Guard - Riverwood Guard (JK Compatible)
Added some guards to Riverwood. In partnership with JK's Riverwood.
Screenshots 6 screenshots
About this mod Machine translation
Added some guards to Riverwood. In partnership with JK's Riverwood.
Like the other names, this mod adds some guards to Riverwood.
Another, original mod, is here.
Unlike the others, this will work with JK's Riverwood as it adds an underground barracks that can be accessed from behind Faendal's house. The guards now also become CW factions like the vanilla guards. If the fortress is changed to Stormcloaks, Imperial Alliance guards will be replaced by Stormcloaks.
There are 6 guards, 3 in 12 hour shifts. They "patrol" by sandboxing a large area rather than procedurally patrolling it, which is an irregular pulse. I found them fishing on the pier, leaning near the sawmill, on the walkway above the gate, and out feeding the chickens. That's what gives it that sleepy, small-town law enforcement feel.
The vanilla guards sent by Jarl are completely separate and will not enter/use the barracks. I don't want potential conflict.
If you don't have JK's Riverwood installed, the original Riverwood Guards mod will work with this model, although this leaves a lot of Guards hanging around.
Installation: Just put the .esp into your data file. There is no .bsa file. Guards wear normal guard outfits, either vanilla or set by other mods you may be using.
Conflict: Unknown.
Known Issues: Possibly due to the sanbox nature of their AI packages, guards sometimes would not change shifts until you arrived in town. I suspect this is the same force that causes the Vanilla Guard to always walk from outside the town. Travel certificates are missing and I don't know of any easy fix.
Clean with SSEEdit 3.1.3
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This mod, like the other of its name, adds a few guards to Riverwood.
The other, original mod, is here.
Unlike the other, this will work with JK's Riverwood, as it adds an underground barracks, accessible from behind Faendal's house. The guards are also CW factioned now, like the vanilla guards. If the hold switches to Stormcloak, the Imperial - allied guards will be replaced by Stormcloaks.
There are 6 guards, 3 per shift of 12 hrs. They "patrol," an irregular beat, by sandboxing a very large area, rather than programmed patrols. I have found them fishing on the docks, leaning around by the sawmill, up on the walkways above the gates, and out back feeding the chickens. This is to give it that sleepy, small town law enforcement feeling.
The vanilla guards, sent by the Jarl, are totally separate and will not enter/use the barracks. I didn't want the potential for conflicts.
The original Riverwood Guards mod should work with this one, if you don't have JK's Riverwood installed, though that will make for a whole lot of guards hanging around.
Installation: Simply drop the.esp into your data file. There are no.bsa files. Guards wear whatever the normal guard outfits are, either vanilla or set by some other mod you may use.
Conflicts: None known.
Known issues: Possibly because of the sanbox nature of their AI packages, the guards sometimes will not change shifts until you come to town. I suspect this is the same force that causes the vanilla guards to always be walking from their starting point, outside the town. Short of piling on travel scrips, I don't know of a simple fix for that.
Cleaned with SSEEdit 3.1.3
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.