The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Immersive Patrols (New) Dawnguard and Dragonborn DLC Required
正在显示第 1 - 2 项,共 2 项条目
更新于:2022 年 5 月 15 日 下午 9:27

Fixed an issue where the Soldiers in the Imperial Patrol closest to Riften did not have the vanilla faction required for Civil War dialogue.

Fixed an issue where NPCs would not level with the player.

Fixed an issue where certain voice types in the already limited vanilla leveled list had a higher chance of spawning.

更新于:2022 年 4 月 5 日 下午 8:12

For the 10 year anniversary update I wanted to do some simple changes but it slowly snowballed into a 200 hour overhaul and cleanup, using the knowledge I've gained over the years. I think the mod can stand the test of time now.

===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.
All FaceGen has been removed from IP so there will be less variety without other mods.
Battles are reduced from 16 vs 16 to 11 vs 11 but have been spread out over a wider area.
Dawnguard Patrols have been reduced from 5 Dawnguard to 4.

===The Good===

IP NPCs now inherit their appearance and spells from vanilla LChars (LCharSoldierX).
IP NPCs now use the vanilla Outfits (CWSoldierX) of their faction.
Mods that add new NPCs and Spells 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.

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.

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.