Skyrim Special Edition
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  1. tonycubed2
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    all: Sands of Time presents the Legendary Edition of the mod.

    Please post any requests for needed patches along with mods needing patches. We do not present something without supporting it. Will dress up the pages more later.

    PLEASE NOTE STICKY BELOW TO IMPROVE THE LOOOKS OF THE NPCS SO THEY ARE NOT SO SKYRIM UGLY

    Note point 4 from change log


    4) A place to sleep. I've added a cellar under each hold for the NPCs to spend the night in. Taverns should no longer be overcrowded at night. Compatibility with JKs Skyrim and Inncredible has been taken into account. Note to immersion junkies and those with video game ADD: These cellars are not really meant to be visited by players and consist of a basic INN with the fire and bar removed and more rooms added. They may feel "meh" if you visit.

  2. tonycubed2
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    ***CHANGE LOG***

    Update 4.2 - 2-2-2019

    1) fixed two identical to master instances
    2) regenerated all face gen data for good luck
    3) And the main event - carried over missing water changes and unofficial patch edits. Now fully compatible with both.

    Older changes in spoiler section
    Spoiler:  
    Show

    Bug fix release 9/3/18

    Fixed a missing floor in old hroldan inn (Thank you to those that reported it)
    Corrected an issue with npcs on the riften rooftops near the graveyard (Marker was too close)
    Argonian laborers in windhelm now have the proper voice type
    Corrected a few tint errors

    UPDATE RELEASED 8/23/18

    This started as a personal update but, with Tony's suggestion, I've taken over as caretaker of the mod and I'm posting the update here for everyone to use. Hopefully, everyone enjoys the changes and agree it enhances the mod. The update will be applied to the open cities and lite versions as the day goes on. Changes will be applied to the Hell edition once I've looked at the other populated mods in the series.

    Changes include:

    1) Npcs spend less time in the taverns and more time on the streets. This is populated cities and towns, not populated inns. A number of NPCS had misordered packages and were spending all day inside. This has been corrected. In some cities, you may notice as much as a 50% increase in traffic (the good kind).

    2) Staggered lunches. No longer will every NPC go to lunch at once. Instead, each NPC has it's own lunch time (spread 10, 15, or 30 minutes apart depending on city). This should prevent blockages at the inn doors and keep the streets populated at all times. Also, lunch times have been reduced from 3 hours long to 1.

    3) Individual AI schedules and points of interest. Each NPC will now wander between it's own 6 points of interest. They used to share them universally, leading to tour groups and clusters of NPCS wandering together. Now, the pool of interest points has been increased, leading to more varied travel throughout the cities. This is less noticeable in towns and smaller cities where destinations are limited but makes a huge difference in larger holds.

    4) A place to sleep. I've added a cellar under each hold for the NPCs to spend the night in. Taverns should no longer be overcrowded at night. Compatibility with JKs Skyrim and Inncredible has been taken into account. Note to immersion junkies and those with video game ADD: These cellars are not really meant to be visited by players and consist of a basic INN with the fire and bar removed and more rooms added. They may feel "meh" if you visit.

    5) Nighttime strolls. The dragonborn is no longer the only one with nighttime business. Select NPCs may wander the streets for an hour or 2 at night. This feature is hold specific. In Morthal and Riften, only hunters and mercs will wander (due to the dangerous nature of swamps and thieves.) No one wanders at night in Winterhold. All other holds may have 1-3 wandering citizens or nobles at any given nighttime hour. Their business is their own.

    6) Riften citizens no longer visit the ragged flagon, it's not a public inn.

    7) Children removed from Riften. (I didn't want to make children overhaul patches necessary).

    8) NPCS properly shelter during the civil war. They should no longer get in the way of battles.

    9) Npcs are now more viable pickpocketing targets while not overpowered. Average citizens carry 25-50 gold. Pickpocketing 25 mod npcs in solitude led to 1000 gold, 2 healing pots, 1 amethyst, and food for a week for needs mods.

    10) Corrected faction mismatches and aggressive AI. All crimes should award proper hold bounty. Hunters and Mercs will help guards and may attack players with bounties. All others should run and hide.

    If anything is not working as intended, please let me know. Any questions, comments, complaints, or compliments are appreciated.
  3. donkeywho
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    Just as an aside, when looking for some beautification mods for the Polulated series, basically something that makes the male NPCs look less like plums, and the ladies heads look less like aubergines stuffed with parsnips, l saw that MrTonyxTonyxTony states upthread, in an earlier discussion on this, that he has no pretentions to being an artist, and hence won't be doing such himself, a fair enough stance to take, especially as a lot of us wouldn't even know how to open the CK. So what can be done?

    Looking further I found that

    - The present version of the Botox Beautification mod no longer has a patch for the Populated Mod Series, But ,
    - there are a few of suitable NPC appearance overhauls produced for the Populated series under the 'Modpocalypse' name, covering the 'Populated Hell' combined mod, and a couple of the standalone ones

    The Modapocalypse overhaul mods use
    - a base texture and meshes mod, that takes up NO esp slots
    - non slot taking esl plugins, with variable options available to choose from, which use hair combos of straight vanilla to full KS hairs

    So they seem to add no mod quantity penalties in your load order

    Having tried them out, albeit briefly:

    The womenfolk are much improved.  Not quite to Botox stds, but enough to notice.  The fellas are a bit more rough - in keeping with the makeover mods author's stated intent of keeping Skyrim's rugged appearance - and some can look a bit like like Embry after a bad night, with others appearing as if they just survived an encounter with one of the Four Horses of the Apocalypse or, at least, a dark alley punch up with Mjoll in Riften

    My rig is fast enough to probably not worry too much about texture load issues, so I can't vouch that they'll work for everyone, but they make no difference to my FPS in the middle of Whiterun

    Anyway, just tuppenceworth for anyone looking for some prettyfication.  Some Search Keywords.  Populated Beautification Appearance Improve Looks

    Trust this post is OK.  Mr Tony: if you have any probs with this / objections to it, please just say, and I'll delete it
    1. tonycubed2
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      awesome post.  will sticky it unless you say no
  4. DastanDavinci
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    Is there a way to respawn the NPCs in cities from this mod? I made some changes to leveled lists to remove a certain type of NPC, then I did I cell reset by setting the respawn to 0 hours(in Immersive Creatures MCM). I still see some of the NPCs I removed however. Does the mod spawn some new npcs in a city each day and some remain, or what is the default behaviour?
  5. wolfstriker
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    The cellar where they sleep is awesome and I wonder why this is not made into a mod. I walked around and people were snuggled up in their blankets and it just felt like how game should of portrayed inns. Instead of a trap door you could have a real door that leads to the room with beds. Feels like a proper inn this way. Perfect place to pick pocket the masses. Just remove the "I'll show you to your room" line and function from inn keepers. heck you could even have doors with locks to pick before you pick the pockets etc.
  6. rozebeanz
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    Dyndolod does not like this mod
    1. tonycubed2
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      Disable this mod, run that mod, enable thus mod, have fun 
  7. nlmiller0064
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    Wish there was a no cellar version for people who use inn overhauls and city overhauls, npcs sadly are being stuck cause pathways are blocked.

    I'm skilled in xedit if I just removed the cellars from the Cell and the trap doors from Worldspace records will that work?
  8. davidr747
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    Warning: SSEEdit v4.0.4b found 22 ITM records. A guide to cleaning plugins using xEdit can be found here
    Should I get the mop or is it intentional?
    1. dwightnexus
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      clean according to mod author
    2. tonycubed2
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      clean as far as errors.  it did have the 22 itm . will upload soon. uisng newest creation kit though.
    3. tonycubed2
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      done.
    4. davidr747
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      Thank you
  9. titanbass1
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    Is there an all in one version with all the other populated skyrim mods that is getting updated?
  10. doggexbay
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    Just want to say that you're a cool dude for continuing to support these mods in 2024. I've had your port of Populated Dungeons in my LO for *years* and can't imagine playing without it at this point.
  11. fishman
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    Ran into a Dunmer Vampire in Ivarstead with Blackface. Going to try to move this around in my load order. It took about 30 hours before I ran into this issue. Is the mod sensitive to Vampire mods that beautify vampires or anything like that?
    1. tonycubed2
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      no mroe no less than any other mod.  dont change mod order mid gane, you are messiing up a lot of saved forms .  use mfg console mod and see what is the last mod that touched the npc, then create facegen data with that mod for the npcs it affects.  this is the way.
  12. alex1599est
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    Hair clipping though headwear + missing hair textures for all NPCs added from this mod
    1. HavenofDarkness
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      People have been complaining about the clipping hair for years, no response from the mod author.
    2. tonycubed2
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      Please see sticky right above this post. This is not a hair mod, new body type mod, skeleton mod, etc. It’s just npcs placed in Skyrim with custom behavior packages and factions. The npcs were based on vanilla npcs, not made from scratch.  I would have no clue how to address your concerns. But I am also not the original author. They are no longer around.
  13. I want to try out having a bunch of new npcs in my game..
    but won't they all be like "I used to be an advanturer like you..." ?
    1. tonycubed2
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      there is some of that.  adds a lot of bad guys too though.