Skyrim Special Edition

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Siberpunk

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Siberpunk

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About this mod

Adds new NPCs to reside in buildings left empty after certain vanilla quests. Helps make cities feel a bit more lively and dynamic.

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It always seemed a bit of a shame that certain houses in Skyrim are left abandoned and unused after their associated quests. This little immersion mod adds new NPC residents and small changes to each interior after their quests.

These NPCs are relatively inconsequential but should help Skyrim’s cities feel more dynamic and interesting. Most of them are just ambient NPCs, but one of them comes with a basic fetch quest and another will set up a shop in Morthal. Each NPC has carefully spliced voice lines, and they can be found around town working, and visiting shops, temples, and taverns, etc. When they arrive, the clutter and furniture in each interior will change to reflect the new ownership. The name of each house will also change. This mod affects 7 interior locations and adds 14 new NPCs in total.

Changes will not take place immediately. It will take at least 15 days to pass before a location is changed after its associated quest. This is intended to make the changes feel more gradual and organic, rather than an immediate consequence of the quest. There are invisible checkpoints inside that gates or on the main road through each city that check the requirements and enable these changes.


*** Installing mid-game is not recommended. Doing so may cause minor issues; Save Unbaker may help.
*** If you notice conflicting files with other Environs mods, it's no issue as the files are identical. Load order won't matter.
*** Does NOT require the Environs Master Plugin





Skyrim's world space tends to feel very static. Despite a civil war, dragon attacks, and a rising vampire menace, not much ever changes. If the player could notice visible changes taking place over time it would help make the land of Skyrim feel more alive. It would help give a sense that events were occurring and time was passing throughout a playthrough. Ideally, these changes should be as seamless as possible with the base game. This mod attempts to implement this idea to at a handful of locations.




Nepos House, Markarth
 
After “No One Escapes Cidnah Mine,” a Nord family will move in, including one child and a Bosmer housekeeper. This requires the quest to be complete and Nepos to be dead. This building will become "Rorygg and Helfhild's House."

Abandoned House, Markarth
After “House of Horrors” a new NPC will take up residence here. Something seems a little strange about him, though… This building will become "Mordyval's House."

Alva's House, Morthal
Once “Laid to Rest” is complete, a Nord woman will move into Alva's House with Hroggar. She’ll become his new wife (Hroggar probably deserves some happiness after all that's happened). She will also turn this house into a small store; she'll still do this even if Hroggar is dead. Morthal will now finally have a general merchant. Before this happens, she can be found living in Stonehills. The name of the new shop will be “The Lair’s Wares.”

Calixto’s House of Curiosities, Windhelm
After “Blood on Ice” a Nord family will move into Calixto’s House, including two kids. (Seriously, why are there no children in Windhelm besides the orphan girl?). This building will be renamed "Raven-Hand Residence."

Riftweald Manor, Riften 
An Imperial couple moves in after you beat the Thieves Guild quest line. This building will become the "Aeditus' Residence.” (I also had to block the back doors because an NPC kept getting stuck)

Silus Vesuius's House (Dawnstar Museum)
If Silus dies for any reason an Altmer NPC will move into the Dawnstar Museum (typically you can kill him during “Pieces of the Past”). She is a Dwemer researcher, and comes with a very basic fetch quest. If you complete this quest and return later on her Dwemer spider will be reactivated (it's non-hostile and doesn't actually do anything). This building will become "Arenwe's House."

Beitild’s House, Dawnstar
A Dunmer miner will move into Beitild’s House if she dies for any reason. This includes (but isn’t limited to) the Dark Brotherhood side contract for her. This building becomes "Relyn’s House” afterward.


Several NPCs will occasionally visit the Temple of Talos in Windhelm or the Shrine of Talos in Markarth, but only conditionally if the city is controlled by the Stormcloaks, a small detail that pairs nicely with my Shrines of Talos mod. This mod implements over 170 voice lines (including a handful of conditional lines), not bad for a totally inconsequential immersion mod!





Built-in compatibility with Lux, ELFX, and ELFX Shadows.

Built-in compatibility with many city overhauls.

No edits to vanilla quests.

No edits to vanilla NPCs.

Interior changes are mainly furniture and clutter, carefully placed to work within the vanilla layout of each interior. These changes are relatively non-intrusive, but patches may be needed for mods that affect the same cells. 

Adds a handful of objects and idle markers to exterior spaces; these have been placed with compatibility in mind for popular city overhauls.

Changes from the Unofficial Patch have been forwarded.




~ COMPATIBLE, NO PATCH REQUIRED ~

AI Overhaul
Additional Hearthfire Dolls
Arthmoor's Dawnstar
At Your Own Pace - Thieves Guild

Blood on the Ice Redux SE (But NOT COMPATIBLE with the "BOTIXtra" Addon)
Blubbo's Markarth 2022
Capital Windhelm Expansion
Cheesemod for EVERYONE

Complete Alchemy and Cooking Overhaul
Distinct Interiors / Distinct Interiors Fixes
ELFX
ELFX Shadows
Environs - Hroggar's House
Greater Markarth Expansion
House of Horror's - Quest Expansion
Jk’s Skyrim
Lanterns of Skyrim II
Lux
Lux Via
Lux Orbis
Markarth Side - City Overhaul
Medieval Lanterns of Skyrim
Merchants of Skyrim
Northern Roads
Oblivion Artifact Pack SE
Relics of Hyrule
Sky City - Markarth Rising
Skyrim Project Optimization SE
Skyrims Unique Treasures
Spaghetti’s Cities
Tamrielic Culture
The Great City of Dawnstar
The Great City of Morthal
Unique Markarth Doors *
Any NPC replacers


* (wSkeeker's Unique Markarth doors is compatible, however the new exterior door won't have the new style. I'll upload a proper patch once I figure it out.)



~ PROVIDED PATCHES ~

Amulets of Skyrim
Disables the amulets in a display case when the case is disabled. Adds an amulet back to Arenwe's chest.

Cities of the North - Dawnstar
Fits the changes to Beitild’s House and Silius’ House to the interiors provided by COTN - Dawnstar

Cities of the North - Morthal
Fits the changes to Alva’s House to the interiors provided by COTN - Dawnstar

Dawn of Skyrim
Resolves two conflicting door records. You can probably skip this patch by loading Environs after DoS, honestly.

ESO Imports
Resolves minor conflicts with several objects modified by ESO Imports.

Finding Helgi... and Laelette
Disabled Finding Helgi's changes to the interior of Alva's House.

Houses Shops an Inns
Resolves conflicts in each interior.

Immersive Citizens - AI Overhaul SE
Resolves three conflicting furniture records.

Interesting NPCs
Adds a condition to two AI packages so Tikrid can't mooch off the Dunmer in Dawnstar after he owns the house. She'll default to the Tavern instead.


Morthal II 
Resolves a small conflict with an exterior door and moves the sign added by this mod.

Legacy of the Dragonborn
Resolves a single conflicting record.

Merchants of Skyrim
The new NPC in Morthal now lives with the blacksmith added by Merchants of Skyrim in Alva's House instead of with Hroggar.

Open Cities
Resolves compatibility issues with Open Cities.

Redbag's Morthal
Fits the changes to Alva’s House to the interiors provided by Redbag's Morthal

RS Children
Changes the children's appearance using RS Children. 

Simple Children
Changes the children's appearance using Simple Children. 


Snazzy Furniture and Clutter
Makes some Snazzy clutter appear only after each interior change, resolves any intersecting objects.

Snazzy Interiors - Markarth Nepos' House
Resolved compatibility issues with Snazzy's new layout for Nepos' House.

Skyrim Art Imports
Makes some paintings and tapestries appear only after each interior change, resolves any intersecting objects.

SR Exterior Cities AIO
Moves all objects to exterior worldspaces for SR Exterior Cities. Only Available for the ESL Version.

The Kids are Alright Renewal
Changes the children's appearance using TKAA. 

There Is No Umbra - Chapter III
Prevents Calixto's chest from disappearing and reconnects interior doors from both mods to the interior navmesh.

Thieves Night on the Town
Moves a few objects and resolves several conflicting records.

Ultimate Markarth
Moves an exterior door and a tweaks a few idle markers.


~ KNOWN INCOMPATIBILITIES ~

Destroy the Thieves Guild
Enhanced Interiors Lite
Flower Girls SE - Adventures

(These are on my to-do list for patches)





Feel free to use any resources from my mods for your own, as long as you leave some credit. 

Please create any compatibility patches that I have been too unaware or lazy to do myself ;)

Due to Bethesda.net Mods revising its port rules, I am publicly giving permission to anyone to upload, maintain and merge my mods for Xbox on Bethesda.net under the condition they do not claim the mods as their own and agree to remove them from Bethesda.net if asked to do so.

Open permission to anyone to upload translations of my mods for other languages, as long as you leave some credit. 

Open permission to anyone who wants to convert and upload my mods to LE, as long as you leave some credit.  To much work for me!


Credits
Thank you to Brumbek for "Static Mesh Improvement Mod - SMIM", which I borrowed a sign mesh from.