That sounded a bit harsh, i really do like it alot. All the other travelling NPC mods on the nexus, for me anyway, just have too many travellers, alll stealing my potential kills. So i'm using this right now and will continue to use it over the others.
I like it alot but it needs tweaking, mainly to make them less powerful. The gaudy hair colours of some of them are not lore friendly, and there are rather alot of people wearing robes and they need to be more unique to differentiate them from eachother. The name spellings need looking at too because i noticed a few spelling errors. However, i opened the mod in the construction set, gave them a level offset of about 25-30 (instead of a set level of 50!), so they're still very powerful but not indestructible (i removed a couple of spells from one or two of them also and gave the staff users a levelled generic staff instead of the absorb health one you gave to most of them. And otherwise just gave them a facelift, prettied them up and gave them sensible hair colours, and renamed all of them and gave each a personal name. And lastly dressed them up in great Waalx clothing, backpacks and stuff. Now it's a mod i'm really happy with. It is annoying when they all crowd into your sleeping quarters but great when they appear in a cave or ruin you're exploring.
As the previous poster added, this needs a little tweaking. One issue that's immersion breaking is sleeping in an inn and often waking up with a bunch of monks or pilgrims all around your room! I suspect they are set to spawn when the player enters a cell. They need to be tweaked to make them spawn farther away from the player.
The nice thing about them is that they DO travel from town to town on the roads. If you follow them, you can sort of caravan with them to avoid getting killed at low levels by bandits and other nasties in some of the harder areas when using the TIE mod. Neat!
The thing I disliked the most was their hair. Most of these guys look like clowns. Their factions, also, was not set properly. (they often wont attack bandits or animals) I simply changed them all to the already present adventurer's faction so they would work properly. They have a funny script that seems to try and make them level with the PC. I deleted all their scripts and instead had them level with pc (instead of being set at 50). Their inventory is also somewhat game-breaking. They really should have leveled inventory slots. I dont like how simple the AI script is with them. I started to feel like it would be easier for me to make my own mod than to edit this one sufficiently.
Those bastards breaks into your house, stole everything you have and there is nothing you can do about it cause they are way too overpowered.... nice mod... XD~
I inserted the "new balance" version. I've met quite a few of them, in fact this morning I follwed three of them through the forest as they were exploring and hunting. It's a really great mod, I love it, and it works perfectly! Ten out of ten!
So far the only NPC I've found that actually wanders would be the pilgrim. The monks just stand in your home, and the knight errant and squire, when i wait in certain spots in cities, completely go on killing sprees and there's nothing anyone in the city can do about the knight....
sounds great ill endorse after the 3 hours, but do these npc's respawn? i made a rogue/ranger character and i want to raid travellers on roads for fun!
Edit: lol i loaded up my save in the underdark and they all spawned next to me now their walking around the underdark...they'll probably get eaten by a giant black widow or something.
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The nice thing about them is that they DO travel from town to town on the roads. If you follow them, you can sort of caravan with them to avoid getting killed at low levels by bandits and other nasties in some of the harder areas when using the TIE mod. Neat!
Edit: lol i loaded up my save in the underdark and they all spawned next to me now their walking around the underdark...they'll probably get eaten by a giant black widow or something.