Skyrim Special Edition
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tonycubed2

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44 comments

  1. Tryvonvexian
    Tryvonvexian
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    Changelog 3.2:

    Simple update of the esp to the proper form number of 44. No other changes seemed necessary.
  2. tonycubed2
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    Sands of Time Team presents Populated Skyrim Prisons Cells Legendary Edition

    all credit goes to original authors, the Erkil Team







    Please join me for Skyrim videos with all my mods at
  3. Siamangos
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    What a good idea! Having the prisons be mostly empty is little odd and a little dull.

    Is this safe to install mid-playthrough? I'd have guessed yes, but one of the posts (from 2016) implies that it's not...
    1. tonycubed2
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      If you place dead  last it will minimize damage to your save
  4. ServalKhajiit217
    ServalKhajiit217
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    I dont know how Immersive Citizens mod authors fixing all problems by players and answered at global and exciting questions, when they comments are locked... But okay, I'll asked about this here. Maybe somebody know about it and help me.


    Does Immersive Citizens - AI Overhaul mod spread/touched the NPCs from Population Skyrim? 

    Asked about this, cos when I'll turn them both ON - my game starting freezed too much... Actually, in areas, where they are spawning. I've trying with Lite version of Population Skyrim, same effect. Still have that problem. When I'll turn OFF only Immersive Citizens - AI Overhaul mod - my game return to normal condition with Population Skyrim as active.
  5. BecomingNplus1
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    I gave prisoners added by this mod chains and shackles.
    Thanks for the fantastic mod!
    Detailed NPCs - Chain and Shackles for NPCs (SPID)
    1. tonycubed2
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      Nice. Will stickie.
  6. ftwranger
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    surprised comment section is dead since it's a nice little mod
    should work for AE ?
    1. tonycubed2
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      Will work fine. 
  7. ftwranger
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    walked into riften jail ,Threki the Innocent the vanilla charactor was chilling outside her cell sitting in a chair then an interesting mod character also sitting outside his cell lol
    edit : well never mind me uninstalling it same issue !
  8. KainThePheonix
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    What does it mean for a mod to be updated using Form 44? Is it for all mods or does anyone know of a good bookmark they wouldn't mind sharing so I could read about it please? Does every mod need that? Is it simply saving the plugin in the new CK? Because I do that already and have updated and tested many Oldrim mods ported to SSE - they all work quite all right.

    I should look at the permissions. Any mod with open permissions could possibly be uploaded with credit to the original author. I have a bunch of smaller weird mods that are fixed, cleaned and ported for my personal use only. I really only wanted 3 mods ported. The Soul Gems with the animated meshes - Haunting & Mourning and Hermit - the Baby MudCrab Follower ported.
    1. Tryvonvexian
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      Form 44 is basically the version for SSE while form 43 is for oldrim. To update, all you need to do is save in the new CK, as you've said. I have close to a hundred oldrim mods merged together for my SE game. As long as you optimize meshes and save in the new CK (converting to form 44) they should work fine, generally speaking.
  9. marokay
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    ESP not converted to Skyrim SE.
    USERS:
    MAKE SURE YOU LOAD THIS PLUGIN IN CREATION KIT, SAVE, THEN CLOSE. YOUR GAME WILL HAVE BUGS AND YOUR MOD MANAGER WILL MALFUNCTION WHEN USING LOOT UNLESS YOU UPDATED THE ESP INCLUDED IN THIS MOD TO SSE.
    1. SadSheepy
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      Good idea to give the new users a heads up. (Edited: Wasn't my intention to come off as rude)
    2. tonycubed2
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      Marokays post is helpful and I thank him.

      Sadsheepy, how do you know what I as thinking a year ago, or even today? Stick to the facts please, you cannot gauge intent from just this mod. Look at all my mods to get a good picture of me. Please desist.
    3. SadSheepy
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      I'm not trying to be insulting. Of course I know who you are. I posted my comment because xplosive2014 posted the except same thing in March 2017 literally 3 posts down to which you responded.

      There are a lot of mods that haven't been attended to (for good reasons, people have lives) for years. So I think it's normal to be cautious of mods with reported issues that are left unfixed. Although form headers are hardly serious, it's at least worth letting people know.
    4. nimkal
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      Thanks for the heads up folks. I'll hold off on this mod.
    5. tonycubed2
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      Focusing on the populated mods for a while. Fixing up hell edition. Will look at this one next.

      It’s true though. It can be many months until we can get back to a particular mod.
    6. Tryvonvexian
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      This has been fixed.
  10. Tomoxx02
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    When entering Whiterun's guard barracks in the east side I get my whole screen black after loading, disabling the mod fixes the issue.
  11. capitanohook
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    I could not figure out which mod cause crash desktop, when I get to " HALF-MOON MILL",I have discovered that is caused by this mod,also happens to hell version and populated forts towers!when I have removed this mod the game has worked well, I have populated city mod , lands and these work well.
  12. xplosive2014
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    any plans to change the file header from 43 to 44 by saving in the new CK?
    1. tonycubed2
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      I honestly have lots and lots of plans. time is the issue. if someone has done this plus fixed the graphics issues and can post a download link i will happily update this.

      but if not will try to schedule this in.
  13. slamminuk
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    I think I've found an issue with the "Unlucky Thief" npc added by this mod. I get weird graphical glitches coming from his face. He can be found in the Solitude prison.