Oblivion

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Stootoot

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stootoot

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About this mod

The Extended Imperial City project plans to double the population of the Imperial City. An amazing 192 new NPC\'s with AI, schedules and unique looks and names will be added. Version 1.0 adds the full 192 new NPC\'s.

Permissions and credits
Mirrors
History:
The Imperial City, the capital city of Cyrodiil, the most powerful provence in all Tamriel. Surely a city this amazing will have a population in the thousands, but no, the population of the Imperial city is a mere 192. This mod hopes to change that by doubling the cities population, from a tiny 192 to a more appropriate 384.
Information:
This project aims to double the population of the Imperial City, adding 192 new NPC's. All of these people have names, unique faces and hand crafted AI's. Inns no longer have 2 or 3 people for lunch, but 10 to 15 people. Streets are no longer bare but for a few beggars but are crowded with custom NPC's. These NPC's sleep at night eat lunch, go to church, go shopping and do all the other things expected from a Bethesda NPC. You can simply leave these new NPC's, just have them as nice background characters, or for you more evil players remember that all added NPC's are unessential so killing sprees can now reach insane proportions! This is version 1.0 so the full 192 new NPC's have been added.

If you liked this mod you should see my other two mods in the Extended series: Extended Chorrol at: http://www.tesnexus.com/downloads/file.php?id=17843
and Extended Skingrad at http://www.tesnexus.com/downloads/file.php?id=19473

FAQ:
Q: Are there 100 male Argonians with crazy names like Death-Lord and Noob-Slayer?
A: No, the races of the citizens are decided by real demographics eg: 36% are Imperial while only 5% are argonian. Also the names were not chosen by me but by a name generating program or taken from Morrowind names, so all are lore friendly.
Q: Are there warriors and hunters or are they all just commoners?
A: Most of the population are indeed normal people, who shop eat and sleep but some are more interesting, including a hunter who hunts deer over the imperial isle, a number of adventurers, a few mages ,a number of new thieves and even a crazy sewer wandering argonian!. You have to be careful down at the waterfront now thanks to the new pickpockets I have added.
Q: Will this conflict with -X- Mod?
A: Nope it shouldn't. I have tested it with a large number of Imperial City changing mods including: let the people drink, clocks of cyrodiil, crowded cities, better cities, Banana Splits Better Cities (Market, Arboretum) and major mods such as OOO and TNR and all have worked so far. If you find any conflicts please contact me.
Q: Whats the FPS hit?
A: On lower end computers there may be some lag due to the increased NPC numbers, especially around the waterfront area. On higher end computers though, the difference shouldn’t be too bad.
Q: Where do these new NPC's sleep?
A: Some sleep in inns, some sleep in people’s houses and some sleep in bedrolls or wander outside.

Conflicts:
None found so far

Recommended Mods:
Ambient town sounds. This mod now makes more sense because there are now enough NPC's to make the added noises.

Version History:
1.0 Final release with full completion (192 out of 192)
0.5: Initial release with only half completion (96 out of 192)


Installation:
Extract the files into your oblivion data directory. Load the oblivion start up menu and activate Extended Imperial City in you data file menu. Play and Enjoy. If you are upgrading from version 0.5 you must delete the 0.5 version before playing with the 1.0 version.