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Mods are fully USLEEP compliant, and are made up from the Legendary editions already on Nexus. Will udpate this one every 3 weeks or so as I update the others.
user Traceyfields found a workaround for this problem and it has been added to 4.2:
"in every play through since installing this mod, i've found Valdr dead outside Moss Mother Cavern [MossMotherCavernExterior01] having been eaten by a cave bear."
As she suggests i have made Valdr essential.
Also I added an encounter at Bloodlet Throne.
Change log for 4.1
1. Added new feature to hiring mercenary. If the player is broke and less than level 5, and the mercenary is of the same race, a dialogue option to ask for help and follow player for free will appear. Conversely, if the player is level 50 or higher and the mercenary is of the same race, he will offer to join for free out of respect and awe of player.
Spoiler:
Show
1) removed all factions from chickens 2) made all mercenary npcs possible hirelings. This is a no frills hack, and if you dismiss them you will not get them back fro free, it will be another 500 coins. made no sense to have all those dozens of mercenaries and nights but not be able to hire them. 3) set the disposition of several factions towards player as neutral. Over half of the npcs have no factions, and the remainder have factions with no surprises. Enemy of bandits, etc.
Change log for 3.7: 1) fixed crazy mana amount that Skirmishers were blessed with. 2) fixed skirmishers stats too.
Change log for 3.6: 1) Removed the three spiders from Shor's Stone Mine. Usleep had removed existing ones to avoid a ghost town. 2) Carried over values from usleep that where missing in this mod.
Change log for 3.5: 1) Added weapons, appropriate loot, torches to MANY/hundreds of npcs that had NONE. Still a few to go. But out of time for now. Made sure wondering knights have them. Body guards, too.
2) Added new npc types, skirmishers. they patrol the area around bandit bases as an early warning system. Made no sense that the bandits would just stay in the base to be easily ambushed at players whim. Bases with skirmishers include:
Cragslane Cavern Knifepoint Ridge Fort Greymoor Halted Stream Camp Mistwatch Redoran's Retreat Robber's Gorge Silent Moons Camp Swindler's Den White River Watch Uttering Hills Cave Frostmere Crypt Bilegulch Mine Ravenscar Hollow Faldar's Tooth Lost Knife Cave, Lost Knife Hideout Irkngthand Mzinchaleft Raldbthar Riverwood Folly
3) fixed all errors reported by tesedit, including all tint errors
Note regarding the request that populated cities 4.0 changes be added to this mod:
I apologize for the fact I have not done so yet. Hell edition has changes that are not part of the component mods and so a simple mod merge is not possible (Or things would be lost). I may have to go so far as to recreate 4.0 from scratch within hell edition. My work ethic to do so is somewhat lacking. I plan to but, sadly, can only say "In time" for now.
sounds too easy. we just install the mod and that is it? a little confused becasuse the other mentioned it was just a tool, not a full mod? i been working 11 hours so my brain is more dense than normal...
It uses SPID to give out names, if you want lore friendly names you have to download the addons. If you look in the requirements section of the mod you'll see all the addons (specifically the Mods requiring this file section)
in every play through since installing this mod, i've found Valdr dead outside Moss Mother Cavern [MossMotherCavernExterior01] having been eaten by a cave bear. if you too have this problem...
before you start the game (i.e. at character creation or abandoned prison of live another life), open the game console with the tilde key ( ` ) or whatever you've got,
type this then press [enter] setessential 000411BA 1
close the game console again with the tilde key
this will stop the cave bear killing Valdr, and also sets him essential if you ask him to help you clear the cavern, rather than getting killed by anything inside.
it also means that you sometimes find Valdr sitting outside with the bear resting its head in his lap, which is soooo adorably cute! <3 <3 <3
Is there any patch or other option that would work with the JK's Outskirts mods? I enjoy the scale that they provide for the cities, but the lack of people is unnerving.
Amazing mod, little dense in the taverns but I love the crowds. zero CTD's. I had to turn off OBIS < (giving me freeze ups) and this adds a ton of bandits as it is, overall its a wonderful mod that fills those empty gaps and makes skyrim really hostile but immersive.
A fair bit of warning, this mod may be possibly responsible for a large amount of crashes when fast traveling. The crash logs mention horses, which is related to the fact that this mod gives travelling NPC's horses, whom then try to enter cells like Inn's or dungeons with said horses while mounted, sometimes they mount horses inside the inn which is hilarious in itself but most of the time it will end in crash.
"Here is the explanation by wankingSkeever: "NPC trying to ride horse through load door causing a crash. You got some mod that added an interaction where some npc rides a horse through a load door, or you got a mod that messed up some navmeshing where the the best path for some existing horse riding interaction now routes through a load door." (https://www.reddit.com/r/skyrimmods/comments/15uuxah/help_ctd_when_fast_traveling/)
Though I have no idea which mod could cause this issue."
hi, thanks for this mod. it makes skyrim a much livelier place.
i recently 'hired' an npc that this mod provides ... i used aft tweaks to make them a follower ... but he sometimes doesn't give dialogue options. i actually noticed that before i used aft on him. if i console him with disable/enable, the dialogue options come back, but eventually disappear again. was wondering if you know of a permanent way to fix this
Hi, thanks for your mod, im using this. Can you please help me with some questions? 1/ Is this mod compatible with genesis, deadly encounter ? 2/ Is this mod the provide highest NPC spawn ? 3/ What is different between ur mod and "Populated Skyrim Reborn" ? My goal is to make skyrim less empty. Is there any mods spawn more battle around skyrim ( Ex: Stormcloak vs Imperial, Thalmor vs Storm cloak, Stendarr vs Dremora,....)
1/ Is this mod compatible with genesis, deadly encounter ? yes 2/ Is this mod the provide highest NPC spawn ? no 3/ What is different between ur mod and "Populated Skyrim Reborn" ? Same base source. But I added a lot more spawns in hell edition.
Hey, thanks for making this mod, I really like it. I have a question. I was using OBIS in combination with this mod but it caused crashes (location related, not performance related) so I had to disable OBIS and am looking for different ways to make the game more difficult on top of this mod. In the MCM for this mod there is an option to enable "SOTomize mod". It says it makes skyrim deadlier but I would like to know what exactly this option does. I couldnt find it anywhere. Also do you have any other recommendations for mods that i can add to this one to increase the difficulty? Thanks a lot
Edit: found a bunch, Genesis Unleashed and Heritage 2. Hopefully I'm not gonna get crashes. Still curious about what exactly the SOTomize option does.
I usually try to go stealth, first, thus many 'add enemies' mod don't function very well because they would only add more NPC after you aggro them. It would still be very vacant, until I hit something.
676 comments
Mods are fully USLEEP compliant, and are made up from the Legendary editions already on Nexus. Will udpate this one every 3 weeks or so as I update the others.
Merged Plugins:
Merged Plugin:
------Populated Skyrim Prisons Cells.esp
------Populated Cities Towns Villages Legendary.esp
------Populated Dungns Caves Ruins Legendary.esp
------Populated Forts Towers Places Legendary.esp
------Populated Lands Roads Paths Legendary.esp
For a detailed description of the newly added NPCS that each mod merged here includes, please visit their appropriate page (on the old skyrim side):
Populated Skyrim Civil War Legendary Edition
http://www.nexusmods.com/skyrim/mods/73153/?
Populated Forts Towers Places Legendary Edition
http://www.nexusmods.com/skyrim/mods/73146/?
Populated Dungeons Caves Ruins Legendary
http://www.nexusmods.com/skyrim/mods/73143/?
Populated Skyrim Prisons Cells Legendary Edition
http://www.nexusmods.com/skyrim/mods/73156/?
Populated Cities Towns Villages Legendary Edition
http://www.nexusmods.com/skyrim/mods/73147/?
Populated Lands Roads Paths
http://www.nexusmods.com/skyrim/mods/73148/?
Skyrim NPC Overhaul Legendary
http://www.nexusmods.com/skyrim/mods/73159/?
patches:
RS Children patch available here https://www.nexusmods.com/skyrimspecialedition/mods/13409/?
user Traceyfields found a workaround for this problem and it has been added to 4.2:
"in every play through since installing this mod, i've found Valdr
dead outside Moss Mother Cavern [MossMotherCavernExterior01] having been
eaten by a cave bear."
As she suggests i have made Valdr essential.
Also I added an encounter at Bloodlet Throne.
Change log for 4.1
1. Added new feature to hiring mercenary. If the player is broke and less than level 5, and the mercenary is of the same race, a dialogue option to ask for help and follow player for free will appear. Conversely, if the player is level 50 or higher and the mercenary is of the same race, he will offer to join for free out of respect and awe of player.
1) removed all factions from chickens
2) made all mercenary npcs possible hirelings. This is a no frills hack, and if you dismiss them you will not get them back fro free, it will be another 500 coins. made no sense to have all those dozens of mercenaries and nights but not be able to hire them.
3) set the disposition of several factions towards player as neutral. Over half of the npcs have no factions, and the remainder have factions with no surprises. Enemy of bandits, etc.
Change log for 3.7:
1) fixed crazy mana amount that Skirmishers were blessed with.
2) fixed skirmishers stats too.
Change log for 3.6:
1) Removed the three spiders from Shor's Stone Mine. Usleep had removed existing ones to avoid a ghost town.
2) Carried over values from usleep that where missing in this mod.
Change log for 3.5:
1) Added weapons, appropriate loot, torches to MANY/hundreds of npcs that had NONE. Still a few to go. But out of time for now. Made sure wondering knights have them. Body guards, too.
2) Added new npc types, skirmishers. they patrol the area around bandit bases as an early warning system. Made no sense that the bandits would just stay in the base to be easily ambushed at players whim. Bases with skirmishers include:
Cragslane Cavern
Knifepoint Ridge
Fort Greymoor
Halted Stream Camp
Mistwatch
Redoran's Retreat
Robber's Gorge
Silent Moons Camp
Swindler's Den
White River Watch
Uttering Hills Cave
Frostmere Crypt
Bilegulch Mine
Ravenscar Hollow
Faldar's Tooth
Lost Knife Cave, Lost Knife Hideout
Irkngthand
Mzinchaleft
Raldbthar
Riverwood Folly
3) fixed all errors reported by tesedit, including all tint errors
4) Skuldafn- added tons more draugrs.
5) Shortened name of mod in mcm menu
6) updated SEQ file
I apologize for the fact I have not done so yet. Hell edition has changes that are not part of the component mods and so a simple mod merge is not possible (Or things would be lost). I may have to go so far as to recreate 4.0 from scratch within hell edition. My work ethic to do so is somewhat lacking. I plan to but, sadly, can only say "In time" for now.
If you look in the requirements section of the mod you'll see all the addons (specifically the Mods requiring this file section)
i run this with populated dungeons, caves and ruins along side it
many thank yous :)
setessential 000411BA 1
this will stop the cave bear killing Valdr, and also sets him essential if you ask him to help you clear the cavern, rather than getting killed by anything inside.
it also means that you sometimes find Valdr sitting outside with the bear resting its head in his lap, which is soooo adorably cute! <3 <3 <3
... and this is comment number 666
"Here is the explanation by wankingSkeever:
"NPC trying to ride horse through load door causing a crash. You got some mod that added an interaction where some npc rides a horse through a load door, or you got a mod that messed up some navmeshing where the the best path for some existing horse riding interaction now routes through a load door."
(https://www.reddit.com/r/skyrimmods/comments/15uuxah/help_ctd_when_fast_traveling/)
Though I have no idea which mod could cause this issue."
https://www.nexusmods.com/skyrimspecialedition/mods/102323?tab=posts#
i recently 'hired' an npc that this mod provides ... i used aft tweaks to make them a follower ... but he sometimes doesn't give dialogue options. i actually noticed that before i used aft on him. if i console him with disable/enable, the dialogue options come back, but eventually disappear again. was wondering if you know of a permanent way to fix this
1/ Is this mod compatible with genesis, deadly encounter ?
2/ Is this mod the provide highest NPC spawn ?
3/ What is different between ur mod and "Populated Skyrim Reborn" ?
My goal is to make skyrim less empty. Is there any mods spawn more battle around skyrim ( Ex: Stormcloak vs Imperial, Thalmor vs Storm cloak, Stendarr vs Dremora,....)
1/ Is this mod compatible with genesis, deadly encounter ?
yes
2/ Is this mod the provide highest NPC spawn ?
no
3/ What is different between ur mod and "Populated Skyrim Reborn" ?
Same base source. But I added a lot more spawns in hell edition.
Edit: found a bunch, Genesis Unleashed and Heritage 2. Hopefully I'm not gonna get crashes. Still curious about what exactly the SOTomize option does.
How does this mod works?
I usually try to go stealth, first, thus many 'add enemies' mod don't function very well because they would only add more NPC after you aggro them. It would still be very vacant, until I hit something.