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POPULATED SKYRIM CIVIL WAR... will be released within few hours


Read carefully ALL this page to have many answers to possible questions... Enjoy!


POPULATED LANDS ROADS PATHS
& POPULATED CITIES TOWNS VILLAGES
& POPULATED FORTS TOWERS PLACES
& POPULATED DUNGEONS CAVES RUINS


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Now lands, roads and paths are populated by Adventurers, Merchants with Body Guards, Refugees, Pilgrims, Assassins and much other. Compatible with anything, this mod does not use scripts. All new NPCs are respawnable, with different aspects. I suggest to use this mod with my other Populated Cities Towns Villages and Populated Forts Towers Places, Populated Dungeons Caves Ruins mods and Immersive Patrols by Scrabbulor. Enjoy
More life into Skyrim. Long life to Skyrim

SHORT DESCRIPTION
Traveller Merchants (9 new respawnable NPCs)
Body Guards (18 new respawnable NPCs)
Knights of the Faith (5 new respawnable NPCs)
Pilgrims (26 new respawnable NPCs)
Mercenary Archers (8 new respawnable NPCs)
Mercenary Warriors (5 new respawnable NPCs)
Mercenary Wizards (3 new respawnable NPCs)
Vigilants of Stendarr (7 respawnable NPCs)
Wandering Magicians (3 new respawnable NPCs)
Wandering Knights (4 new respawnable NPCs with horse)
Bounty Hunters (5 new respawnable NPCs)
Assassins (3 new respawnable NPCs)
Adventurers (19 new respawnable NPCs)
Refugees (24 new respawnable NPCs)
TOTAL NEW GENERIC RESPAWNABLE NPCs: 140

IMPORTANT NOTES All these NPCs are generic and respawnable with different aspect (faces, clothes, etc.). So that they are not and can not be unique (with own dialogue line etc.). Only Mercenaries (to hire) and Merchants (to trade) may give you some real interaction.
All Adventurers, Body Guards, Mercenaries, Vigilants of Stendarr, Wandering Adventurers, Bounty Hunters, Assassins and normal Adventurers have and use own perks. Also they have and use potions, and they have and use their racial abilities.

COMPATIBILITY
As far as I know, PLRP is compatible with anything.

(YOUR) GAME STABILITY
Note that compatibility doesn't mean necessarily stability. If you use PDCR with my other mods, plus a lot of other mod that add NPCs, your machine probably risks CTD. You have to choose wisely the mods that you want to use for your gameplay (this is a good suggestion for any other mod).

INSTALLATION & LOAD ORDER
PLRP is only an .esp (with meshes and textures for new NPC faces - PCTV uses 806 facegens to give you always new faces when NPCs respawn. Moreover, every time a NPC respawn his clothes change).
So you may install and uninstall it without issue. It does not use scripts
You may put PLRP at the top of your load order.

REQUIREMENTS
Nothing.

VERSIONS AVAILABLE
- a version with not hirable mercenaries (script-free)
- a version with hirable mercenaries (use scripts)

BUGS
Let me know if you encounter one, on the comment board.

CHANGELOG
1.22
- Fixed some AI packages for hirable mercenaries versions.
1.21
- Fixed some minor issues for some character Npcs.
- Finally Mercenaries are all hirable (with scripts).
- Created two version of the mod (with and without scripts).
- Changed the orc mercenaries into nord mercenaries to avoid spoiler/issue with orc quest.
- Added some new meshes/textures needed for the mercenaries (to avoid the greyface issue).
- Should be also fixed the letter of inheritance bug

ABOUT DLCs
I do not have DLCs, so I can't supply any update for them.

LONG DESCRIPTION
ADVENTURERS (n.19)
Three Adventurers with Horses travel between main cities, roaming on main roads. All them fight against bandits and evil creatures.
Four Solitary Adventurers explore paths and wilderness, also entering into dungeons. All them fight against bandits and evil creatures.
Three Groups composed by four adventurers (1 warrior, 1 archer, 1 mage, 1 thief) travel on roads and paths, sometime enter in cities. All them fight against bandits and evil creatures.
NOTE: if you attack an Adventurer and your crime is noticed, other Adventurers will become your enemies. But, if you are a lot stronger than Adventurers, they may avoid you in any case.

ASSASSINS (n.3)
They travel along lands and paths, far by main roads and cities, to find you, the Dragonborn...

BOUNTY HUNTERS (n.5)
They travel into roads and wilderness to reach and inspect all cities, towns, villages and orc strongholds searching for criminals. (Only) If you have a bounty in any country then Bounty Hunters will attack you on sight. They also attack bandits and assassins.
NOTE: if you attack an Bounty Hunter and your crime is noticed, other Bounty Hunter will become your enemies.

KNIGHTS OF THE FAITH (n.5) and PILGRIMS (n.20)
Groups composed by one Knight of the Faith and four Pilgrims travel on roads and paths to reach Shrines, in wilderness as cities both.
NOTE: if you attack a Knight of the Faith and your crime is noticed, other Bounty Hunter will become your enemies.

MERCENARY ARCHERS (n.8)
They travel by cities, towns, villages, farms and mills searching for engagement. You may hire them.
NOTE: if you attack a Mercenary and your crime is noticed, other Mercenaries will become your enemies. But, if you are a lot stronger than Mercenaries, they may avoid you in any case.
NOTE: Mercenaries do not like criminals. If you have a bounty in any country major than 500 gold they will not follow you anymore.

MERCENARY WARRIORS (n.8)
They travel by cities, towns, villages, farms and mills searching for engagement. You may hire them.
NOTE: if you attack a Mercenary and your crime is noticed, other Mercenaries will become your enemies. But, if you are a lot stronger than Mercenaries, they may avoid you in any case.
NOTE: Mercenaries do not like criminals. If you have a bounty in any country major than 500 gold they will not follow you anymore.

MERCENARY WIZARDS (n.3)
They travel by cities, towns, villages, farms and mills searching for engagement. You may hire them.
NOTE: if you attack a Mercenary and your crime is noticed, other Mercenaries will become your enemies. But, if you are a lot stronger than Mercenaries, they may avoid you in any case.
NOTE: Mercenaries do not like criminals. If you have a bounty in any country major than 500 gold they will not follow you anymore.

REFUGEES (n.24)
Eight Groups composed by three Refugees work into Mills and Farms during day, and sleep into camps and exterior taverns (no main cities) during nights. You may find them in Haafingar, Eastmarch, The Reach, The Rift and Hjaalmark Holds.

SOLITARY PILGRIMS (n.6)
They travel on roads and paths to reach Shrines, in wilderness as cities both.

TRAVELLER MERCHANTS (n.9) and BODY GUARDS (n.18)
Groups composed by one Merchant and two Body Guards travel between (and enter into) cities, towns and villages on main roads. You may buy/sell items from Merchants.
NOTE: if you attack a Traveller Merchant and your crime is noticed, other Traveller Merchants will become your enemies. But, if you are a lot stronger than Traveller Merchants (very simple indeed), they may avoid you in any case.

VIGILANTS OF STENDARR (n.7)
They patrol lands, roads and paths searching the evil to defeat. Sometime they enter into cities, towns and villages for a bit.

WANDERING KNIGHTS (n.4)
They travel with their horse between cities, towns and villages (on roads) to patrol lands against bandits.
NOTE: if you attack a Wandering Knight and your crime is noticed, other Wandering Knights will become your enemies.

WANDERING MAGICIANS (n.3)
They explore wilderness to fight bandits and special enemies (Dragons, Dragon Priests and Dremoras). Sometime you may find them into cities, towns or villages for a bit.
NOTE: if you attack a Wandering Knights and your crime is noticed, other Wandering Knights will become your enemies.

THANKS
Users that have written and that will write their feedbacks into the comment board. Thanks!
Brodual for his great videos! Thanks!