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  1. Skyrim Se Guard Overhaul Instructions
  2. Skyrim Guard Comments
  3. Skyrim Se Guard Overhaul Instructions

Skyrim Realistic Overhaul 1.7. Mod contains 10gb of high quality 2048k/4096k textures. It drastically increase quality while keeping artistic look of original textures. This version is for Special Edition of Skyrim, but it can be used with original version. Also known as the heart of Skyrim. In the fourth era civil war rages Skyrim, and Whiterun is the only city that has not chosen a side. Knowing that both Imperials and Sormcloaks are waiting for right chance to take the city, Jarl Balgruuf the Greater decided to prepare his men for war and gave the order to begin producing new gear. Nov 27, 2015  Skyrim Mods: 'The Guard Overhaul' Brodual. Unsubscribe from Brodual? 7 Amazing Mods to Overhaul Skyrim’s Civil War - Duration: 11:50. TheEpicNate315 605,815 views.

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Nikolain wrote: Works in SSE, just unpack BSA & add it manually using NMM. Snowrifle wrote: don't work I unpack bsa only in data file but the guards does not recognize you as thane. GameDuchess wrote: Agreed with snowrifle, there are issues. Only partially works if you unpack the bsa. Nikolain wrote: I'm the Thane of only Whiterun for now and all guards recognize me as Thane, i don't know what might be wrong, i'm about to become Thane of Falkreath soon, so i will let you know if the guards there recognize me as Thane as well. Nikolain wrote: Ok it works, i'm Thane of Falkreath and the guards there address me as Thane as well.Do not work without file esp because they speaks to you negatively and no greetings and again comments on you I tried this mod on skyrim legendary edition and this has nothing to do!So you wrong nikolain.Edited by snowrifle, 13 November 2016 - 02:18 PM.

Nikolain wrote: Works in SSE, just unpack BSA & add it manually using NMM. Snowrifle wrote: don't work I unpack bsa only in data file but the guards does not recognize you as thane. GameDuchess wrote: Agreed with snowrifle, there are issues. Only partially works if you unpack the bsa.

Nikolain wrote: I'm the Thane of only Whiterun for now and all guards recognize me as Thane, i don't know what might be wrong, i'm about to become Thane of Falkreath soon, so i will let you know if the guards there recognize me as Thane as well. Nikolain wrote: Ok it works, i'm Thane of Falkreath and the guards there address me as Thane as well.

Snowrifle wrote: Do not work without file esp because they speaks to you negatively and no greetings and again comments on you I tried this mod on skyrim legendary edition and this has nothing to do!So you wrong nikolain.What are you talking about, first i'm talking about this mod working in Skyrim Special Edition and two, you of course need the ESP how else is the mod going to work. Nikolain wrote: Works in SSE, just unpack BSA & add it manually using NMM. Snowrifle wrote: don't work I unpack bsa only in data file but the guards does not recognize you as thane. GameDuchess wrote: Agreed with snowrifle, there are issues. Only partially works if you unpack the bsa. Nikolain wrote: I'm the Thane of only Whiterun for now and all guards recognize me as Thane, i don't know what might be wrong, i'm about to become Thane of Falkreath soon, so i will let you know if the guards there recognize me as Thane as well.

Nikolain wrote: Ok it works, i'm Thane of Falkreath and the guards there address me as Thane as well. Snowrifle wrote: Do not work without file esp because they speaks to you negatively and no greetings and again comments on you I tried this mod on skyrim legendary edition and this has nothing to do!So you wrong nikolain. Nikolain wrote: What are you talking about, first i'm talking about this mod working in Skyrim Special Edition and two, you of course need the ESP how else is the mod going to work.So let me get this straight the mod does not work on SSE and you dream if you believe the opposite!. Nikolain wrote: Works in SSE, just unpack BSA & add it manually using NMM.

Snowrifle wrote: don't work I unpack bsa only in data file but the guards does not recognize you as thane. GameDuchess wrote: Agreed with snowrifle, there are issues. Only partially works if you unpack the bsa. Nikolain wrote: I'm the Thane of only Whiterun for now and all guards recognize me as Thane, i don't know what might be wrong, i'm about to become Thane of Falkreath soon, so i will let you know if the guards there recognize me as Thane as well.

Nikolain wrote: Ok it works, i'm Thane of Falkreath and the guards there address me as Thane as well. Snowrifle wrote: Do not work without file esp because they speaks to you negatively and no greetings and again comments on you I tried this mod on skyrim legendary edition and this has nothing to do!So you wrong nikolain. Nikolain wrote: What are you talking about, first i'm talking about this mod working in Skyrim Special Edition and two, you of course need the ESP how else is the mod going to work. Snowrifle wrote: So let me get this straight the mod does not work on SSE and you dream if you believe the opposite!The mod does work in SSE, guards in Whiterun & Falkreath address me as Thane and they no more have repetetive dialogs like, 'What is it?' Yes the mod 90% works in Special Edition. Download a BSA extractor like Quick BSA e.t.c ( you can find them on SE nexus page ).Download this mod MANUALLY and extract it somewhere so you will have:Guard Dialogue Overhaul.bsa (1495 kb)Guard Dialogue Overhaul.esp (439 kb)Guard Dialogue Overhaul ReadMe - 14.txt (5 kb)Open the BSA extractor and drag and drop the Guard Dialogue Overhaul.bsa and then extract it somewhere just remember where.Go to the where you extracted the bsa and you will see 2 folders; scripts and sound. Here's where the fun begins;-Make a new folder and call it Data.-Grab the Guard Dialogue Overhaul.esp from the initial folder ( where you extracted the.rar ) and copy paste it into the newly created Data folder-Grab the scripts and sound folders you extracted from the BSA and drop 'em in the Data folder as well-If you are modding you most likely have 7Zip or Winrar so right click on the Data folder and choose 'Add to archive.'

Skyrim Se Guard Overhaul Instructions

-Name it to whatever you want and leave the rest as is. When it's done add it manually to SE's NMM, activate the mod and you are g2gNow i say it works 90% of the time because guards still say the arrow the knee gag but it's rare. 9/10 times they adress me as Thane or honorable Companion they salute me e.t.c. Now that Immersive Armors is released for SE remember to place this mod below it.I imagine resaving the.esp in the new Creation Kit would fix some problems.By the way you can do the above procedure for every mod that comes with a BSA however i do not recommend it and if you plan to do that make a lot of backups and testing before starting a proper playthrough.Edited by Dimitrisgrr, 14 November 2016 - 07:16 PM.

Dimitrisgrr wrote: Yes the mod 90% works in Special Edition. Download a BSA extractor like Quick BSA e.t.c ( you can find them on SE nexus page ).Download this mod MANUALLY and extract it somewhere so you will have:Guard Dialogue Overhaul.bsa (1495 kb)Guard Dialogue Overhaul.esp (439 kb)Guard Dialogue Overhaul ReadMe - 14.txt (5 kb)Open the BSA extractor and drag and drop the Guard Dialogue Overhaul.bsa and then extract it somewhere just remember where.Go to the where you extracted the bsa and you will see 2 folders; scripts and sound. Here's where the fun begins;-Make a new folder and call it Data.-Grab the Guard Dialogue Overhaul.esp from the initial folder ( where you extracted the.rar ) and copy paste it into the newly created Data folder-Grab the scripts and sound folders you extracted from the BSA and drop 'em in the Data folder as well-If you are modding you most likely have 7Zip or Winrar so right click on the Data folder and choose 'Add to archive.' -Name it to whatever you want and leave the rest as is. When it's done add it manually to SE's NMM, activate the mod and you are g2gNow i say it works 90% of the time because guards still say the arrow the knee gag but it's rare. 9/10 times they adress me as Thane or honorable Companion they salute me e.t.c. Now that Immersive Armors is released for SE remember to place this mod below it.I imagine resaving the.esp in the new Creation Kit would fix some problems.By the way you can do the above procedure for every mod that comes with a BSA however i do not recommend it and if you plan to do that make a lot of backups and testing before starting a proper playthrough.You really should not run this esp (or any other pre-SE mod) without opening and saving it with the CK.

The plugin generates a ton of errors about incorrect record sizes when you run 'check for errors' on it with SSEEdit, and these could cause issues with your save in the long run. Opening it and saving it again with the new CK fixes those errors.Edited by InAComaDial999, 14 November 2016 - 08:21 PM.

Dimitrisgrr wrote: Yes the mod 90% works in Special Edition. Download a BSA extractor like Quick BSA e.t.c ( you can find them on SE nexus page ).Download this mod MANUALLY and extract it somewhere so you will have:Guard Dialogue Overhaul.bsa (1495 kb)Guard Dialogue Overhaul.esp (439 kb)Guard Dialogue Overhaul ReadMe - 14.txt (5 kb)Open the BSA extractor and drag and drop the Guard Dialogue Overhaul.bsa and then extract it somewhere just remember where.Go to the where you extracted the bsa and you will see 2 folders; scripts and sound. Here's where the fun begins;-Make a new folder and call it Data.-Grab the Guard Dialogue Overhaul.esp from the initial folder ( where you extracted the.rar ) and copy paste it into the newly created Data folder-Grab the scripts and sound folders you extracted from the BSA and drop 'em in the Data folder as well-If you are modding you most likely have 7Zip or Winrar so right click on the Data folder and choose 'Add to archive.' -Name it to whatever you want and leave the rest as is. When it's done add it manually to SE's NMM, activate the mod and you are g2gNow i say it works 90% of the time because guards still say the arrow the knee gag but it's rare. 9/10 times they adress me as Thane or honorable Companion they salute me e.t.c.

Now that Immersive Armors is released for SE remember to place this mod below it.I imagine resaving the.esp in the new Creation Kit would fix some problems.By the way you can do the above procedure for every mod that comes with a BSA however i do not recommend it and if you plan to do that make a lot of backups and testing before starting a proper playthrough. InAComaDial999 wrote: You really should not run this esp (or any other pre-SE mod) without opening and saving it with the CK. The plugin generates a ton of errors about incorrect record sizes when you run 'check for errors' on it with SSEEdit, and these could cause issues with your save in the long run. Opening it and saving it again with the new CK fixes those errors.As i have no experience whatsoever with CK and despite the fact that i imagine what you described is an easy process, can you make a detailed mini guide as to how one can save OG Skyrim.esp's in the new CK?I think i got it right but just in case. I got errors when loading guard dialogue.esp in the new CK and am not sure if just skipping through them was right.Edited by Dimitrisgrr, 14 November 2016 - 09:20 PM. Dimitrisgrr wrote: Yes the mod 90% works in Special Edition.

Download a BSA extractor like Quick BSA e.t.c ( you can find them on SE nexus page ).Download this mod MANUALLY and extract it somewhere so you will have:Guard Dialogue Overhaul.bsa (1495 kb)Guard Dialogue Overhaul.esp (439 kb)Guard Dialogue Overhaul ReadMe - 14.txt (5 kb)Open the BSA extractor and drag and drop the Guard Dialogue Overhaul.bsa and then extract it somewhere just remember where.Go to the where you extracted the bsa and you will see 2 folders; scripts and sound. Here's where the fun begins;-Make a new folder and call it Data.-Grab the Guard Dialogue Overhaul.esp from the initial folder ( where you extracted the.rar ) and copy paste it into the newly created Data folder-Grab the scripts and sound folders you extracted from the BSA and drop 'em in the Data folder as well-If you are modding you most likely have 7Zip or Winrar so right click on the Data folder and choose 'Add to archive.' -Name it to whatever you want and leave the rest as is. When it's done add it manually to SE's NMM, activate the mod and you are g2gNow i say it works 90% of the time because guards still say the arrow the knee gag but it's rare. 9/10 times they adress me as Thane or honorable Companion they salute me e.t.c.

Now that Immersive Armors is released for SE remember to place this mod below it.I imagine resaving the.esp in the new Creation Kit would fix some problems.By the way you can do the above procedure for every mod that comes with a BSA however i do not recommend it and if you plan to do that make a lot of backups and testing before starting a proper playthrough. InAComaDial999 wrote: You really should not run this esp (or any other pre-SE mod) without opening and saving it with the CK. The plugin generates a ton of errors about incorrect record sizes when you run 'check for errors' on it with SSEEdit, and these could cause issues with your save in the long run. Opening it and saving it again with the new CK fixes those errors. Dimitrisgrr wrote: As i have no experience whatsoever with CK and despite the fact that i imagine what you described is an easy process, can you make a detailed mini guide as to how one can save OG Skyrim.esp's in the new CK?I think i got it right but just in case.

Guard

I got errors when loading guard dialogue.esp in the new CK and am not sure if just skipping through them was right.There is nothing to it. Just open the CK, select File- Data, double click the mod, click Set as Active File, and click OK. As it is loading, accept all the errors by clicking Yes to All.

Once it is loaded, just select File-Save, then Exit.The errors you see during loading are mostly from the Skyrim master files themselves, not from the mod. There is nothing to be gained by clicking through them all individually.Edited by InAComaDial999, 14 November 2016 - 10:41 PM. Dimitrisgrr wrote: Yes the mod 90% works in Special Edition.

Download a BSA extractor like Quick BSA e.t.c ( you can find them on SE nexus page ).Download this mod MANUALLY and extract it somewhere so you will have:Guard Dialogue Overhaul.bsa (1495 kb)Guard Dialogue Overhaul.esp (439 kb)Guard Dialogue Overhaul ReadMe - 14.txt (5 kb)Open the BSA extractor and drag and drop the Guard Dialogue Overhaul.bsa and then extract it somewhere just remember where.Go to the where you extracted the bsa and you will see 2 folders; scripts and sound. Here's where the fun begins;-Make a new folder and call it Data.-Grab the Guard Dialogue Overhaul.esp from the initial folder ( where you extracted the.rar ) and copy paste it into the newly created Data folder-Grab the scripts and sound folders you extracted from the BSA and drop 'em in the Data folder as well-If you are modding you most likely have 7Zip or Winrar so right click on the Data folder and choose 'Add to archive.' -Name it to whatever you want and leave the rest as is. When it's done add it manually to SE's NMM, activate the mod and you are g2gNow i say it works 90% of the time because guards still say the arrow the knee gag but it's rare. 9/10 times they adress me as Thane or honorable Companion they salute me e.t.c. Now that Immersive Armors is released for SE remember to place this mod below it.I imagine resaving the.esp in the new Creation Kit would fix some problems.By the way you can do the above procedure for every mod that comes with a BSA however i do not recommend it and if you plan to do that make a lot of backups and testing before starting a proper playthrough. InAComaDial999 wrote: You really should not run this esp (or any other pre-SE mod) without opening and saving it with the CK.

Skyrim

Skyrim Guard Comments

The plugin generates a ton of errors about incorrect record sizes when you run 'check for errors' on it with SSEEdit, and these could cause issues with your save in the long run. Opening it and saving it again with the new CK fixes those errors. Dimitrisgrr wrote: As i have no experience whatsoever with CK and despite the fact that i imagine what you described is an easy process, can you make a detailed mini guide as to how one can save OG Skyrim.esp's in the new CK?I think i got it right but just in case. I got errors when loading guard dialogue.esp in the new CK and am not sure if just skipping through them was right. InAComaDial999 wrote: There is nothing to it. Just open the CK, select File- Data, double click the mod, click Set as Active File, and click OK. As it is loading, accept all the errors by clicking Yes to All.

Skyrim Se Guard Overhaul Instructions

Once it is loaded, just select File-Save, then Exit.The errors you see during loading are mostly from the Skyrim master files themselves, not from the mod. There is nothing to be gained by clicking through them all individually.I see that's what i did but needed some reassurance just in case.