2022, 3:27PM | Action by: Scrabbulor
Attribute change
'Name changed to \'Immersive Patrols SE AE\'.'
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20 Nov 2022, 3:24PM | Action by: Scrabbulor
Attribute change
'File \'Immersive Patrols (Main) Always Enabled\' description changed.'
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20 Nov 2022, 3:24PM | Action by: Scrabbulor
Attribute change
'File \'Immersive Patrols (Lite) Always Enabled\' description changed.'
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- Mod page activity
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April 2024
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25 Apr 2024, 12:09PM | Action by: DKEAce
Tracked
'Immersive Patrols SE AE'
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25 Apr 2024, 11:30AM | Action by: Steiser
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'Immersive Patrols SE AE'
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25 Apr 2024, 10:45AM | Action by: tondalade
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25 Apr 2024, 10:31AM | Action by: Kiinoh
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25 Apr 2024, 8:07AM | Action by: Carpnado
Untracked
'Immersive Patrols SE AE'
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25 Apr 2024, 7:51AM | Action by: Oleathlohair
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25 Apr 2024, 7:19AM | Action by: melevolic
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'Immersive Patrols SE AE'
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25 Apr 2024, 7:09AM | Action by: Araneus123
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25 Apr 2024, 6:34AM | Action by: SmileyGorilla
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'Immersive Patrols SE AE'
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25 Apr 2024, 5:34AM | Action by: ElCasana
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25 Apr 2024, 5:10AM | Action by: amazingbanana01
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'Immersive Patrols SE AE'
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25 Apr 2024, 4:56AM | Action by: 51CKN355
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'Immersive Patrols SE AE'
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25 Apr 2024, 3:52AM | Action by: grumpiestpotter
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'Immersive Patrols SE AE'
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25 Apr 2024, 3:48AM | Action by: davidsushi
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'Immersive Patrols SE AE'
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25 Apr 2024, 1:58AM | Action by: SeranaFiona
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'Immersive Patrols SE AE'
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25 Apr 2024, 1:50AM | Action by: noblerogue231
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'Immersive Patrols SE AE'
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25 Apr 2024, 1:28AM | Action by: Gegorys
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'Immersive Patrols SE AE'
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25 Apr 2024, 1:20AM | Action by: JamesTheOblivious
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'Immersive Patrols SE AE'
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25 Apr 2024, 1:00AM | Action by: SrHalt
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24 Apr 2024, 11:55PM | Action by: MegaStiman
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'Immersive Patrols SE AE'
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