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Erkeil Team RS

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User_6370561

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  1. User_6370561
    User_6370561
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    * * * IMPORTANT NOTE * * *

    I'm not the Author of this mod, who gave free permission to player/modder community to use his assets.
    But I have enhanced it, fixing some bugs and changing some stuff for lore and immersion.
    Have fun with PLRP finally reborn!


    * * * * * * * * * * * * *
    * * *




    1) DESCRIPTION
    Populated Lands Roads Paths Reborn (PLRPR) fixes and enhances the original masterpiece of Erkeil Team RS.
    For now some typo errors have been fixed, some wrong keywords deleted (to avoid possible mod conflicts) and a Litem (Loot) adjusted.
    PLRPR should be 1oo% compatible with most of your mods (USKP and USLEEP both). Moreover, It's fully compatible with Skyrim Legendary Edition.


  2. User_6370561
    User_6370561
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    FOR MOD ORGANIZER USERS:


    (ONLY) If you have trouble to install the mod try these steps:

    In MO/settings/plugins/fomod,
    set prefer to ‘false’ instead of true.
    It will run the external installer and so It should works.
  3. User_6370561
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  4. evilblade666
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    Well, this is a good mod, thanks!
    But the roads still seem a bit empty to me. Can you perhaps make a version of this mod with much more randomly generated travellers?
  5. Retrophyx
    Retrophyx
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    Before this mod, I was punished walking through an ever bland and boring walking experience through a small open world.
    With this mod, I never know who In going to find. Bandits, merchants, fellow adventurers?
  6. ceano
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    If i have a vanilla follower with me and then hire a Merc and then dismiss the Merc then the vanilla follower gets dismissed and the Merc is still with me as follower?

    EDIT: Also when you dismiss a Merc the dialog tree is messed up for the Merc, if i talk to him again he has still 2 dialog options left from when he was heired.
    1. RockenJenAnn
      RockenJenAnn
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      If anyone else has this issue, AFT fixes it.
  7. marob307
    marob307
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    could i port the mod on sse ?
  8. deleted19972684
    deleted19972684
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    wandering knights still dont fight back...they are on defense positions only.
    1. norisma
      norisma
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      I'm having the same problem. I just shoot arrows and he just stare at me and use healing potions.
    2. Mookeylama
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      same here. been buggin me for years
      i'm really surprised because Adolphen is still active and was working on the town mod. surprised the wandering no fighting hasn't been fixed
    3. trackho
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      Can someone tell me why this happens? I thought it was a problem concerning class and combat style, but it does'n seem so. Does it have to do with the multitude of perks these NPCs get?

      EDIT: It appears these horse-riding NPCs being set their Attack Race with 'Horse Race' is the problem.
    4. ceano
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      If i remove the "Horse Attack Race" from both the "wandering Knights" and "horses" will that fix the issues with both the non fighting wandering Knights and makes the horses stop fighting?
    5. Fadewalker101
      Fadewalker101
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      Yes that will work I used TESVEdit.
  9. ceano
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    Ran in to another weird thing, why is the Vigilant of Stendarr Elite attacking me? The vanilla game Vigilant of Stendarr does not attack me, so something must be wrong with those added by this mod.

    Any one that know how to fix it?


    EDIT: Sorry they come from another mod, Moonlight Tales
    1. Fadewalker101
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      I've never had that happen to me with this mod. Were you carrying a daedric artifact? I've heard the Vigilants come after you in vanilla if you have one.
  10. ceano
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    Any one that have come up with a fix that makes the Wandering Knights fight?, i have tried everything i know of and what is posted here but they still just stand there and block and northing more?
    1. User_37139860
      User_37139860
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      Loool, I remeber that bug, the reason is also quite funny.

      OK, I don't remember the specifics, but here's what you need to do, load up the CK and find the "wandering Knights" in actors section ( probably some "sssswanderingknight" or "aaawanderingknight" or something). there's like 5 of those actors for which the combat data is set to "horse race" or something change it back to "humanbreton" or "human nord", that should do it.

      let me know if it works, else, i could give a more detailed procedure by looking it up.
    2. ceano
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      OK thanks will check it out now, have been away from Skyrim a while
    3. ceano
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      Looks like that fixed it, thx for the tip
  11. Coolipy
    Coolipy
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    For some reason this mod seems to change my camera angle in the Map, it's now top down and really far away. Had to uninstall because it's quite jarring to see
  12. trackho
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    I've merged the Populated Forts, Populated Prisons, and Populated Roads into one esp, TES5Edited a lot of stuff, even transplanted Immersive Wenches faces and created randomised male NPCs with Apachii and KS hairs to replace select Pop NPCs.

    But what I find most vexing is whether or not to modify the hilariously-badly written Assassin contracts.
    1. ColossusX13
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      Lol i also found the assasins spawning a bit too often. I dropped the chances of spawning to 30% (increased the chance of not spawning to 70%, for those unfamiliar with xEdit)
    2. ceano
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      How do i change the spawn chance for the assassins, i know you can do it for lvl items but not for lvl npc's?
  13. ManslayerJ
    ManslayerJ
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    There is an issue still present in this version that was also present in the original. Any Stendar Vigilants and Refugees from this mod have the face color bug. Ive tried generating facegen for all the mods actors in the CK, and yea, still present on Vigilants and Refugees no matter what the heck I do.

    Strangest part about this... I can't even find any Vigilants of Stendarr in this mod's actor list. This mod doesn't appear to even spawn Vigilants.... but sure enough, if I console select them in-game, they come from this mod in the load order. First two digits are 42, which is exactly where this mod sits... what the heck! lol
    1. ManslayerJ
      ManslayerJ
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      Ok I figured it out. The Vigilants and Refugees are both referencing Vanilla NPCs, so you have to actually export the facegendata for the vanilla NPCs, into the Populated Lands facegen folder... gosh what a headache, finally solved it. If you ever read this Adolphen, and decide to update. That is how you fix it, just follow the trail in the CK of which NPCs these records are actually spawning, and include that facegen from the vanilla actors, they won't have the * in the CK, so thats why the original author also didnt realize.
    2. ColossusX13
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      Mind uploading those facegen? The rights for this mod is pretty much do as you please as long as it's non profit