Oblivion

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Scorpia

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Scorpia902

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29 comments

  1. Mercer Meka
    Mercer Meka
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    Endorsed! Thanks again for the mod. I look forward to updates. I would love to see it eventually cover all cities.
    1. Cadances
      Cadances
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      Hope one day the author comes back and finishes it.
  2. CyrusFyre
    CyrusFyre
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    In case anyone is still wondering DEEJMASTER333 made a patch with adjustments for OCO2. You can find it here.
    1. Pushkatu
      Pushkatu
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      Thanks! 
  3. StrongXV
    StrongXV
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    Should this be compatible with Oblivion Character Overhaul v2?
    1. twgear2
      twgear2
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      You'll need to import npc faces into your bashed patch with wrye
      bash.

    2. BlackHole11
      BlackHole11
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      • 14 kudos
      HOW
    3. CarlosS4444
      CarlosS4444
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      Right-click on a bashed patch, choose Rebuild Bashed Patch option... That's what you have to do everytime you add/remove a plugin.

      After that just make sure that what you want to import is checked. Check out Wrye Bash Pictorial Guide when in doubts.
    4. BlackHole11
      BlackHole11
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      ooh, he meant "you have to import 'NPC Faces' into your Bashed Patch..

      I thought he meant to thick some custom options for "npc faces" or something when building the bashed patched,

      btw, where would you advise to load this patch (if one's using the bevilex modlist)
    5. CarlosS4444
      CarlosS4444
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      Patches should be loaded after both mods that they patched.
    6. ShawnDriscoll
      ShawnDriscoll
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      Doesn't this mod just use the assets you have?

      ADDED:
      I looked around in some inns. The added NPCs are using OCO assets without any issues that I could see. No vanilla heads on people.

      I look forward to the other locations. Would like to see what shows up in Imperial City shops.
    7. DEEJMASTER333
      DEEJMASTER333
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      It is compatible, but these NPCs were designed with vanilla facegen in the CS, so expect some... odd looking faces on certain characters. 
  4. ShawnDriscoll
    ShawnDriscoll
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    Is there a mod that adds generic NPCs outdoors that is as stable and reliable as this one?
    1. ob2ndtime
      ob2ndtime
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      Good question. Morrowind had a few great mods that added many NPC's to exteriors, roads etc. Not sure why this has never been done for Oblivion's long dark roads. *sigh*
    2. Mercer Meka
      Mercer Meka
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      There are many "crowded roads" mods, but the best IMO is this one:
      https://www.nexusmods.com/oblivion/mods/47619
    3. ShawnDriscoll
      ShawnDriscoll
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      I'll give that one a try, thanks.
  5. kiwifruitxx
    kiwifruitxx
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    Hi

    This is very enjoyable and super easy on my older system. Thanks for an NPC mod that doesn't tank my system. :)

    It would be great to see additions to the rest of the cities.

    The only thing I noticed was at the Mages Guild in Skingrad there are so many wizardy types it gets a bit crowded in the steps up and down and the conversation is dizzying.

    Maybe offer a lighter version that drops it down to 2 or even 3 added folks. I think I found 6-7 new NPC's walking around. A hired guard, 2 apprentices, a wizard maybe 2 evokers and an alchemist.

    Thank you again.
  6. Brandy_123
    Brandy_123
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    I just love the idea of your mod. The Oblivion world can always have more people to bring life to it.
    I'll look and see how it is. Sometimes it feels like the shop owner and you are the only 2 people alive.
    1. Brandy_123
      Brandy_123
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      I just returned from looking at all three towns. Now, I already have mods that add people all over, but the off duty guards were nice to see. The additional mage types in the mage guild were especially welcomed. I didn't notice any additional in the fighters guilds. I think some, not many, higher class citizens could be added to the castle main halls. I did not notice any drop in my FPS entering any of the buildings.

      It is a very nice mod and i certainly look forward to more of the locations as you complete them.

      Happily endorsed
    2. Scorpia902
      Scorpia902
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      Thank you for the feedback and endorsement!

      I forgot to mention that I haven't touched the Fighters Guild yet, hopefully in the next update.

      I like the idea of adding NPCs in castles as long as it doesn't conflict with any major mods. I'll look into it.
    3. Brandy_123
      Brandy_123
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      Honestly, the additions you have made is perfect. I had forgotten about the mod and when i walked into an inn, it was like one would expect a medieval itavern to be... outcast, cut purse, nefarious looking, ill intent, and that was just me The patrons made it feel full of life and gave it a nice sense of energy and value to the community.
    4. 45AARP
      45AARP
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      An idea I had that could let you maximize compatibility would be to make an empty "dummy" cell and place all of the NPC's in that cell. Then as the mod loads for the first time have a quest run once with a script with MoveTo or PositionWorld or something similar to place them into the position they should be at and then end the quest. This way you could theoretically fill any cell, interior or exterior, without any compatibility issues.

      Also, if the NPC's have low level processing enabled, you could move them all to the same cell somewhere deserted that a player wouldn't be in the start of the game for less copy/paste work, and then the AI packages would let them travel to the location they should be at.
  7. bevilex
    bevilex
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    A good way to populate Cyrodiil without impacting too much performance. Good work! I look forward to seeing the next updates (please don't add them in exteriors, it's less performance-friendly :p). Kudo to you!
  8. maczopikczo
    maczopikczo
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    I agree with Brandy. In spite of struggling with performance I'm being tempted to try this mod as it seems it's lore-friendly and breathes life into cities of Tamriel in a clever way that's much less burdensome than other mods which increase population.

    What the hell, I'll try it now
    1. Scorpia902
      Scorpia902
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      Thanks for downloading!

      The performance hit shouldn't be too bad. Taverns can get pretty busy later on in the evening - with several new NPCs travelling over there for food - but otherwise FPS impact is minimal.
  9. SurDno
    SurDno
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    Good idea, good realization.

    Do they all use vanilla voice acting, so there will be no problems with localization, yep?
    1. Scorpia902
      Scorpia902
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      Yes, all added NPCs use vanilla voice acting.
  10. valhalex86
    valhalex86
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    Maybe can u do some to exteriors? Yes there are so many, but they are a little old and sometimes they cause problems