Shadowhawk827 Posted May 20, 2015 Posted May 20, 2015 I *FINALLY* managed to finish all the changes I wanted to get done on my Dawnguard Sentries mod on Steam. The mod adds so much now that I've changed the name to Immersive Dawnguard. Here's what I've got now: The Damned MCM Menu finally works and has several options. Thanks to CPU and Aqqh, I was able to write a good one before I had a nervous breakdown, lol. Anyway, features: 1) Two Dawnguard Sentry guards at every vampire spawn point in hold Capitals. All of them are unique NPCs with distinct faces and a full range of Dawnguard gear. Some even have unique weapons. Some villages are also patrolled by teams of Dawnguard and Vigilants of Stendarr. VIllages covered are Dragon Bridge, Ivarstead, Riverwood, Rorikstead and Shor's Stone. All Sentries are set up as members of guard factions to make this mod more compatible with When Vampires Attack and Run For Your Lives. This also means they'll assist guards, make arrests AND FIGHT DRAGONS. Sentries are set to react neutrally to player and follower vampires however, meaning player vampires can go into town to sell and do quests, so long as they don't attack anybody or have a bounty. Other NPC vampires will be attacked mercilessly on sight however. Depending on your personal playing style and which side you're playing on the Dawnguard DLC, the Sentries can be set to Essential, or to respawn only via the MCM A note on Riften: I also took into account the Thieves Guild quest in the market and positioned the Dawnguard patrols wide enough from that spot to not impact the quest significantly. All Sentries also should disable during Civil War sieges (vanilla game script) so the fight doesn't become unbalanced 2) Exterior patrols outside the cities of Riften and Solitude. Riften's North gate seems a spot of constant attack spawns for me. Now that spot, and the docks are watched by the Dawnguard, as is the Road just above the Solitude harbor. Mostly for immerison bu they will help with the occasional dragon attack at the Solitude stables. These particular Sentries can be toggled to Essential or completely disabled in the MCM 3) A roving Dawnguard patrol Between Riften's North Gate and the entrance to Dayspring Canyon. Mostly for immersion. After all, the Dwnguard has to keep it's supply lines open. This patrol does a great job of clearing bandits and wolves from the road. Again they can be set to Essential, Respawn OR toggled completely off if they're too much for you or you're already using Immersive Patrols. 4) Not to play favorites, Castle Volkihar has had a handful of unique Vampire guards protecting the outside of the Castle. Since the mod has all NPCs walking 24/7, these Vampires have a modified version of the Vampire sunlight weakness magic effect. They will be significantly weaker in sunlight, but won't take actual damage from it. Ergo, you have an advantage attacking during the day. These guards are respawn only but can be toggled off 5) Dawnguard recruits. Similar to Castle Volkihar, Fort Dawnguard has it's own security. 10 unique NPC Dawnguard recruits are positioned along Dayspring Canyon standing guard. They're respawn only but can be disabled via the MCM So there you have it; a lore friendly, non-cheating and extremely customizable way to protect your favorite NPCs from Vampires and Dragons. The 'When Vampires Attack' and 'Run For Your Lives' mods are also recommended and compatible if you want maximum lore friendly protection for your NPCs. The mod was built with the MCM Menu being the only script added to the game also, so it should be very install and compatibility friendly. The best part is that thanks to the new MCM Menu, you have multiple options on how to configure the number of Dawngaurd Sentries running about and if you want them to be killable or not (via essential state toggle options). Basic protection for the capitals and bigger towns, or max it out, it's all up to you. So there you go. And because CPU and Aqqh were so much help, I'm going to be posting it here after I finally get some sleep and figure out how to write a fomod for it, lol. In the mean time, take a look on Steam. It'll be going up on the Nexus also, after it's posted here.
Suludi Posted May 20, 2015 Posted May 20, 2015 Very cool idea. I'm going to test it in my next playthrough when I'm not a vampire with 1,500 kills and a bounty of 70,000 gold on my head, lol.
Guest Posted May 20, 2015 Posted May 20, 2015 I *FINALLY* managed to finish all the changes I wanted to get done on my Dawnguard Sentries mod on Steam. The mod adds so much now that I've changed the name to Immersive Dawnguard. Here's what I've got now: The Damned MCM Menu finally works and has several options. Thanks to CPU and Aqqh, I was able to write a good one before I had a nervous breakdown, lol. Anyway, features: 1) Two Dawnguard Sentry guards at every vampire spawn point in hold Capitals. All of them are unique NPCs with distinct faces and a full range of Dawnguard gear. Some even have unique weapons. Some villages are also patrolled by teams of Dawnguard and Vigilants of Stendarr. VIllages covered are Dragon Bridge, Ivarstead, Riverwood, Rorikstead and Shor's Stone. All Sentries are set up as members of guard factions to make this mod more compatible with When Vampires Attack and Run For Your Lives. This also means they'll assist guards, make arrests AND FIGHT DRAGONS. Sentries are set to react neutrally to player and follower vampires however, meaning player vampires can go into town to sell and do quests, so long as they don't attack anybody or have a bounty. Other NPC vampires will be attacked mercilessly on sight however. Depending on your personal playing style and which side you're playing on the Dawnguard DLC, the Sentries can be set to Essential, or to respawn only via the MCM A note on Riften: I also took into account the Thieves Guild quest in the market and positioned the Dawnguard patrols wide enough from that spot to not impact the quest significantly. All Sentries also should disable during Civil War sieges (vanilla game script) so the fight doesn't become unbalanced 2) Exterior patrols outside the cities of Riften and Solitude. Riften's North gate seems a spot of constant attack spawns for me. Now that spot, and the docks are watched by the Dawnguard, as is the Road just above the Solitude harbor. Mostly for immerison bu they will help with the occasional dragon attack at the Solitude stables. These particular Sentries can be toggled to Essential or completely disabled in the MCM 3) A roving Dawnguard patrol Between Riften's North Gate and the entrance to Dayspring Canyon. Mostly for immersion. After all, the Dwnguard has to keep it's supply lines open. This patrol does a great job of clearing bandits and wolves from the road. Again they can be set to Essential, Respawn OR toggled completely off if they're too much for you or you're already using Immersive Patrols. 4) Not to play favorites, Castle Volkihar has had a handful of unique Vampire guards protecting the outside of the Castle. Since the mod has all NPCs walking 24/7, these Vampires have a modified version of the Vampire sunlight weakness magic effect. They will be significantly weaker in sunlight, but won't take actual damage from it. Ergo, you have an advantage attacking during the day. These guards are respawn only but can be toggled off 5) Dawnguard recruits. Similar to Castle Volkihar, Fort Dawnguard has it's own security. 10 unique NPC Dawnguard recruits are positioned along Dayspring Canyon standing guard. They're respawn only but can be disabled via the MCM So there you have it; a lore friendly, non-cheating and extremely customizable way to protect your favorite NPCs from Vampires and Dragons. The 'When Vampires Attack' and 'Run For Your Lives' mods are also recommended and compatible if you want maximum lore friendly protection for your NPCs. The mod was built with the MCM Menu being the only script added to the game also, so it should be very install and compatibility friendly. The best part is that thanks to the new MCM Menu, you have multiple options on how to configure the number of Dawngaurd Sentries running about and if you want them to be killable or not (via essential state toggle options). Basic protection for the capitals and bigger towns, or max it out, it's all up to you. So there you go. And because CPU and Aqqh were so much help, I'm going to be posting it here after I finally get some sleep and figure out how to write a fomod for it, lol. In the mean time, take a look on Steam. It'll be going up on the Nexus also, after it's posted here. sounds good, can i make a request? build a quest to enable it. dont let them run around from start. make it so that the player has to convince the jarls to have outsiders guard his city.
Shadowhawk827 Posted May 21, 2015 Author Posted May 21, 2015 Very cool idea. I'm going to test it in my next playthrough when I'm not a vampire with 1,500 kills and a bounty of 70,000 gold on my head, lol. Yeah that could be a problem, ROFL. Look at the bringht side, I'm sure you earned teh achievement for having over 1000 bounty in every hold sounds good, can i make a request? build a quest to enable it. dont let them run around from start. make it so that the player has to convince the jarls to have outsiders guard his city. Believe it or not, that's one of the things I planned on doing. I haven't done it yet because I wanted to get a complete patrol coverage done (accomplished and then some) and get the MCM Menu working. Quests are still a new area of modding for me, so I need to study up. At the very least, I'd like to have their appearance delayed until about level 7 or 8 which is when the vampire attacks start.. Ideally I'd set up an MCM menu option to start it at level 7 OR run to all the Jarls to talk them into it, maybe make a few of them give the player a "bring me the head of a vampire and prove there's a threat" kind of quest also. My other plan is equally ambitious; a second shift. Put both groups of Sentries working 12 hour shifts and have them go off duty and be replaced at the end of it. Maybe I'll even add a custom follower to the mod to boot. I named it Immersive after all.
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