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Conquest of Skyrim
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Version0.3.9
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- Manual
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This page was last updated on 25 March 2023, 1:11PM
- Changelogs
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Version 0.3.9
- Completely regenerated voice lines using ElevenLabs AI
- Improved upon parades to include drummers and two columns marching through
- Prisoners of War now store themselves with your Second-in-Command when they are captured rather than just immediately following you
- Added recovery times to enemy factions when you defeat them. This will prevent them from immediately propping up a new camp in the same place you just defeated them.
- Added more dialogue to your troops as they will now say goodbye to you with respect
- Added initial version of a settings menu where you can change battle size, speed, war recovery and respawn times
- Added experimental formation system for the army following you, troops will now form up in a 5x4 block and follow closely. You can tell their commander to break off the formation if you want.
- Added ability to plan invasions through your Second-in-Command
- Added option to deposit 1,000,000 gold into the treasury
- You no longer accrue a bounty in holds you owned. It will immediately reset to 0.
- Allows vanilla Jarls to be recruited only after their faction is defeated by you.
- Troops equipped with custom armor without weapons will now use the highest unlocked weapons the player has unlocked.
- Your troops stationed in forts that you control will now follow patrolling packages
- Hopefully fixed issues with negotiations not starting when sitting in the chair or Steward not approaching when sitting on the Throne
- Appointed Jarls will no longer choose hostile actors as their Stewards or Housecarls
- Fixed issue where the mod would sometimes not recognize the player controls the roads even when the enemy is completely removed
- Fixed issues where the mod would sometimes claim a commander was surrounded or under attack when they were not.
- Fixed issue where the mod would think an army is following you when there is none following you.
- Fixed issue where the Blacksmith title would remain on the NPC after you fired them.
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Version 0.3.8
- Fixed issue where Jarls that the player sends to prison could not be called to court
- Fixed issue where parades could not be started after a faction was defeated
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Version 0.3.7
- Time for enemy faction to set up a camp or attack something in a war has been doubled
- Player is now prevented from speaking to Tullis, Rikke, Ulfric, or Galmar about joining the Civil War after they start their faction
- Starting the faction now fails the objectives to join either side of the Civil War
- Fixed after declaring truce, Tullius and Ulfric staying in Solitude and Windhelm even after the player conquered them
- Fixed issue with enemy troops not becoming prisoners after defeating their patrol
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Version 0.3.6
- Readded missing scripts from 0.3.5
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Version 0.3.5
- Added aqua and brown colors to tents
- Added option to cancel parades and meetings by talking to the Steward
- Fixed issues where armies weren't following patrol path in cities
- Fixed some issues with parade horses not spawning
- Fixed issue where citizens carried parade flags after parade ended
- Added Housecarls to local governments
- Added ability to change local Stewards and Housecarl outfits
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Version 0.3.4
- v0.3.4 (Minor Update)
- - Fixed Critical Issue of the player's controls not returning if they decide to leave after talking to the Jarl but not attacking or both options with Elisif surrendering
- - Fixed possible issue of looping steward dialogue when inside the throne room
- - Fixed possible issue of Steward not talking to you after sitting in throne (For some reason v0.3.3 caused some people who didn't have the problem in the first place to start having the problem)
- - Added option to kill Prisoners of War even if they are not registered as following you (should be an option just in case they are still following you after ransoming
- - Fixed issues in regards to freeing POWs
- v0.3.3 (Minor Update) (New Voice Files)
- - Fixed issue where Orcs could not be recruited to the faction
- - Fixed issue where Meetings with the Jarls might not start after sitting down
- NOTE: THIS UPDATE INCLUDES NEW LINES OF DIALOGUE. IF YOU ARE UPDATING FROM 0.3.2 OR 0.3.1 AND WANT THE VOICE FILES YOU ONLY NEED TO DOWNLOAD THE FILES IN THE V0.3.3 FOLDER IN THE GOOGLE DRIVE. IF YOU ARE NOT UPDATING AND THIS IS THE FIRST TIME YOU'RE DOWNLOADING VOICE FILES JUST DOWNLOAD THE ONES IN THE MAIN FILES FOLDER
- v0.3.2 (Minor Update)
- - Fixed issue where troops would not upgrade their equipment
- - Moved Whiterun Hold Camp to an area slightly away from the Saints and Seducers camp
- - Fixed issue where blacksmith menu would not open if the player had hired a guard at a banner previously IMPORTANT----- If you had this problem you need to do the following things to fix the save:
- 1. Install v0.3.2
- 2. Go into your Data/Scripts folder and move the CS_UpgradeTroopsMenu.pex and CS_ClaimAreaFunctions.pex files out of the folder.
- 3. Load your save and then save it.
- 4. Exit the game then move those files back into the folder
- 5. Go back and load your game and it should work now.
- Special thanks to Kilted Whispers ASMR for the help in determining the cause of this issue
- v0.3.1 (Minor Update)
- Fixes:
- - Fixed issue where fort troops would not respawn if the player approached the fort themselves
- - Fixed issue where enemy troops would not attack you if you previously helped them win the civil war
- - Made it possible to raid minor cities
- v0.3.0 (Major Update)
- - Military and Warfare Update
- Additions:
- - Overhauled the War system
- - Added ability to select troop races/genders
- - Added establishing camps in holds
- - Added attacking enemy camps
- - Added planning invasions of enemy forts
- - Added defense of player forts and camps
- - Added patrols in holds
- - Added Siege equipment like battering rams and ladders
- - Added War Map for planning invasions in every camp and palace
- - Added upgrading troop training
- - Added ability to deploy siege equipment
- - Added ability to choose where to deploy troops in battles where there are multiple entrances to the city/fort.
- - Added prisoner of war system where you can take, store, and ransom prisoners gained from winning battles
- - Added ability to select outfits of Commanders and Government Officials
- - Added mages
- - Added court mage
- - Added research system to upgrade/unlock mages and research Dwemer Automatons
- - Added Dwemer Automatons as recruitable troops
- - Added automatic troop recruitment that can be disabled
- - Added troop templates that allow you to apply an organization of troops to an army so that they automatically recruit the troop types that are set to the template
- Optimizations:
- - Changing troop equipment now happens a bazillion times faster
- - Recruiting troops now happens a bit faster
- - Adding arrows to custom equipment now gives troops more than just one arrow
- - Battle size is now determined by relative army sizes. For instance, if you have 120 troops attacking a camp with 60 troops, the battle will have 20 troops fighting 10 troops at a time with troops respawning until the troop pool is depleted.
- - Loyalty is now harder to lose
- - Rebellions temporarily disabled
- Fixes:
- - Enemy Factions will no longer send thousands of troops to attack you
- - Fixed issues of enemy troops not respawning during battles and leaving
- - Possibly fixed issue of Steward not talking after sitting on the throne (will need someone who had this issue to confirm)
- - Fixed issue where the player could call a meeting of Jarls when they had no Jarls and caused the quest to never end
- - Made it a little more obvious how the player needs to capture territories in order to recruit more commanders
- - Fixed issue where sometimes the War with the Stormcloaks would never end despite capturing everything
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Version 0.2.2
- Re-added FaceGen meshes
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Version 0.2.1
- Changes:
- - Maximum amount of armies increased from 10 to 30. For a total of 600 troops.
- - Cities and villages will now have their own reserves that the resources they produce go into. You will need to export or import resources from or to them. (Or assign a Jarl to do it for you)
- - Cities and villages now have Populations that increase or decrease based on certain things you do. (Upgrading buildings increases population, conscripting civilians decreases it)
- - Upgrades now produce Jobs rather than just resources. These jobs are filled by unemployed citizens in your city.
- - Guards in cities and villages must now be hired through the steward rather than just spawn in.
- - Expanded tutorial quest. It now goes all the way up to when you become the High King/Queen and then completes.
- - When selecting which army you want to manage, you can now see what task each army is doing before you click on them.
- Additions:
- - Added Loyalty system to cities and villages. Many things you do for your citizens will affect their loyalty to you. The mod will let you know how your citizens react to your choices.
- - Added Rebellion system. If your loyalty gets too low, your citizens will start a rebellion to take the city from you. If you lose you will have to take it back.
- - Added Crime system. Your cities will now have crimes occur in them. The three crimes are the vanilla ones - theft, assault, and murder. If you have guards in the city, they will arrest criminals that do these crimes. You can decide their fate by sitting on the throne and selecting the option.
- - Added Unemployment system. When there aren't enough jobs in your city, the citizens who don't have jobs will be classified as unemployed. This can correspond to a lot of things like crime rates and the amount of beggars you'll see on the streets.
- - Added Court petition system. At the moment this is meant to be a replacer of the vanilla bounty quests. You can sit on the throne and choose to begin the court. Your citizens will come to you with issues such as dealing with bandits, giant, dragon, etc. How this differs from the vanilla bounty quests is how you decide to deal with them.
- - Added parades! For a bit of a loyalty boost you can start a parade in any city or village. You, the Jarl/Village Leader, and garrison of the city will march in the parade while your citizens cheer you on!
- - Added first version of law system. You can now write laws for your faction as a whole or your cities. Right now there are only three types of laws: military conscription, crime punishments, and religion. Military conscription laws will allow you to take a percentage of the unemployed people in your cities and force them into your armies. This causes you to have more troops to recruit per day. Crime punishment laws allow you to set a standardized punishment for crimes in your faction instead of having to decide in court for each criminal. Note: you can also make crimes legal, even murder. Just be careful because your citizens may not be happy with that. Religion laws are a bit incomplete. Right now you can choose an aedra or daedra and either make it illegal to worship them, allow worship of them, or require worship of them. However, right now it only affects the shrines and statues of your cities but I'll do more with it later.
- - Jarls can now be used to manage the economies of their city. They will automatically import food from your faction reserves if they don't have enough or export resources to your faction reserves if they have too much. They are extremely helpful in this regard as managing all 14 cities and villages on your own can be a pain.
- - You will automatically be the Jarl of your capital city. If you want the economy of your city to be managed automatically you can assign your steward to do so.
- - New position: City Steward! You can assign a steward to each city in the Hold. You will be able to use them to send messages to the other members of your government in any city. No more having to run all the way back to your capital to manage your armies! They can also sign over the vanilla houses and housecarls to you if you conquered the city. You can also manage their specific city through them as well.
- - New position: Village Leader! These are basically the Jarls of a village. They can be assigned to manage the economy of their village.
- - You can now ask Jarls in cities to recruit troops from their cities. If they agree the maximum amount of troops you can recruit per day will increase.
- - In case you didn't get the book in your inventory, there is now a chest along the south walls of Riverwood with the book inside.
- - Added a few debug options. You can now teleport your commanders' troops directly to them if they are missing. You can also do the opposite and teleport a troop's commander to them if the commander is missing. If the catapults are still firing at your city after you've taken it, you can now talk to the catapult operators and make them go away.
- - Added Moot and Coronation! After you conquer all of the cities, you can call your Jarls to your capital and convene the Moot! Your Jarls will then vote on whether they want you as the High King or not. If you get at least half the votes, your coronation will happen the next day and you will be crowned High King/Queen!
- Bug Fixes:
- - The Jarls of minor cities no longer disappear when you defeat them in battle.
- - Fixed the exploit where you can hire more than 5 guards at banners.
- - Fixed the issue where not agreeing to terms in peace negotiations prevented you from attacking cities again.
- - Fixed possible issue of getting thousands of troops to attack your cities
- - The chopping block in Solitude will no longer be missing before you take the city.
- - Vanilla Jarls will no longer leave during Season Unending negotiation
- - Fixed possible issue where you couldn't execute Ulfric or Tullius after winning the war.
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Version 0.1.14
- Fixed crashing in Riverwood
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Version 0.1.13
- You can now execute essential and protected NPCs (fixes the issue where their head comes off but they are still alive)
- Fixed bug where a war would start back up immediately after negotiating peace
- Fixed bug where firing a commander would still allow you to have commander dialogue with the fired commander
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Version 0.1.12
- Fixed a multitude of unresolved errors in the esp file
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Version 0.1.11
- Decreased the amount of times conversations would abruptly end when asking something that wasn't implemented in the mod yet
- Fixed issue with catapults sometimes not disabling after a battle
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Version 0.1.10
- Fixed issue where reloading a save during a battle would cause the battle to be incompletable
- Fixed the problem where troops would disappear when a battle started
- Fixed bug where firing a commander while they are following you would keep their army following you forever.
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Version 0.1.9
- Hopefully fixed the problem with the army menu not popping up when talking to the General
- Added Female Coward and Nazir voices
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Version 0.1.8
- Made troops less useless when they spawn far away during sieges
- Attempting to place a banner in an invalid area now lets you know that the area is invalid
- When launching an invasion, it will now let you know when it is safe to travel to the invasion location so that you don't see the disappearing troops
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Version 0.1.7
- Added feature where you can see what percentage of your troops are remaining during battles
- Dead bodies will now disappear during battles. This should greatly improve performance during battles
- Player troop bodies will now disappear after a while
- Fixed bug during peace negotiations where if you offered to give the other side reparations it would give them the city anyway.
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Version 0.1.6
- Recruiting each troop now happens a bit faster
- Defense quest overhauled, now defending troops will take defensive positions at the entrance to cities
- Fixed a bug where troop and guard armor kept reverting back to the base outfit
- Fixed a bug where troops would not respawn after a defense quest (They will still appear to not respawn when garrisoned but will respawn again when needed)
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Version 0.1.5
- Fixed bug where troops would spawn dead or not at all when invading a city
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Version 0.1.4
- Separated downloads into Main Download and Voice files so you don't have to keep downloading all the voice files again with every update
- Fixed bug where the army menu would sometimes not pop up when talking to the General
- Fixed bug where Imperial or Stormcloak troops would not attack you if you finished the Civil War. You must restart the war quest for this to work if you already started it
- Fixed bug where you could not send a message to Ulfric Stormcloak if you conquered Windhelm
- Fixed bug where you could not execute jarls of the losing side of the civil war if you already completed it
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Version 0.1.3
- Changed the way the War quest detects enemy cities. Makes it more compatible with CW mods that edit vanilla keywords
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Version 0.1.2
- Re-added textures to FaceGen meshes since I forgot to include them in the original file. Should fix crashes when recruiting
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Version 0.1.1
- Made all of the bsa's into loose files to make it easier for Skyrim to access files, solves mixing textures
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- Author's activity
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March 2023
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30 Mar 2023, 1:58AM | Action by: galvatron304
User submitted image verified
'Ice army charging into Markarth'
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30 Mar 2023, 1:58AM | Action by: galvatron304
User submitted image verified
'Ice mages army'
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30 Mar 2023, 1:58AM | Action by: galvatron304
User submitted image verified
'As long as the cities layout isnt changed too much there shouldnt be any problems'
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30 Mar 2023, 1:58AM | Action by: galvatron304
User submitted image verified
'Compatible with most cities overhauls'
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30 Mar 2023, 1:58AM | Action by: galvatron304
User submitted image verified
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30 Mar 2023, 1:58AM | Action by: galvatron304
User submitted image verified
'Dwemer army'
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25 Mar 2023, 1:10PM | Action by: galvatron304
Attribute change
'Description changed.'
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25 Mar 2023, 12:53PM | Action by: galvatron304
Attribute change
'Description changed.'
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25 Mar 2023, 12:50PM | Action by: galvatron304
Attribute change
'Description changed.'
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25 Mar 2023, 12:49PM | Action by: galvatron304
Attribute change
'Description changed.'
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25 Mar 2023, 1:15AM | Action by: galvatron304
Attribute change
'File \'Conquest of Skyrim - WIP Version Voice Files\' description changed.'
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24 Mar 2023, 1:31AM | Action by: galvatron304
Changelog added
'Change log added for version 0.3.9'
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24 Mar 2023, 1:04AM | Action by: galvatron304
File added
'Conquest of Skyrim - WIP Version Voice Files [version 0.3.9]'
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24 Mar 2023, 1:02AM | Action by: galvatron304
File added
'Conquest of Skyrim - WIP Version [version 0.3.9]'
January 2023
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02 Jan 2023, 7:44PM | Action by: galvatron304
Changelog added
'Change log added for version 0.3.8'
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02 Jan 2023, 7:42PM | Action by: galvatron304
File added
'Conquest of Skyrim - WIP Version [version 0.3.8]'
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01 Jan 2023, 5:31PM | Action by: galvatron304
Changelog added
'Change log added for version 0.3.7'
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01 Jan 2023, 5:30PM | Action by: galvatron304
Changelog added
'Change log added for version 0.3.7'
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01 Jan 2023, 5:27PM | Action by: galvatron304
File added
'Conquest of Skyrim - WIP Version [version 0.3.7]'
December 2022
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31 Dec 2022, 2:36PM | Action by: galvatron304
Attribute change
'File \'Conquest of Skyrim - WIP Version\' description changed.
File \'Conquest of Skyrim - WIP Version\' category changed to Main Files.'
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