Extended Chorrol by Stootoot
Oblivion » NPC
Added: 16/06/2008 - 11:47AM
Updated: 05/03/2009 - 07:33AM

295 Endorsements

1.0 Latest version

5,468 Unique D/Ls

8,392 Total D/Ls

30,930 Total Views

Uploaded by stootoot


Last updated at 7:33, 5 Mar 2009 Uploaded at 11:47, 16 Jun 2008

Chorrol is a beautiful town. Complete with awe-inspiring architecture, noble guards and protecting walls. But the streets in this town lie empty, barely a begger and a guard walking between the buildings. This mod hopes to change that by introducing 54 all new NPC's, thereby doubling the population to a more appropriate 108.

Extended Chorrol is the second mod I have made in the Extended series. If you liked this mod you should see my Extended Imperial City mod at: http://www.tesnexus.com/downloads/file.php?id=14676 and my Extended Skingrad mod at http://www.tesnexus.com/downloads/file.php?id=19473

This project aims to double the population of the Chorrol, adding 54 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 5 to 10 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 54 new NPC's have been added.

Q: Are there 50 male Argonians with crazy names like Death-Lord and Noob-Slayer?
A: No, the races of the citizens are decided by real demographics eg: 32% are Imperial while only 7% 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 Chorrol County, a number of adventurers,and a few new Fighters and Mages guild members.
Q: Will this conflict with -X- Mod?
A: There are a hell of alot of mods out there so it is likely there will be one out there that does. Fortunately Open Cities Complete by Texian, godhugh and Arthmoor does not. See below for more details.
Q: Whats the FPS hit?
A: With the vinalla version there may be some FPS decrease due to the new NPC's though nothing major. With the Open Cities version this FPS hit will be even higher due to the addition of extra exterior cells.
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.

Open Better Cities is a major one that comes to mind, though if there are any more please contact me.

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 Initial release, all NPC's done.

Installation of Vanilla Version:
Extract the files into your oblivion data directory. Load the oblivion start up menu and activate Extended Chorrol in you data file menu.

Installation of Open Cities Complete by Texian, godhugh and Arthmoor (version 1.7):
Extract the files into your oblivion data directory. Load the oblivion start up menu and activate Extended Chorrol Open Cities in you data file menu. Make sure you also have open cities complete (at least version 1.7) activated. Adjust the load order so that Extended Chorrol loads before OCC.

By the way after loading my open cities version and traveling to Chorrol you may not see any of my NPC's on the streets. Don't Panic. Just go inside an interior and wait say, 8 hours for the AI packages to tick over. The NPC's should work fine after that.