Populated Forts Towers Places (by RS)

 

INDEX

1) Short Description
2) Compatibility
3) Installation
4) Requirements
5) Bugs
6) Download
7) Support us
8) Changelog
9) Long Description
10) Thanks


1) SHORT DESCRIPTION

“How is possible that few bandits may conquer and keep a fort? Why most of them are inside when only 4-5 bandits are patrolling the walls?
Now these oddities are fixed. More bandits, more immersion, more challenge and much, much other. Without using scripts.
This mod ends my “Populated” Trilogy. Enjoy!”

PFTP adds more Bandits, Forsworns, Warlocks, Necromancers, Skeletons and Thalmors to Skyrim Forts, Towers and some places originally too empties. This for having more immersion, logic and challenge, in a lore friendly way. Now is very difficult that a single character (even the Dragonborn) may conquer easily a fort alone, specially if you use (as suggested) combat mods (i.e. “Deadly Combat” by Borgut1337, “Duel” by LogRaam) in combo with mods that enhance enemy AI/combat styles (i.e. “Enhanced Enemy AI” by Erkeil, “Better Combat AI” by Joop).
PFTP aims to give you also more challenge, so you have to use “strategy” and all your skills to break into an enemy fortress.
Please, consider that if you have started the Civil War quest most of forts will be occupied by soldiers!
PFTP doesn’t use scripts. So you may install/uninstall it without problem.


2) COMPATIBILITY

PFTP should be compatible with anything. Any, for safe, load PFTP as first mod into your load order!
PFTP has been created using vanilla leveled settings, so if a mod (also great overhuals as Requiem, ERSO, SkyRe, etc.) changes vanilla leveled NPCs (i.e. giving them proper or new perks) my bandits inherit these proprieties. So all should be fine.


3) INSTALLATION

PFTP is only an .esp (with meshes&textures for new NPC faces). So you may install and uninstall it without issue. It doesn’t use scripts!
You may put PFTP anywhere in your load order, because this mod doesn’t affect vanilla Skyrim, but I suggest you to load on the top of your load order.
You may install PFTP using an installer as NMM (Nexus Mod Manager), Mod Organizer, and so on.


4) REQUIREMENTS

Nothing


5) BUGS

Nothing.


6) DOWNLOAD

Populated Forts Towers Places by RS (Relliosavini) version 1.28


7) SUPPORT US




 

8) CHANGELOG

version 1.28
– (to grand request) Banned Wizards stop to kill everyone. They will work and fight only with other bandits or if attacked.

 

9) LONG DESCRIPTION

PFTP adds 254 vanilla enemies (Bandits, Forsworns, Warlocks, Skeletons and Necromancers) to Skyrim forts, towers, ruins and places.
PFTP adds 18 Bandit NPCs that individually or in group travel between Bandit and Warlock forts.
PFTP adds 9 militia patrols, one for each hold, to control and fight bandit movements (total 45 NPCs).
PFTP adds 9 (fierce) bandits explorer that searching into lands informations for their leaders.
All enemies will respawn (but not into imperial/stormcloak forts after starting the Civil War Quest).
PFTP uses 480 new facegens to give you more different aspects (only) for bandits.
PFTP should be compatible with anything, as far as I know.

PFTP has been created using vanilla leveled settings, so if a mod (also great overhuals as Requiem, ERSO, SkyRe, etc…) changes vanilla leveled NPCs (i.e. giving them proper or new perks) my bandits inherit these proprieties. So all should be fine.

Note: Fort Kastov and Fort Amol now are very dangerous places! You are warned!

In detail:

CAMPS
Halted Stream Camp = 4 new Bandits
Karthspire Camp = 6 new Forsworns

FORTS
Broken Tower Redoubt = 8 new Forsworns
Cracked Tusk Keep = 10 new Bandits (2 bandits from 6.00 to 22.00 go out to patrol and attack travelers. If the player attack the fort, they may return to defend it)
Faldar’s Tooth = 6 new Bandits (1 bandit from 6.00 to 22.00 go out to patrol and attack travelers. If the player attack the fort, he/she may return to defend it)
Fort Amol = 12 new Warlocks
Fort Dunstad = 10 new Bandits
Fort Fellhammer = 8 new Bandits
Fort GreenWall = 9 new Bandits
Fort Greymore = 11 new Bandits
Fort Hraggstad = 14 new Bandits
Fort Kastav = 35 new Skeletons & 8 new Necromancers
Fort Neugrad = 11 new Bandits
Fort Snowhawk = 10 new Skeletons
Fort Sungard = 10 new Forsworns
Innalta’s Deep = 4 new Necromancers
Morvunskar = 6 new Warlocks
Northwatch Keep = 6 new Thalmor Guards
Treva’s Watch = 9 new Bandits (2 bandits from 6.00 to 22.00 go out to patrol and attack travelers. If the player attack the fort, he/she may return to defend it)

IMPERIAL TOWERS
Rift Watchtower = 2 new Bandits
Snowpoint Beacon Tower = 1 new Bandit
Stendarr Beacon Tower = 4 new vigilants of Stendarr

NORDIC RUINS
Bleak Falls Barrow = 5 new Bandits
Lost Valley Redoubt = 8 new Forsworns
Silent Moons Camp = 8 new Bandits

NORDIC TOWERS
Bannermist Tower = 2 new Bandits
Sundered Towers = 4 new Forsworns
Valtheim Towers = 5 new Bandits

PLACES
Black Briar Lodge = 3 new Bandits
Thalmor Embassy = 12 new Thalmor Guards

RUINS
Four Skull Lookout = 3 new Bandits
Hamvir’s Rest = 3 new Skeletons
Skytemple Ruins = 10 new Skeletons
Yorgrim Overlook = 5 new Skeletons

BANDIT SQUAD 01
(1 Bandit Leader, 1 Bandit Magician, 1 Bandit Archer, 2 Bandit Fighters)
Random path (they travel to and rest near): Fort Dunstad, Fort FellHammer, Fort Hraggstad.
If the Bandit Leader is killed, survivors of the squad (if any) continue alone the path.
If the Player enter/is into Fort Dunstad, Fort Fellhammer, Fort Hraggstad Keep and the Bandit Leader is alive, they may there run to help other bandits.

BANDIT SQUAD 02
(1 Raider Chief with horse, 2 Raider Warriors with horses)
Random path (they travel to and rest into): Fort GreenWall, Fort Neugrad.
If the Bandit Leader is killed, survivors of the squad (if any) continue alone the path.
If the Player enter/is into Fort GreenWall, Fort Neugrad and the Bandit Leader is alive they may run there to help other bandits.

BANDIT SQUAD 03
(1 Bandit Leader, 1 Bandit Magician, 1 Bandit Archer, 2 Bandit Fighters)
Random path (they travel to and rest into): Faldar’s Tooth, Fort Greymore, Treva’s Watch.
If the Bandit Leader is killed, survivors of the squad (if any) continue alone the path.
If the Player enter/is into Faldar’s Tooth, Fort Greymore, Treva’s Wath and the Bandit Leader is alive they may run there to help other bandits.

BANDIT SQUAD 04
(1 Storm Warlock Lord, 1 Fire Warlock, 1 Frost Warlock)
Random path (they travel to and rest into): Fort Amol, Morvunskar.
If the Bandit Leader is killed, survivors of the squad (if any) continue alone the path.
If the Player enter/is into Fort Amol, Morvunskar and the Bandit Leader is alive they may run there to help other bandits.

SOLITARY BANDIT A
(1 Banned Fire Wizard)
Random path (he/she travel to and rest into): Halted Stream Camp, Snowpoint Beacon Tower, Silent Moons Camp.

SOLITARY BANDIT B
(1 Banned Ice Wizard)
Random path (he/she travel to and rest into): Bannermist Tower, Valtheim Towers, Four Skull Lookout.

BANDIT EXPLORER EASTMARCH
(2 bandits)
Random path (he/she travel near to): Cradlecrush Rock, Darkshade, Cronvangr Cave, Kagrenzel, Traitor’s Post, Mara’s Eye Pond

BANDIT EXPLORER FALKREATH
(2 bandits)
Random path (he/she travel near to): Knifepoint Ridge, North Brittleshin Pass, Haemar’s Shame, Bloodlet Throne, Anise’s Cabin, Bannermist Tower

BANDIT EXPLORER HAAFINGAR
(2 bandits)
Random path (he/she travel near to): Broken Oar Grotto, Pinefrost Tower, Deep Folk Crossing, Solitude Sawmill, Clearpine Pond, Dead Man’s Respite

BANDIT EXPLORER HJAALMARCH
(2 bandits)
Random path (he/she travel near to): Dead Man’s Respite, Drelas’ Cottage, Dimhollow Crypt, High Gate Ruin, Meeko’s Shack, Movarth’s Lair

BANDIT EXPLORER THE PALE
(2 bandits)
Random path (he/she travel near to): Wreck of the Brinehammer, Volunruud, Anga’s Mill, Raldbthar, Weynon Stones, Whitewatch Tower

BANDIT EXPLORER THE REACH
(2 bandits)
Random path (he/she travel near to): Dragon Bridge Overlook, Bilegulch Mine, Arkngthamz, Rebel’s Cairn, Hag Rock Redoubt, Liar’s Retreat

BANDIT EXPLORER THE RIFT
(2 bandits)
Random path (he/she travel near to): Pinepeak Cavern, Avanchnzel, Northwind Mine, Giant’s Grove, Honeystrand Cave, Autumnshade Clearing

BANDIT EXPLORER WHITERUN
(2 bandits)
Random path (he/she travel near to): Lund’s Hut, Hamvir’s Rest, Bleak Falls Barrow, Hillgrund’s Tomb, Lost Knife Hideout, Gjukar’s Monument

BANDIT EXPLORER WINTERHOLD
(2 bandits)
Random path (he/she travel near to): Ysgramor’s Tomb, Duskglow Crevice, Silverdrift Lair, Bleakcoast Cave, Whistling Mine, Alftand

MILITIA EASTMARCH PATROL
(1 Militia Leader, 2 Militia Warriors, 1 Militia Hunter)
Random path (they travel near/into to search and fight): Fort Amol, Morvunskar, Gallows Rock, Kagrenzel, Cragwallow Slope, Windhelm.
If the Militia Leader is killed, survivors of the squad (if any) continue individually their path.

MILITIA FALKREATH PATROL
(1 Militia Leader, 2 Militia Warriors, 1 Militia Hunter)
Random path (they travel near/into to search and fight): Fort Neugrad, Cracked Tusk Keep, Orphan Rock, Glenmoril Cove, Brittleshin Pass, Falkreath.
If the Militia Leader is killed, survivors of the squad (if any) continue individually their path.

MILITIA HAAFINGAR PATROL
(1 Militia Leader, 2 Militia Warriors, 1 Militia Hunter)
Random path (they travel near/into to search and fight): Fort Hraggstad, Pinefrost Tower, Broken Oar Grotto, Pinemoon Cave, Dragon Bridge, Solitude.
If the Militia Leader is killed, survivors of the squad (if any) continue individually their path.

MILITIA HJAALMARCH PATROL
(1 Militia Leader, 2 Militia Warriors, 1 Militia Hunter)
Random path (they travel near/into to search and fight): Fort Snowhawk, Orotheim, The Lord Stone, High Gate Ruins, Folgunthur, Morthal
If the Militia Leader is killed, survivors of the squad (if any) continue individually their path.

MILITIA THE PALE PATROL
(1 Militia Leader, 2 Militia Warriors, 1 Militia Hunter)
Random path (they travel near/into to search and fight): Fort Dunstad, Uttering Hills Cave, Volunruud, Forsaken Cave, Mzinchaleft, Dawnstar
If the Militia Leader is killed, survivors of the squad (if any) continue individually their path.

MILITIA THE REACH PATROL
(1 Militia Leader, 2 Militia Warriors, 1 Militia Hunter)
Random path (they travel near/into to search and fight): Harmugstalh, Broken Tower Redoubt, Fort Sungard, Bthardzam, Dragon Bridge Overlook, Deep Folk Crossing
If the Militia Leader is killed, survivors of the squad (if any) continue individually their path.

MILITIA THE RIFT PATROL
(1 Militia Leader, 2 Militia Warriors, 1 Militia Hunter)
Random path (they travel near/into to search and fight): Fort Greenwall, Treva’s Watch, Mistwatch, Giant’s Grove, Arcwind Point, Ivarstead
If the Militia Leader is killed, survivors of the squad (if any) continue individually their path.

MILITIA WHITERUN PATROL
(1 Militia Leader, 2 Militia Warriors, 1 Militia Hunter)
Random path (they travel near/into to search and fight): Fort Greymoor, Hamvir’s Rest, Hillgrund’s Tomb, Broken Fang Cave, North Skybound Watch, Rorikstead
If the Militia Leader is killed, survivors of the squad (if any) continue individually their path.

MILITIA WINTERHOLD PATROL
(1 Militia Leader, 2 Militia Warriors, 1 Militia Hunter)
Random path (they travel near/into to search and fight): Fort Fellhammer, Fort Kastav, Ysgramor’s Tomb, The Tower Stone, Alftand, Winterhold (Town)
If the Militia Leader is killed, survivors of the squad (if any) continue individually their path.

 


10) THANKS

Brodual for his video review.