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*
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.
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.
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.
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.
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.
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!
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.
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.
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bash.
After that just make sure that what you want to import is checked. Check out Wrye Bash Pictorial Guide when in doubts.
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)
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.
https://www.nexusmods.com/oblivion/mods/47619
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.
I'll look and see how it is. Sometimes it feels like the shop owner and you are the only 2 people alive.
It is a very nice mod and i certainly look forward to more of the locations as you complete them.
Happily endorsed
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.
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.
What the hell, I'll try it now
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.
Do they all use vanilla voice acting, so there will be no problems with localization, yep?