Skyrim Special Edition

About this mod

Now only one version which is compatible with all other town, city related mods including JK's Skyrim - Open Cities - Immersive Citizens, LOTDB & offers the user a whole new immersive game-play experience across Skyrim. Find new settlements, caves, dungeons, enemies, traps, bridges, patrols, travellers, a massive injection of warring content

Requirements
Permissions and credits
Translations
  • German
Mirrors
Changelogs
Donations

Links / Help / Trailer - This mod is not to be used with the Anniversary Edition of Skyrim. You can get the Skyrim AE of TPOS Here
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The First Phase Of The New V10 Build.


Mod Overview
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This mod is not to be used with the Anniversary Edition of Skyrim. In essence, this mod is an immersive mod and its goals are to extend the life of the game expanding upon the in-game themes. The original TPOSC mod addressed the many vacuous elements and themes within the game and this version continues this theme but has been re-sculpted to allow for compatibility with other mods across the spectrum of the modding community.  

This version of The People Of Skyrim is an amalgamation of the original version, and all the newly added content.

As I started the development of this new version
I dismantled and reduced many of the old TPOS settlements, redeploying them in some cases, or as in some others using those units across Skyrim with new material.
This has given the mod a wide range of diverse locations and environments. In other words, you have a great deal to explore & do.

I hope The People Of Skyrim will help rejuvenate your desire to explore & continue playing Skyrim.  I have endeavoured to stay as lore-friendly as possible with TPOS refreshing the game across Skyrim and leaving the player not so sure of what is around the corner. At least for a while.

You will encounter new enemies at every level who will be more or less than you, this mod is non-linear in design. You will find new caves, dungeons, bandit camps, settlements, homes, backstories, generic NPCs, and others like followers, trainers, and so on, including new civil war content and more.

I have not touched any of the Skyrim defaults and all my units are new and independent vanilla enemies. 
  
Many of the newly added enemies are triggered by the main Dragonborn Questline and the Dark Brotherhood Questline which activates wild and road-based enemies.

All the warring content is independent of the main warring drama of Skyrim and other aspects of this mod have been added to increase the immersive and collective story of Skyrim while minimizing conflicts with other mods I hope.

Good Gaming Folks.


Summary Of New Content
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  • New independent civil war conflicts and patrols across Skyrim, including sea battles. A variety of scenarios have been crafted to ensure longevity. There are many patrols and scouting parties but they are not all road-based and extend well into the wilds in some cases. 
  • New exterior traps and ambushes including landslides.
  • New towers - Mixed Content.
  • New farmhouses, settlements and ruins, housing, guilds, civilians, merchants, followers, and so on.
  • New visual references to war and the horrors of war.
  • New references ( books ) which lead to the quest TEOME included in the installer.
  • New road travellers - all races and classes.
  • New DG patrols across Skyrim.
  • New Frost Fall Camps -  A support system for uses of survival mods so they can partake in the new madness and explore with a little more needed support. Trust me! 
  • New graveyards old Nordic and new modern.
  • New and amended Bridges. Some bridges have been removed for the new V10 build but will be replaced in the second phase of the build.
  • New Sea Of Ghost content along the shorelines.
  • 100% Navmesh mod & outstanding performance.
  • New Stable and Dawnguard Outposts.
  • TPOS 2 add-on mods are now loaded into the installer and have been adapted for V10. The add-on mods are towns, villages, city mods, Skyrim Farmhouse Inns, Border Holds, and a quest mod TEOME. This catalogue will be added to as time goes by. 

The above content is an overview of this mod's NEW content and should not be seen as the full entirety of the mod for it is not. 

Compatibility Guidelines For TPOS 2 V10 and above In The Latest Fomod Installer.
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Towns Cities & Villages:
You can mod any town, city, or village interiors or exteriors of settlements without any need for patches. The only area modded by myself is Heartwood Mill. Bridges at Windhelm, Markarth, and Riverwood are not yet modded by TPOS 2 V10 and those bridges will be made as an add-on file like the town, village mods, Skyrim Border Hold mod, and Skyrim Farmhouse Inns mod which are optional in the Fomod installer. However, in TPOS 2 V10 there are many bridges edited by this mod. You cannot use another bridge mod. The compromises for the user are few.

TPOS 2 is fully compatible with Cutting Room Floor, Open Cities, Immersive Citizens, and so on. But remember when you apply any TPOS 2 add-on as Border Holds or Skyrim Inns or any of the village or town mods provided in the installer will change the compatibility dynamics.

As for mods like
Unofficial Skyrim Special Edition Patch 
SkyUI
SKSE
ENB
These are OK to run with TPOS2.  


NPC Mods:
Immersive Patrols is not compatible with this version as I have added my own world of travelling and town-based NPC's - Warring content.

As for dialogue overhauls of NPC's then I can see no issues with those mods as I have not altered any aspect of the game.

Running body textures, UNP, and so on is not an issue. 
There are no children added to the game in V10 and above.


Quest Mods:
Most quest mods are compatible. LOTBD, Forgotten City, Rigmor, Falskaar, undeath, Bruma, Moon & Stars, and so on. If you report conflicts with a quest mod I will correct them. There should not be any with the top mods out there. Please be precise in your reports if you do find conflicts.

Warring Mods:
Warzones is not compatible, well it put too much strain on my machine. Otherwise, go for it with other mods. Please feel free to contact me and check whether a mod is compatible or not.
I will patch if required, and any conflicts if possible.

All of TPOS 2 warring elements are independent of the main quest. They do not re-spawn like other mods. Why? Because the war doesn't last forever and I have hundreds of other spawns placed around Skyrim, on the roads and wilds, as the quests of the DB & the main Dragonborn Quest advances.


Forest Mods:
Can now be used for the Tundra and the Marshlands some small patches may be required, please inform me of them if so. As long as they fulfil the criteria required.

UPDATE:

The Great Forest Of Whiterun Is Not Advised for the following reasons.

OK I looked into The Great Forest Of Whiterun and I will not be patching...There are no collision markers and very little navmesh work done around the trees, they have just been placed into the world for the best part...
What this means is any animal or the hundreds of patrols I have added, spawns of bandits, travellers, and so on will not be able to navigate around those objects.
I do not advise using this tree mod with TPOS2 or any tree mod that doesn't allow the NPCs to know where they can or cannot go....as it will only diminish the experience of TPOS2.


Grass Mods:
 If you still get grass everywhere over other mod/settlements after altering your ini for values use a different grass mod - this is why a grass mod is placed above settlements etc. Verdant is Not Compatible as it effect landscape when I last tested and above or below in the LO conflicts with TPOS 2. I use The Elder Scrolls - Veydosebrom the old version and set grass settings to 80 or 90 which doesn't intrude upon my settlements. If you want to use other grass mods you may need to patch for them.

Meshes & Textures Mods:
I have not changed any of the game's textures. 

Incompatible Mods To Date

Immersive Patrols

Ancient Land mod

The Ruins Legendary

Holds FUll Version

More Bandit Camps

The Great Forest Of Whiterun - is Not Advised for the following reasons.

OK, I looked into The Great Forest Of Whiterun and I will not be patching...There are no collision markers and very little navmesh work done around the trees, they have just been placed into the world for the best part...
What this means is any animal or the hundreds of patrols I have added, spawns of bandits, travellers, and so on will not be able to navigate around those objects.
I do not advise using this tree mod with TPOS2 or any tree mod that doesn't allow the NPCs to know where they can or cannot go....as it will only diminish the experience of TPOS2.

Compatible Mods
Here is a list of compatible mods beyond the obvious towns, cities, and, village mods which can be used in the listed free areas to mod in the above description.
ARTICLES

Patches & Load Orders
Here, under ARTICLES is a list of patches for the NEW FOMOD installer, and the load orders to follow for each patch provided.

NOW READ THE LOAD ORDER SECTION!



Load Order Examples:
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Please be aware as the installer says under add on's if you use TPOS add-on mods you change the dynamics of compatibility with other mods. TPOS 2 is compatible with IC, SOC, CRF, and all towns and cities, the ONLY conflict area is Heartwood Mill and Half-Moon Mill. Using my add-on mods in the installer ( optional ) changes compatibility depending on the mods you choose. I do not patch for Immersive Citizens or Cutting Room Floor for the add on mods like Riverwood Grove or Riften GCOT and so on

Quest Mods ( some exceptions to this - thinking of ESM-based quest mods.)
SMIM
Cutting Room Floor
Magic Mods
Grass Mods ( If you still get grass everywhere over other mod/settlements after altering your ini for values use a different grass mod - this is why a grass mod is placed above settlements etc. Verdant is not Compatible as it effect landscape when I last tested and above or below in the LO conflicts with TPOS 2. I use The Elder Scrolls - Veydosebrom the old version and set grass settings to 80 or 90 which doesn't intrude upon my settlements. If you want to use other grass mods you may need to patch for them. Please note with V10 this is not such an issue as it was due to how settlements have been replaced to date. )
Audio
Weather Mod - Lighting
Water Mods ( Except RW 2 )
Creature Mods (Like Realistic Animals and Predators can be used, some might conflict - more than one will likely cause conflict with TPOS 2 - spawn areas shared, Or cause overload...testing required )
Tree Mods ( Texture and mesh replaces are fine; but not mods that add NEW trees to the world without editing navmesh - or adding collisions. Or only partially doing so. Example Great Forest and so on )
Alternate Start - Live Another life. No Patch Required
The Paarthurnax Dilemma ( Here if used )
NPC MODS ( No Kids added in TPOS 2 V10. Any follower mod should be fine unless it is quest base and adds navmesh or new locations in Skyrim. You would need to test. Mods that add 100's of new NPC's and so on are not advisable. You will overload your game engine quite possibly. )
Embers XD or Embers HD
Town, city, Village Mods ( You can mod any town, city, or village, interiors or exteriors of settlements without any need for patches. The only area modded by myself is Heartwood Mill.)
Immersive Citizens      
( Yes place here, there is no shared reference with TPOS 2 V10 file. )
Patches for any other town, city, village, or other mods if applicable. 
tposcw.esp ( TPOS2 V10 Fomod Installer - The Enemy Of My Enemy - An independent Island adventure 1hr of war, blood, and guts, it's hell I tell ya! )
Skyrims Dead.esp
Skyrims Drunks.esp
 
skryrimfarmhouseinns.esp TPOS2 V10 Fomod Installer - Skyrim Farmhouse Inns - Add style to the local inns with an immersive and expansive overhaul to the following Skyrim inns. Riverwood -Falkreath - Morthal - Dragon Bridge - Rorikstead - Ivarstead - Kynsgrove - Dawnstar. Place HD Embers above this mod - Some lighting mods will clash and other mods which affect fire pits. Patches may be required. HD embers run well with this mod. Will likely clash with Immersive citizens)
tpos2_embers-xd-patch ( TPOS2 V10 Fomod Installer )
Riverwood_By_Nesbit.esp ( TPOS2 V10 Fomod Installer - Riverwood By Nesbit Standalone Riverwood Mod - Or Riverwood Grove one of two mods to choose from for Riverwood - Run Lux Via patches after these mods.)
Old_Falkreath.esp TPOS2 V10 Fomod Installer - Standalone Falkreath Mod ) 
tpos_whiterunexteriorproject.esp ( TPOS2 V10 Fomod Installer - Standalone Whiterun Exterior Mod )
Whiterun_Reimagined.esp ( TPOS2 V10 Fomod Installer - The Way of the Nords' Whiterun Interior City )
tpos_Riften_Exspan01.esp TPOS2 V10 Fomod Installer - Guild City Of Thieves - Riften Interior City )
Nesbits_skyrim_bridges.esp TPOS2 V10 Fomod Installer - A standalone module for the bridges around settlements like Whiterun, Windhelm, and so on. These bridges do not have any navmesh or landscape changes which reduces any chances of conflicts with other settlement mods. Not compatible with Lux Via )
Lux ( Other lux patches - Lux - The People of Skyrim 2.esp - tpos2_lux_AltStart_Patch.esp these two patches are for Skyrim Farmhouse Inns see above. )

Lux Via 
tpos_complete02_RTCWG ( TPOS 2 V10 or above. )
Lux Via Patch TPOS 2  ( TPOS2 V10 Fomod Installer )
tposcthebordersofskyrim.esp ( TPOS2 V10 Fomod Installer - Skyrim Border Holds. A standalone mod with a collection of 14 new immersive border holds strategically placed around Skyrim for you to explore. )
The Way Of The Dwemer ( Fully navmesh and not compatible with other authors' exterior outskirt mods or interior city mods for the Reach or Markarth. Not compatible with Lux Via)
RW 2
OR
Water for ENB 
There are exceptions to the load order. Adaptability is key it is a complex process. Follow the instructions given and if a new set of instructions are given for another mod but seem not in keeping understand that every mod is different for various reasons and may require a different set of rules to run it successfully.

Please support my art with donations if you are able to, many thanks
Good Gaming Folks!!

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Install / Uninstalling & Lod Generation:
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Start a new game and fresh install for this mod.
Install via your mod manager and do not allow mods to overwrite TPOS files. Only do so if you are sure of what you are doing.
TPOS has its own object lod's packed in the Fomod installer for those who do not know how to generate lods'.

If you wish to uninstall TPOS use your mod manager and start a new game. Do not un-install mid-game or you will potentially ruin your playthrough, this applies to most mod categories.



Donations Given
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Anyone who gives a donation to TPOS2 past or present will have their user name or first name listed here as a thank-you unless you ask me not to. This includes Patreons' or any other donations from other sources. I have been pretty shit in the past with the thanks as I am always so busy so I hope this approach helps and thank you for your support.

Patreon
Albert W x 2
Darlene L
Chris D
Frank I
Harold F
Lucjan
Madbull
Shane B
Roy B
ERIC R
Kohlar The Unkilled
A R Gregory
Barry D
Buzzkill
Micheal N
Eric Foots


Paypal Donations:
Ken C
Colin K
Christopher D
Joshua R
Paul S
Markus P
Josh S
Shawnee V
Darline L
Arad Gad
Alfredo R
Ruth L
Boiver F
Royland M
Katherine E
Jeffery B
Rachael T
David M
邓 博
Graham P
Martin GSS
Roland M
Alfred C
Sean L
Dustin S
Steven R
Eduard H
Timothy O
Jay S
Lloyd W
John V D W
Benjamin S
Raymond B
Wanda H
Victoria C
Cynthia A
Henry B
Pedro M
Scott N
Joseph R
Matt A


To any and all who have supported TPOS over the years, a very hearty thank-you. If you have supported TPOS and would like your name here just PM me. I am aware not everyone is here on the lists, I only have records which go back the last few years.

Map Markers
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There are map markers that are visible from the start of the game. They are highlighted to start so people can reference what this mod has placed in-game, but you cannot fast travel to them. Only the most relevant are shown and there is content beyond the map markers.


The Future Of This Version
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The future is an open book and will be developed with new content in time without compatibility being compromised. Feel free to share your ideas. V10 is phase one of this new rebuild. There is still so much more to do.

Patching
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Little patching should be required. If there are conflicts with other mods I will simply remove unrelated cells/references if required, or patch if needed.


Translations
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Please feel free to translate this mod into any language.

Cheats
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I have added cheats to the mod. High-powered sword and armours. I do not think they will infringe on any other armour mod. Use the cheats or ignore them if you are a purist.