===Post 2024 Official Bethesda Update=== Ignore this if your Skyrim installation is fully updated. This mod will no longer load on Skyrim versions before 1.6.1130 (January 17, 2024) without an index incrementing mod.
"On December 5, 2023, Bethesda released the Creations update for Skyrim Special Edition. Not only did this break compatibility with SKSE mods, it also broke compatibility with plugins (.ESP, .ESL, .ESM) by incrementing their header versions from 1.70 to 1.71. Attempting to use a version 1.71 plugin on an old game build will likely crash. So why did they do this? To expand the maximum number of new records in an ESL from 2048 to 4096."
===How to Update Immersive Patrols=== Ignore this if your are a new user or starting a new game. After updating wait 11 days indoors to refresh cells which will update any changes to any NPCs in your modlist including Immersive Patrols.
I'm just leaving this as an appreciation post: Back when I first started ever modding Skyrim, before Special Edition, Immersive Patrols was one of the first mods I got that really made me feel super excited about what we could do with this game. I was always into the idea of being "immersed" in games and it was an awesome feeling seeing all those new groups of people walking around Skyrim as if they were going about their duties. It fit perfectly into the game too. Felt like a legit vanilla mechanic. So yeah, this is probably the most nostalgic mod for me. No matter if you're the original creator of IP or not, thanks for maintaining and updating it after all these years, and double thanks for keeping it an apparently very clean mod with minimal, if any, compatibility issues!
What can I change in the plugin with TesEdit to enable/disable the different factions patrols spawning? I know there is the option to download a plugin version where the spawning of the patrols get disabled after the civil war, and another where there is no disabling.. My question is, how do I manually disable patrols in the plugin using TesEdit?
If you are using the toggleable versions (under main files) you could disable the markers for the factions you want to disable. The names are very close to (ImmersiveImperial/Sons/Thalmor/DawnguardEnabledDisableXmarker). In SSEedit If you look under enable parent for any IP actor you can see exactly what it's parented to. Find the Xmarkers with those titles and disable them.
For the always enabled versions you would have to manually flip their "initially disabled" value from true to false as they aren't parented to anything that could easily be toggled. It may be faster to do this in the Creation Kit if you've used the "Reference Batch Window" before.
My pleasure. Need to bring some NPCs closer together and fix another niche scenario that can be exploited. When I update the mod I'll update the Xbox version too. Sorry for the wait.
On a new game, the Thalmor patrol south west of Solitude does not see me as an enemy. When I attacked one of them they gave me the, "Hey, I am on YOUR side!" line.
Will that change after I do the Northwatch Keep quest? I kinda like them being less friendly with me.
Thanks for getting back to me so fast! Maybe there is a console command or mod to maybe drop my relationship rank with the Thalmor by one. The search continues...
does it work with "Immersive Patrols SE Simplified" because i have been using this mod for a long time i was thinking does this update affect it or not?
I know I'm necro'ing an old post here, but would you please add this info to your Description page/ Change Log / Sticky Note? It would be useful to know that other mods which were addressing issues from older version are now defunct due to the updates you have made.
I mention this as I'm chasing down a random CTD which is linked to NPCs and one of my crash logs highlighted this mod. On updating I realised that 'IP Simplified' and 'IP Simplified - Fixed' are no longer needed. Only 'IP Simplified - Fixed' has been removed from Nexus, so anyone can still download the old 'IP Simplified' mod.
And thank you for this mod. It's a mainstay in my mod list.
Hello, i noticed that after to have joined the Dawnguard, the imperial patrols have stopped becoming hostile to me when i attack them. So now i have this mod opened with CK and im seeing the faction "DLC1HunterFaction" as an ally for every imperial npc added by this mod, when the player join the Dawnguard, becomes part of this same faction, so when you become stormcloak, the imperials will still be neutral to you. If you dont become stormcloak, you are an ally for imperials and you can hit them all times you want until the death, they wont become hostile to you. For now i will just fix this issue for my own gameplay by changing this faction to neutral tag or just removing the faction.
Hiya. I've been using this for years now thanks for the great mod and I was wondering how does the main file measure up to the lite? I've only used the lite ever since you put it up and have forgotten how big the 11v11 battles were. Are they buggy at all? I'm wanting to get back and start using the bigger versions since I like to see thalmor getting whooped
Super awesome mod, saw a huge 11v11 battle though I do want to ask and mention something I saw where in this exact location I saw a group of imperial soldiers effortlessly wipe out the stormcloak side, wasn't even close. I don't think they had any one die on their side. I went up a bit to the pinefrost tower and then I heard fighting sounds again. Roughly about 7 rebels spawned in and well they got cleaned up with 6 of them already dead in a circle when I went down. Is one side stronger then the other in specific areas and is that spawning supposed to happen? When I got to this area in the first place I saw the fight play out normally and something else triggered the spawns again for the stormcloaks once the imperial legion soldiers won and started walking up the road.
It's possible to balance them almost perfectly in an unmodded Skyrim but the moment mods are introduced it would would lead to one side always winning so the ultimate decision was to give them a decent hp pool so the player could attempt to turn the tide and also give them random low level weapons so victory is based on which side got the 1h, 2h, bow or shields that are strongest in the player's mod setup.
I don't think they spawned I think their cell loaded as you got closer. I should really move that battle a little closer together but I try not to update this mod unless there's a bug due to it alerting hundreds of thousands of people about an update haha.
This is a insanely popular mod. Thanks for the help, went back pinefrost tower and there wasn't any spawns this time so I'll chalk up what happened to be a Skyrim thing
Kinda have an issue with the mod as i don't see any patrols. I know that the mod is active since when i passed through Winterhold, i saw the large battle between Empire and Stromcloak soldiers. However, i don't see any of the patrols walking around the roads. Possible issues?
Same here. I'm Using the latest version, and I don't see any of those traveling merchant groups. I do see those random battles though, which is usually just imperials vs. stormcloaks, but I stopped seeing those patrols that was a merchant with 2 others following from city to city.
This mod should always work out of the box. Conflicts are almost impossible to create. There's a picture Patrols and Battles in this mod's image section. Can you try looking for patrols on the roads that have both a blue and red line. There you will find Patrols.
The Merchants were moved to a separate mod a year or two ago. This mod is generally perceived to be a military mod and one could argue that the merchants were outside of the mod's scope depending on what a user is expecting or wanted from the mod. There was also a pretty successful mod called "Immersive Patrols Simplified" that I didn't know about until it became popular. I made a lot of changes to this mod based on that mod and it's comments.
Does the mod require the Unbound quest to be completed? I'm not seeing anyone, even the big battles. Is it because I'm using Alternate Perspective and Unbound doesn't complete until you specifically trigger it to start the main quest?
UPDATE: Disregard. It must haven been conflicting with something else because now it's working fine. Skyrim's weird.
1659 comments
Ignore this if your Skyrim installation is fully updated.
This mod will no longer load on Skyrim versions before 1.6.1130 (January 17, 2024) without an index incrementing mod.
"On December 5, 2023, Bethesda released the Creations update for Skyrim Special Edition. Not only did this break compatibility with SKSE mods, it also broke compatibility with plugins (.ESP, .ESL, .ESM) by incrementing their header versions from 1.70 to 1.71. Attempting to use a version 1.71 plugin on an old game build will likely crash. So why did they do this? To expand the maximum number of new records in an ESL from 2048 to 4096."
===How to Update Immersive Patrols===
Ignore this if your are a new user or starting a new game.
After updating wait 11 days indoors to refresh cells which will update any changes to any NPCs in your modlist including Immersive Patrols.
=====Self Promotion=====
I've been working on something unique for some time now: Shattered - A Post-Apocalyptic Skyrim SE AE VR
Back when I first started ever modding Skyrim, before Special Edition, Immersive Patrols was one of the first mods I got that really made me feel super excited about what we could do with this game. I was always into the idea of being "immersed" in games and it was an awesome feeling seeing all those new groups of people walking around Skyrim as if they were going about their duties. It fit perfectly into the game too. Felt like a legit vanilla mechanic. So yeah, this is probably the most nostalgic mod for me. No matter if you're the original creator of IP or not, thanks for maintaining and updating it after all these years, and double thanks for keeping it an apparently very clean mod with minimal, if any, compatibility issues!
For the always enabled versions you would have to manually flip their "initially disabled" value from true to false as they aren't parented to anything that could easily be toggled. It may be faster to do this in the Creation Kit if you've used the "Reference Batch Window" before.
Will that change after I do the Northwatch Keep quest? I kinda like them being less friendly with me.
It would be useful to know that other mods which were addressing issues from older version are now defunct due to the updates you have made.
I mention this as I'm chasing down a random CTD which is linked to NPCs and one of my crash logs highlighted this mod. On updating I realised that 'IP Simplified' and 'IP Simplified - Fixed' are no longer needed. Only 'IP Simplified - Fixed' has been removed from Nexus, so anyone can still download the old 'IP Simplified' mod.
And thank you for this mod. It's a mainstay in my mod list.
Edit: Added a note about it immediately after the mod's mechanics in the description.
So now i have this mod opened with CK and im seeing the faction "DLC1HunterFaction" as an ally for every imperial npc added by this mod, when the player join the Dawnguard, becomes part of this same faction, so when you become stormcloak, the imperials will still be neutral to you.
If you dont become stormcloak, you are an ally for imperials and you can hit them all times you want until the death, they wont become hostile to you.
For now i will just fix this issue for my own gameplay by changing this faction to neutral tag or just removing the faction.
The Merchants were moved to a separate mod a year or two ago. This mod is generally perceived to be a military mod and one could argue that the merchants were outside of the mod's scope depending on what a user is expecting or wanted from the mod. There was also a pretty successful mod called "Immersive Patrols Simplified" that I didn't know about until it became popular. I made a lot of changes to this mod based on that mod and it's comments.
UPDATE: Disregard. It must haven been conflicting with something else because now it's working fine. Skyrim's weird.