The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Dawnguard Sentries
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Update: 27 Jun, 2015 @ 3:48pm

LATEST CHANGES: Ver 1.1a

Still Open Cities and Interesting NPCs Compatible.

First, a Dawnguard armored husky dog companion was added to the Knight Vigilant in Shor's Stone and the Sentry in Rorikstead. The Rorikstead dog will, of course, toggle off with the Rorikstead Sentry and Vigilant.

Second; More cleanup on the Vampire castle guards. The Dhamphirs are confirmed friendly to Harkon Faction vampire players. Non-Harkon vampires are a different clan and will be treated neutrally like a human player would. The last two before you reach the side door dock area will turn hostile on players not allied with Harkon.

I also removed the lightning & fire spells from the Vampire guards spell lists, leaving them with only their vampire drain spell, so they'll act more like typical Skyrim vampires in combat.

The two surprises near the dock area door are now allied with the skeletons and they'll help each other instead of fighting each other. These allies of the skeletons are NOT part of the Harkon faction like the other guards, so the other guards won't help them. The Dhamphirs and the other two all toggle off with the same toggle though. I also removed all the extra gear from the last two surprises skeleton allies.

I also corrected several Sentries that improperly had opposite gender animations applied to them by the Creation Kit acting up. Thanks to duke0196tes at the Nexus for the detective work on that issue. Sentry wise, I also found 5 or 6 that didn't have crime factions properly assigned to them, which blocked their guard arrest AI. That's been corrected.

Update: 17 Jun, 2015 @ 3:27pm

Latest version: 1.1


With some help from Arthmoor, Dawnguard Sentries is now fully compatible with Open Cities. :)

The other big change is the overhaul and streamlining of the Sentry AI. They're now basically guards wearing Dawnguard gear in terms of factions and reactions. This should minimize the chance of any rouge attacks on players caused by mod conflicts. By eliminating any behind the scenes connections to the Dawnguard, I was also able to fix the issues with Sentries attacking Alva in Morthal and the Vampire NPCs (ie Edwayne) added by Interesting NPCs

I've attempted a bit of a cleanup on the Vampire castle guards also. MOST of them should recognize Harkon faction vampire characters as allies and not threaten them. I've left the two across the inlet from the side door as hostile. Same with the two surprises near the door. Harkon hasn't survived thousands of years by leaving huge gaps in his security or being blind to possible treachery. If the guards offend thee, disable them via the MCM. :P

The MCM Menu also got a clean up and streamlining. ONE option to toggle essential status for all non-recruit sentries, and it's being handled in a way that doesn't fire the change till the MCM is closed. Both changes will prevent hangups and outright glitches. All the disable options are still there however, and there's a toggle option for Open Cities compatibility that moves the sentries back and forth between the vanilla walled cities and the Open Cities version.

As usual, I cleaned it with TES5edit also.

Because of the extent of behind the scenes changes, users will need to uninstall the old version and do a clean save without either version of the mod. Installing the new version after the clean save should let the new MCM menu configuration work properly.

Update: 29 May, 2015 @ 1:51am

A handful of bug fixes this time around:

1) Fixed floating Sentry bug outside of Warmaiden's

2) Moved 1 idle marker to make mod fully compatible with JK's Whiterun

3) Alva in Morthal no longer attacked on sight by Sentries

4) Minor tweak to guards outside Castle Volkihar

5) Fixed enchantment description on Viconia's unique crossbow not showing

6) Added a pic to the MCM Menu title page

7) Deep cleaned the mod with TES5edit.

Update: 24 May, 2015 @ 7:48am

The Rorikstead sentry that wouldn't toggle was deleted and remade from scratch, this time as a Vigilant, in keeping with my theme for villages.


Vampires: I had a huge issue with gray face bugs with them. Common issue with vampires apparently (per some google research). My way around that was to convert them to Dhamphirs so I could justify using normal race face textures. They have the same weakness in sunlight without being outright damaged by it as before, same powers too, just no ugly gray faces anymore. I did change one power. They had the Vampire lord energy drain blast before and I switched it to the standard vampire beam effect spell. I also fixed their docile AI. All except the one near the dock have aggro radius behavior and will act like guards dealing with a trespass. The closer you get to the Undercroft entrance, the greater their aggro range and the more likely they are to attack. Vampire characters are considered allies so they don't have to worry here.


Those were the only bugs I found in some fairly extensive play testing. Dealing with them should let me move on to expanding the mod.

Update: 20 May, 2015 @ 7:44am

Small bugfix I missed earlier :)

Update: 20 May, 2015 @ 5:50am

HUGE, EPIC UPDATE this time:

1) Sentries added to central Solitude near the second vampire attack spawn point

2) FULLY WORKING mcm menu with TONS of options

3) Vampire Guards added outside Castle Volkihar. O_O

4) A roving Dawnguard Patrol added along the road between Dayspring Canyon and Riften.

5) Sentries added outside of Riften and Solitude

6) Dawnguard recruits in Dayspring Canyon are now fully unique.

7) Sentries AI and combat abilites have been tweaked.

8) Sentries still neutral towards vampire players and followers

The MCM menu will be the biggest change. There are now options to make the main body of Sentries essential (unkillable), and the Road patrol, Exterior guards outside Riften & Solitude, and the Rorikstead Sentries can all also be Set to essential, OR completely toggled off to customize your level of immersion and protection! Likewise, the dawnguard recruits in Dayspring Canyon and the Vampire guards outside Castle Volkihar can be toggled on or off depending upon your mood.

See the discussions tab for a more in-depth explanation of all the changes and remember to do a clean save this time to get the MCM working.

Update: 17 May, 2015 @ 4:08am

This update is a VERY temporary rollback to the update on the 10th.

The reason being that sometime in the last day or so, Riften managed to get nuked in this mod. Alot of the meshes for the ground and dock walkways were missing. I verified it was this mod by deactivating it and Riften was fine.

I also tested the update from the 10th and Riften was intact there.

THAT is the bad news... The good news is that I've solved the MCM menu issue with alot of outside help AND had some other upgrades that were ready to roll. Luckily, I keep a notebook of everything I do, so getting the mod back up to speed shouldn't take long.

I've even been talking with Arthmoor on the exact way to fix the cowardly Sentries bug.

No promises, but I'm hoping to have everything back to where it was, minus the screw ups in Riften, in about 24 hours. If not it'll be shortly thereafter.

Update: 16 May, 2015 @ 5:53am

Just another reload attempt on the FaceGen data to fix Gray skin bugs.

Still no luck fixing the MCM menu that Steam broke

Update: 15 May, 2015 @ 12:48am

One last attempt to fix the bugged uploads where Steam is not updating the Faction, AI and MCM Menu changes I've made

Update: 12 May, 2015 @ 5:40pm

Fixws iaaue with updated recruits not having any armor. O_O