File information

Last updated

Original upload

Created by

bientje

Uploaded by

bientje

Virus scan

Safe to use

Tags for this mod

About this mod

Adds civil war aware Hold Guards that patrol on horse

Requirements
Permissions and credits
Translations
  • Italian
Changelogs
This mod adds hold guards on horses patrolling the five major holds. The newly added patrolling guards are civil war aware and will thus change depending on which faction (Imperial or Stormcloak) controls the hold. As an added bonus there is now a Dawnguard Scout patrolling on horse across Skyrim; the Dawnguard Scout enables when you rebuilt Fort Dawnguard, and disables after completing the Destroying the Dawnguard quest. All horse riders and horses respawn, horses are owned by the appropriate faction, and horses automatically return to their relevant stables if their rider happens to be killed.

This mod requires Wild Horses Creation Club because I used the Stormcloak Horse Saddle for Stormcloak horse patrols.

Added horse patrols:
- Reach Hold Guard or Stormcloak Soldier (Markarth Stables - Karthwasten - Hold Hroldan Inn - Markarth Stables)
- Rift Guard or Imperial Soldier (Riften Stables - Shor's Stone - Ivarstead - Heartwood Mill - Riften Stables)
- Haafingar Guard or Stormcloak Soldier (Katlas Farm - Solitude - Dragon Bridge - Katlas Farm)
- Whiterun Guard or Stormcloak Soldier (Whiterun Stables - Riverwood - Rorikstead - Whiterun Stables)
- Eastmarch Guard or Imperial Soldier (Windhelm Stables - Hollyfrost Farm - Kynesgrove - Mixwater Mill - Windhelm Stables)
- Dawnguard Scout (Dawnguard HQ Exterior - Riften North Gate - Windhelm - Solitude - Markarth - Whiterun - Dawnguard HQ Exterior)

Difference between this mod and other similar mods
- Horses on Patrol series is a typical early Skyrim LE mod that adds way too many features and NPC's in a bloaty, unbalanced and buggy way. Examples: patrols of that mod consists of up to 5 NPC's in one patrol, and it even adds in a completely new stable with a merchant npc that sells new horse armor. If you like your mods to be overblown, go check out the Horses on Patrol series. In addition, that mod was ported to SE by someone who unfortunately doesn't have enough modding knowledge to further improve upon the mod or help users with troubleshooting.
- Hold Riders has closed permissions, which for me is enough of a reason to release my mod with open permissions. Furthermore, that mod just willy nilly adds in (too many) patrol for all minor and major holds and many different Skyrim factions without taking into account any world changes that happen through questing, such as the Dawnguard being destroyed or the Civil War having impact (even though the MA of that mod presents the fact that their horse riders do not react to the world as a consciously implemented feature, which seems a weird flex to me). 

Bugs
- This mod operates in a simple way, and I structured it so that even the mods noob modders should be able to follow along with what I'm doing in Xedit. If I made any mistakes in the mod that causes weirdness, such as patrols not triggering, or other inconsistencies, please let me know and I'll correct it.
- Skyrim is Skyrim, so some general wonkiness should be expected in relation to guards patrolling on horses. In general, I've made sure to add conditional fail safes that should make sure all patrols trigger properly.

Open permissions and quest awareness
- My mod has open permissions and I encourage any to modify and/or improve upon my effort. For those interested in adding more quest aware horse riding factions, the Dawnguard Scout of my mod utilises a tiny script that sets quest requirements for enabling/disabling based on quest stages. You don't actually need to edit my script in order to use it; all you need to do is create a new Magic Effect pointing to the Xmarker you want to disable/enable, and then add that Magic Effect to the Spell with your appropriate conditions. It's super simple and very easily reverse engineered in Xedit or Creation Kit! TIP: don't forget to set the Xmarker as Enable Parent for your desired NPC ref.
- Of course, you can use my script for generally enabling/disabling all kinds of objects in the world based on standard Skyrim conditions, not only NPC's!

Special thanks
- AndrealphusVIII for pointing me in the right direction with the script.
  翻译: