Animals may or may not be removed from roads until a new game or cell reset. Bethesda's wonderful save system at play there.
The amount of NPC's on the roads during the day isn't a large amount, I kept it to low amounts to make it more subtle. There are only 44 travelers walking back and forth between locations and scattered throughout Skyrim. There are in most cases just one traveler per road and some roads have none at all. I figured this isn't NYC at 8 AM but the countryside at anytime where you can walk a road for miles before coming across someone else. And also because other mods add NPC's to roads including some of my own. So keep the amount of NPC's traveling low to prevent crowding and allow the game to be realistic even if this is the only mod in the load order that adds travelers.
There are only 7 farmers with a following cow and an extra farmer with one of them so there are 8 farmers and 7 cows, 44 travelers on the road and 47 at night in the inns that are outside walled cities, 4 travelers with a horse going from Whiterun Stables to the other 4 cities with a stable and back. There are 5 merchants you can find wandering about 24 hours a day unless they met their demise, but they respawn.
That should add up to 108 NPC's and 47 of them are not on the roads at all leaving 61 NPC's throughout the whole of Skyrim. There's 100 bandits in all of Skyrim on the roads.
This mod is not nore has ever been intended to populate roads with all sorts of NPC's but to improve them. Animal removal and a baseline NPC population if this is the only mod that adds random NPC's to roads you have. This is an improvement to the vanilla roads not a complete overhaul, it should compliment other mods that adds NPC's to roads and not replace them. In conjuction with other mods it should add a more dynamic night and day cycle and a more interesting road travel experience without being attacked every 2.5 minutes so travel isn't boring but it also isn't just combat.
Bethesda, there are more ways to engage a player than combat as someone once said to me. And I say to you, using those other ways makes the combat more engaging because it isn't "been there, done that." that every single player of your games experiences when using roads you created because you insist on combat NPC's planted on the roads rather than using circular patrol routes that intersect the roads making contact with combat NPC's more random and barely any NPC's one would expect on a road... like another person that will say "Hello!" and keep on walking as though you the player is not but a complete stranger they do not care about at all nore want to talk to.
*Whiterun would be four if I didn't add one at the two crossroads between Rorikstead and Whiterun and one at rorikstead both traveling to each others start location.
Really like this mod just having an issue with a npc crashing my game, something to do with a "Traveler" was wearing with the name "UpperBody" not sure if its something I added with another mod, its some kind of mesh issue I don't know how to fix it so its disabled for now
Untested huh? All those hours walking up and down roads to see if the NPC's I added would show up, hours of tweaking their AI packs and walking up and down the same roads to see if they work after tweaking... OK then you do the same mod better with your testing and make it work perfectly with 1000's of different hardware configurations from just testing with 1.
@StrenuusVis I know this is old but man but who gives you the right to talk like that to the mod creators did you buy their services? why don't you bring your garbage of an attitude out of here! so very unprofessional to the point you should be kick out to this community. can't delete it mid game? why don't check all your mods installed and enable it one by one, I had this mod in my 750 modlist and all of my 3 finished games I never experienced a crash related to this mod.
before you insult someone make sure to yourself your not a lowlife, because the way you talk to jet4571 you are way below to the guy your referring to.
guys don't be like this guy respect is the only thing that makes mod authors stay and create mods for you and always be professional when your talking to a community like this not like this guy he thinks his on a public bar talking garbage to another garbage.
Thank you so much for this. I understand wanting to so spice up the roads with hostile bandits but did they really need to be the same level as the player? Sometimes the bandits spawn in groups and it gets overbearing to have them gang up on me.
The NPC do be only standing around a bit in the inns instead of sitting and eating or sleeping even. Any idea which of the vanilla packages I could replace their with best?
In my experience with this mod, most of the non-hostile additions (passive animals, travelers, etc) all behave incredibly oddly. I almost never see them walking correctly, and they spawn in strange places. One common one is to see one of those cows loaded up with produce completely unattended, as they will sometimes just stop while the farmer keeps walking and the two end up extremely far apart. Unsure if this is due to some other conflict or what, but ultimately had to remove because I find janky NPC implementation far more immersion breaking than roads with a little bit too much dangerous wildlife.
Chow cow and farmer becoming far apart in their travels is all Bethesda. Same behavior is seen in Oblivion and FO3/FNV, then later in FO4 and FO76. Nothing I can do about Bethesda's behavior coding for follow NPC's. You get the exact effect from NPC followers, Lydiot may just be who the F knows where rather than boobs in your face and shrugging while complaining about burdens. I cannot control what some random CPU decides. Chow Cow was given 1 AI package, that 1 AI package was just to follow the farmer from the farm to the city doors. Follow from A to B is all it is and the NPC being followed is told to do just A to B and nothing else. If they deviate then that's Bethesda.
Hello, I am a Mod Author for Skyrim on Xbox and I was wondering if you'd be okay with allowing me to upload this mod to xbox for console players to enjoy! I will give full credit and link back to your nexus profile page as well :)
This is an awesome mod! So much better than another mod - it just clutters up too much and causes way too many incompatibilities! This one is subtle and simple, but adds a lot to the world. Thanks!
216 comments
The amount of NPC's on the roads during the day isn't a large amount, I kept it to low amounts to make it more subtle. There are only 44 travelers walking back and forth between locations and scattered throughout Skyrim. There are in most cases just one traveler per road and some roads have none at all. I figured this isn't NYC at 8 AM but the countryside at anytime where you can walk a road for miles before coming across someone else. And also because other mods add NPC's to roads including some of my own. So keep the amount of NPC's traveling low to prevent crowding and allow the game to be realistic even if this is the only mod in the load order that adds travelers.
There are only 7 farmers with a following cow and an extra farmer with one of them so there are 8 farmers and 7 cows, 44 travelers on the road and 47 at night in the inns that are outside walled cities, 4 travelers with a horse going from Whiterun Stables to the other 4 cities with a stable and back. There are 5 merchants you can find wandering about 24 hours a day unless they met their demise, but they respawn.
As for mounted guards...
Dawnstar: 2
Falkreath: 4
Markarth: 2
Morthal: 2
Riften: 5
Solitude: 4
Whiterun: 6*
Windhelm: 3
Winterhold: 2
That should add up to 108 NPC's and 47 of them are not on the roads at all leaving 61 NPC's throughout the whole of Skyrim. There's 100 bandits in all of Skyrim on the roads.
This mod is not nore has ever been intended to populate roads with all sorts of NPC's but to improve them. Animal removal and a baseline NPC population if this is the only mod that adds random NPC's to roads you have. This is an improvement to the vanilla roads not a complete overhaul, it should compliment other mods that adds NPC's to roads and not replace them. In conjuction with other mods it should add a more dynamic night and day cycle and a more interesting road travel experience without being attacked every 2.5 minutes so travel isn't boring but it also isn't just combat.
Bethesda, there are more ways to engage a player than combat as someone once said to me. And I say to you, using those other ways makes the combat more engaging because it isn't "been there, done that." that every single player of your games experiences when using roads you created because you insist on combat NPC's planted on the roads rather than using circular patrol routes that intersect the roads making contact with combat NPC's more random and barely any NPC's one would expect on a road... like another person that will say "Hello!" and keep on walking as though you the player is not but a complete stranger they do not care about at all nore want to talk to.
*Whiterun would be four if I didn't add one at the two crossroads between Rorikstead and Whiterun and one at rorikstead both traveling to each others start location.
before you insult someone make sure to yourself your not a lowlife, because the way you talk to jet4571 you are way below to the guy your referring to.
guys don't be like this guy respect is the only thing that makes mod authors stay and create mods for you and always be professional when your talking to a community like this not like this guy he thinks his on a public bar talking garbage to another garbage.
h ttps://mega.nz/file/okMBhSRD#U5pcDcegHEnb9QMLSK5tEMXQRjL0Y_6VEN1iVhrkIbg
Possible relevant objects (8)
{
[ 3] TESNPC(Name: `Whiterun Guard`, FormId: FF000EC5)
[ 3] Character(FormId: 20006AB8, File: `ImprovedRoads.esp`, BaseForm: TESNPC(Name: `Whiterun Guard`, FormId: FF000EC5))
[ 58] TESPackage(FormId: 200070E0, File: `ImprovedRoads.esp`)
[ 113] TESNPC(Name: `Elk`, FormId: FF0019AC)
[ 113] Character(FormId: 00085D0F, File: `ImprovedRoads.esp`, BaseForm: TESNPC(Name: `Elk`, FormId: FF0019AC))
[ 200] TESQuest(Name: DialogueRiftenMaul `Riften Maul Dialogue`, FormId: 000649FC, File: `Skyrim.esm`)
[ 215] TESNPC(Name: `Horse`, FormId: 2000545E, File: `ImprovedRoads.esp`)
[ 215] Character(FormId: 20006AB9, File: `ImprovedRoads.esp`, BaseForm: TESNPC(Name: `Horse`, FormId: 2000545E, File: `ImprovedRoads.esp`))
}
It happens when I am near Honningbrew Meadery
The NPC do be only standing around a bit in the inns instead of sitting and eating or sleeping even. Any idea which of the vanilla packages I could replace their with best?
I will give full credit and link back to your nexus profile page as well :)
I hope this message finds you well ~
The bandits are the best part.
Now the roads are never boring.