Update 1.9e =========== - replaced some of the Windhelm Gate Guards' dialogue to avoid any noticeable splicing. - there is now a bribe option to get past the guard. - the Front Gate Guard's AI package has been adjusted. If you are visiting Windhelm for the first time, the Front Gate guard will be stationed outside of the city. If you have been to Windhelm before (eg. inserting the mod into an existing game), the Front Gate guard will be located in his old spot, just inside the gate.
Previous conditions about Nords, Stormcloaks, and Companions getting a free pass from the gate guards, still hold.
Might seem like a "quick fix" but it actually took a bloody long time to redo those lines. Anyway, I figured I'd upload a version of the new dialogue lines before I undertake any edits to the plugin in preparation for the next major update.
I've always liked this mod, had it in my LE game for years before I got SE and ported it for myself and I have it there and with 3DNPCs and Citizens of Tamriel it makes the province feel so much more alive. I am on AE 1.6.1170 and it works well still. I was telling my husband how I dug through my huge backup 'mods for Skyrim SE' folder to pop it back into my game and he didn't remember it until I mentioned the addicts outside the Ratway who I always paid 20 septims to for "tension relief" whenever (and I mean WHENEVER) I went that way and then he remembered. :'D Oh and that poor ghost in the midden under the college I wanted to hug so badly it physically hurt listening to him. I wanted to find whoever had teased and bullied him and smash their heads against the nearest wall a good few times. The poor ghost, I really wish we could talk to him and give him a hug but no, he's stuck in that despairing loop, I always wondered if he would become a wraith or something.
I remember ages ago using COTR as a Breton and the guard outside Windhelm was berating me for something and he couldn't work out what race I was so he was like 'whatever you are" had me cracking up. I wanted to FUS him so badly, "thats who I am you dick now let me through". I really like all the npcs they are so well voiced. I should have endorsed this ages ago, I just done it. Thank you for this mod. <3
As explained in other comments, any port cannot be posted here due to permissions. You may have already ported it but for any other SSE users, I highly recommend you read through the comments carefully.
Its not allowed because of Nexus's interpretation of the authors ban on use in "other games" as including Skyrim SSE. Utterly absurd interpretation of course, can anyone really imagine the author didnt want his mod used in an updated version of THE SAME GAME !!.
To try to get this to work, after I had already merged Inconsequential NPCs mod with Inconsequential NPCs - Cutting Room Floor - Patch, I used the instructions here to port it to SSE 1.6.1130:
Since Creation Kit listed out something like 95 errors, I guessed that it would crash when starting the game. But it started right up as if nothing were wrong. Walking from Dragon's Reach to the tavern I saw a few new NPCs that don't say much. Several of them are named Citizen. Others are named Nobel or Laborer. In the tavern, there were several. They acted normally. They looked normal. I think this worked.
took me 9 hours to deinstall and install my 177 mods one by one just to find out, this mod gave me the ctd as soon as i tried to start the game. this s*** should be banned for SSE.
Why should anyone else assume non binary genders? Does it not also offend the person who is binary to assume someone else might be a non binary gender?
Getting one's underwear in a twist over that (if I understand the original posters complaint correctly) is silly. As for IS, what a joke. Should be banned? For what? Offending you? It's not even ported to SE officially yet - It's a video game for pity's sake.
are you able to tell me the steps to port it to SE myself? i tried to do it but loot says that it is not recognized as its master..dont know what to do now. edit: nvm i somehow got it to work
Does the Solitude Carriage Guard float above the ground while leaning on the rear wheel in your game, or is it just me? Its always been like that for years and its never really bothered me (nor does it affect gameplay), but I'm trying to fix the small things now.
I don't know if you're still reading comments on this mod, but I just downloaded it yesterday and enjoying it so far. I have one question though, did this mod make it so Adrianne Avenicci from Whiterun die so her husband, Ulfberth, could have an apprentice who wouldn't immediately interact with the Dragonborn? Because I downloaded a lot of mods at once yesterday, but as soon as I loaded in, the apprentice mentioned how Adrianne died, and Ulfberth says the same. And when I went into the Hall Of The Dead, I found Adrianne's casket. But I don't remember her ever dying. Even after I became a Werewolf, I B-lined it straight to the Whiterun gate so I wouldn't kill anyone.
Someone please help because I didn't want Adrianne to die. I hate seeing Ulfberth sad.
3476 comments
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- replaced some of the Windhelm Gate Guards' dialogue to avoid any noticeable splicing.
- there is now a bribe option to get past the guard.
- the Front Gate Guard's AI package has been adjusted. If you are visiting Windhelm for the first time, the Front Gate guard will be stationed outside of the city. If you have been to Windhelm before (eg. inserting the mod into an existing game), the Front Gate guard will be located in his old spot, just inside the gate.
Previous conditions about Nords, Stormcloaks, and Companions getting a free pass from the gate guards, still hold.
Might seem like a "quick fix" but it actually took a bloody long time to redo those lines. Anyway, I figured I'd upload a version of the new dialogue lines before I undertake any edits to the plugin in preparation for the next major update.
Oh and that poor ghost in the midden under the college I wanted to hug so badly it physically hurt listening to him. I wanted to find whoever had teased and bullied him and smash their heads against the nearest wall a good few times. The poor ghost, I really wish we could talk to him and give him a hug but no, he's stuck in that despairing loop, I always wondered if he would become a wraith or something.
I remember ages ago using COTR as a Breton and the guard outside Windhelm was berating me for something and he couldn't work out what race I was so he was like 'whatever you are" had me cracking up. I wanted to FUS him so badly, "thats who I am you dick now let me through". I really like all the npcs they are so well voiced. I should have endorsed this ages ago, I just done it. Thank you for this mod. <3
Edit: Never mind, got it going.
Edit again: Eh, never mind, eff it.
Edit: I actually got it working. Just needed to start a new game. :)
https://gitlab.com/G_ka/Cathedral_Assets_Optimizer/-/wikis/Porting-a-mod
Since Creation Kit listed out something like 95 errors, I guessed that it would crash when starting the game. But it started right up as if nothing were wrong. Walking from Dragon's Reach to the tavern I saw a few new NPCs that don't say much. Several of them are named Citizen. Others are named Nobel or Laborer. In the tavern, there were several. They acted normally. They looked normal. I think this worked.
Like the mages in the college of winterhold.
Getting one's underwear in a twist over that (if I understand the original posters complaint correctly) is silly. As for IS, what a joke. Should be banned? For what? Offending you? It's not even ported to SE officially yet - It's a video game for pity's sake.
edit: nvm i somehow got it to work
It's over non binary brosisters this game is now officially unplayable.
Someone please help because I didn't want Adrianne to die. I hate seeing Ulfberth sad.
This mod adds NPCs but does not add scripted event. So, I believe this mod is the cause.