Oblivion

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XFusion

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XFusion

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NPCs Alive - Release 1 By: XFusion ----------------------- Installation: Simple pick the .esp modules you wish to have enabled and place them in your X:\\Bethesda Softworks\\Oblivion\\Data folder. Where \'X\' is the drive Oblivion is installed on. After that simple launch Oblivion and click \'Data Files\' and click on e

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NPCs Alive - Release 1

By: XFusion

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Installation:

Simple pick the .esp modules you wish to have enabled and place them in your
X:\Bethesda Softworks\Oblivion\Data folder. Where 'X' is the drive Oblivion is installed on. After that simple launch Oblivion and click 'Data Files' and click on each .esp to enable them. Play the game!

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Description:

Each module consists of a certain type of NPC that has been modifed with more varied and interesting schedules. Do not expect Tamriel shattering results, but you WILL see a lot more neat things happen in the world. This is as close to the original Radiant AI as you'll get with just simple schedule additions and changes. Maybe I'll get to scripting NPCs to give them even more life.

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Conflicts:

Honestly, I'd be surprised if there were any. If a mod changes the schedules of an NPC then it will conflict. Other then that, all mods should work perfectly with this. Enabling and disabling modules should cause no ill effects, but some NPCs may find themselves far away from home or somewhere they were not originally meant to be. This cannot be fixed.

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Problems:

Sometimes when you first start playing with NPC Alive modules enabled, you may find that Fast Travel and Waiting may freeze the game. I have encountered both these problems and they seemed to have went away without issue. I suggest not using Fast Travel and not to Wait for a few saves. Another 'problem' with having NPCs doing more, is that there will be the chance that they may get killed, do stupid things like moon walk into chairs trying to sit down, or simply stand around for a few hours. These are minor problems that shouldn't deter you from using my mod.

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Modules in release 1 consist of:

Beggers
Bandits
Imps
Goblins
Orges
Faregyll Inn
Imperial Legion Foresters

I'll let you figure out what I've changed on your own. ;) I suggest spending a few days following around Alix Lencodia who is found at the Faregyll Inn.

Release 2 will consist of updated versions of Release 1 modules followed by modules that edit NPCs in each city and maybe a few wilderness inns too.

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