The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Crowded Cities (v5)
   
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Category: Characters, Towns
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77.617 KB
11 feb 2012 om 23:00
21 feb 2012 om 19:40
6 wijzigingsnotities (weergeven)

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Crowded Cities (v5)

Omschrijving
This mod adds tons of new NPC's to Solitude (more holds will gradually be added!) that will roam the streets! During the day nobles, farmers, and regular citizens will walk the streets, occasionally stopping by shops and merchants to browse wares and then go to their designated rest area. At night the scum of the city will come out of their inns and roam the city.
Each day of the week a different npc comes into Solitude, be it a traveler, a merchant, or a few Thalmor agents checking in on Solitude's Temple of The Divines.

Included:-

-30 npc's added to the Solitude city

-some npc's come on certain days of the week

-each npc has several different paths to take and picks them completely randomly

-certain npc's come out in the day and some in the night

-most npc's have unique names based on their race

Localities:-

German(Norden) - http://forum.scharesoft.de/showthread.php?43601-Crowded-Cities-German

Russian - TBC

Changelog

V5---- Added 10 more npc's, implemented the new random pathing script(npcs will now choose random paths every time they walk, added merchant hidden in an alleyway, added a boy and a dog, most npc's now have unique names based on their race As of this update Crowded Cities is stable and all that is left is adding more holds(next update).

V4----npc grouping/single-file walk fixed for realz, added more patrol points, fixed the alley man clipping into the wall, changed Thalmor Justiciars from very aggressive to non-aggressive and non-essential, fixed merchant hours of operation

V3----Added 8 more npc's, each of these npc's will appear for each day of the week(merchant on saturday, vigil on tuesday etc. look around and you'll find them. Fixed citizen grouping a bit more.

V2----more npc's, more paths and stops, no more clumped up groups of citizens, added chopping block, some npc's now have their homes in preexisting houses, most npc's now have leveled loot depending on their wealth.

Next update(s)
More night-dwellers, more npc's, children, vendors, guards, interacting with npc's
Populaire discussies Alles weergeven (1)
0
12 jun 2014 om 16:41
Why this mod is great
BANE?
298 opmerkingen
Daddy 26 okt 2022 om 23:39 
Do Riften please!
MisterFuzzyPants 26 jul 2020 om 19:31 
Im not lonely anymore, ayy!
JustSaiyan 12 jan 2020 om 23:44 
i guess not
JustSaiyan 19 sep 2018 om 20:48 
Please do whiterun!
jonathanpilcher 10 feb 2018 om 15:20 
We need this mod for Whiterun! Please !
’/Da Wan\’ 1995 29 mrt 2017 om 6:09 
Where is the mod for other cities?
Younecorn 28 feb 2016 om 22:52 
I've traced this mod to more than a few issues. If you've had some NPCs not leading you, or just general glitchiness, dont load this mod and I think you'll see an improvement. It's an annoying bug, and unfortunate because I really like this mod, but it made some big quests unplayable.
The Slender Man 18 okt 2015 om 3:27 
lol at the Comment below rofl... sucks for you bud, but thanks for the warning!!! XD
Carpet Bomber Obama 1 feb 2015 om 6:45 
This mod messed up my solitude. After a while, everyone stayed in The Winking Skeever. My wife and children also lived in solitude during the time, so they all stayed there too. No matter what time of daay it was, no one was outside. I deleted the mod. The extra people disappeared, but the regular people of Solitude stayed indoors in their one spot. I also moved my family back to Heljarchen Hall. When I fast travelled there, my one child and wife ran all the way back to Solitude, into the Winking Skeever, and stood at their old spot. My other child staays inside Heljarchen Hall in one spot and if I push him, he will run back to the one spot. My children now all live in Heljarchen Hall, but they don't move out of that one spot. It's really annoying me.
🛡️Cmdr. Lemon💀 [M.I.H.C 31 jan 2015 om 13:28 
i got no mod is dead error message so its fine :D