the download page says the mod is 48 megabytes, but when you click on preview file it show well over 1 gig, and when you download it is only 2megabytes, is there something wrong with the upload? anyone else get this mod to work? Seems cool
The 2MB is the mod without the NPCs, and only the gameplay features.
The reason it's over 1GB inside the archive, is that the archive is compressed. I didn't compress the .bsa archive itself, as that would use up CPU performance.
Different concept. That mod is about having a wide variety of factions. This one is about having a wide variety of mercenaries. You can hire every single one of these NPCs, while the MINPCS intended for only 16 to be followers.
Hi, I love the idea of a lot of new people in Skyrim. I love the idea of the possibility of hiring any NPC. Unfortunately, I can't run both. I have tested this with new games, no other mods, and so on. No way. If Convincing coinage is present, the 300 NPC disappear. Any help or advice would be very appreciated. Thank you
So, there I was sitting with my 5 followers in [] when I had a swarm of followers journey past. Now, usually my game handles followers REALLY nicely, but not this time, I got down to 40 FPS from a 60+ FPS game. I was thinking "is it these new trees I installed with branches? " noo... it was this mod. It is super interesting, but boy the tax was a bit too much. Thank you anyway, you did well!
So this mod was a pain to get set up. CK locks up for a while because of all the assets involved and you will need to create a CreationKitCustom.ini in your Skyrim main directory to allow multiple master files to be selected while converting this to SE.
When I first started running the mod, I saw tons of "adventurer" NPCs. Like holy shit. But when I would activate them no dialogue would appear. Apparently it is set up to only show you dialogue when you have at least 300 Septims to hire them with. Very interested and confusing. I have not been able to test anything else yet but figured I would share this since I was so confused.
Can't be arsed... fine, I even understand that, but seriously, you could at least mention something about the bsa problem on the mod page, or even hide the mod! I've just spend and hour figuring out that the mod is the problem for my skyrim not starting...
I have absolutely no idea why the mod isn't working. As soon as I load it up and start skyrim through MO2 skyrim just wont launch T_T. Even with the other disabled npc mods
I installed this via Wrye Bash and I got the same issue. It is NOT a Mod Organizer Bug. No matter how I launched Skyrim (Skse64, SkyrimSELauncher, SkyrimSE.exe, or clicking play in Steam) The same thing would happen. It would crash before it even came up on my screen. Uninstalled my most recent batch of mods and it ran. Installed them one by one, and this one causes the issue.
Stop blaming other people and their "buggy software" and fix your buggy mod.
EDIT: Sorry for the rudeness, but rude modders lead to rude players.... Anyway, It's possible the last update broke this mod. It looks like the last comment where it was working was back in February.
I tried, just now. I removed every mod except "AAA FyTy NPCs" (esp, bsa, and bsl) (both with and without the bsl) I also tried all methods of launch: SKSE64, SELauncher, exe directly, and play button in Steam.
Same results. SkyrimSE.exe shows in my task manager for a few seconds but then disappears before it ever shows on my screen.
I have the same issue. Tested 150 mods one by one .. this one was the issue.
I understand that It works all by itself, but it is conflicting with something in my order. As much as I would like to use it, I weighed it vs the other 150 mods and well it lost sadly.
Unpacking the BSA with this https://www.nexusmods.com/skyrimspecialedition/mods/974?tab=files solved the problem made it work via MO2 virtual file system. Cool mod. Ideal for higher spawn play through where you burn through followers (I never use "essential" followers myself). The hiring could be more expensive I reckon perhaps a 1000 or 2000.
73 comments
The reason it's over 1GB inside the archive, is that the archive is compressed. I didn't compress the .bsa archive itself, as that would use up CPU performance.
Adding 300 NPCs is too much, I think. About 100 wonderers, would be fine.
Definitely use both.
I love the idea of a lot of new people in Skyrim.
I love the idea of the possibility of hiring any NPC.
Unfortunately, I can't run both. I have tested this with new games, no other mods, and so on. No way. If Convincing coinage is present, the 300 NPC disappear.
Any help or advice would be very appreciated.
Thank you
When I first started running the mod, I saw tons of "adventurer" NPCs. Like holy shit. But when I would activate them no dialogue would appear. Apparently it is set up to only show you dialogue when you have at least 300 Septims to hire them with. Very interested and confusing. I have not been able to test anything else yet but figured I would share this since I was so confused.
Ye I figured out that the problem was just having to extract and re-archive the files, but can't be arsed since I'm done with Skyrim.
Stop blaming other people and their "buggy software" and fix your buggy mod.
EDIT: Sorry for the rudeness, but rude modders lead to rude players.... Anyway, It's possible the last update broke this mod. It looks like the last comment where it was working was back in February.
Same results. SkyrimSE.exe shows in my task manager for a few seconds but then disappears before it ever shows on my screen.
Tested 150 mods one by one .. this one was the issue.
I understand that It works all by itself, but it is conflicting with something in my order. As much as I would like to use it, I weighed it vs the other 150 mods and well it lost sadly.