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Enodoc

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Enodoc

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About this mod

Cleared forts do not get garrisoned by the Imperials or Stormcloaks before Jarl Balgruuf chooses a side in the Civil War. Hostile factions will instead respawn inline with other hostile locations.

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Changelogs
The Civil War military forts are initially occupied by bandits, Forsworn, warlocks or necromancers, but the Imperials or Stormcloaks would move in the first time you cleared the hostile enemies out. With this mod, the enemies will instead respawn indefinitely if you have not started the Civil War, and the Imperials and Stormcloaks will not garrison them.

Features

  • Added Forsworn enemies to all interior cells of Fort Sungard during its Forsworn occupation.
  • If you don't start the Civil War, the hostile enemies occupying the military forts (bandits, warlocks, necromancers, Forsworn) will respawn indefinitely.
  • Fixed an error in CWFortObserver which prevented forts after the first one from repopulating with a military garrison when cleared. (Forwarded from USSEP.)
  • When you do start the Civil War and Jarl Balgruuf has chosen a side, the military factions will start to garrison the forts after you clear them.
  • If you do not clear the forts yourself, the military factions will (usually) only garrison the fort at the last minute, right before you need to fight them in the Battle for Fort, rather than as soon as the Battle for Whiterun is complete.


Compatibility

This mod edits CWScript and the Quest Fragments of CW01, CWFortObserver, CWFortSiegeFort and CWMission04, and will not be compatible with anything else that edits those scripts. Check for loose file overwrite conflicts.

Compatible by design with the rest of my Serious Civil War series: