Skyrim mod to conquer cities. Civil War Overhaul - description. = Warring Factions =

If you have landed on this page, then you want to become the king of Skyrim. This can be done via console commands or using one third party modification.

1. Console commands (standard Skyrim features)

The jagged crown (a symbol of the power of the High King of Skyrim) is claimed by Elisif the Beautiful (widow of King Torug). All you have to do is marry Elisif. But you say it's not possible. Actually it is not. This can be done using the console.

First you need to click on it (in the console) and enter:

player.setrelationshiprank player 4 and setrelationshiprank player 4

After that, you need to type in the console:

addtofaction 19809 1

The last command allows Elisif to marry. Now go to the priest Maramal (located in the Temple of Mary, in Riften), talk to him and take the amulet of Mary. Talk to Elisif, she will be ready to get married.

Important: The quest Civil War on the side of the Imperial Legion must be completed.

2. Mod Become High King of Skyrim

Download and install the Become High King of Skyrim mod. You will need to complete an interesting quest task after which you will become a king.


Spreading: free distribution

Description:
Capture forts, caves, camps and any other locations, leaving your partners as guards. The mod is trivial. All it does is disable the spawning of enemies in the captured location as long as your companions are guarding it.

How to use?
- Clear the area. If you want to completely secure the location, you need to clear both the external fortifications and the interior.
- Inside: Leave your people inside
- For each partner you want to keep, you need to select a branch of the dialogue "Defend this fortification". Repeat the process until a message is displayed stating that there are not enough guards (everything is intuitive in the game).
- Then you can either order your partners to "wait", or make the current location their home using the "Followers can live everywhere" mod
- The same - outside the premises, but only in this case the location of the partners matters. Each teammate covers a different area, so they shouldn't bunch up. Set up defense evenly.
- When you order your fighters to follow you again - after 24 hours the location will be lost and the respawn of enemies will resume. But during the day you can have time to return partners to posts.

Video:

Important: Option "Defend this stronghold" Will NOT put the companion into "standby" mode automatically. This is due to the fact that each companion mod uses its own waiting mechanism (technically they may differ). Therefore, "defense" orders are always executed in two steps.

How many partners does it take to hold a fort?
Quality and quantity matter. The more enemies were in the fort at the time of the sweep, the more partners you will have to leave.

On the other hand, the level of the character has a non-linear effect on the balance of power. A strong partner can hold off more weak opponents, just like a strong opponent (boss) will require more partners from your side.

Important: Item respawning is NOT disabled, so it's NOT a good idea to leave important gear in chests. The content will be discarded.

Important: Companions can hold any creatures except Daedra or Dragons

Why would anyone need to capture locations at all?
Possible reasons:
1) Secure roads for wandering NPCs (useful for those who play without Fast Travel)
2) Using mod Jaxon's Utilities you can convert any captured location into your home, rearrange the furniture to your liking (the main thing is to remember that you can’t store items in chests)

I want more options.
The mod puts emphasis on compatibility and minimal impact on the game world. Do not expect any serious development from the project.

Known issues:
Respawn for enemies turned into "a handful of ashes" (Ash Pile) not disabled by the mod. Such enemies can be "finished off" with the next respawn and repeat the process with dialogues.

Installation:
Copy esp/bsa to Skyrim/Data folder

Removal:

You can not remove the mod until the partners are recalled and the locations are not freed, otherwise you will not be able to return the respawn of the enemies back!

You can quickly release all locations using the console command:
1) Type in console
player.SetAV Variable01 777
2) Wait 24 game hours
3) Save the game
4) Remove esp and bsa from Skyrim/Data folder

Requirements:
- Compatible with all mods.
- DOES NOT require SKSE
- Work with ANY buddy system (UFO, AFT, EFF, MUT/TSV, Followers can live everywhere)

All living things and, in particular, rational tend to grow. Which can be expressed in anything - in the accumulation of money, respect, authority and other good things, the magnitude of which determines your significance. The bigger, the better! This simple principle formed the basis of this mod. More money, buildup, fan? You've seen it all before, tired of it? Did you crush the locations for yourself? Not? Then I propose to eat this cake in a new way ...

The mod allows you to capture Skyrim locations ... What is the capture? No, your portraits as General Secretary do not appear on the walls, and after your appointment you will not have a personal coachman on a black chrome cart. The capture only disables the respawning of enemies in the territory you have conquered. To capture the territory, you must first clear and put your man to guard it (select the branch of the dialogue "Defend this fortification"). If you remove the sentry, then after 24 hours you will lose the location ...

Why is this even needed? You can, for example:
1) Secure roads for wandering NPCs (useful for those who play without Fast Travel)
2) Using the mod, convert the captured location into your home, rearrange the furniture there to your liking (but remember, you can’t store items in chests, since the respawn of items is not disabled, unlike the respawn of enemies)

Installation:
Copy the contents of the archive to the skyrim \ data folder, activate in the launcher

Video:

Everyone who has played Skyrim knows that earning a fortune in gold is not difficult. And there’s nothing to spend it on after level 50, and it’s not interesting anymore. This plugin partially solves this problem by adding an alternative market where there is a constant exchange of goods between 3 factions. There are five factions in total, but two of them are passive, that is, not involved in the trading activities of Skyrim. The other three are: Imperial Eastern Campaign (abbr. WIC), Empire, and Player. Obviously, in order to start regular trading, you need to get a constant source of resources. Resources produce various settlements (farms, mines) that must be captured. There are 34 interactive places in total. This includes only standard settlements that are in regular Skyrim, the mod does not add new ones. At the beginning of the game, each settlement is under the control of the local population - the Nord faction. To capture any place you need to make a "contribution" in the form of certain resources. If the settlement is captured by the Empire or the Eastern Empire campaign, then you need to use force or cunning to capture it.

Army.
The basis of the army is the soldiers. There is no direct control of their soldiers. You can only hire, upgrade, upgrade and send your soldiers on a campaign. Soldiers can only attack enemy settlements. The result of the battle depends on the pumping of defense and attack from the soldiers, and from the defending settlement.
You can also use various spies: saboteurs, conspirators, thieves and scouts.

  • Thieves - can rob enemy settlements.
  • Scouts - determine the amount of the enemy army.
  • Conspirators - reduce loyalty in an enemy settlement and increase in their own.
  • Saboteurs - destroy resource reserves in enemy settlements.
The fifth faction, the bandit deserter faction, does not have much influence, but individual factions can join one of the three main factions.

Trade.
The essence of trade is as follows: all your settlements produce resources, then the wagon goes around these places and brings them to your warehouse. After that, you can sell the received resources or give them to another settlement in order to win them over to your side. It's important to note that the resources added by the mod are not tangible, meaning you can't see them - they only exist in numbers.

Improvements.
You will have your own headquarters at your disposal. It can be improved in every possible way and attach different rooms:

  • Barracks - for hiring soldiers;
  • Chamber of Secrets - for recruiting spies;
  • Warehouse extensions - increases the storage space for resources;
  • Improvement of the brewery - increases the amount of beer produced;
  • Cabinet - needed for other improvements;
  • Logistics - improving this parameter reduces the time between deliveries of goods
Skills.
The game has an alternative skill system, the activation of which will disable the classic character leveling. You can turn it on and off in the MCM menu - functions: "Purchase of skills" and "Additional restrictions". After activating them, you will be able to download skills only through books written by the scribes you hired.

Adventurers.
During the game, an adventurer may join you. After he joins your faction, he will become your agent. Thus, you can send him on 7 different tasks, ranging from a trip to the mines and ending with a raid on bandits. To travel, an adventurer needs resources (weapons, armor, lamps, food, water, bread, etc.). In the course of his wanderings, he will pump his skills: Strength, Luck and Willpower. Adventurers can be controlled through the MSM menu.

Beginning of the game.
To start the mod, you need to go through a small quest. It will start as soon as you launch the game with the mod installed. A letter will appear in your pocket, after reading it, you will find out that you have inherited an old brewery.
However, the quest is not necessary to complete, there is a "Skip Quest" function in the MSM menu - if you activate it, the mod will start immediately.

Installation.
Move the files from the archive to the game folder. Connect in the Skyrim Tycoon launcher - Reloaded.esp

Removal.
Use the "Disable Skyrim Tycoon" option and delete the following files from the Data folder:
Skyrim Tycoon - Reloaded.esp
Skyrim Tycoon - Reloaded.bsa
Skyrim Tycoon - Reloaded (Sheet).xls
Removing the mod is not recommended.

5th mod: Return to Helgen

The mod itself, in fact, is a line of quests related to the Empire, during which You can become the Emperor of Tamriel, as well as recreate the order of the Knights of the Nine and even talk to Talos himself! And the plot itself begins only with the return to the restored Helgen ...


To start the plot itself, simply enter Solitude. After you become Emperor, you can go to war with the Aldmeri Dominion. Unfortunately, you will not be able to get into the Imperial City, but, nevertheless, you will remain the Emperor.

4th mod: Build your own City - Become a Lord

As you remember, in a wonderful, in my opinion, addition The Elder Scrolls V: Hearthfire there was an opportunity to build your own house (not even one, but three). Building houses yourself is good, of course, but, probably, something better, more is needed. Just a mod Become a Lord will give you the opportunity to build a whole city, become its jarl and, moreover, get the title of lord.


To start building a city, contact a man named Mavik Görlund. He is located in Riften, namely in Helga's Rooming House.


3rd mod: Become a Lord of Utgard

Once upon a time, on the territory of the continent of Atmora, there was an island where the people of the Utgardians lived. However, due to a massive earthquake, the island was split in half. The king of the Utgardians, the Dragonborn Heimdall, sacrificed his own life to save his people and sent them to Skyrim. Now the Utgardians are looking for a new leader; one who can absorb the souls of dragons like their previous king.


In addition to the title of King of Utgard and a new location, the mod also adds new weapons (specifically an ax) and new armor and a bunch of other innovations. To become the king of Utgard, find on the map and visit the location "Utgard" (between Solitude and Dawnstar).


Mod 2: Become a Jarl of Ivarstead

Of course, many of us wanted to become Jarl of some city. It is this mod that will give you such an opportunity: after completing a series of quests, you will become the Jarl of Ivarstead. Also, a new location is added to the mod - a castle, from which the plot itself begins.


In the warehouse, above the stables, you will find a man named Goldur. This is where the quest starts.


Mod 1: Become the High King of Skyrim

This mod is one of the most famous and recommended mods on Skyrim, allowing you to become the High King of Skyrim. To become King, you need to complete one not quite simple quest: gain the recognition of 20 inhabitants of Skyrim, and then choose one of three points: either gain the recognition of another 20 inhabitants, or kill Ulfric Stormcloak and Elisif the Beautiful, or marry Elisif (or marry Ulfric if your character is a woman).



Becoming the High King, in addition to the new castle, in any dialog box with any non-hostile character, a line will appear. With this line you can control your people: you can make anyone dance for you or fall on their knees in front of you; you can include any citizen in the High Council by appointing him as Lord Administrator, High Mage of Skyrim, High Scientist of Skyrim, Lord Commander, Master Assassin or Master Blacksmith (guards do not count); you can send someone (except guards) to live in your castle; you can put anyone in a dungeon, publicly execute or send them to fight in the Arena.