About this mod
Part 2 of a mod which adds additional "Elite" NPCs to guard both Jarl Ulfric and General Tullius.
- Permissions and credits
Part 1 - http://www.nexusmods.com/skyrim/mods/50356/?
Also check out my other mods:
1 - True Clandestine Nightingale Hall - http://www.nexusmods.com/skyrim/mods/35994/?
2 - The Game - Thalmor plot of murder, betrayal and espionage (part 1) - http://www.nexusmods.com/skyrim/mods/48233/?
Description:
I have always wondered why the leaders of the two main factions had so little in the way of personal defense in the middle of an all-out war. You show up to the Jarl's doorstep and only a couple of guards stand between you and ending a civil war with one swift stroke of a poison dagger.
Although it's true that both Tullius and Ulfric are "essential", and the guards wouldn't stop you from approaching anyway no matter how many I put in there, my mod nonetheless tries to add a bit more realism and immersion by offering more "protection" to each leader.
Specifically, this mod will add 10 NPCs to Castle Dour:
6 elite guards;
2 elite wizards;
2 named "heroic" NPCs.
(Note that in Part 1, Ulfric gets a couple extra guards. This is for 2 reasons: 1) It would be too crowded in Castle Dour and 2) Tullius gets 2 powerful wizards who can both summon minions. I feel this is a fair trade-off.)
The base level of the NPCs is 50, and will defend any of their faction's guards or leaders as any other guard would - so if you plan on winning the civil war, you will either have to be quite the badass Dragonborn, or bring a small army - the latter of which I feel is more realistic.
It seems silly how one player can just charge into enemy HQ and single-handedly win a civil war. The old "invincible hero" cutting through dozens of guards almost nonchalantly gets pretty old, if you ask me.
This is only part 2 of the mod - it adds NPCs to Castle Dour in Solitude. Part 1 takes care of Palace of Kings.
Any comments, suggestions or bug reports are welcome.
Please note that I have uploaded two versions - one with Cloaks of Skyrim enabled (you need this mod for it to function), and one without - it is completely independent and requires nothing.
Future plans may include:
1) merging the parts into a single file;
2) dealing with "silent" dialogue (this happens because I changed the default voices);
3) investigating the possibility of doing the remaining 6 holds.
Credit:
"Cloaks of Skyrim" by Noodles - http://www.nexusmods.com/skyrim/mods/12092/?
From his Permission section: "If you just wish to use one of the cloak meshes for an armour/clothing/companion mod, then go ahead. You have permission to use the resources for anything along those lines."
I don't think he'd have any issues with me borrowing a few of his cloaks, however if you are Noodles and do not wish me to use your mod as a master file, let me know.