GetTheJojDone Posted November 2, 2016 Share Posted November 2, 2016 (edited) I'm making a mod that focuses on changing hold guards and civil war soldiers, and part of what I'm trying to do is make neutral guards for Whiterun Hold that will replace the normal guards before Balgruuf takes a side. I know how to do most of it (after all I made this mod (but didn't publish most of my later work on it) before SE came out), all I haven't done before is have them disabled and enable normal CW garrison scripting without directly altering Message To Whiterun (for the sake of not disrupting other mods so I can publish when I'm done this time). What I need to do is disable them either just after you deliver Balgruuf's axe to Ulfric, or after your report back to Ulfric after Balgruuf refuses his axe, depending on which side you take. Since I haven't dabbled in Papyrus scripting recently, or extensively for that matter, I'd like advice on how to go about making sure all this is done at the right time during Message to Whiterun without altering the quest itself, and also how to disable them automatically if the player has already completed Message to Whiterun before installing. EDIT - Almost forgot, when you try to enter Whiterun for the first time and the guard stops you, I'll need to make it possible for the neutral guard to do that, and when the guards in Riverwood are enabled for the first time after you go to see Jarl Balgruuf I'll need to make sure it's the neutral guards that are enabled instead of the normal ones. I'll need to do both of these things without changing the original quests. Would that be possible? Edited November 2, 2016 by GetTheJojDone Link to comment Share on other sites More sharing options...
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