You do not need the Misc File "cwprep_test02-SSE". That is included in this mod.
Permissions and credits
Author's instructions
You may upload translations of this mod, no permission is needed if you did not use automatic translation software to make them. You may release bug fixes or improve on this mod, and upload that as a separate file, no permission is needed. Regarding Donation Points, feel free to earn them.
File credits
Kudos to redditor r/inmundano for the list of bugs in Civil War and precise hints how to fix them. Special thanks to kuczaja for early adoption and playtesting of restored cut content. This mod would not be possible without the bug reports from numerous helpful people. Most honorable mention to Karnork, whose savegames provided unique insight into civil war bugs.
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- includes tweaks to OCWWargamerScript script from Enodoc's Serious Defenses. From now on, console command "set ocwtweakenodocscwd to 1" should allow for using the variant of OCWWargamerScript script included in OCW during using that add-on (you might have to manually remove the leftover loose file scripts\OCWWargameScript.pex from Serious Defenses)
- includes map flag color changes from OCW 2.7.0 (imperial - cinnabar, stormcloak - light blue sky) and Serious Defenses (swap colors of forsworn with neutral whiterun)
- a cancelled civil war mission (happens when it is obsoleted by conquering the hold some other way) should no longer permanently lock you out of other vanilla civil war missions. Fix not retroactive. Remove Rikke/Galmar from faction becf0 if you already were scolded by them
- a new fix code for CWMapActivatorScript Is3DLoaded check - based on the fix from OCW 2.7.1, rewritten after USSEP 4.2.9 "fix" #22948
- fixed Valtheim Keep map flag color of for players using already Tactical Valtheim. If you install or update Tactical Valtheim after OCW 2.8.0, use console command "setpqv ocwwargame tacticalvaltheimglobalinitialized false" if needed to force the fix
Version 2.6.3
- it should be no longer needed to manually do "setstage cwfortsiegefort 10" before Fort Amol / Hragstadd final hold fort battle; provided that the fort battle quest is running before stage 10 (use "sqv cwfortsiegefort" to check that), the "let's take fort Amol/Hragstadd" dialogue (that was adedd to work arounds some bugs) should appear in all cases when the vanilla dialogue is missing
- corrected \WinterholdLocation to \WinterholdHoldLocation in conditions of various missions and fort battle starting event nodes, as well as "what's next" dialogues; an incorrect cwowner of the Winterhold city will still be visible on the civil war map as a two-colored flag, but it should no longer stop vanilla civil war questline
- exiled jarl Korir dialogue will no longer block conversation and prevent completing his favor quest (UESP wiki suggests that this is caused by jarl Korir staying in Brunwulf house that the player has to lockpick into and tresspass, and someone proposed a work around to lure Korir outside; in my tests it wasn't necessary)
- NPCs exiled by upheavals should call out player faction correctly - the following dialogue lines are spoken now only if player character is aligned against them, and Whiterun siege is finished: exiled jarl Skald line "Why are you speaking to me, Imperial", Jod "You should leave. Skald gets upset around Imperials.", Bulfrek "What do you want, Imperial? Ain't my life hard enough?"; exiled jarl Igmund "What do you want? Haven't you done enough damage to Markarth?", Raerek "I don't think we have anything to discuss, Stormcloak.", Faleen "You lay one finger on Igmund, and I'll end you, Stormcloak."
- (not a bugfix; change made for OCW to kinda work with CWRS 3.0) it should be now possible to start a hold conquest battle regardless of whether the objective "Regain/Liberate <hold>" is displayed, after the fort in that hold is conquered (if the fort in the hold player is in is not conquered yet, the hold from the current displayed objective will be preferred still)
Version 2.6.2
- fixed "Pieces of the Past" quest broken by battle of Dawnstar (Silus house locked again). fix is retroactive, will apply after civil war map flags are redrawn
- the WinHoldAndSetOwnerAlreadySetKeyword workaround fix is also applied after civil war map flags are redrawn (no need to activate any of them)
- corrected the Tullius dialogue line advancing to final hold campaign, from checking WinterholdLocation to WinterholdHoldLocation (this will match other dialogue options based on hold ownerships)
- "THIS MATERIAL IS NOT MADE, GUARANTEED OR SUPPORTED BY ZENIMAX OR ITS AFFILIATES." mentioned in mod sources and in the changelog.
- (guarded by "setstage ocwspecial 62") detects failed aliases when starting minor hold battles and show a message box with the name(s) of the culprit alias
Version 2.6.1
- added an extra period of enemy downtime between hold invasions, for a number of turns stored in global OCWEnemyInvasionDowntimeTurns. During this "downtime" no hold will be marked as besieged by enemy on the civil war map (does not apply to retaliation invasions that are follow-ups to hold battles won by enemy withdrawn soldiers); new OCW playthroughs have this set between 1.0 and 3.5 turns depending on OCW difficulty level; updates are set to 1.0. (This value can be fractional, for example the Adept downtime value 2.5 will alternate 3 and 2 downtime turns).
- fix for the rare bug that left OCWFortSiegeCapitalAI quest running even after civil war was over and it had to be stopped by console command "stopquest ocwfortsiegecapitalai" as it had some blocking dialogues for generals and soldiers
- by default, OCW initializes to Fortuna mode with the Adept OCW difficulty level; initializing OCW by activating a war map flag opens menu with "Oldschool" option to start by choosing the OCW difficulty level; playing the civil war questline and starting cut content battles will no longer pop-up the difficulty choice menu to initialize OCW
- no upheavals in Fortuna mode at all; upheavals in other modes can be enabled/disabled by global variables OCWUpheavalsIn{WargamerMode,StandardMode{Before,After}Whiterun}
- redesigned OCW mode choice menus; more text information useful for new users, and switching from Fortuna mode to other modes will refresh the war map (no longer needed to find another map or exit and reenter the room)
Version 2.6.0
Miscellanous fixes * Increased deadline on CWPrepareCity quest startup from ~1.5s to ~20s. * in siege reliefs, changing StageToSetIfDefenderWipedOut to 200 (value of StageToSetIfAttackerWipedOut) - possibly fixes a race condition if player flees the same time defenders are wiped out * added explicit end phase conditions to CWSiegeDefendersScene - possibly fixes some of the "Rikke stuck in battle of Whiterun speech" bugs
Fortuna mode * there are three gameplay modes now: Fortuna, Standard, and Wargamer. * Fortuna is pretty much like Standard mode, except - wargame situation is hidden (flags are displayed, helmets are not) - battle odds are multiplied by random number between -0.1 and 1.5
Version 2.5.8
Fixed a regression in 2.5.7 version that caused the Solitude siege relief battle to not initialize fully, exposing raw cut content behavior (infinite soldier respawns, Ulfric attending battle, and so on).
- this version should still have no load order conflict with Open Cities
- added a proper error message if CWPrepareCity quest fails to fill aliases and does not start in defense major battles (it used to silently start battles with raw cut content behavior if that happened)
Version 2.5.7
bugfixes for 11/11
- Fixed a bug in vanilla CWSiegeBarricadeScript, that was preventing barricades from advancing battle stage (important at Riften gate barricade) if they were destroyed with a single hit large enough to skip over the "barricade destroyed in 75%" (confirmed behavior with Wildcat "x4/x4" and Bound Bow)
- Fixed the complex scene markers issue by disabling them and moving to an unused cell in Sovngarde worldspace (reportedly this approach helps against "levitating animals" in city battles areas)
- The "(Defense)" dialogue should be now available only when the current location hold is being invaded
- In minor hold defense battles, disable guard garrisons early on. Reduces peak memory usage, which prevents CTD crashes when going outside and starting the battle. The commander gets disabled as well, there's a delay so you can turn away to avoid the immersion ruined.
- Removed 2 form changes to make this mod freely compatible with Open Cities, no matter the load order:
- removed persistence flag from \MarkarthWorldIntroSceneTrigger (0x000753B4), rewritten the script that held it as a property
- removed change to \CWSolClutterToggle 00100D2C - used to change clutter toggle location ref type in Solitude, bug in OCW
- In Riften jarls exchange scene (Leila and Maven) added dialogue conditions to check if the pro-imperial jarl is Maven indeed (in case someone makes a mod replacing Jarl Maven by e.g. Saerlund, it should be compatible)
- found and unlocked unique Galmar's dialog for expelling Jarl Maven with "(...) Jarl Black-Briar put your government together. Do it now, or there will be rioting in the streets. (...)" - it was conditioned on wrong city
- Fixed fleeing from a fort battle (an OCW added dialogue option) on Stormcloak side - the dialogue condition was for Imperial side
Version 2.5.6
April bugfixes:
- Removed "allow repeated flag" from OCWSiegeDUP quest (clearly it was flagged so by mistake because CWSiege is not). This caused an extra "Failed: Battle of [...]" , if player fast traveled after losing a major siege
- Added safety conditions in dialogues to prevent attempting to start another siege battle when a major siege quest is already started (including the capital relief preparation mini-quest). A similar thing for minor sieges was already added in a previous version.
- Restored sources and changes to scripts CWFortSiegeJarlScript.pex and TIF__0065C8A.pex, TIF__00065C8B.pex - these three were left in Skyrim/Data when reinstalling Skyrim from scratch, and silently recompiled to vanilla state before 2.5.3 update. (Minor regression - the dialogue fragment scripts are related to awarding civil war rank promotions even if holds were gained without a battle, and the CWFortSiegeJarlScript change is related to Bug #23062 in the Unofficial Patch Tracker).
Version 2.5.5
Improved "enemy withdrew" feature in minor siege attacks:
- no longer required to wait until the ambush or not is revealed, going to the jarl's longhouse front door will force resolve it
- fixed bug in 2.5.4 that made ambushes stuck; if not updating to 2.5.5, a workaround is that you can force enemy soldiers to reveal with "setstage ocwspecial 286"
- the ambush or enemy withdraw decision is now based mostly on wargame strategic situation, rather than random chance (it's still is 50% chances for a normal battle, but previously the remaining split was 35% ambush and 15% withdraw, now it's 12.5% ambush, 37.5% ambush-or-withdraw-let-me-take-a-look)
- in enemy withdraw scenario, the invaded hold will no longer be random, but rather the most vulnerable hold (as it happens already for the regular enemy invasions).
- enemy will no longer withdraw from a predictably won battle for a predictably lost invasion; in win-win and lose-lose situations, enemy will withdraw only if there is a predicted improvement in battle odds (large in win-win, medium in lose-lose).
- when withdraw to a major hold is considered, a bonus to defender strength is added that makes it less worthy as a withdraw target
- after the mission "Rescue from Fort ..." is completed (which makes the hold conquered), a forced enemy withdraw is made. This change is retroactive, if you've done that mission, expect an extra enemy invasion to happen (unless you don't own any more holds possible to invade, in that case it will be skipped).
Version 2.5.4
- Added a spliced voice line for Rikke and Galmar if player fails a mission (the vanilla line was good only for generic field commanders). For Rikke: "First of all, what you're doing. Not impressed. Think about it!", for Galmar: "First off, you're definitely screw-up unlike-Stormcloak material. I misjudged you... friend."
- Added a warning message box if changes to the vanilla civil war map script were reverted by another mod, or not installed at all
- Changed quest aliases in OCWSiegeRelief to avoid Cretion Kit making Kynesgrove and Dragonbridge flagged persitent (no longer a load order obstacle for mods such as ETAC)
- In OCW capital relief battles, the city map marker should be disabled now (like it is during an attack siege battle)
- After capital relief battles, you can now report to your faction leader (as the objective says). The lines they respond with were used for peace/truce time in a very early version of civil war. For Ulfric, "The gods have granted us peace for the moment. But that won't last long. I'm sure trouble will be stirred up soon enough.", for Tullius, "Things are quiet for the moment. That won't last long. As soon as a new campaign starts, I want you there. Stay close. See me tomorrow." - but you don't have to wait until the next day.
- Reduced chance of winning the fort If you flee from a fort battle, down from 100% (always win) to something between 10% and 90%, depending on the % number of defenders left.
- Restored Ulfric lines during battle of Solitude finale scene "The Empire is weak, obsolete. Look at how far we've come and with so little." "When we're done rooting out Imperial influence here at home, then we will take our war to the Aldmeri Dominion.", they were disabled by devs, but I see no red flags there (and a lot of blue flags...)
- The fort battle will be cancelled (completed, failed objectives, no $$$ reward) after taking over the hold, like the other civil war vanilla missions are. Either fort location or the hold location ownership status change will trigger that.
- Fixed an issue in civil war mission cancelling script that made it possible to cancel at most one mission per playthrough.
- Added blocking dialogue lines when minor battles are running (if you travel away from a battle, only the major hold battles resolve and stop) to everyone important: Ulfric/Tullius, Rikke/Galmar, field commanders and regular soldiers with fitting voice types. This should prevent breaking civil war by traveling away from a defense minor battle and e.g. getting into the final hold campaign.
- Decreased the amount of Papyrus log warnings. There are still annoying warning messages coming from the vanilla CWPrepareCity quest.
- More robust code when cancelling or fleeing a minor hold attack battle. We've been running 2.3.x code there all along...
- Fixed a loophole in minor hold attack battles, where you could fast-travel back to camp after joining the soldiers but before losing any casualty, and claim a free "enemy withdrew" scenario, even if the enemy was there. Now you have to wait until the objective "Report back to camp" is displayed.
Version 2.5.3
* Restored CWSiege-owned AI packages in Markarth and Riften sieges as well (sandbox packages for some civilians, and fleeing / entering gate packages for soldiers)
* In minor sieges, fleeing attackers scene lasts full 30 seconds before the CWFortSiegeCapital stops through stage 2000. Fleeing soldiers who will do a "touchdown" within this time will disappear, those who don't are still given no quarter. (If you are attacking, it might be your last chance to beat the jarl, but it's difficult once regular city guards show up)
* Surrendering jarl in minor sieges will look at an attacker instead at player - doesn't make during defenses.
* When starting minor siege defenses, the quest doesn't fully start until you head out of jarls longhouse. That is to prevent seeing NPCs "teleporting" in and out of the longhouse.
* Added setstage ocwspecial 4210 and 4220 for debugging Battle of Whiterun failing aliases (it starts the battle using OCWSiegeDUP quest which is like CWSiege but with all aliases flagged optional)
* Added setstage ocwspecial 73 to debug and toggle the Markarth portcullis iron gate. And a button hidden in the room above the gate that does the same. (Oddly, I have a savegame where the gate is glitched in such a way that regular levers don't open it, but Papyrus script works. You still need to toggle levers to get the objective "force jarl to surrender", though).
* Fleeing a fort battle no longer counts as successful mission and is not rewarded with money. (The mission failure dialogue line is still unvoiced for Rikke and Galmar, though).
* Restored salary cut content (dialogue option with Tullius/Ulfric). In standard mode only. Recurring 100-300 septims. First time after first Battle of Whiterun; accrued every 4 standard auto-play turns; after final campaign hold starts, it gets less and less frequent. After the civil war is over, there are no auto-play turns on the war map, but the salary counter still works.
* Defense minor sieges pass a per-hold CWCampaignMarker instead of a FieldCO object reference to the starting event (CWCampaignMarker-s are unused and less likely to be reserved by some radiant quest - more robust than changing the campaign marker alias to be flagged as "allow reserved").
* The open civil war is no longer blocked if Whiterun is owned by enemy faction. You still have to retake it before the final hold campaign, though.
* In CWArrowVolleyParent script, moved the WAIT call outside the IF in a WHILE loop. This is to counter a potential white-lock starvation by an unfair threading scheduler. Inspected code of all other loops in the CWSomethingSomething scripts, they look good. Impacts the shutdown glitch of major siege battles, vanilla and cut content alike.
Version 2.5.2
* Fix for the imperial defense in Morthal having "[...]" for Jarl Idgrod name (the CWScript property with alias for Hjaalmarch imperial commander points to Haafingar alias, clearly by a mistake)
* Corrected the display color for the Winterhold hold defense flag on the war map (it used to display the invasion of the Rift hold instead)
* Fixed "I want Rikke/Galmar here in this camp" dialogue to be available from after first battle of Whiterun until the end of civil war (it used to be started by dialogue lines when player chose the next hold to conquer, but not by the vanilla lines where the faction leader chose the next hold to conquer)
* Suppressed the "(Defense) I want to help... " dialogue option in military field camps - never useful there, since camps are supposed to be enabled only in enemy-owned holds...
* In Markarth and Riften defenses, when defenders run out of reinforcements, attackers will get unlimited respawn (no longer having to flee from a single remaining essential Rikke/Galmar enemy)
* After fleeing major siege defense, quest CWSiegeObj should stop correctly now (it used to display as completed, but stay running, and that interfered with the journal objectives in a next major siege battle)
* The civil war friend (Ralof or Hadvar) will be in the battles in Markarth and Riften in the city exterior, and he may now "friendly follow" the attacking player inside the city and jarls palace.
* In Markarth siege battles, the exterior portcullis gate will close when the first barricades are broken through, if not closed already (it can start as open or closed when attacking Markarth after losing it in a live defense battle).
* In minor holds city battles, after losing the attack you don't have to report to Rikke/Galmar in the camp (it used to be glitchy to forego it and start a defense battle, but now you can report that lost attack battle to pretty much anyone in your faction).
Version 2.5.1
* Fixed an issue with Galmar not giving the orders to attack Solitude in the final campaign, if the quest CWAttackCity from a previous siege was not reset. Also fixed retroactively. Console command to workaround the missing dialogue: "setstage cwsiege 1".
* Added a fix for the janky Markarth gate after defenses - the gate will be opened if it's closed (after meeting the soldiers, i.e. defense battle gets to stage 10), for example if you fast travel to Markarth stables and skip the vanilla trigger that opens the gate. (If the fix does not work, then the next time attacking Markarth you may found the gate opened, but still need to pull the gate lever to progress the battle quest)
* Added a fixed version of vanilla script CWMissionGeneratorTriggerScript (see issue 23284 in Unofficial Patch tracker for details).
Version 2.5.0
Includes changes from Skyrim Classic 2.4.9 and 2.5.0
Version 2.4.8
Roll-up of all changes in 2.4.0 - 2.4.7 of the Skyrim Classic version (plus latest cosmetic fixes after today's test playthrough):
* Standard Mode - that disables use of war map, and makes one auto-play turn each time player enters a war map room cell
* Defense battles - enemy "invades" selected hold, you have 3 turns to get there and fight a live defense, otherwise it's resolved off-screen.
More detailed description on the Skyrim Classic nexusmods page of the Open Civil War.
Version 2.3.4
- recompiled scripts\OCWWargameScript.pex to fix the issue with upheavals not working at all
Version 2.3.3
- fixes bug with the player character removed from the CWImperialFaction / CWSonsFaction despite battling on that side (will add the player back to appropriate faction when refreshing war map)
- no longer moving around attackers when revealing defenders in minor siege ambushes
- "I need Galmar in this camp" dialog option no longer appear with town commanders
- hold battle dialog options no longer appear when talking to Galmar in Windhelm after defecting with Jagged Crown to imperials, and just after delivering message to Ulfric before battle of Whiterun
- added boots to Riften Unblooded and Markarth Auxiliary soldiers.
Version 2.3.2
- fixed the raid message box text, should always start with the first line "B A T T L E !"
- changed "Faction has launched a campaign" to "Faction launched a campaign" to avoid has/have grammar issue
- included flag locations added in 2.3 during checking conditions triggering an upheaval (the same way as all other flag locations)
- disabled dialogue options to start a a hold battle if in the final hold military camp
- more robust siege battle start up procedure: if not started within 30 seconds, proceeds regardless, but later check if any reinforcement pool is still infinite and fixes it
- conditioned CWDialogue "Stay alert..." and "Legion soliders gleam..." on both Ulfric and Tullius alive (makes more sense with Second Great War mod situation)
- increased frequency of checking if vanilla cw mission is obsoleted by hold/fort ownership change. switched default behavior from "complete quest" to "fail quest" if a mission is found obsoleted (fixes: fort battles not starting after another mission is cancelled).
OPEN CIVIL WAR
This mod re-creates the civil war quest-line, incorporating the battles that were cut from Skyrim upon its original release. The initial quests remain unchanged. However, after the Battle of Whiterun, each subsequent hold can be conquered not through a military fort battle, but rather by assaulting its capital city. Imagine that, the jarl tucked in the palace, or bursting from the longhouse to join the fray, amongst the chickens... Will you die for the chickens? Perhaps someone will.
The campaign for the final hold is not altered by this mod. It commences only after your faction secures all other holds. However, the challenge may increase as the enemy occasionally counter-invades a hold. You can stop them with a city defense battle, if you're successful. Bear in mind that your faction's army is not infinite; once the soldier respawns run out, a rout begins. This rule applies to city attack battles as well, and the battle odds can vary between holds. No big deal, just inform your faction leader where to strike next. The war situation will be displayed on the nearby civil war map.
At any civil war map you can freely switch between modes of play:
Fortuna - a simplified mode where battle odds are largely randomized
Standard - hold battle odds are based on the war situation depicted on the war map
Wargamer - you can pause and scrutinize the war situation, progressing it manually, step by step
The Wargamer mode is designed for playtesting only, with further details provided in the README.txt file. Interestingly, merely toggling to the Wargamer mode can resolve some issues as it freezes any ongoing enemy invasions and allows vanilla fort battles to serve as a means of conquering a hold, much like they do in the unmodded civil war.
Except in Fortuna mode, faction helmet tokens will appear on the war map. These tokens represent the influence of factions in areas near the map flag location. The larger the helmets at map flags belonging to a hold, the better the hold battle odds for that faction. The impact is randomized, ranging from 2-5 soldiers for the smallest helmets ("strength" 1) to roughly 18-24 for the largest ones ("strength" 6). The ratio between attackers and defenders is what truly counts, with every battle featuring at least 70+ soldier reinforcements. Even when outnumbered, a side will have at least a dozen reinforcements to supplement the initial ten soldiers.
Civil war map tables can be found in your faction leader's quarters, military camps, and jarls' chambers. The war map situation updates slightly every time you return to the map table after one in-game day or after traveling to another civil war map table. The first such "turn" occurs when you activate the map, at which point you can choose your setup - difficulty level and mode. From then on, merely entering the cell/area containing a civil war map table will suffice. If you advance in the civil war questline without interacting with a civil war map, it will initialize automatically, right before the first hold battle. The default settings are Fortuna mode and an average difficulty level.
Over time, the war map will fluctuate around an equilibrium that tilts against your side more or less, based on the difficulty level. The difficulty level also directly influences hold battle odds, with the enemy receiving bonus strength between 1 and 6. Your side's bonus strength is determined by your civil war soldier rank plus the number of completed civil war missions. Civil war missions and fort battles are optional with this mod. Given there are three missions and promotions are earned by not fleeing from battles in Whiterun or enemy starting holds, your bonus can grow up to 7 "strength".
Once the war map is initialized, the following will occur in sync with war map turns:
After the Battle of Whiterun, you can request your salary from your faction leader every four turns.
Before the Battle of Whiterun - in Standard mode - a hold switches civil war allegiance in an "upheaval" event if all map flags in that hold display tokens of the opposing faction. In Wargamer mode, upheavals can occur up until the final hold campaign.
An enemy army can besiege a hold for up to three turns (if you don't intervene, the siege will resolve itself according to battle odds rules). After that, the enemy will rest for 1-4 turns (based on the difficulty level), then move on to invade another hold.
If you acquire a hold through the "Rescue from Fort" civil war mission, the enemy will promptly invade one of your faction holds. Such an extra invasion will be resolved in one turn.
Occasionally, the enemy may abandon the hold you attacked, and instead invade another of your faction's holds. This will also be resolved in one turn. To add a twist, the enemy may sometimes feign withdrawal from the city, resulting in an ambush.
To initiate a hold battle, speak to the faction leader (Tullius/Ulfric), who will send you to a military camp in a hold. Once there, speak to your faction lieutenant (Rikke/Galmar) and request a hold battle (sometimes you may need to wait for them, or even ask the camp field commander for them to appear). The dialogue option to start a hold battle is alongside the "Reporting in" option that initiates missions and fort battles. If you wish to invade another hold, request an off-screen hold battle. This will be resolved by the same battle odds rules, resulting in either conquering the hold or the "Liberation/Reunification of Skyrim" journal objective reverting back to your faction leader. At this point, you can discuss with him the next hold to invade. Do note that if there's still an open hold conquest objective, he'll disregard your suggestions.
==== Caveats ====
While playing this mod, it is strongly recommended to maintain a collection of savegames; reverting to an older save may become necessary. Original game contains a quest "mq302test" that can be used to force flip civil war allegiance of a given hold, but even that is not guaranteed to work.
Here are some known quirks:
Do not initiate a new city battle after one has already been started.
Nothing prevents from having a fort battle and a city battle simultaneously active. Avoid doing so.
An unfinished civil war mission after conquering that hold will be failed and cancelled permanently.
A few upheavals before Battle of Whiterun sounds cool, but it's risk-avoiding to initialize war game only when you want to do the civil war questline
As Galmar/Rikke do not teleport to military camps, you may have to wait for them, or travel away if they become stuck due to terrain geometry.
Regardless of how you conquer the hold, the garrison and government change will wait until you travel away from the hold and its various locations are unloaded by the game engine.
During city battles, let others engage and eliminate non-soldiers; conquering a hold should clear your bounty in that hold, but it might be challenging to do so with an active bounty.
Sometimes a hold battle plays out all right, only the ownership on the map is not updated. Keep an eye on the civil war map flag colors.
If you decide to uninstall this mod during the civil war questline, the questline may become unplayable, with some vanilla "Say Once" lines and "Run Once" quests exhausted. After the civil war, this mod is dormant, and there are no known issues specifically caused by its removal.
==== Installation and starting ====
Starting a new game is not necessary.
Put it in your load order as you would other quest mods.
With this mod, there are more flags and additional map flag colors. If you don't see these changes, it indicates improper installation, likely some other mod overwriting CWMapActivatorScript.pex script.
Activate a civil war map flag when you're up to being involved in the civil war questline, preferably at some point before or after the Battle of Whiterun quest.
==== Compatibility Notes ====
Usually mods are compatible with this mod. More details in the forum thread. This mod is known to be incompatible with - Skyrim Civil War Commanders; Civil War Commanders and Extended; Skyrim Civil War Extended - Civil War Overhaul; Civil War Overhaul Redux - For the Stormcloak's (use Jarl Balgruuf Dilemma instead)
Most city overhauls are compatible out of the box or with small patches. It is compatible with Open Cities (note that Open Cities reverts to closed form of cities during civil war battles). Holds The City Overhaul is bound to break at least some of the city battles.