Fixed a missing floor in old hroldan inn (Thank you to those that reported it) Corrected an issue with npcs on the riften rooftops near the graveyard (Marker was too close) Argonian laborers in windhelm now have the proper voice type Corrected a few tint errors
Version 4.0 has come to the legendary edition. All changes made to the special edition are now live here too. They include:
1) Npcs spend less time in the taverns and more time on the streets. This is populated cities and towns, not populated inns. A number of NPCS had misordered packages and were spending all day inside. This has been corrected. In some cities, you may notice as much as a 50% increase in traffic (the good kind).
2) Staggered lunches. No longer will every NPC go to lunch at once. Instead, each NPC has it's own lunch time (spread 10, 15, or 30 minutes apart depending on city). This should prevent blockages at the inn doors and keep the streets populated at all times. Also, lunch times have been reduced from 3 hours long to 1.
3) Individual AI schedules and points of interest. Each NPC will now wander between it's own 6 points of interest. They used to share them universally, leading to tour groups and clusters of NPCS wandering together. Now, the pool of interest points has been increased, leading to more varied travel throughout the cities. This is less noticeable in towns and smaller cities where destinations are limited but makes a huge difference in larger holds.
4) A place to sleep. I've added a cellar under each hold for the NPCs to spend the night in. Taverns should no longer be overcrowded at night. Compatibility with JKs Skyrim and Inncredible has been taken into account. Note to immersion junkies and those with video game ADD: These cellars are not really meant to be visited by players and consist of a basic INN with the fire and bar removed and more rooms added. They may feel "meh" if you visit.
5) Nighttime strolls. The dragonborn is no longer the only one with nighttime business. Select NPCs may wander the streets for an hour or 2 at night. This feature is hold specific. In Morthal and Riften, only hunters and mercs will wander (due to the dangerous nature of swamps and thieves.) No one wanders at night in Winterhold. All other holds may have 1-3 wandering citizens or nobles at any given nighttime hour. Their business is their own.
6) Riften citizens no longer visit the ragged flagon, it's not a public inn.
7) Children removed from Riften. (I didn't want to make children overhaul patches necessary).
8) NPCS properly shelter during the civil war. They should no longer get in the way of battles.
9) Npcs are now more viable pickpocketing targets while not overpowered. Average citizens carry 25-50 gold. Pickpocketing 25 mod npcs in solitude led to 1000 gold, 2 healing pots, 1 amethyst, and food for a week for needs mods.
10) Corrected faction mismatches and aggressive AI. All crimes should award proper hold bounty. Hunters and Mercs will help guards and may attack players with bounties. All others should run and hide.
If anything is not working as intended, please let me know. Any questions, comments, complaints, or compliments are appreciated.
all: Sands of Time presents the Legendary Edition of the mod.
Please post any requests for needed patches along with mods needing patches. We do not present something without supporting it. Will dress up the pages more later.
The Collection:
Populated Skyrim Civil War Legendary Edition http://www.nexusmods.com/skyrim/mods/73153/?
None of our goals can happen without you. SOT mods would not have happened without our fans, we humbly ask for your support in YouTube. Typical initial videos will showcase SOT mods as I attempt to finally finish Bleak Falls Barrow. But other videos will be published such as tutorials and reviews.
They are supposed to be people I don't know and yet everytime I cross one of them they go HHhHhhmMmMm? Like some idiot. Is there a way to lessen their passive talk everytime I get near them it's annoying. No NPC Greetings doesn't do the trick for me.
I know your comment is a year old, but for anyone with this issue, RDO by cloudedtruth has some fixes for this, i.e adjust distance required from NPCs before they'll greet you.
How would I go about removing some of the added NPCs with tesedit? This adds a bit too many npcs to the main cities (whiterun, solitude, etc.) for my current load order.
1. Does this include the same amount of NPC's as the scripted version, no cut outs?
2. Have you changed the faces of the NPC's? Because you mention they look different, the old version everyone looked generic/similar
3. Do you think it's possible to merge the old version with yours and somehow disable the scripts? I have edited a lot of NPC's, giving them mod hair, proper levels or traits, names etc. It would be a waste to lose all that.
Is it me, or do some of the added NPC's mouths not move when they do their passive talking? I read somewhere that it could be caused by having too many NPCs in cities, but I'm not sure on that. Any insight? :)
EDIT - I redownloaded the mod and it seemed to be fixed. I'm assuming maybe I was missing some of the facegens.
This is fantastic. I still kept CTDing around Dawnstar and it did make my game a little laggy at times, but its not like it is a big deal to simply turn it off.
Thanks so much for this mod! If I wanted to change the appearance of the generic female NPS added by this mod to match another female appearance overhaul mod like Decent Women, how would I go about doing that? Is it as simple as replacing the Facegen/Facegeom files in the folder for this mod or would that result in the gray face bug?
155 comments
Fixed a missing floor in old hroldan inn (Thank you to those that reported it)
Corrected an issue with npcs on the riften rooftops near the graveyard (Marker was too close)
Argonian laborers in windhelm now have the proper voice type
Corrected a few tint errors
1) Npcs spend less time in the taverns and more time on the streets. This is populated cities and towns, not populated inns. A number of NPCS had misordered packages and were spending all day inside. This has been corrected. In some cities, you may notice as much as a 50% increase in traffic (the good kind).
2) Staggered lunches. No longer will every NPC go to lunch at once. Instead, each NPC has it's own lunch time (spread 10, 15, or 30 minutes apart depending on city). This should prevent blockages at the inn doors and keep the streets populated at all times. Also, lunch times have been reduced from 3 hours long to 1.
3) Individual AI schedules and points of interest. Each NPC will now wander between it's own 6 points of interest. They used to share them universally, leading to tour groups and clusters of NPCS wandering together. Now, the pool of interest points has been increased, leading to more varied travel throughout the cities. This is less noticeable in towns and smaller cities where destinations are limited but makes a huge difference in larger holds.
4) A place to sleep. I've added a cellar under each hold for the NPCs to spend the night in. Taverns should no longer be overcrowded at night. Compatibility with JKs Skyrim and Inncredible has been taken into account. Note to immersion junkies and those with video game ADD: These cellars are not really meant to be visited by players and consist of a basic INN with the fire and bar removed and more rooms added. They may feel "meh" if you visit.
5) Nighttime strolls. The dragonborn is no longer the only one with nighttime business. Select NPCs may wander the streets for an hour or 2 at night. This feature is hold specific. In Morthal and Riften, only hunters and mercs will wander (due to the dangerous nature of swamps and thieves.) No one wanders at night in Winterhold. All other holds may have 1-3 wandering citizens or nobles at any given nighttime hour. Their business is their own.
6) Riften citizens no longer visit the ragged flagon, it's not a public inn.
7) Children removed from Riften. (I didn't want to make children overhaul patches necessary).
8) NPCS properly shelter during the civil war. They should no longer get in the way of battles.
9) Npcs are now more viable pickpocketing targets while not overpowered. Average citizens carry 25-50 gold. Pickpocketing 25 mod npcs in solitude led to 1000 gold, 2 healing pots, 1 amethyst, and food for a week for needs mods.
10) Corrected faction mismatches and aggressive AI. All crimes should award proper hold bounty. Hunters and Mercs will help guards and may attack players with bounties. All others should run and hide.
If anything is not working as intended, please let me know. Any questions, comments, complaints, or compliments are appreciated.
Please post any requests for needed patches along with mods needing patches. We do not present something without supporting it. Will dress up the pages more later.
The Collection:
Populated Skyrim Civil War Legendary Edition
http://www.nexusmods.com/skyrim/mods/73153/?
Populated Forts Towers Places Legendary Edition
http://www.nexusmods.com/skyrim/mods/73146/?
Populated Dungeons Caves Ruins Legendary
http://www.nexusmods.com/skyrim/mods/73143/?
Populated Skyrim Prisons Cells Legendary Edition
http://www.nexusmods.com/skyrim/mods/73156/?
Populated Cities Towns Villages Legendary Edition
http://www.nexusmods.com/skyrim/mods/73147/?
Populated Lands Roads Paths
http://www.nexusmods.com/skyrim/mods/73148/?
Skyrim NPC Overhaul Legendary
http://www.nexusmods.com/skyrim/mods/73159/?
Please visit our EPIC YouTube Channel at: https://www.youtube.com/watch?v=KSvyy-Y2CxI
None of our goals can happen without you. SOT mods would not have happened without our fans, we humbly ask for your support in YouTube. Typical initial videos will showcase SOT mods as I attempt to finally finish Bleak Falls Barrow. But other videos will be published such as tutorials and reviews.
Latest Video : episode 8
I run my game in french, and I didn't expect to see new npcs I would be able to interact with in French.
Hello,
This mod exceeded y expectations.
I run my game in french, and I wanted to be able to see more characters in the game.
And I really appreciated seeing different characters I didn't see before, such as hunters in whiterun. I love it.
Here is why it exceeded my expectations (what I'm about to say might be stupid, but I'm new to the "moding" game):
As most mods are only created for the english version, I accepted the idea I would have dialogues in different languages.
But so far, I realize that only the text is in english. Dialogues seem to be "natives" and this is very cool.
Why do added npcs still use the native core for dialogues? (Like I said I personnally think it's amazing)
May I ask the NPC will respawn when they were killed or just for a period of time ?
Is there a way to lessen their passive talk everytime I get near them it's annoying. No NPC Greetings doesn't do the trick for me.
Also, should I clean this mod with tesedit?
1. Does this include the same amount of NPC's as the scripted version, no cut outs?
2. Have you changed the faces of the NPC's? Because you mention they look different, the old version everyone looked generic/similar
3. Do you think it's possible to merge the old version with yours and somehow disable the scripts? I have edited a lot of NPC's, giving them mod hair, proper levels or traits, names etc. It would be a waste to lose all that.
EDIT - I redownloaded the mod and it seemed to be fixed. I'm assuming maybe I was missing some of the facegens.