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Changelogs
Version 1.8
FOMOD: increased priorities for FOMOD options that overwrite the core files, to ensure that they work correctly with Vortex
Version 1.7
Added a FOMOD option to only check the body slot (cuirass), by request
Version 1.6
{New game is NOT required, though the armor exclusions will only work on new game}
Added a mechanism to exclude certain armors from the mod - for that add ImmersiveAggressiveOpponents_ExcludedArmor [KYWD:FExxxDB2] to this armor.
Created a fomod-installer with an option to exclude vanilla Stormcloak gauntlets and boots.
Version 1.5
Due to the found conflict with VIAGRA, which distributes a StyleImperial keyword, changed the way the mod identifies imperial armor from checking for "Imperial" word in the armor name and keywords to checking for "ArmorMaterialImperial" in the armor name and keywords. This may reduce support for mod-added armors that don't have proper keywords assigned, but it's still possible to add them to the KID config manually or make a patch with proper keywords added.
Now not only the Body slot is checked but the following in this priority: Body > Head > Circlet > Hands > Feet.
Version 1.4
Corrected the stages of Season Unending that set this mod on and off pause
Removed friend faction relationships with the faction leaders, which shouldn't be needed now
Nothing of this was tested so report any issues xD
I forgot that Neutral Whiterun Guards is quite a hard requirement since otherwise you'll probably be attacked in Whiterun during Message To Whiteruin on Stormcloaks side
Version 1.3
Updated for Neutral Whiterun Guards 3.0
Version 1.2
Whiterun guards are only considered neutral if you have Neutral Whiterun Guards installed.
Version 1.1
All of the changes are only applied to new games (or you can try to remove the mod, make a save and install the new version)
Replaced WEThalmorFaction with ThalmorFaction for better compatibility with mod-added Thalmor NPCs, so that all Thalmor NPCs aggro. Hope it won't break anything :D
Added support for Immersive Patrols factions (it doesn't use the vanilla aggro factions)
btw Equip Enchantment Fix mod with ScriptEquipEventFix=true is recommended, otherwise this mod may be not triggered when the armor is equipped by some mod script
Description
If Imperial/Thalmor and Stormcloak NPCs meet, they will start fighting. However, in vanilla the only thing that changes when you join one of the factions is that soldiers at military camps of the opposite faction will warn you when you approach them (calling you a citizen), and attack if you don't obey. Not immersive.
This mod makes NPCs of these factions, including guards in holds controlled by their faction, attack the player if the player wears armor of the opposite side.
If you wear a Stormcloak armor, Imperials, Thalmor, Penitus Oculatus and guards in holds controlled by the Empire will attack you on sight. If you wear an Imperial, Thalmor or Penitus Oculatus armor, Stormcloaks and guards in holds controlled by them will attack you on sight.
Actually being in the faction is not required, they will attack you anyway if you wear the armor.
It checks armor in the following slots (1 item is enough) in the following priority: Body > Head > Circlet > Hands > Feet. There is also an installer option to only check the Body slot (the cuirass).
If you aggro some NPCs and switch your armor, it won't stop combat. But if you go far enough from them to stop combat and return, they won't attack you.
This behavior is disabled during Civil War quests that require you to visit the other faction headquarters: Message To Whiterun on Imperial side and Season Unending.
You can still visit any settlements you want at any time, but not in your faction armor.
Equip Enchantment Fix with ScriptEquipEventFix=true is highly recommended, otherwise this mod may not trigger when the armor is equipped by some script (such as an alternate start mod, an auto equipping mod or any mechanic that restores your outfit), though it can be fixed by re-equipping, equipping or unequipping anything.
Compatibility
This mod doesn't edit any vanilla records and therefore has no direct conflicts with other mods. Load order doesn't matter.
Any armors and clothes that have "ArmorMaterialImperial", "Thalmor", "Penitus" or "Stormcloak" in their name, EditorID or keywords are automatically supported, which means most if not all armors you would expect it to work with. If some armor is not recognized, you can add the corresponding keyword from this mod to it using KID. Don't forget that it only checks some specific body slots, so your imperial panties from some mod won't be recognized even if you add the keyword.
To exclude some armor add ImmersiveAggressiveOpponents_ExcludedArmor [KYWD:FExxxDB2] keyword to it via KID.
Mod-added NPCs are affected if they use vanilla factions.