Skyrim Special Edition

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FR158

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FR158

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247 comments

  1. MsameD2000
    MsameD2000
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    is it compatible with ai overhaul..?
    1. FR158
      FR158
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      I would not imagine that the mods would be considered compatible in the sense that the new NPCs from SBtN would be affected by the AI changes. They may or may not be compatible on a technical level, but it would need to be tested.
    2. MsameD2000
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      I'm finishing my playthrough rn so when I do I'll try adding it to see what will happen and tell you
  2. Deepstrike101
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    I was going through the esp to disable some of the NPCs I don't want and... Did you... Did you put a torture chamber in Belethor's basement? Complete with torture victims and Belethor's sister? 0.0
    1. FR158
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      That is one of the many interesting little additions included with the mod. Belethor seemed like a suspicious individual, and with his comments adding to that, I figured we had to make some of them a reality.
    2. Deepstrike101
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      10/10 mod.
  3. Torp13
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    Interesting concept and it works very smoothly but I think this could be improved. I would strip down the mod to half the amount of npcs, remove the out of place elements like the whiterun market guards, and remove the added/moved objects and idle markers. My reasoning here is that Skyrim settlements aren't big enough to warrant the population you've given them and though they aren't overcrowded by the mod it's just weird when you step back and realize the majority of the population has to live in taverns due to a lack of housing. The Whiterun market guards don't make any sense, and the interior/exterior changes cause compatibility issues and that's not a small thing since settlement overhauls have gotten too good to miss and if you cut down significantly on the npc count you won't need as many additions in this respect anyway. I gotta say you've done an outstanding job, no blackface, no bugs, no noticeable fps loss, lively npc activity, and a demographic distribution that actually makes sense for the gameworld, but a lot of people might pass on this mod for the reasons i've mentioned.
    1. FR158
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      Absolutely, I feel most of your points are addressing issues that, in a hypothetical update to this mod, would be changed accordingly. The number of NPCs in the cities would ideally be roughly equal to the capacity of the taverns without the need to remodel their interiors.

      The market guards seemed like an interesting addition at first, but with the whole Stormcloak situation, they turned out to come with unexpected issues. They were not added without reason though, even though the Belethor Easter eggs were not implemented quite as well as planned.
    2. Torp13
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      Good to know. I think this mod would blow up if such an update were made.
  4. daiyhzh
    daiyhzh
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    Will there be any updates to the mod in terms of compatibility and reduced headcount?z
    1. FR158
      FR158
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      There aren't any immediate plans for actually making that, but I am currently trying to plan out how such a mod could be designed.
  5. mnoman27844
    mnoman27844
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    are you stuck with vanilla npc models with this mod? it was hard overhauling them and this mod just adds new ones without any complimentary mods
  6. pjaniishimo
    pjaniishimo
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    This mod is definitely one of the best mods for increasing city population.However, I feel that it is very wasteful that there are few patches that support other mods.
  7. vaarallinen
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    Was looking for something like that for Sacrosanct vampire run so I could eat random respawnable beggars as if it's Bloodlines. But surely they can't all live in an inn, and Vanilla Skyrim is like 5 houses per town, any "more people" mod would need a "more buildings" mod to go with it...
    1. FR158
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      Most of the normal people do indeed live in the inns, but some of the other character types, for example beggars, often live in the sewers.
  8. Kubos0
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    Only population mod worth downloading, endorsed :) Would you consider making a patch for Great City od Winterhold SSE Edition? This is beyond my skill of editing some text in xEdit and the city mod is too good to pass on
    1. FR158
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      From what I was able to read in the description for that mod, they say, "This mod is not compatible with any mod that significantly alters the area surrounding Winterhold or it's interiors. Common problems are broken AI pathing, broken quests, missing NPCs, seemingly random floating items, light flickering and many more."

      I am getting the impression that that mod would be incompatible with a lot of things, and possibly more difficult than most to make some form of patches for.

      Personally, I am just patient enough to add and edit a lot of things in the Creation Kit, but the more technical functionality of things is something I know very little about. If you know someone with the technical competence to make a patch such as the one you'd want here, they are absolutely allowed to do so as far as I am concerned, but it is not something I will be able to make myself.

      I'm sorry I was not able to be of any more assistance than that.
  9. TheDivineHustle
    TheDivineHustle
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    Great mod! I would like a version replacing the market guards with regular hold guards for this to be perfect for me!
    1. FR158
      FR158
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      As I replied to another comment about this, I agree, in retrospect, that whole feature is admittedly not the best implemented part, and if a new version of SBtN ever was to be made, I'm quite sure the Market Guards would not be included in that, given how many times this has caused problems for people using the mod.
  10. ClaustrophobicAntilion
    ClaustrophobicAntilion
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    Underrated mod.