This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name | Notes |
---|---|
Humans Mer and Beastfolk - The Cathedral Concept Facegen Patches | |
Open Civil War Castellano | |
Open Civil War SSE - Traditional Chinese Translation |
Author's instructions
Think creative commons cc-NC (non-commercial), mutatis mutandis for scripts and assets that are modified vanilla assets.
File credits
Kudos to redditor r/inmundano for the list of bugs in Civil War and precise hints how to fix them.
Special thanks to kuczaja for early adoption and playtesting during cut content restoration sprint.
This mod would not be possible without the bug reports from numerous people, some of which were surprisingly helpful (reports, not bugs).
Special thanks to kuczaja for early adoption and playtesting during cut content restoration sprint.
This mod would not be possible without the bug reports from numerous people, some of which were surprisingly helpful (reports, not bugs).
Donation Points system
This mod is opted-in to receive Donation Points
Translations- Spanish
- Polish
- Italian
- Chinese - Mandarin
Translations available on the Nexus
Language | Name |
---|---|
Polish | Open Civil War SSE Polish Translation |
Spanish | Open Civil War Castellano |
Chinese - Mandarin | Open Civil War SSE - Traditional Chinese Translation |
Italian | Open Civil War SSE ITA |
Version 2.5.8
- Fixed a regression in 2.5.7 version that caused the Solitude siege relief battle to not initialize fully, exposing raw cut content behavior (infinite soldier respawns, Ulfric attending battle, and so on).
- - this version should still have no load order conflict with Open Cities
- - added a proper error message if CWPrepareCity quest fails to fill aliases and does not start in defense major battles (it used to silently start battles with raw cut content behavior if that happened)
Version 2.5.7
- bugfixes for 11/11
- Fixed a bug in vanilla CWSiegeBarricadeScript, that was preventing barricades from advancing battle stage (important at Riften gate barricade) if they were destroyed with a single hit large enough to skip over the 'barricade destroyed in 75%' (confirmed behavior with Wildcat 'x4/x4' and Bound Bow)
- Fixed the complex scene markers issue by disabling them and moving to an unused cell in Sovngarde worldspace (reportedly this approach helps against 'levitating animals' in city battles areas)
- The '(Defense)' dialogue should be now available only when the current location hold is being invaded
- In minor hold defense battles, disable guard garrisons early on. Reduces peak memory usage, which prevents CTD crashes when going outside and starting the battle. The commander gets disabled as well, there's a delay so you can turn away to avoid the immersion ruined.
- Removed 2 form changes to make this mod freely compatible with Open Cities, no matter the load order:
- removed persistence flag from MarkarthWorldIntroSceneTrigger (0x000753B4), rewritten the script that held it as a property
- removed change to CWSolClutterToggle 00100D2C - used to change clutter toggle location ref type in Solitude, bug in OCW
- In Riften jarls exchange scene (Leila and Maven) added dialogue conditions to check if the pro-imperial jarl is Maven indeed (in case someone makes a mod replacing Jarl Maven by e.g. Saerlund, it should be compatible)
- found and unlocked unique Galmar's dialog for expelling Jarl Maven with '(..) Jarl Black-Briar put your government together. Do it now, or there will be rioting in the streets. (..)' - it was conditioned on wrong city
- Fixed fleeing from a fort battle (an OCW added dialogue option) on Stormcloak side - the dialogue condition was for Imperial side
- bugfixes for 11/11
Version 2.5.6
- April bugfixes:
- Removed 'allow repeated flag' from OCWSiegeDUP quest (clearly it was flagged so by mistake because CWSiege is not). This caused an extra 'Failed: Battle of [..]' , if player fast traveled after losing a major siege
- Added safety conditions in dialogues to prevent attempting to start another siege battle when a major siege quest is already started (including the capital relief preparation mini-quest). A similar thing for minor sieges was already added in a previous version.
- Restored sources and changes to scripts CWFortSiegeJarlScript.pex and TIF__0065C8A.pex, TIF__00065C8B.pex - these three were left in Skyrim/Data when reinstalling Skyrim from scratch, and silently recompiled to vanilla state before 2.5.3 update. (Minor regression - the dialogue fragment scripts are related to awarding civil war rank promotions even if holds were gained without a battle, and the CWFortSiegeJarlScript change is related to Bug #23062 in the Unofficial Patch Tracker).
- April bugfixes:
Version 2.5.5
- Improved 'enemy withdrew' feature in minor siege attacks:
- no longer required to wait until the ambush or not is revealed, going to the jarl's longhouse front door will force resolve it
- fixed bug in 2.5.4 that made ambushes stuck; if not updating to 2.5.5, a workaround is that you can force enemy soldiers to reveal with 'setstage ocwspecial 286'
- the ambush or enemy withdraw decision is now based mostly on wargame strategic situation, rather than random chance (it's still is 50% chances for a normal battle, but previously the remaining split was 35% ambush and 15% withdraw, now it's 12.5% ambush, 37.5% ambush-or-withdraw-let-me-take-a-look)
- in enemy withdraw scenario, the invaded hold will no longer be random, but rather the most vulnerable hold (as it happens already for the regular enemy invasions).
- enemy will no longer withdraw from a predictably won battle for a predictably lost invasion; in win-win and lose-lose situations, enemy will withdraw only if there is a predicted improvement in battle odds (large in win-win, medium in lose-lose).
- when withdraw to a major hold is considered, a bonus to defender strength is added that makes it less worthy as a withdraw target
- after the mission 'Rescue from Fort ..' is completed (which makes the hold conquered), a forced enemy withdraw is made. This change is retroactive, if you've done that mission, expect an extra enemy invasion to happen (unless you don't own any more holds possible to invade, in that case it will be skipped).
- Improved 'enemy withdrew' feature in minor siege attacks:
Version 2.5.4
- - Added a spliced voice line for Rikke and Galmar if player fails a mission (the vanilla line was good only for generic field commanders). For Rikke: 'First of all, what you're doing. Not impressed. Think about it!', for Galmar: 'First off, you're definitely screw-up unlike-Stormcloak material. I misjudged you.. friend.'
- Added a warning message box if changes to the vanilla civil war map script were reverted by another mod, or not installed at all
- Changed quest aliases in OCWSiegeRelief to avoid Cretion Kit making Kynesgrove and Dragonbridge flagged persitent (no longer a load order obstacle for mods such as ETAC)
- In OCW capital relief battles, the city map marker should be disabled now (like it is during an attack siege battle)
- After capital relief battles, you can now report to your faction leader (as the objective says). The lines they respond with were used for peace/truce time in a very early version of civil war. For Ulfric, 'The gods have granted us peace for the moment. But that won't last long. I'm sure trouble will be stirred up soon enough.', for Tullius, 'Things are quiet for the moment. That won't last long. As soon as a new campaign starts, I want you there. Stay close. See me tomorrow.' - but you don't have to wait until the next day.
- Reduced chance of winning the fort If you flee from a fort battle, down from 100% (always win) to something between 10% and 90%, depending on the % number of defenders left.
- Restored Ulfric lines during battle of Solitude finale scene 'The Empire is weak, obsolete. Look at how far we've come and with so little.' 'When we're done rooting out Imperial influence here at home, then we will take our war to the Aldmeri Dominion.', they were disabled by devs, but I see no red flags there (and a lot of blue flags..)
- The fort battle will be cancelled (completed, failed objectives, no $$$ reward) after taking over the hold, like the other civil war vanilla missions are. Either fort location or the hold location ownership status change will trigger that.
- Fixed an issue in civil war mission cancelling script that made it possible to cancel at most one mission per playthrough.
- Added blocking dialogue lines when minor battles are running (if you travel away from a battle, only the major hold battles resolve and stop) to everyone important: Ulfric/Tullius, Rikke/Galmar, field commanders and regular soldiers with fitting voice types. This should prevent breaking civil war by traveling away from a defense minor battle and e.g. getting into the final hold campaign.
- Decreased the amount of Papyrus log warnings. There are still annoying warning messages coming from the vanilla CWPrepareCity quest.
- More robust code when cancelling or fleeing a minor hold attack battle. We've been running 2.3.x code there all along..
- Fixed a loophole in minor hold attack battles, where you could fast-travel back to camp after joining the soldiers but before losing any casualty, and claim a free 'enemy withdrew' scenario, even if the enemy was there. Now you have to wait until the objective 'Report back to camp' is displayed.
- - Added a spliced voice line for Rikke and Galmar if player fails a mission (the vanilla line was good only for generic field commanders). For Rikke: 'First of all, what you're doing. Not impressed. Think about it!', for Galmar: 'First off, you're definitely screw-up unlike-Stormcloak material. I misjudged you.. friend.'
Version 2.5.3
- * Restored CWSiege-owned AI packages in Markarth and Riften sieges as well (sandbox packages for some civilians, and fleeing / entering gate packages for soldiers)
* In minor sieges, fleeing attackers scene lasts full 30 seconds before the CWFortSiegeCapital stops through stage 2000. Fleeing soldiers who will do a 'touchdown' within this time will disappear, those who don't are still given no quarter. (If you are attacking, it might be your last chance to beat the jarl, but it's difficult once regular city guards show up)
* Surrendering jarl in minor sieges will look at an attacker instead at player - doesn't make during defenses.
* When starting minor siege defenses, the quest doesn't fully start until you head out of jarls longhouse. That is to prevent seeing NPCs 'teleporting' in and out of the longhouse.
* Added setstage ocwspecial 4210 and 4220 for debugging Battle of Whiterun failing aliases (it starts the battle using OCWSiegeDUP quest which is like CWSiege but with all aliases flagged optional)
* Added setstage ocwspecial 73 to debug and toggle the Markarth portcullis iron gate. And a button hidden in the room above the gate that does the same. (Oddly, I have a savegame where the gate is glitched in such a way that regular levers don't open it, but Papyrus script works. You still need to toggle levers to get the objective 'force jarl to surrender', though).
* Fleeing a fort battle no longer counts as successful mission and is not rewarded with money. (The mission failure dialogue line is still unvoiced for Rikke and Galmar, though).
* Restored salary cut content (dialogue option with Tullius/Ulfric). In standard mode only. Recurring 100-300 septims. First time after first Battle of Whiterun; accrued every 4 standard auto-play turns; after final campaign hold starts, it gets less and less frequent. After the civil war is over, there are no auto-play turns on the war map, but the salary counter still works.
* Defense minor sieges pass a per-hold CWCampaignMarker instead of a FieldCO object reference to the starting event (CWCampaignMarker-s are unused and less likely to be reserved by some radiant quest - more robust than changing the campaign marker alias to be flagged as 'allow reserved').
* The open civil war is no longer blocked if Whiterun is owned by enemy faction. You still have to retake it before the final hold campaign, though.
* In CWArrowVolleyParent script, moved the WAIT call outside the IF in a WHILE loop. This is to counter a potential white-lock starvation by an unfair threading scheduler. Inspected code of all other loops in the CWSomethingSomething scripts, they look good. Impacts the shutdown glitch of major siege battles, vanilla and cut content alike.
- * Restored CWSiege-owned AI packages in Markarth and Riften sieges as well (sandbox packages for some civilians, and fleeing / entering gate packages for soldiers)
Version 2.5.2
- * Fix for the imperial defense in Morthal having '[..]' for Jarl Idgrod name (the CWScript property with alias for Hjaalmarch imperial commander points to Haafingar alias, clearly by a mistake)
* Corrected the display color for the Winterhold hold defense flag on the war map (it used to display the invasion of the Rift hold instead)
* Fixed 'I want Rikke/Galmar here in this camp' dialogue to be available from after first battle of Whiterun until the end of civil war (it used to be started by dialogue lines when player chose the next hold to conquer, but not by the vanilla lines where the faction leader chose the next hold to conquer)
* Suppressed the '(Defense) I want to help.. ' dialogue option in military field camps - never useful there, since camps are supposed to be enabled only in enemy-owned holds..
* In Markarth and Riften defenses, when defenders run out of reinforcements, attackers will get unlimited respawn (no longer having to flee from a single remaining essential Rikke/Galmar enemy)
* After fleeing major siege defense, quest CWSiegeObj should stop correctly now (it used to display as completed, but stay running, and that interfered with the journal objectives in a next major siege battle)
* The civil war friend (Ralof or Hadvar) will be in the battles in Markarth and Riften in the city exterior, and he may now 'friendly follow' the attacking player inside the city and jarls palace.
* In Markarth siege battles, the exterior portcullis gate will close when the first barricades are broken through, if not closed already (it can start as open or closed when attacking Markarth after losing it in a live defense battle).
* In minor holds city battles, after losing the attack you don't have to report to Rikke/Galmar in the camp (it used to be glitchy to forego it and start a defense battle, but now you can report that lost attack battle to pretty much anyone in your faction).
- * Fix for the imperial defense in Morthal having '[..]' for Jarl Idgrod name (the CWScript property with alias for Hjaalmarch imperial commander points to Haafingar alias, clearly by a mistake)
Version 2.5.1
- * Fixed an issue with Galmar not giving the orders to attack Solitude in the final campaign, if the quest CWAttackCity from a previous siege was not reset. Also fixed retroactively. Console command to workaround the missing dialogue: 'setstage cwsiege 1'.
* Added a fix for the janky Markarth gate after defenses - the gate will be opened if it's closed (after meeting the soldiers, i.e. defense battle gets to stage 10), for example if you fast travel to Markarth stables and skip the vanilla trigger that opens the gate. (If the fix does not work, then the next time attacking Markarth you may found the gate opened, but still need to pull the gate lever to progress the battle quest)
* Added a fixed version of vanilla script CWMissionGeneratorTriggerScript (see issue 23284 in Unofficial Patch tracker for details).
- * Fixed an issue with Galmar not giving the orders to attack Solitude in the final campaign, if the quest CWAttackCity from a previous siege was not reset. Also fixed retroactively. Console command to workaround the missing dialogue: 'setstage cwsiege 1'.
Version 2.5.0
- Includes changes from Skyrim Classic 2.4.9 and 2.5.0
Version 2.4.8
- Roll-up of all changes in 2.4.0 - 2.4.7 of the Skyrim Classic version (plus latest cosmetic fixes after today's test playthrough):
* Standard Mode - that disables use of war map, and makes one auto-play turn each time player enters a war map room cell
* Defense battles - enemy 'invades' selected hold, you have 3 turns to get there and fight a live defense, otherwise it's resolved off-screen.
More detailed description on the Skyrim Classic nexusmods page of the Open Civil War.
- Roll-up of all changes in 2.4.0 - 2.4.7 of the Skyrim Classic version (plus latest cosmetic fixes after today's test playthrough):
Version 2.3.4
- - recompiled scriptsOCWWargameScript.pex to fix the issue with upheavals not working at all
Version 2.3.3
- - fixes bug with the player character removed from the CWImperialFaction / CWSonsFaction despite battling on that side (will add the player back to appropriate faction when refreshing war map)
- no longer moving around attackers when revealing defenders in minor siege ambushes
- 'I need Galmar in this camp' dialog option no longer appear with town commanders
- hold battle dialog options no longer appear when talking to Galmar in Windhelm after defecting with Jagged Crown to imperials, and just after delivering message to Ulfric before battle of Whiterun
- added boots to Riften Unblooded and Markarth Auxiliary soldiers.
- - fixes bug with the player character removed from the CWImperialFaction / CWSonsFaction despite battling on that side (will add the player back to appropriate faction when refreshing war map)
Version 2.3.2
- - fixed the raid message box text, should always start with the first line 'B A T T L E !'
- changed 'Faction has launched a campaign' to 'Faction launched a campaign' to avoid has/have grammar issue
- included flag locations added in 2.3 during checking conditions triggering an upheaval (the same way as all other flag locations)
- disabled dialogue options to start a a hold battle if in the final hold military camp
- more robust siege battle start up procedure: if not started within 30 seconds, proceeds regardless, but later check if any reinforcement pool is still infinite and fixes it
- conditioned CWDialogue 'Stay alert..' and 'Legion soliders gleam..' on both Ulfric and Tullius alive (makes more sense with Second Great War mod situation)
- increased frequency of checking if vanilla cw mission is obsoleted by hold/fort ownership change. switched default behavior from 'complete quest' to 'fail quest' if a mission is found obsoleted (fixes: fort battles not starting after another mission is cancelled).
- - fixed the raid message box text, should always start with the first line 'B A T T L E !'
Mod Information | |
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Version |
Civil War Overhaul was a mod in The Elder Scrolls V: Skyrim which added new quests to the Civil War between the Stormcloaks and Imperials, which never appeared in game due to time limitations. This mod had been implemented in the compilation Epic Gameplay Overhaul.
Starting on October 15 2016, the mod has been hidden, due to the mod author making a statement regarding U.S. politics. It was avalible again from November 9th to November 16th, On January 10th, the mod was permanently removed with the results of the United States presidential election and people who disagree with Apollodown politically enjoying the mod as the given reason.
FeaturesEdit
The main feature of the mod is to completely re-make the Civil War design in The Elder Scrolls V: Skyrim. The cut content hold capital city battles are restored and occur after the hold campaign missions and fort battles (which are somewhat randomized, and also include an extra mission to assassinate enemy commander). Battle odds depend on the number of soldiers killed previously (so-called 'Murder Mayhem score'). Failing to win a battle causes the enemy faction to attack one of your cities (expect to be approached by a courier after some in-game days for instructions what to do next).
The AI is also improved along with classes of enemies. The Stormcloaks will gain Giants and wolves, while the Imperials will get Champions (strongest unit) and hounds (counter to stormcloak wolves). Both sides will gain Mage and Thief class soldiers to fight for their side. Tactics will be used with ranged enemies (mages and archers), staying back and suppressing the opposing side, while close-combat units charge forwards.
List of changesEdit
- More variety of soldiers, featuring racial diversity in the imperial Legion (the original game uses only fair skin tone for Redguard soldiers)
- Guards will now become hostile whenever you wear the uniform of either an imperial or stormcloak soldier.
- Spies are added for both sides. And they only attack in either opposing sides that occupies hold city capitals.
- Hold capitals can come under siege and must be defended to maintain control of the Hold ('Spanish Inquisition' event outside the core questline, allegedly disabled in the final mod release).
- Sometimes one or two dragons will appear over Hold-battles (the chance is called 'Party Crashers' in the mod configuration menu).
- It is now possible to lose battles and eventually the entire Civil War. However, the losing ending is regarded as buggy and broken. A video shows a possible bug.
- It is possible to switch sides during Season Unending peace talks.
- This mod is prone to crash due to increased use of resources (something like ENBoost is recommended). Unfortunately, it's also prone to bugs (glitches, or even getting stuck) due to vanilla civil war bugs, not carrying forward Unofficial Patch civil war fixes, and also bugs in the mod itself. The MCM menu features a button to automatically win the current hold, and a button to automatically win the whole civil war - expect to have to use them or console commands, reloading an earlier savegame often won't help.
- Unhidden archived page of the mod can be found here Explaining everything.
- The mod is no longer available, you can read more about Here
There are not many gamers who aren’t in one way or another familiar with the legendary game ‘The Elder Scrolls V: Skyrim’ or often called just Skyrim. With over 23 million copies sold all over the world since its release in 2011 and with the release of the better version ‘Skyrim: Special Edition,’ the popularity is only bound to get greater than it is now. One of the main reasons for this scale of popularity is its gigantic modding community which provides improvements as simple as graphics upgrade to the extreme modifications that transform Tamriel into a dark version of some other realm.
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Modding is not something to be wary about and if you have never done it because the process is simple and it is very easy to install and activate mods and the more advanced ones will get their own special folders. We have compiled a list of the best Skyrim mods that we believe will help in improving the Skyrim experience a whole lot more for you. But just please note that not all mods are available for all the platforms and keep that in mind while you are considering installing a mod.
Top 20 Special Edition Skyrim Mods:
1. T3nd0’s Skyrim Redone
T3nd0’s Skyrim Redone is one of the best Skyrim mods to try out if you want to give Skyrim a total makeover with a complete overhaul of the most fundamental elements of the game right down to the perks, skills and stats of a character. The main aim of this mod is to enhance the depth of the character development by giving suitable options to the player and it does so in many ways like specialization in different weapons, harvesting bones as a necromancer and many more. But beware, as this mode is quite complex in nature, there can be some compatibility issues. So make sure that you are reading the fine print through if you wish to give it a try.
In some ways, this mod brings Skyrim’s core systems closer to the Morrowind and Oblivion and in many other ways, makes a lot of difference between the both of them. The mod has got a lot of changes like more potent frostbite venom and dual-casting spells result in 200% cost and 220% magnitude and there is also a respec potion. All the new spells can be found in loot and bought from appropriate merchants and Dawnguard crossbows also appear on enemies. The mod also adds a modified in-game menu to reflect these changes and also has a few loading screens to help you.
2. Falskaar
Falskaar is one of the top Skyrim mods for a player who has seen and experienced everything the vanilla version of the game and wish to try out a new scenery. This mod adds an entirely new world space and is accessed by the dungeons the first time and then by a boat from then on. There is a new land, quests, places, people, dungeons and adds roughly over 20 hours of additional content and suits all sorts of characters. The mod also has 26 quests including 9 quests long main story and 17 side quests along with some unmarked content, new items like books, recipes, weapons and armours and two new spells and a new shout.
For hundreds of years, Falskaar has been inhabited by Nords, and for the first time since the party’s arrival in Falskaar over 600 years ago, a portal opens deep within the ruins of Mzubthand and the player steps through it arriving in Falskaar and they are called ‘The Traveller’ and those who arrive through the shimmering wall will mark the start of the worst. Falskaar contains 14 brand new tracks composed exclusively for it, adding more than 40 minutes of new music and a fully voiced experience featuring almost 30 semi-professional and professional voice actors and actresses all contributing to make this mod an entirely separate land and experience independent of Tamriel.
3. Realistic Needs and Diseases
Realistic Needs and Diseases is a need and survival that offers extensibility and extra features. Realistic Needs and Diseases makes eating, drinking and sleeping a must for the players and if they don’t do this with conviction, they will face some serious consequences but given the ample amount of food and water resources, this won’t be too difficult and is not the most severe survival mod there is. When you are in tune with the workings of this mod, try branching out into Frostfall, a mod that makes the commute in the frozen extremities of Skyrim very challenging.
This mod is also compatible with the vampire, werewolves and cannibalism and vampires have no need for food or water and werewolves/cannibals feeding will curb both hunger and thirst. Also, with this mod, diseases are not supposed to be easily ignored like the vanilla diseases and at the beginning, you will only have mild syndromes but if you don’t get treated fast enough, things will go very wrong over time, so find a cure as soon as possible. Hunger has 6 stages – gluttony, satiated, peckish, hungry, very hungry and starving with the latter three affecting your stamina and health in a very bad way.
4. Interesting NPCs
Interesting NPCs is one of the biggest & the best Skyrim mods which fill the game with an array of detailed characters each with their own stories and their own voice acting. Each NPC is integrated into the world with a backstory and an extensive dialogue tree to explore and many of these characters were given voice by a talented team of over 80 voice actors. The dialogue selections allow you to role-play, providing humour and intensity to each conversation. You can be a jerk or a comedian, a white knight or an assassin, as the most prominent character is you.
Skyrim Open Civil War Mod For Napoleon Total War
Interesting NPCs mod has got 250+ voiced NPCs, over 50 voiced quests, and over 25 followers with location-based commentary and even 15+ marriage NPCs. For better control of which NPCs are in your game, you can remove the base dialogues of the non-quest NPCs using the “setstage DialogueNPCNAME 500” console command. Some quests may have different names like “KavaldDialogue”, so if it doesn’t work type “HELP NPCname” in the console to find the proper quest name. This will turn them into vanilla clutter. Unvoiced or unfinished Dialogue can be enabled via the console by “setstage 3dnpcenable 1.”
Editor’s Pick: 30 Best Minecraft Mods of All-Time.
5. Immersive Armors, Immersive Weapons
Immersive Armors and Immersive Weapons are armour and weapons compilation mods assembled for you if you are seeking to enhance the gameplay with a greater selection of armour and weapons without losing the natural feel of the game. The Immersive weapons mod adds many custom weapons and the Immersive armour mod adds custom armours that are seamlessly integrated into the game world. You will find new and power appropriate armour sets starting from level one to level fifty as the game progresses and the mods are constantly evolving, bringing new life into your Skyrim world.
the Immersive Weapons mod adds 230 new weapons which are craftable, enchantable and upgradable as appropriate and the weapons have 5 identifying statistics – damage, reach, speed, stagger and weight. The Immersive Armor mod adds 55 new sets of armour to the game (over 60 including variants), a lot of extra helmet options, 396 new shields, a whole lot of eye patches, capes, earrings, scarves and more which are all craftable, enchantable and upgradable. The armours and weapons are both integrated into the game through levelled lists, quest rewards, placement in dungeons and/or specific people.
6. Alternate Start – Live Another Life
Alternate Start – Live Another Life together with TES V Savegame Manager (a third party program that allows you to switch between multiple characters saves) is a great mod that you can consider for a more character-driven perspective and lets you begin the game as a tavern patron, a necromancer in a hidden lair, a plain old farmer or a number of other characters that offer a very interesting starting point. Once you choose the character you want, you will start at the appropriate point with the necessary gear and. You can opt to follow the natural story of the game or you can use a mod like ‘You Are Not The Dragonborn’ to turn off the perks of being Dovahkiin and try living the life of a commoner.
Thus, Live Another Life provides an alternate means to begin the game for those who find it weary to go through the lengthy intro sequence at Helgen. You will be allowed to choose your race and also choose the new life your character will lead with a huge variety of choices. To install this mod, you will need an official Skyrim patch 1.9.32.0.8 or higher as the earlier versions will result in CTDs and many other problems and you will also need to turn on the subtitles to see the text for the startup quest.
7. Apocalypse – Magic of Skyrim
Apocalypse – Magic of Skyrim is the mod for someone who isn’t satisfied with the visual enhancements and wants to go all the way through to alter the core of the game. This mod adds 155 new spells to the game and their utilities range from common stuff like summoning to conjuring up raging tornadoes that destroy anything on their way. These spells are also lore friendly which means that they go well with the tone and setting of the game and its history.
The mod also includes scrolls and staves for these custom spells and the custom visuals used are of high quality and blend seamlessly into the magic system. High-quality custom animations, low script load, no save bloat, availability of configuration options (if SkyUI is installed) are some of the main attractive features of this one which makes it one of the best Skyrim mods available. After you install Apocalypse, any spell vendors will start selling the appropriate spell tomes once they restock their inventory (when left without disturbance for 48 hours).
8. Static Mesh Improvement Mod (SMIM)
SMIM is one of the best Skyrim mods that enhances the graphics of the game. Though the graphics of Skyrim cannot be called bad looking, it does require some fine-tuning to keep up with time and competition. Seams show when you focus on mundane objects very closely which are meant to be viewed from a distance. the details blur a lot and the round edges start showing more polygonal structure as the distance decreases.
So if you are familiar with some of the more graphically blessed games like Dragon Age: Inquisition, then this fact may irritate you to a good extent. If that is the case, try SMIM as it will make considerable changes to such small elements of the game which when combined with a few texture and effect upgrades, the overall experience will get a major improvement. Combine it with the free official High-Res Texture DLC, Skyrim Flora Overhaul and Pure Waters to get the most off of it.
This encouraged collaboration with the show's and, who helped craft the story and dialogue.Upon release, it received positive reviews from video game critics, with praise particularly focused on the interpretation of The Simpsons television series as a video game, its parodical take on Grand Theft Auto III, and graphics, while criticism mostly surrounded uncanny character models and some bugs and glitches. It is generally considered one of the best licensed games of all time and has gained a cult following. Simpsons hit and run ps3 download pc.
9. Immersive Patrols
Immersive Patrols offers a reasonable amount of Stormcloak, Thalmor, Imperial and Dawnguard patrols to Skyrim and a few Skaal, Reaver and Riekling patrols to Solstheim. It also includes civil war battles and some basic non-Khajiit caravans who travel between major cities and the patrols often cross path with each other or the player creating new encounters or unexpected aid. There are no vampires, werewolves or bandits in this mod and all enemies scale but only through stats/player level. You can also use this mod with Open Cities.
Completing the Civil War quest will disable all patrol and battle NPCs (including Thalmor) of the losing faction and destroying the remaining enemy camps after the Civil War quest is completed will completely disable all Civil War NPCs, effectively ending the Civil War within this mod. Also, the Civil War NPCs will attack you on sight depending on your allegiance. Dawnguard patrols within this mod will only exist after reconstruction of Fort Dawnguard has begun.
10. SkyUI
SkyUI is a Skyrim mod that offers a lot of change when it comes to the navigation and makes it a lot better, especially considering the cluttered inventory of Skyrim. The mod also adds a few features of its own in addition to this as well. There is a control panel in the options menu that many recent mods plug into automatically which allows the players to fine-tune many of the more complex mod systems.
This mod will push you to install Skyrim Script Extender (also known as SKSE) a popular mod that extends what the other mods are supposed to do. Version 5 includes better crafting, alchemy, enchanting, smithing and many other enhancements. They also have a Mod Configuration Menu (MCM) which supports user-friendly in-game customizations and also offers multi-language support for English, French, Spanish, Italian, Polish, Russian, Czech, and Japanese.
Editor’s Pick: Top 10 Best CIV Mods of All-Time
11. A Quality World Map
A Quality World Map is a mod that helps in enhancing the map of the game even though the map isn’t bad at all, this one gives it a few great tweaks. This mod provides a set of very detailed map textures, complete with roads and also adds a detailed Solsteim map and works best when used together with the ‘Clear Map Skies’ add-on. This mod brought to us by the IcePenguin is a must have for everyone who enjoys walking or riding everywhere the normal way instead of the fast travel methods and there is even a paper-style map if that is your thing.
The refreshed look of the new map holds larger and more detailed textures and includes most roads and you can select between All Stone Roads (makes some paths appear cobblestone on the map) and All Flat Roads (more of a dirt-road style). You can also combine it with the ‘Clear Map Skies’ add-on to remove all the clouds from the centre of the map thus providing you with a crystal clear view of the world below but the clouds at the corners will be still there. The paper style map is of a high quality and is a recreated version from the existing paper map texture using world space reference screenshots, the map texture and custom art assets but a paper map for Solstheim is not included in the mod.
Skyrim Open Civil War Mod Reviews
12. Darker Nights
Darker Nights mod has a rather obvious name and this mod makes the nights of Skyrim much darker or not much, depending on your preference. The mod has got seven levels of darkness to choose from with Level 0 being the darkest (94% reduction) and Level 6 is the closest to the vanilla gameplay (22% reduction). The interiors of the game will also be darker during the night as well if the mod is activated and will remain so unless they are very well lit.
Draker Nights is one of the best Skyrim mods because, in addition to the perfect working, this mod also provides patches for all major weather overhauls and popular weather tweaking mods thus ensuring a fairly consistent level of darkness regardless of your environmental mod preferences. The mod reduces the levels of sunlight and moonlight coming in through the windows, cave entrances and other openings and the ambient light depending on the time of the day. But this mod does not affect the regular light sources which mean that using the interior light overhaul mod alongside this one will give you the best results.
13. Ordinator
Ordinator is another mod for Skyrim which adds to the perk tree to make each playthrough and build more unique and interesting by adding more than 400 perks to the game and completely overhauling each skill tree. This mod also enables many new characters builds and is compatible with almost everything with a very lightweight script and no save bloat.
Some of the main features of the mod are the alchemy mastery, physician, stimulants, advanced lab for the Alchemy section, the alteration mastery, mage armour, alteration dual casting, geomancer and philosopher’s stone for the alteration section, archery mastery, clean kill, Wingstrike and the long shot for the archery section, the block mastery, timed block, deflect arrows and poke the dragon for the block section and a whole lot more. Literally a whole lot more because there are even more trees with even more features which you can read through in the Nexus page and that is what makes this mod one of the best Skyrim mods available.
14. Enhanced Lights and FX
Enhanced Lights and FX is another good Skyrim mod and helps to create a more realistic and dynamic depth to the landscape of Skyrim by adding actual light to all the light sources and by removing any light that does not have a source. It adds a ton of features and effects in addition to this like smoke, volumic lights, dripless and more with some friendly redesigns and some tweaks for a more dramatic look. This mod makes sure that all sources emit light, even the windows in the interior and enhances the difference between night and day in the interiors.
Some notable features of this mod are the new candle smoke and water reflection, the new translucent effect to market stands and imperial tents, more shadow lights in the specific places and darker and smoky taverns. Each inn and each city with its own sets of lights and colours respectively based on the local weather. Enhanced Light and FX should be compatible with any mod that doesn’t change light, FX or meshes it adds but make sure that the meshes of this mod overwrite the others because these are must-haves. You can download this mod using the Nexus Mod Manager, activate it and pick the modules that you wish for in the installer.
15. Unofficial Skyrim: SE Patch
Unofficial Skyrim: SE Patch is one of the best Skyrim mods with the goal of fixing every bug with Skyrim Special Edition and requires Skyrim Special Edition 1.5.39 or greater and does not work on the older versions. The mod has got hundreds of gameplay, quest, NPC, object, item, text and placement bugs fixed and was created by the authors of the Unofficial Oblivion Patch Series. This mod is designed to be compatible with as many other mods as possible and no unsafe changes like deletions of stock objects will be experienced.
The load order is very important for this mod and if you are experiencing any errors, it might be because your load order is not correct. For setting the load order correctly with the other mods already loaded, you can use LOOT as it will provide a solid starting point for everything that you can tweak and change as required. Even if you are not into modding, try mod offers a lot of fixes to the actual title and some additions as well.
Editor’s Pick: 20 Best Fallout 4 Mods
16. Realistic Ragdolls and Force
Realistic Ragdolls and Force provide a more realistic reaction to gravity and force instead of like in the vanilla game where the ragdoll effect can sometimes lead to hilarious situations which are not good for the role-playing and immersion. The mod achieves this by reducing the force for ragdolls to realistic level with different force options to choose from and fixes glitches with lightning spells duration causing the ragdolls to launch themselves when killed with any weapons. It is a small but effective mod which offers a considerable difference to the overall feel.
Some other effects of the mod are less stiffness to overall limbs of ragdolls, weight increase or most ragdolls for realistic fall velocity, increased friction, increase neck twist and bend radius and arms can now be twisted behind the back. Arrows will no longer push bodies far away when killed by stealth damage. Also, magic no longer sends people flying 20 feet away and more realistic ragdoll reaction from melee hits.
17. Realistic Water Two
Realistic Water Two makes the water flow systems and other water-related environments more realistic looking and takes everything to the next level with higher quality effects and textures. While the water flow system is much improved in the special edition of Skyrim, water flow was applied to most water bodies indiscriminately resulting in odd looking water in certain situations but with this mod, marsh, pond and river water are visually and aurally distinct from each other but both the lake and ocean water are the same.
The mod also has some optional features in addition to the assets and mainstream ones like the extended ambience which extends the lake and ocean ambient looping sound effects from 30 seconds to 50 seconds long. Flowing lakes, original foam, cinematic rain ripples, smoother rivers and the more realistic and vibrant teal colour for water are some other options changes added which will be available in the main archive. This mod must be placed after any mod that modifies a cell near a body of water to avoid the appearance of seams in the water and it is recommended that the mod should be placed very low in the load order and use xEdit to make any necessary patches with other mods.
18. Duel – Combat Realism
Duel – Combat Realism is one of the oldest mods around for Skyrim and is a true warrior’s test restructuring enemy and weapon behaviour for a more realistic level of challenge above and beyond the vanilla system’s stock hack and slash design. There are a large number of changes that vary from stamina, block and damage values which add up to create a rebalanced combat system and with the mod enabled, waiting for the perfect moment to strike becomes far more important than charging in with shouts. Always use shields because they help you in saving yourself a lot but successfully blocking a powerful attack will drain you of your stamina. In fact, if you use his mod, almost everything you do will suck your green bar empty, leaving you breathless if not tended to properly.
If you are a sneaky type of player, dropping a foe from long range or from behind will still surprise everyone and they will start searching for you but they will keep searching for a longer period of time than usual. Also, slightly armoured foes like mages and archers will try ambushing you by hiding behind obstacles and attacking you when you come closer and unaware which makes getting out undetected an accomplishment. Enemies won’t just stand still during combat and will circle around you attacking you with power attacks and bash combos and don’t think that you can shrug off an unblocked blow because your health will drop dramatically if something sharp or blunt connect with you. Basically, this mod will test you and make the game play immensly harder and is the perfect mod to try out if you are a pro at the game.
19. True Storms
The True Storms Special Edition mod is a full overhaul of the storms system in the Skyrim SE which enhances the weather effects of Skyrim which is good enough but is quite old, being compiled in 2011. The mod includes many new unique and heavy weathers, intense sound effects, interior sounds, particle effects, new rain, snow and dust textures, heavy fogs and new weather for Solstheim including dust storms and a whole lot more. This mod is one of the best mods of Skyrim and a must have for anyone looking to have a more immersive Skyrim experience with the weather really adding to the feel of the gameplay.
The mod offers high performance and is focussed on the vanilla look and feel but with more intensity and variation and is extremely lore-friendly and great for immersive gameplay. More than 25 new, carefully crafted high-quality sound effects for rain, thunder, wind and interior sounds and brand new rain and snow textures have been added to the mod. Several brand new kinds of weather for Solstheim including heavy dust storm, burning ash fall, rain and arbour fogs are also some features of this mod. You can install this mod using Nexus Mod Manager and load order doesn’t really matter.
20. The Forgotten City
The Forgotten City is the first ever mod in history to win a national Writer’s Guild Award for its script and that says something about how good this one is. This mod expansion offers a unique 6 to 8 hours of experience through the murder investigation storyline set in an underground city which you will have to solve using your brains and the ability to travel through time. It differs from the mainstream story and is a dark non-linear story in which you will have to question suspects, explore the city and its secrets and make challenging decisions regarding your morals. The dialogues are professionally voiced and it features multiple endings and an original orchestral score.
The features of the game are a beautiful and intricately designed city with secrets, mysteries and thousand year old relics, a living community of people, each with their own unique stories and roles to play, multiple endings based on your decisions and your character’s history, puzzles that reward lateral thinking, over 1200 lines of dialogues by 18 voice actors from all over the world and an original orchestral soundtrack. This mod is meant to be played solo and you can start the game if you are level 5 or above when you will be automatically approached by a courier when you enter any city. Alternatively, you can find ‘The Forgotten Ruins’ in the south-west corner of Skyrim.
Author's instructions
Think creative commons cc-NC (non-commercial), mutatis mutandis for scripts and assets that are modified vanilla assets.
File credits
Kudos to redditor r/inmundano for the list of bugs in Civil War and precise hints how to fix them.
Special thanks to kuczaja for early adoption and playtesting during cut content restoration sprint.
This mod would not be possible without the bug reports from numerous people, some of which were surprisingly helpful (reports, not bugs).
Special thanks to kuczaja for early adoption and playtesting during cut content restoration sprint.
This mod would not be possible without the bug reports from numerous people, some of which were surprisingly helpful (reports, not bugs).
Donation Points system
This mod is opted-in to receive Donation Points
Translations- Polish
Translations available on the Nexus
Language | Name |
---|---|
Polish | Open Civil War PL |
Name |
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Bethesda.net SE PC |
Bethesda.net SE XB1 |
Skyrim SE |
Version 2.5.8
- Fixed a regression in 2.5.7 version that caused the Solitude siege relief battle to not initialize fully, exposing raw cut content behavior (infinite soldier respawns, Ulfric attending battle, and so on).
- - this version should still have no load order conflict with Open Cities
- - added a proper error message if CWPrepareCity quest fails to fill aliases and does not start in defense major battles (it used to silently start battles with raw cut content behavior if that happened)
Version 2.5.7
- bugfixes for 11/11
- Fixed a bug in vanilla CWSiegeBarricadeScript, that was preventing barricades from advancing battle stage (important at Riften gate barricade) if they were destroyed with a single hit large enough to skip over the 'barricade destroyed in 75%' (confirmed behavior with Wildcat 'x4/x4' and Bound Bow)
- Fixed the complex scene markers issue by disabling them and moving to an unused cell in Sovngarde worldspace (reportedly this approach helps against 'levitating animals' in city battles areas)
- The '(Defense)' dialogue should be now available only when the current location hold is being invaded
- In minor hold defense battles, disable guard garrisons early on. Reduces peak memory usage, which prevents CTD crashes when going outside and starting the battle. The commander gets disabled as well, there's a delay so you can turn away to avoid the immersion ruined.
- Removed 2 form changes to make this mod freely compatible with Open Cities, no matter the load order:
- removed persistence flag from MarkarthWorldIntroSceneTrigger (0x000753B4), rewritten the script that held it as a property
- removed change to CWSolClutterToggle 00100D2C - used to change clutter toggle location ref type in Solitude, bug in OCW
- In Riften jarls exchange scene (Leila and Maven) added dialogue conditions to check if the pro-imperial jarl is Maven indeed (in case someone makes a mod replacing Jarl Maven by e.g. Saerlund, it should be compatible)
- found and unlocked unique Galmar's dialog for expelling Jarl Maven with '(..) Jarl Black-Briar put your government together. Do it now, or there will be rioting in the streets. (..)' - it was conditioned on wrong city
- Fixed fleeing from a fort battle (an OCW added dialogue option) on Stormcloak side - the dialogue condition was for Imperial side
- bugfixes for 11/11
Version 2.5.6
- April bugfixes:
- Removed 'allow repeated flag' from OCWSiegeDUP quest (clearly it was flagged so by mistake because CWSiege is not). This caused an extra 'Failed: Battle of [..]' , if player fast traveled after losing a major siege
- Added safety conditions in dialogues to prevent attempting to start another siege battle when a major siege quest is already started (including the capital relief preparation mini-quest). A similar thing for minor sieges was already added in a previous version.
- Restored sources and changes to scripts CWFortSiegeJarlScript.pex and TIF__0065C8A.pex, TIF__00065C8B.pex - these three were left in Skyrim/Data when reinstalling Skyrim from scratch, and silently recompiled to vanilla state before 2.5.3 update. (Minor regression - the dialogue fragment scripts are related to awarding civil war rank promotions even if holds were gained without a battle, and the CWFortSiegeJarlScript change is related to Bug #23062 in the Unofficial Patch Tracker).
- April bugfixes:
Version 2.5.5
- Improved 'enemy withdrew' feature in minor siege attacks:
- no longer required to wait until the ambush or not is revealed, going to the jarl's longhouse front door will force resolve it
- fixed bug in 2.5.4 that made ambushes stuck; if not updating to 2.5.5, a workaround is that you can force enemy soldiers to reveal with 'setstage ocwspecial 286'
- the ambush or enemy withdraw decision is now based mostly on wargame strategic situation, rather than random chance (it's still is 50% chances for a normal battle, but previously the remaining split was 35% ambush and 15% withdraw, now it's 12.5% ambush, 37.5% ambush-or-withdraw-let-me-take-a-look)
- in enemy withdraw scenario, the invaded hold will no longer be random, but rather the most vulnerable hold (as it happens already for the regular enemy invasions).
- enemy will no longer withdraw from a predictably won battle for a predictably lost invasion; in win-win and lose-lose situations, enemy will withdraw only if there is a predicted improvement in battle odds (large in win-win, medium in lose-lose).
- when withdraw to a major hold is considered, a bonus to defender strength is added that makes it less worthy as a withdraw target
- after the mission 'Rescue from Fort ..' is completed (which makes the hold conquered), a forced enemy withdraw is made. This change is retroactive, if you've done that mission, expect an extra enemy invasion to happen (unless you don't own any more holds possible to invade, in that case it will be skipped).
- Improved 'enemy withdrew' feature in minor siege attacks:
Version 2.5.4
- - Added a spliced voice line for Rikke and Galmar if player fails a mission (the vanilla line was good only for generic field commanders). For Rikke: 'First of all, what you're doing. Not impressed. Think about it!', for Galmar: 'First off, you're definitely screw-up unlike-Stormcloak material. I misjudged you.. friend.'
- Added a warning message box if changes to the vanilla civil war map script were reverted by another mod, or not installed at all
- Changed quest aliases in OCWSiegeRelief to avoid Cretion Kit making Kynesgrove and Dragonbridge flagged persitent (no longer a load order obstacle for mods such as ETAC)
- In OCW capital relief battles, the city map marker should be disabled now (like it is during an attack siege battle)
- After capital relief battles, you can now report to your faction leader (as the objective says). The lines they respond with were used for peace/truce time in a very early version of civil war. For Ulfric, 'The gods have granted us peace for the moment. But that won't last long. I'm sure trouble will be stirred up soon enough.', for Tullius, 'Things are quiet for the moment. That won't last long. As soon as a new campaign starts, I want you there. Stay close. See me tomorrow.' - but you don't have to wait until the next day.
- Reduced chance of winning the fort If you flee from a fort battle, down from 100% (always win) to something between 10% and 90%, depending on the % number of defenders left.
- Restored Ulfric lines during battle of Solitude finale scene 'The Empire is weak, obsolete. Look at how far we've come and with so little.' 'When we're done rooting out Imperial influence here at home, then we will take our war to the Aldmeri Dominion.', they were disabled by devs, but I see no red flags there (and a lot of blue flags..)
- The fort battle will be cancelled (completed, failed objectives, no $$$ reward) after taking over the hold, like the other civil war vanilla missions are. Either fort location or the hold location ownership status change will trigger that.
- Fixed an issue in civil war mission cancelling script that made it possible to cancel at most one mission per playthrough.
- Added blocking dialogue lines when minor battles are running (if you travel away from a battle, only the major hold battles resolve and stop) to everyone important: Ulfric/Tullius, Rikke/Galmar, field commanders and regular soldiers with fitting voice types. This should prevent breaking civil war by traveling away from a defense minor battle and e.g. getting into the final hold campaign.
- Decreased the amount of Papyrus log warnings. There are still annoying warning messages coming from the vanilla CWPrepareCity quest.
- More robust code when cancelling or fleeing a minor hold attack battle. We've been running 2.3.x code there all along..
- Fixed a loophole in minor hold attack battles, where you could fast-travel back to camp after joining the soldiers but before losing any casualty, and claim a free 'enemy withdrew' scenario, even if the enemy was there. Now you have to wait until getting the objective 'Report back to camp'.
- Fixed a bug where relief of Windhelm misc quest objective directed you to Dragonsbridge (instead of Kynesgrove - the relief started on imperial side by mistake)
- - Added a spliced voice line for Rikke and Galmar if player fails a mission (the vanilla line was good only for generic field commanders). For Rikke: 'First of all, what you're doing. Not impressed. Think about it!', for Galmar: 'First off, you're definitely screw-up unlike-Stormcloak material. I misjudged you.. friend.'
Version 2.5.3
- Halfway through, but since we've found potentially an impactful fix for vanilla civil war sieges, have a heads-up:
* Restored CWSiege-owned AI packages in Markarth and Riften sieges as well (sandbox packages for some civilians, and fleeing / entering gate packages for soldiers)
* In minor sieges, fleeing attackers scene lasts full 30 seconds before the CWFortSiegeCapital stops through stage 2000. Fleeing soldiers who will do a 'touchdown' within this time will disappear, those who don't are still given no quarter.
* Surrendering jarl in minor sieges will look at an attacker instead at player - doesn't make during defenses.
* When starting minor siege defenses, the quest doesn't fully start until you head out of jarls longhouse. That is to prevent seeing NPCs 'teleporting' in and out of the longhouse.
* Added setstage ocwspecial 4210 and 4220 for debugging Battle of Whiterun failing aliases (it starts the battle using OCWSiegeDUP quest which is like CWSiege but with all aliases flagged optional)
* Added setstage ocwspecial 73 to debug and toggle the Markarth portcullis iron gate. And a button hidden in the room above the gate that does the same. (Oddly, I have a savegame where the gate is glitched in such a way that regular levers don't open it, but Papyrus script works. You still need to toggle levers to get the objective 'force jarl to surrender', though).
* Fleeing a fort battle no longer counts as successful mission and is not rewarded with money. (The mission failure dialogue line is still unvoiced for Rikke and Galmar, though).
* Restored salary cut content (dialogue option with Tullius/Ulfric). In standard mode only. Recurring 100-300 septims. First time after first Battle of Whiterun; accrued every 4 standard auto-play turns; after final campaign hold starts, it gets less and less frequent. After the civil war is over, there are no auto-play turns on the war map, but the salary counter still works.
* Defense minor sieges pass a per-hold CWCampaignMarker instead of a FieldCO object reference to the starting event (CWCampaignMarker-s are unused and less likely to be reserved by some radiant quest - more robust than changing the campaign marker alias to be flagged as 'allow reserved').
* The open civil war is no longer blocked if Whiterun is owned by enemy faction. You still have to retake it before the final hold campaign, though.
* In CWArrowVolleyParent script, moved the WAIT call outside the IF in a WHILE loop. This is to counter a potential white-lock starvation by an unfair threading scheduler. Inspected code of all other loops in the CWSomethingSomething scripts, they look good. Impacts the shutdown glitch of major siege battles, vanilla and cut content alike.
- Halfway through, but since we've found potentially an impactful fix for vanilla civil war sieges, have a heads-up:
Version 2.5.2
- * Fix for the imperial defense in Morthal having '[..]' for Jarl Idgrod name (the CWScript property with alias for Hjaalmarch imperial commander points to Haafingar alias, clearly by a mistake)
* Corrected the display color for the Winterhold hold defense flag on the war map (it used to display the invasion of the Rift hold instead)
* Fixed 'I want Rikke/Galmar here in this camp' dialogue to be available from after first battle of Whiterun until the end of civil war (it used to be started by dialogue lines when player chose the next hold to conquer, but not by the vanilla lines where the faction leader chose the next hold to conquer)
* Suppressed the '(Defense) I want to help.. ' dialogue option in military field camps - never useful there, since camps are supposed to be enabled only in enemy-owned holds..
* In Markarth and Riften defenses, when defenders run out of reinforcements, attackers will get unlimited respawn (no longer having to flee from a single remaining essential Rikke/Galmar enemy)
* After fleeing major siege defense, quest CWSiegeObj should stop correctly now (it used to display as completed, but stay running, and that interfered with the journal objectives in a next major siege battle)
* The civil war friend (Ralof or Hadvar) will be in the battles in Markarth and Riften in the city exterior, and he may now 'friendly follow' the attacking player inside the city and jarls palace.
* In Markarth siege battles, the exterior portcullis gate will close when the first barricades are broken through, if not closed already (it can start as open or closed when attacking Markarth after losing it in a live defense battle).
* In minor holds city battles, after losing the attack you don't have to report to Rikke/Galmar in the camp (it used to be glitchy to forego it and start a defense battle, but now you can report that lost attack battle to pretty much anyone in your faction).
- * Fix for the imperial defense in Morthal having '[..]' for Jarl Idgrod name (the CWScript property with alias for Hjaalmarch imperial commander points to Haafingar alias, clearly by a mistake)
Version 2.5.1
- * Fixed an issue with Galmar not giving the orders to attack Solitude in the final campaign, if the quest CWAttackCity from a previous siege was not reset. Also fixed retroactively. Console command to workaround the missing dialogue: 'setstage cwsiege 1'.
* Added a fix for the janky Markarth gate after defenses - the gate will be opened if it's closed (after meeting the soldiers, i.e. defense battle gets to stage 10), for example if you fast travel to Markarth stables and skip the vanilla trigger that opens the gate. (If the fix does not work, then the next time attacking Markarth you may found the gate opened, but still need to pull the gate lever to progress the battle quest)
* Added a fixed version of vanilla script CWMissionGeneratorTriggerScript (see issue 23284 in Unofficial Patch tracker for details).
- * Fixed an issue with Galmar not giving the orders to attack Solitude in the final campaign, if the quest CWAttackCity from a previous siege was not reset. Also fixed retroactively. Console command to workaround the missing dialogue: 'setstage cwsiege 1'.
Version 2.5.0
- Compared to 2.4.9, the following bugs were fixed:
- corrected the number of battle reinforcements in capital reliefs
- corrected the outcome of the off-screen defense battle resolutions
- a workaround and fix for the glitch that caused the starting dialog line for the final campaign fort battle to be disabled
- Compared to 2.4.9, the following bugs were fixed:
Version 2.4.9
- * Player fleeing city battles in major holds (a bit farther than the attackers siege camp) will lose the battles (does not apply to capital reliefs, though - fleeing them cause the attackers to retreat, still).
* in major holds siege battles, the attackers camp of the previous battle will be replaced by the current faction of attackers (fixes the issue with two camps enabled at the same place and time).
* fixed some of the issues with lingering battle quests markers (battle quests were stopped, but not completed in the journal)
* the standard mode turn ends after the player's side turn (instead of ending after the enemy turn)
* each vanilla civil war mission when completed successfully adds 1 strength point to the player rank bonus, when determining the battle odds.
* completing the vanilla fort battle mission will add 1 strength point to the player's faction rather than to the enemy (so it's worth more than civil war mission, but it's not a permanent bonus)
* in minor hold city battles, the guard garrison is re-enabled immediately after the attackers lose and retreat. Avoid fighting those guards, killing them will give you a bounty (until you conquer this hold, presumably), and the battle is lost anyway.
- * Player fleeing city battles in major holds (a bit farther than the attackers siege camp) will lose the battles (does not apply to capital reliefs, though - fleeing them cause the attackers to retreat, still).
Version 2.4.8
- - restricted the defense battles to after-battle-of-whiterun only
- fixed the warmap getting stuck in autoplay standard mode and needing switching to wargame mode temporarily
- if you kill the catapult soldier in Markarth attackers camp, the extra catapult fire stops
This is beta version. I've noticed that quest battles might not get completed in the journal when you lose them (they will when you attack the hold again, or with console command to complete quest cwfortsiegecapital (minor holds) / ocwsiegedup (major holds) ). Otherwise it played fine, and the biggest issue is with the overall level of the challenge, which can be demanding even on the 'Novice' level..
- - restricted the defense battles to after-battle-of-whiterun only
Version 2.4.7
- Added the defenses in major holds (Markarth, Riften).
Note that in Markarth the war room is one of the Understone Keep side chambers, http://en.uesp.net/wiki/Skyrim:Understone_Keep - locked with the 'Key to Markarth Keep'. In Riften, the war map is just a few rooms behind the throne room.
- tweaked the accuracy of enemy catapults in Markarth defense - the attackers may wait, if you wait and don't scout and provoke them to attack, expect catapult fire to hit defenders, and lose eventually.
- Added the defenses in major holds (Markarth, Riften).
Version 2.4.6
- Defenses in minor holds should work okay now. (Defenses in Riften and Markarth are still only off-screen, for the live battles are buggy instant win)
- changed the battle quest objectives, to show % of both attackers and defenders, etc
- fixed the 'attackers always win' nonsense from vanilla stage 9999
This carries over Unofficial Patch changes to form CWFortSiegeCapital. (I haven't tested it without the Unofficial Patch, yet).
The above changes should also affect the attack battles in minor holds. In particular, losing the battle should flow more smooth (e.g. no longer cancelling a side mission). The 'it is hopeless retreat' soldiers fleeing running scene may play shorter or not at all, though.
There is a small risk that the inside-wall phase of major hold city battles (e.g. final hold capital battle) would be affected, haven't tested them.
- Defenses in minor holds should work okay now. (Defenses in Riften and Markarth are still only off-screen, for the live battles are buggy instant win)
Version 2.4.5
- * moved the hold battle dialogue options in a single topic (which refreshes after waiting 1 hour; that should prevent accidentally starting live and off-screen battle at the same time)
* defense dialogue option starts the defense battle only in holds invaded by the enemy; in holds that are not invaded by the enemy, the option is also available but does nothing, just displays a notification
* It takes 3 turns until an enemy hold invasion is resolved - this number is okay for playing Standard mode as it is now
* If an enemy withdrew from the hold you're attacking, another hold will be invaded by the enemy (instead of taken over immediately), but with only 1 turn left until the invasion is resolved.
* In Standard mode, the invasions are not resolved off-screen if the player is in the invaded hold already (so 1 turn left should be enough to get there and fight a live defense battle)
* Upheavals don't happen as a result of Standard turns (after the battle of Whiterun) - you need to go there (and conquer the hold with a battle, easy-peasy..)
* Vanilla civil war fort battles no longer conquer the entire hold.
This is a feature freeze version, I won't add any extra content before the bugs are fixed and live defense battles restored.
- * moved the hold battle dialogue options in a single topic (which refreshes after waiting 1 hour; that should prevent accidentally starting live and off-screen battle at the same time)
Version 2.4.4
- The plan is to release this as 2.3.5, only with global OCWWargameDefensesEnabled set to 0 by default.
* fixed the code that starts hold battles, both live and off-screen - there was a regression in 2.4.x branch
* changed the hold battle launching procedure (to use SendStoryEventAndWait) - maybe it'll be more robust in badly lagging setups..
* implemented off-screen defenses with the same takeover function as upheavals (while using the same battle odds formula as off-screen hold battles)
* toggle-able Standard / Wargamer game mode
- in Standard mode, the war map is 'read only'
- in Standard mode, a turn is auto-played every time player approaches another war map
- in Wargamer mode, turns and everything are controlled by the player as usual
- new game defaults into the Standard mode
- The plan is to release this as 2.3.5, only with global OCWWargameDefensesEnabled set to 0 by default.
Version 2.4.3
- * Talking to commanders for the '.. (Defense)' battle option will make them speak about a two random mission hooks (just for fluff)
* Cosmetic war map changes
- place troops marks sideways to flags
- changed the troops marks (helmets) size scale, is now a geometric progression
- in recruitment phase, simply resize the helmet, don't create a new one
- troop marks for neutral Whiterun: miniature shields of Whiterun
- smooth transition of flag color changes
* Wargame AI changes
- use annealing-like process to find the next move with the best score
- the score now factors in the enemy losses, so a raid 4->2 may be preferred over 4->1 strength.
* Vanilla civil war forts that are owned by bandits go fully back to the army if raided by faction - but only the faction that owns the hold.
* Takeovers on the war map (upheavals, and these fort garrison changes) are started in another thread, so they don't block the automatic play (if you are in the affected location, only the hold flag will change, until you leave - the map will render the 'Contested' blue-red / red-blue flag).
- * Talking to commanders for the '.. (Defense)' battle option will make them speak about a two random mission hooks (just for fluff)
Version 2.4.2
- - unlocked the '.. (Defense)' option on the Stormcloak side
- disabled the war map troops movement animations
- even more fater turn processing - removed latent function call Utility.RandomInt from a tight loop
- the 'enemy invaded' are situations resolved off-screen in a manner similar to off-screen hold battles; now it's possible to lose the hold that way (seems to be more choppy/stucky then the upheavals, though).
- - unlocked the '.. (Defense)' option on the Stormcloak side
Version 2.4.1
- Adds a dialogue option 'I want to help defend this hold (Defense)' to the field commanders of your faction.
- currently, it is not conditioned to come up only in the hold targeted by enemy invasion
- in holds you own, it starts the cut content battle in a defense mode. don't expect they work fully in this version, though.
- Markarth defense ends right after it starts that way. Perhaps it needs to be started in the right place. If you force it with 'setstage ocwspecial 2210' (on the side of imperials) after 'coc markathexterior01', the defense battle starts; not so much after 'coc markarthunderstonekeep'.
- Adds a dialogue option 'I want to help defend this hold (Defense)' to the field commanders of your faction.
Version 2.4.0
- Initial upload for the experimental defense unstable 2.4.x branch. But if you updated by accident, do not worry, because the changes are negligible:
- once per turn (after making moves, and before the recruitment phase) the enemy will pick the worst defended hold, and 'invade' it (notification and the hold capital flag will turn to blue-red or red-blue)
- this invasion will be resolved during your turn (just before the recruitment phase) - currently the enemy always 'retreats', no matter what the battle odds would be for that hold.
- Initial upload for the experimental defense unstable 2.4.x branch. But if you updated by accident, do not worry, because the changes are negligible:
Version 2.3.4
- * Changes that were in 2.3.3 'September bugfixes':
- fixes bug with the player character removed from the CWImperialFaction / CWSonsFaction despite battling on that side (will add the player back to appropriate faction when refreshing war map)
- no longer moving around attackers when revealing defenders in minor siege ambushes
- 'I need Galmar in this camp' dialog option no longer appear with town commanders
- hold battle dialog options no longer appear when talking to Galmar in Windhelm after defecting with Jagged Crown to imperials, and just after delivering message to Ulfric before battle of Whiterun
- added boots to Riften Unblooded and Markarth Auxiliary soldiers.
* Recompiled script OCWWargameScript.pex - that should fix upheavals not working at all
- * Changes that were in 2.3.3 'September bugfixes':
Version 2.3.2
- - fixed the raid message box text, should always start with the first line 'B A T T L E !'
- changed 'Faction has launched a campaign' to 'Faction launched a campaign' to avoid has/have grammar issue
- included flag locations added in 2.3 during checking conditions triggering an upheaval (the same way as all other flag locations)
- disabled dialogue options to start a a hold battle if in the final hold military camp
- more robust siege battle start up procedure: if not started within 30 seconds, proceeds regardless, but later check if any reinforcement pool is still infinite and fixes it
- conditioned CWDialogue 'Stay alert..' and 'Legion soliders gleam..' on both Ulfric and Tullius alive (makes more sense with Second Great War mod situation)
- increased frequency of checking if vanilla cw mission is obsoleted by hold/fort ownership change. switched default behavior from 'complete quest' to 'fail quest' if a mission is found obsoleted (fixes: fort battles not starting after another mission is cancelled).
- - fixed the raid message box text, should always start with the first line 'B A T T L E !'
Version 2.3
- - 8 more rogue forts and villages added to the war map
- forts/villages close to hold borders may affect the defense bonus for crossing hold border; whereas by default it is +1, but it may be +2 or 0 if controlled by enemy or your faction units
- recognizes Helgen as a bandit fort
- fort Fellhammer belongs to Winterhold
- changed war map flags direction, especially in the Riften - Fort Greenwall - Shor's Stone three flags
- buffed up enemy leader decoys in capital siege reliefs
- fixed message typos and revamped notifications for localization purposes
- restricted 'I need Rikke/Galmar here' to be available only in military camps
- chance for an ambush in minor sieges; 50% normal battle, 35% ambush battle, 15% enemy withdrew
- added the restored Rikke and Galmar speech scene in Riften and Markarth battles
- miscellaneous fixes and glitch prevention.
- - 8 more rogue forts and villages added to the war map
Version 2.2
- - changed the notification texts of the jarls upheavals to a more fluff
- removed dice numbers in notifications (by default). you still can find them in messageBox battle reports
- the upheavals and city battles are suspended for the duration of the quest Season Unending ('the rumor of Greaybeards peace talks calms hostilities..')
- added option to disable upheavals for the walled cities: Markarth and Riften (globals OCWWargameMarkarthVulnerable, OCWWargameRiftenVulnerable), by default they are allowed
- after raiding a bandit-owned fort, the new flag updates its color immediately
- fixed the bug that Fort Fellhammer and Valtheim troops were recognized as troops from DragonBridge and Dawnstar, respectively)
- added limit to the recruitment phase bringing the capital to the fold - now it happens only if less than 3 castles remains (that have troops belonging to that capital's faction).
- - changed the notification texts of the jarls upheavals to a more fluff
Version 2.1
- - enlarged war map flag sizes by 30% (global OCWWarmapFlagScale, default 1.3)
- limited the maximum battle reinforcements to 50 (Novice) - 100 (Legendary) soldiers; (can be increased by setting global OCWWargameBattlePoolMultiplier to something greater than 1.0; in case someone makes a mod to increase the number of spawned soldiers at the same time)
- by default faction leader will stay in headquarters castle; the global OCWEnableFieldGeneral can be toggled by speaking to to him in 'Let me suggest..' topic.
New rules to the recruitment phase:
- if capital castle was raided by enemy, it goes back to the fold with strength 0 at start of the recruitment phase
- increased the number of recruited units to 2 + (number of flags owned in wargame)
- the cap on the total army size is now 20 + (number of flags owned in wargame)
This should prevent one side getting wiped out, and on the Novice level it should be feasible to win back even without Siege Reliefs battles.
- - enlarged war map flag sizes by 30% (global OCWWarmapFlagScale, default 1.3)
Version 2.0
- - battle odds during capital siege reliefs are now calculated in a similar way to hold capital battles; the capital hold, two adjacent holds, and the whiterun hold troops count in
- if you win a capital siege relief, enemy garrisons in these holds are reduced to strength 0
- suppresses Mjoll scene and Sapphire scene during the battle in Riften
- bugfixes and workarounds in dealing with minor siege battle outcomes - among others, the vanilla function SetNewOwnerOfFort is bugged on Stormcloak side (code uses operator && but it should do XOR)
- other cosmetic bugfixes and improvements
- - battle odds during capital siege reliefs are now calculated in a similar way to hold capital battles; the capital hold, two adjacent holds, and the whiterun hold troops count in
Version 1.11
- - jarls in minor sieges have a chance for equipping random armor pieces and shield / random weapon
- fixed cowardly housecarl in minor siege, running back to jarl's longhouse (probably caused by low priority of vanilla siege quest)
- fixed the bug where Galmar fills the alias for housecarl in minor sieges
- added an enchanted warhammer to the housecarl Maul in siege of Riften
- added retreat scene for major sieges; after the retreat, enemy will tolerate you and let you in if you won't attack them
- fixed the issue with being able to enter the gates the city and fighting on ever after losing the major siege battle
- fixed the issue with field commander remaining inside the city after losing an Riften/Markarth major sieges - it's moved to the cwbattle version of fieldco
- added mission catch event nodes that should filter out CWMissionGeneratorTriggerScript events fired by enemy military camps (regardless of whether it ever could cause a bug - the bad fieldCO bug in CWMissionGeneratorTriggerScript is fixed in a different way)
- fixed the newly added speech conversations about Markarth/Riften to happen only in the correct city
- fixed the bug with swapped voice files for Ulfric telling you to go to Winterhold and Rift
- changed the topic text for Ulfric dialogue counterpart to 'I am ready for a new field assignment' on imperial side; now it is more like 'I am eager to fight the Empire wherever you wish'
- - jarls in minor sieges have a chance for equipping random armor pieces and shield / random weapon
Version 1.10
- - wargame troops pieces are moved using spline curves. hilarious if they travel outside the map border
- a speech opportunity in before major siege battles (Riften, Markarth)
- after winning hold that you've suggested to conquer, your general may travel to the military camp in that hold
- in minor siege battles, your soldiers will actually start fleeing if
- fixed the glitch that there were no soldiers in minor siege battles at all
- not a bug, a feature: if there is no enemy soldiers found in a minor siege battle, either talk to your soldiers.. (or report to Rikke/Galmar to claim the victory as in earlier versions)
- your general may address you by your civil war rank
- capital siege relief are available only if enemy faction owns a hold next to our capital (Hjaalmarch,Reach / Rift,Winterhold)
- up to 3 guard soldiers from Kynesgrove / Dragonbridge will join the siege reliefs
- increased the number of enemy soldiers in reliefs to 100+
- improved enemy general equipment in siege reliefs.
- bumped the difficulty dice bias in the wargame; it's still possible to win by autoplay on Adept, but it should be rare on Expert and above difficulty levels.
- - wargame troops pieces are moved using spline curves. hilarious if they travel outside the map border
Version 1.9
- - new kind of flag for cities: blue-red, red-blue. The top color shows the hold ownership,
the bottom is for city owner faction. Probably should not happen in vanilla civil war.
- worked around the mission trigger bug, which causes the game to set enemy field commander, especially in Hjaalmarch (new dialogue line 'About the hold campaign..' which appears only if the bug occured, will fix it)
- cut content major siege battles have reinforcements pool computed the same way as minor sieges (the notification 'Battle advantage=NN')
- dice rolls used to compute battle adventage are less varied, based on tosssing 5 coins
- wargame garrisons in locations marked as 'Cleared' are reduced (bandit forts by half); not as useful since most of the civil war forts are not clearable in vanilla; Fort Fellhammer is
- fixed the issue with missions available only in the vanilla order; (tread carefuly, it's recommended to complete accepted missions and not pursue missions outside the currently invaded hold - the mod won't prevent you from doing so, currently)
- - new kind of flag for cities: blue-red, red-blue. The top color shows the hold ownership,
Version 1.8
- - added missing promotion dialogue (not present in vanilla for higher ranks and early holds)
- worked around the issue caused by WinterholdLocation used instead of WinterholdHoldLocation in vanilla 'what's next' topic
- fixed the issue with winning fort battles by beating the hold jarl to surrender, it should happen only for city battles
- fixed the unsavory actor flags in scene CWAttackCityJarlSurrenderScene
- added lines for jarl Igmund coming back, to prevent silent dialogue in the cut content
- fixed winning outcome of the major siege battles
- added position markers for jarl surender scenes in Markarth and Riften throne rooms
- renamed CWSiegeMarkarthImperialSoldier from 'imperial soldier' to 'Markarth Auxiliary' and CWSiegeRifternSonsSoldier to 'Riften Unblooded'
- - added missing promotion dialogue (not present in vanilla for higher ranks and early holds)
Version 1.7
- - fixed the 'Let me suggest..', especially on the Stormcloak side
- Rikke/Galmar will not likely teleport to the military camp
- added 'I want Rikke/Galmar here.' dialogue option to other camp commanders - after waiting 1 hour Rikke/Galmar should appear in the current camp.
- the minor siege battles are now updating the objective 'Kill all enemy soldiers (% remaining)', and the number is with the % of reinforcement pool on your side (that is, attackers).
- fixed the Markarth jarl surrender scene to be able to start even if Ondolemar died in the preceding fight
- switched from loose file to .BSA archive
- - fixed the 'Let me suggest..', especially on the Stormcloak side
Version 1.6
- - the extra major city battles have finite reinforcement pool now (you=15, enemy=40)
- fleeing away from these major city battles completes them automatically
- fixed the barricades bug which occurred when repeating a major siege
- fixed the missing CWSiegeRespawnAttackerPhase5 markers (issue in Riften battle)
- fixed or added required Location-Ref-Type markers for CWPrepareCity in Solitude and Windhelm
- renamed 'Imperial General' to 'Imperial Decimator' and 'Stormcloak General' to 'Stormcloak Arctoid' (seemingly they respawn, and General it's a bit too high for that)
- - the extra major city battles have finite reinforcement pool now (you=15, enemy=40)