Skyrim Special Edition
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tonycubed2

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About this mod

Now lands, roads and paths are populated by Adventurers, Merchants with Body Guards, Refugees, Pilgrims, Assassins and much other. Compatible with everything, this mod doesn’t use scripts. All new NPCs are respawnable, with different aspects. I suggest to use this mod with my other Populated Mods.
More life into Skyrim! Long life to Sk

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A SoTimized version of Populated Lands Roads & Paths by Erkeil and Team.
(Permission granted, and re-uploaded on Nexus.)

ATTENTION ALL YOU MAGGOTS:  Our all new Hell Edition (an "all in one") has recently been released and is available here; enjoy the suffering.



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Look at the end of the description for new features added by SOT Team in 2.2 and above.







The following is Erkeil Team's original mod description.





1) SHORT DESCRIPTION

Now lands, roads and paths are populated by Adventurers, Merchants with Body Guards, Refugees, Pilgrims, Assassins and much other. Compatible with everything, this mod doesn’t use scripts. All new NPCs are respawnable, with different aspects. I suggest to use this mod with my other Populated Mods.

More life into Skyrim! Long life to Skyrim!


2) COMPATIBILITY

As far I know, Populated Lands Roads Paths is compatible with everything.


3) INSTALLATION

PLRP is only an .esp (with meshes&textures for new NPC faces – PCTV uses 790 facegens to give you always new faces when NPCs respawn. Moreover, every time a NPC respawn his clothes change) with optional scripts.
So you may install and uninstall it without issue.
You may put PLRP at the top of your load order, this mod doesn’t affect vanilla Skyrim and shouldn’t be overwritten by anything.
You may install PLRP using an installer as NMM (Nexus Mod Manager), Mod Organizer, and so on.


4) REQUIREMENTS

Nothing.


5) KNOWN BUGS

None.


9) LONG DESCRIPTION

Traveller Merchants (9 new respawnable NPCs)
Body Guards (18 new respawnable NPCs)
Knights of the Faith (5 new respawnable NPCs)
Pilgrims (26 new respawnable NPCs)
Mercenary Archers (8 new respawnable NPCs)
Mercenary Warriors (5 new respawnable NPCs)
Mercenary Wizards (3 new respawnable NPCs)
Vigilants of Stendarr (7 respawnable NPCs)
Wandering Magicians (3 new respawnable NPCs)
Wandering Knights (4 new respawnable NPCs with horse)
Bounty Hunters (5 new respawnable NPCs)
Assassins (3 new respawnable NPCs)
Adventurers (19 new respawnable NPCs)
Refugees (24 new respawnable NPCs)

TOTAL NEW GENERIC RESPAWNABLE NPCs: 140

IMPORTANT NOTES: All these NPCs are “generic” and “respawnable” with different aspect (face, clothes, etc.). So that they aren’t and can’t be “unique” (with own dialogue line etc.). Only Mercenaries (to hire) and Merchants (to trade) may give you some real interaction!
All Adventurers, Body Guards, Mercenaries, Vigilants of Stendarr, Wandering Adventurers, Bounty Hunters, Assassins and normal Adventurers have and use own perk. Also they have and use potion, and they have and use their racial abilities.

---ADVENTURERS (n.19)
Three Adventurers with Horses travel between main cities, roaming on main roads. All them fight against bandits and evil creatures.
Four Solitary Adventurers explore paths and wilderness, also entering into dungeons. All them fight against bandits and evil creatures.
Three Groups composed by four adventurers (1 warrior, 1 archer, 1 mage, 1 thief) travel on roads and paths, sometime enter in cities. All them fight against bandits and evil creatures.
NOTE: if you attack an Adventurer and your crime is noticed, other Adventurers will become your enemies. But, if you are a lot stronger than Adventurers, they may avoid you in any case.

---ASSASSINS (n.3)
They travel along lands and paths, far by main roads and cities, to find you, the Dragonborn…

---BOUNTY HUNTER (n.5)
They travel into roads and wilderness to reach and inspect all cities, towns, villages and orc strongholds searching for criminals. (Only) If you have a bounty in any country then Bounty Hunters will attack you on sight. They also attack bandits and assassins.
NOTE: if you attack an Bounty Hunter and your crime is noticed, other Bounty Hunter will become your enemies.

---KNIGHTS OF THE FAITH (n.5) and PILGRIMS (n.20)
Groups composed by one Knight of the Faith and four Pilgrims travel on roads and paths to reach Shrines, in wilderness as cities both.
NOTE: if you attack a Knight of the Faith and your crime is noticed, other Bounty Hunter will become your enemies.

---MERCENARY ARCHERS (N.8)
They travel by cities, towns, villages, farms and mills searching for engagement. You may hire them.
NOTE: if you attack a Mercenary and your crime is noticed, other Mercenaries will become your enemies. But, if you are a lot stronger than Mercenaries, they may avoid you in any case.
NOTE: Mercenaries don’t like criminals. If you have a bounty in any country major than 500 gold they won’t follow you anymore.

---MERCENARY WARRIORS (N.5)
They travel by cities, towns, villages, farms and mills searching for engagement. You may hire them.
NOTE: if you attack a Mercenary and your crime is noticed, other Mercenaries will become your enemies. But, if you are a lot stronger than Mercenaries, they may avoid you in any case.
NOTE: Mercenaries don’t like criminals. If you have a bounty in any country major than 500 gold they won’t follow you anymore.

---MERCENARY WIZARDS (N.3)
They travel by cities, towns, villages, farms and mills searching for engagement. You may hire them.
NOTE: if you attack a Mercenary and your crime is noticed, other Mercenaries will become your enemies. But, if you are a lot stronger than Mercenaries, they may avoid you in any case.
NOTE: Mercenaries don’t like criminals. If you have a bounty in any country major than 500 gold they won’t follow you anymore.

---REFUGEES (n.24)
Heigth Groups composed by three Refugees work into Mills and Farms during day, and sleep into camps and exterior taverns (no main cities) during nights. You may find them in Haafingar, Eastmarch, The Reach, The Rift and Hjaalmark Holds.

---SOLITARY PILGRIMS (n.6)
They travel on roads and paths to reach Shrines, in wilderness as cities both.

---TRAVELLER MERCHANTS (n.9) and BODY GUARDS (n.18)
Groups composed by one Merchant and two Body Guards travel between (and enter into) cities, towns and villages on main roads. You may buy/sell items from Merchants.
NOTE: if you attack a Traveller Merchant and your crime is noticed, other Traveller Merchants will become your enemies. But, if you are a lot stronger than Traveller Merchants (very simple indeed), they may avoid you in any case.

---VIGILANT OF STENDARR (n.7)
They patrol lands, roads and paths searching the evil to defeat. Sometime they enter into cities, towns and villages for a bit.

---WANDERING KNIGHTS (n.4)
They travel with their horse between cities, towns and villages (on roads) to patrol lands against bandits.
NOTE: if you attack a Wandering Knight and your crime is noticed, other Wandering Knights will become your enemies.

---WANDERING MAGICIANS (n.3)
They explore wilderness to fight bandits and special enemies (Dragons, Dragon Priests and Dremoras). Sometime you may find them into cities, towns or villages for a bit.
NOTE: if you attack a Wandering Knights and your crime is noticed, other Wandering Knights will become your enemies.





V2.2:
Added special ai packages to all npcs described as Adventure Archer, Adventurer Rogue, as well as 50 generic mod placed archers for good measure. As well as to some assassins. The ai package will force the NPCs to sandbox in a small area until player is done with Helgen.
 
1) All bodyguards were level 15. Made them leveled with player instead, max level is 99.

2) Body guards have two health potions at higher level and three stamina potions. Leaving that alone. Bodyguards need to be ready to brawl, so
it makes sense for them to carry a few potions.

3) Note that bodyguards do not aggro with proximity. they should not be attacking any one without being attacked.





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