Nebulous112 Posted December 12, 2015 Posted December 12, 2015 (edited) Civil War Quartermasters (by BlackPete) From the description on the Nexus page:DescriptionA mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them.Specific Features Adds a Quartermaster to the following camps:Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak CampAdds tables and other surfaces for placement of weapons and armor to the following camps:Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak CampThis looks like a neat little mod to add what should have been there already. It only makes sense that every military camp would have a quartermaster. It also shouldn't conflict with much, if anything with STEP Extended. Edited December 15, 2015 by Nebulous112 1
elwaps Posted December 13, 2015 Posted December 13, 2015 I guess this would be incompatible with WARZONES 2015 and CWO, wouldn't it? Not criticizing your choice as I can't imagine it would be incompatible to anything from STEP, just wondering as I plan to install one of them (probably WARZONES to avoid console use during playthrough).
Nebulous112 Posted December 13, 2015 Author Posted December 13, 2015 (edited) I'm not sure, to be honest with you. From the description page: This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though.Very likely it could, with something like CWO. Might be worth opening in TES5Edit and seeing if there are any conflicts. Edited December 15, 2015 by Nebulous112
TechAngel85 Posted July 2, 2016 Posted July 2, 2016 I see this has a testing tag to be considered. I've looked over the mod and don't really see its relevance. One could argue that a quartermaster shouldn't be at every camp as this doesn't make sense considering these are camps with tents which are designed to be easily movable. How are you going lug that workbench around with you to follow the troops? "Quartermaster" is a more reason term used for those that deal with the arms. In these times, they would be the blacksmiths which would typically only be found in the the cities and towns. Rarely would they be found at camps and when they were these would most likely be the staging posts for attacks.
Shadriss Posted July 5, 2016 Posted July 5, 2016 Not entirely true, Tech. Quartermasters were responsible for ALL supplies used in an encampment, or more specifically their distribution and accounting for. While I agree they wouldn't have to be at all encampments (many would be far to small to warrant their inclusion), there's nothing to say they wouldn't be either, as small encampments would make ideal locations for some creative misplacement of the more highly pilferable items. This one could be argued either way, honestly, but I never really saw the need for them anyhow - you spend so little time operating out of any given one that it's not really an issue in my mind.
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