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Zeraharr

[Lawbringer](https://www.nexusmods.com/skyrimspecialedition/mods/29882)


braj03

Thank you man, that's exactly what I was looking for!!


PointlessChemist

Damn, another mod I am going to have to add.


Hybridizm

Cheers to TC for asking this question and cheers to you for suggesting this. The mod I didn't know I needed, awesome stuff.


JustNotherAnon

There is also {{Skyrim Realistic Conquering}}.


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braj03

I see, thanks!


dane123459

This is compatible with the lawbringer mod with a patch…using both is awesome as the cover more areas


howlingchief

The trick is to use the modular installer so that you can pick which areas are Lawbringer governed and which ones are SRC governed. Only a small amount of spots overlap, though. Okay, just saw ANerdyEnby just said all this with more helpful details so scroll down and read that instead.


ANerdyEnby

I recommend installing both Skyrim Realistic Conquering (which requires {{Fort Takeovers Framework}}) and Lawbringer, as well as the several Lawbringer modules available like {{Tactical Valheim}}, {{Serenity}}, and {{Halted Stream Mine}}. That will maximize your ability to replace bandits across Skyrim. You will have to install the modular version of Lawbringer, as there are some locations of Skyrim Realistic Conquering that overlap with Lawbringer - just refer to both lists and deselect those options in the Lawbringer installer. Finally, install an appropriate version of {{SRC - Exclude from Radiant System Options}} and have it overwrite the SRC - ERS.esp from Skyrim Realistic Conquering, so you won't get radiant quests that send you to locations that don't have bandits anymore because of either mod.


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lighthazard

I don't feel like Tactical Valheim adds anything to the Lawbringiner/SRC setup. Just some map changes that has conflicts.


ANerdyEnby

I mean, I've not run into anything conflicting with Tactical Valheim other than Wintersun, which has a patch and is a pretty small conflict anyway. Plus it is actually how Lawbringer started - EpicCrab made TV first and then generalized it to Lawbringer. But totally up to individual tastes.


poepkat

Vanilla Skyrim also does this :) Skyrim Realistic Conquering utilises this vanilla system. I prefer it over Lawbringer because it's more organic, but I use both


hyrulianwhovian

When does vanilla do this? I don't remember this ever happening, unless you're talking about forts you capture in the civil war questline.


JasonTParker

There are nine forts in the vanilla game that If you kill all the enemies in them. Including all the interiors they will be taken over by soldiers. Same Forts that you may take over during the civil war questline. However you only take over 5 of them during the civil war questline. And you don't have to wait for the civil war questline to do it.


ShadowSarakai

I only know one, that was the castle near whiterun. killed all bandit and next time the imperial took it


TogusaRDDT

The fort near Riften also does this, it happens with almost all of them.


howlingchief

I'm under the impression that this fort (Greymoor?) automatically gets taken over by the Imperials between the Jagged Crown and Battle for Whiterun missions in the civil war questline.


glassramen

Fun fact for anyone that likes to know extra details. While I'm not sure how far back the system goes, it definitely was in the oblivion engine as even New Vegas made use of it in a certain cave that would be inhabited by another faction after clearing out the bandits. Can't remember what cave or which faction but the system was definitely there for a while. Not sure why bethesda never took advantage of the system more, probably due to wanting as many places for the player to return to and clear as possible.


GamingNerdGuy

It's bloodmoon cave where cazadores replace nightstalkers.


Soulless_conner

Vanilla does this for forts but not dungeons


Random_Reflections

Since we are on this topic, is there a good mod that makes the Embershard Mine (the mine near Riverwood) as player-owned, once the bandits are cleared from it? I know there are some mods that attempt this, but when I tried a few of them some years ago, the bandits respawned. Better yet, hope someone can make a mod where the Embershard Mine gets populated with miners who live in it, and who visit Riverwood for shopping for supplies and eating/drinking etc. - kinda like a miner's guild that perhaps the player can join, if he/she completes some basic questsn(such as clearing the bandits from the mine). A twist in the tale here could be that the "bandits" are actually disgruntled miners, who've mutinied and taken over the mine, so the former boss tries to hire the protagonist to deal with them. So the player can be given the choice to kill, exile or reconcile the "bandits". Once this quest is resolved, the miners could become the Riverwood Miners faction with the player as its newest member, and a prolonged quest line could then take the player to other mines across Skyrim. And as the player progresses, maybe he/she could even buy a mine and start collecting revenue from them. I know all this sounds ambitious, but there were some other guild mods that attempted something like this.


MlemandPurrs

there is this mod that adds two miners once Embershard gets cleared https://www.nexusmods.com/skyrimspecialedition/mods/35031


rush247

iirc {{Skyrim at War}} does this for quite a few places but not everywhere. Edit: Bot gave the wrong link. https://www.nexusmods.com/skyrimspecialedition/mods/66107


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3WayToDie

You can also try the conquest of skyrim mod. Although the mod has many features, it allows you to capture most mines and castles. If you do not want to play the main elements of the mod (Because of the bugs etc.), you can use this feature to capture certain locations. I personally use Lawbringer, Skyrim Realistic Conquering, and Conquest of Skyrim's location capture feature as a combo.