Skyrim

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Captain Lhurgoyf

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CaptainLhurgoyf

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  1. CaptainLhurgoyf
    CaptainLhurgoyf
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    Sticky
    I'm proud to announce that I have some big news. I'm out of school, and I'm finding I have more time to work on mods now. So I have another major update for this mod in the works!

    Here are some of the things I plan to address in the upcoming release:

    * Widespread Glitch Cleanup: Every issue that's been raised so far, I plan to address if possible. In particular, the lip synch glitch - see below.
    * Civil War Support: Right now, I have Thalmor Justiciars as a spawn exclusive to Imperial holds and Alik'r Warriors as a spawn exclusive to Stormcloak holds. However, these only take into account the holds' allegiance at the start of the game. So in the next release, I plan to change that. Complete the Imperial civil war quests, and you'll see Thalmor in Windhelm. Finish reclaiming Skyrim, and you just might find an Alik'r or two in Solitude. I may also add off-duty soldiers, but that'd probably create some confusion with post-civil war guards, so I'm not sure quite yet.
    * NPCs in Smaller Villages: This is something I've always wanted to, but wasn't sure if it would work. Well, I did a test run on it, and it turned out to be a lot easier to implement than I expected! Now, you'll be able to find generic townsfolk in smaller villages and small hold capitals (those in the Tamriel worldspace).
    * (At Least) Two BRAND NEW NPC Types: Knights and sailors!
    ** Knights: Not every warrior in Skyrim is a common unwashed mercenary. These fresh-faced fighters of noble birth wear only the finest of heavy armour and answer only to the Jarl.
    ** Sailors: It takes a strong body and a determined mind to weather the seas, and your average citizen just won't do. You'll find these tough tattooed scallywags anywhere there's a dock.

    Now, at the current rate I'm working, it shouldn't be too long until the next release is complete. However, I figured I'd ask the community what they think before things are ready to go. In particular, here are some things I want your input on:

    * Does anyone actually use the full version of this mod? It seems nearly everyone (or at least nearly everyone that comments) has some trouble with the amount of NPCs. I don't, for the most part, but do I need to cut back on the spawns in the next release? I've also heard before about scripting it to automatically adjust spawns based on performance - does anyone else think this is a good idea, and if so, does anyone know how to code such a thing, or would be willing to do so? I certainly have no idea about it.
    * Does anyone have problems with the full version of this mod in interiors? Many times, in interior cells I added just enough NPC spawners to fill almost every chair in the area. Since the lite versions don't discriminate where the spawner count is reduced, they kind of mess that up. Does anyone really need a reduced NPC count in interior cells? Will it make any difference if I keep the full count of NPCs indoors?
    * How to fix the lip synch problem? The easiest way to do it, and the way that would preserve the most diversity (which is what I'm aiming for) would be to make it so that each of the voice types I'm using is compatible with multiple races. But is that actually possible, and if so, would any problems arise from it?
    * And finally: Is there anything YOU would like to see in this mod? I owe a lot to you guys - the kind words I get (even if it's for stupid little things that have no good reason to be such smash hits - I'm looking at you, Guarded Borders) is what keeps me interested in modding, and I live to please. So I'm opening this final question up to you. Is there anything you think would improve this mod that I haven't raised in the past? Perhaps there's a new NPC type you've always wanted to see, or another feature no one's thought of before. Whatever the case, I'd love to hear it! I want this mod to be the best it can be, and I welcome any suggestions!

    I'm happy to hear everyone enjoys the mod, and I look forward to seeing what you have to say. Here's to another great update!
    1. raveN511
      raveN511
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      yay summer! Glad you're back
    2. KropTor
      KropTor
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      Can't wait for the update!
    3. vroix
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      I've been using this for ages and I forgot to endrose it :o. I'll just redownload it again and endorse.
      But yeah, this mod is the only npc mod that suits me. The only problem that I have is the performance issue. Whenever I'm in town or inside a building, I notice a lot of stutter and my fps drops drastically especially in Windhelm. I changed to the lite version and I still have some performance issue.
      Also sometimes it took about 2-3 minutes for the loading screen to finish. Not to mention that sometimes the loading screen just freeze. I uninstalled it and those performance issues are gone.

      However, playing Skyrim without this mod is just weird. Skyrim just feel empty without this. If it's not too much to ask, perhaps you can provide the ultra lite version? or maybe it's better for me to upgrade my PC?

      Edit : nevermind, I just realised that there's a liter version. Gosh, I didn't know that. I'll just download it and try to see if that version is better for me.

      Playing this mod with "Wet and Cold" really makes Skyrim's immersion better. Once I saw a prostitute walking around whiterun with an umbrella on rainy days. I must say thank you for this, and I'm looking forward for the next update.
    4. mindw0rk2
      mindw0rk2
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      Im glad to hear the news. One thing I want for sure - that NPC didnt travel in goose lines and their pathing felt more real. It the main thing. Also more interaction between them. Like townfolk stopping to discuss gossips or greet each other with voice. More scripts for children. Maybe them playing a ball on streets, or showing acrobatic moves. Also check my post: http://forums.bethsoft.com/topic/1464615-relz-inconsequential-npcs/#entry22829484
    5. CaptainLhurgoyf
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      I'm not sure if specific actions is really in the realm of what I'm going for with this mod. It'd probably require a lot of coding to implement, to the point where random generation of the NPCs wouldn't be possible (and I don't want to lose that), as well as custom content I'm not capable of making (retextures I can do at this moment, new animations or dialogue I can't). Those suggestions are more suited to Inconsequential NPCs, which has non-random NPCs with custom behaviour, while mine doesn't. Besides, people travel in crowds in real life. If you've ever been in a big city, you'll notice that.
    6. hopventure
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      The only performance issue I ever ran into was when loading the full and lite version, but just loading, once all the NPCs spawned it was fine.
      I currently run the liter version to save on performance and it still makes the cities feel populated. However, I must take extra care NOT to save while inside a city (just the city streets, not when inside any of the buildings) because the game will freeze at the loading screen if I try to load a game saved on the city streets (this includes auto and quick saves).
      However again, this is only when starting the game for the first time. After the city and NPCs have loaded I can save and load in the city streets just fine.

      So in short:
      1. Start game
      2. Load save on city streets
      3. Freeze at load screen

      -OR-

      1. Start game
      2. load save inside a building or on the world map
      3. can save and load anywhere (including other saves that were made on city streets)
    7. Ariranha
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      The mod idea is very nice, no doubt about it, but for me (i7 930, ATI 5850, 6 GB RAM 1333, Windows 7), even the liter version is TOO heavy. The load times take 5x more and the fps drop a lot. In my opinion, the best solution to "populate" Skyrim using a rig like mine would be to use a mod that adds specific characters in specific places AND a mod like RGGT in an even liter version (1/5 spawn points based on the full version).
    8. CaptainLhurgoyf
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      I honestly don't know how to best optimise performance with this mod while still fulfilling my intentions with it. Any thoughts are welcome.
    9. FleischHals
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      Still working on an update of this interesting mod?
    10. CaptainLhurgoyf
      CaptainLhurgoyf
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      Hopefully, yes. I just haven't had the opportunity to make much progress on it, due to school and there still being issues I can't place.
    11. mephyt
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      Is there any possibility that custom races could be included in the npc spawn pool?
    12. CaptainLhurgoyf
      CaptainLhurgoyf
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      Hmm. That would certainly be interesting, and it would help integrate custom race mods with the game (always a plus in my book), but it'd probably be tricky to pull off. I can see for a future update, perhaps.
    13. PasserThru
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      Thanks for your awesome mod Cap'n! I for one am very excited about this mod and what you have planned for it. I really wish I'd caught your mod sooner, because I've missed my opportunity to give you my input during the summer. However, I have been using your mod for a couple of days now, love it, and I do have few suggestions that I think will make it even better and hopefully they would be easy to implement.

      I have also found a mod here on the nexus that may make using mods such as yours and others stop causing CTDs and infinite load screens.
      It's called Safety Load by kapaer http://www.nexusmods.com/skyrim/mods/46465/?
      Safety Load should help all your mod's fans use the heavier versions rather than the one/third spawn version. It works wonders for me, even with my monster mods. I highly recommend it.

      Ok back to your Townsfolk mod, Captain, starting off, this idea might not be easy to implement, but I'll put it out there anyway. I'd still like to hear what you have to say about it.

      One of the things that is lacking in Skyrim that you may or may not want to address with your mod is the lack of interaction among the npcs. Npcs don't even appear to talk or interact with eachother with only a few exceptions that take place either in storyline or in the taverns/inns
      for example using your characters... hunters would talk to merchants and tavern owners trying sell their goods, people passing eachother on the street might greet eachother, prostitutes would be talking to drunks and vice versa, prostitutes should of course greet the player in passing, Guards should threaten prostitutes and drunks

      I'd reasonably understand if you might consider the above too much or even beyond your skill. Still it would be cool. Oblivion is better than Skyrim in this regard because the npcs would interact on the streets of the town. Greet each other, etc
    14. PasserThru
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      hopventure, You should try Safety Load by kapaer http://www.nexusmods.com/skyrim/mods/46465/?
      It should fix the problem you're having with this mod.
    15. Monkinsane
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      Might I suggest removing kids from the mod, as in my game it caused the kids to have grey and adult faces. It looks EXTREMELY creepy! :p Facegen files fixed the grey but not the fact that they had adult faces.
    16. KillswitchScar
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      Awesome mod, The only problem i have is all of the extra NPCs are in the tavern and shops of all the cities, no one seems to wander the streets, is this a bug, or is everyone just afraid of the outdoors?
    17. MoonpawF
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      does this work with custom race mods, as in creating random NPCs of the specific custom race?
  2. CaptainLhurgoyf
    CaptainLhurgoyf
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    Sticky
    So, just so everyone knows: Yes, I'm still alive! I had to get my computer fixed, and since then I kind of dropped out of the community. But I've been back recently, and I want people to know that I haven't given up on this mod and still plan to update it. It might be slower now that I'm in college, but I do plan to make up for lost time.
    1. r131
      r131
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      I like this mod very much, it puts the life back into the cities. And an update is very welcome. The teasing info in your sticky post sounds great
  3. Vulcan Blast
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    Hi, I wanted to know if you are planning to port this mod to SSE. I tried using the mod as is, but for some reason, all the generic characters come up with a black face.

    I tried it with this being the only mod enabled, so I believe it is some kind of incompatibility with the way faces are generated in the new version.
    1. naruto2693
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      with SSE, you can only use the FULL genpeople version, lite version will only give you dark faces.
    2. OmniZenn
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      To use the lite and liter version in SE, you just need to rename the facegeom - genpeople.esp to genpeoplelite.esp or genpeopleliter.esp and do the same for the facetint.

      So for example, normally the file path would look like:
      Meshes\actors\character\FaceGenData\FaceGeom\genpeople.esp
      turn it into this
      Meshes\actors\character\FaceGenData\FaceGeom\genpeopleliter.esp

      For the facetint, it's the same thing:
      Textures\actors\character\FaceGenData\FaceTint\genpeople.esp
      turn it into this
      Textures\actors\character\FaceGenData\FaceTint\genpeopleliter.esp
    3. naruto2693
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      this fixes the dark face bug;
      https://www.nexusmods.com/skyrimspecialedition/mods/42441?tab=posts&BH=0
    4. syrops
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      none of those files are in there?
  4. KetchupAddict123
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    This mod is great and all, but it makes the thief's guild starting quest practically impossible to complete with the s#*! ton of generic people which are apparently deaf and can't hear brynjolf.
  5. Shadohz
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    Hey does anyone know if these randomly generated npcs are considered part of a faction in the creation kit? I've hit an issue where dragons aren't attacking them. Upon researching it in the creation kit I discovered dragons are marked as "aggressive" instead of *very aggressive* meaning if they don't have a defined relationship with a faction they leave them alone. If these randomly generated guys are in a few factions it'd be a lot easier to set faction relations than to hunt down every single dragon and modify their AI to be very aggressive (especially since I run deadly dragons as well)


    Some of these randoms have faction alignments and many don't. It would probably actually be much easier to make a dummy quest and add a script that sets the faction than to edit these one at a time. 
  6. Gmanglh
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    Hey does anyone know if these randomly generated npcs are considered part of a faction in the creation kit? I've hit an issue where dragons aren't attacking them. Upon researching it in the creation kit I discovered dragons are marked as "aggressive" instead of *very aggressive* meaning if they don't have a defined relationship with a faction they leave them alone. If these randomly generated guys are in a few factions it'd be a lot easier to set faction relations than to hunt down every single dragon and modify their AI to be very aggressive (especially since I run deadly dragons as well)
  7. hrmpk26
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    There is a severe coloration mismatch between the body and head of NPCs added by this mod. It is visible in screenshots featured. Are face and body skin tones randomized separately? The same random value should be reused for both parts of the same NPC. Ingame I have seen many black faces with white bodies and white bodies with black faces. This occured both in the "liter" version and full version.
    1. Shadohz
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      scroll down
  8. Shadohz
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    Has anyone been able to fix the greyface/discolored face bug? I tried using the facegen files the mod author uploaded for us, but those didn't fix anything at all.

    I also tried generating the facegen myself in the CK for all the NPC's, and it only partially fixed the problem. Now the NPC's this mod adds have discolored foreheads...


    Read my comment
  9. Redshiftja
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    Has anyone been able to fix the greyface/discolored face bug? I tried using the facegen files the mod author uploaded for us, but those didn't fix anything at all.

    I also tried generating the facegen myself in the CK for all the NPC's, and it only partially fixed the problem. Now the NPC's this mod adds have discolored foreheads...
  10. Shadohz
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    it was left out that those who use the lighter versions need to rename the ESP file to "GenPeople.esp" or rename the 2 subfolders in the FaceGen patch to match the name of the light version they are using (e.g. "genpeopleliter"). From a modder perspective you should keep the name "genpeople.esp" fo all version but attach a dummy text file so you're able to distinguish the variants.
  11. Tuaam
    Tuaam
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    I noticed the NPC's don't move their mouths when talking. Is this a feature or is it a bug?
    1. CainanG
      CainanG
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      Too many scripts running at one time.
  12. Halleaon
    Halleaon
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    love the mod but had to switch to the lite version as the full version causes my game to freeze after a few seconds as the npcs spawn. have you ever thought about doing a delayed spawn? where the game spawns a low number of npcs, say like 5 in a city, waits a few minutes, checks population spawned, spawns another 5, etc up until it hits a preset population count? the population would gradually go up without killing computers  and the streets would gradually get more crowded which might be a bit more immersive than entering the city and suddenly seeing a ton of npcs spawn at once and then freeze.