Download mod for Skyrim interesting npc. Skyrim: Interesting NPCs

If you think that there could be more people on the streets of villages and cities, forest houses it would be nice to meet a stranger giving a couple of quests, or I would like to stumble upon another merchant with a broken cart on the road - give yourself a few more hours of gameplay with the mod Interesting NPCs!

Interesting NPCs Overview

Let's say right away - this mod is simply huge. Seriously, there are few projects of the same size and scale - its files take up about 2.5 gigabytes of space, adding to the game great amount new content.

The mod was created to add life and color to Skyrim through voluminous and realistic characters. Each NPC is created in full harmony with the reality around him, he has a life story behind him - and he is ready to interact with you. Many of these characters are fully voiced by a team of over 80 people who recorded their voices for this mod. Dialogue helps you play out your character's personality, giving you the opportunity to get into each dialogue and leaving plenty of room for a sense of humor. You can be good or bad, a white knight or an evil killer - decide for yourself, since the most important character in the game is still you.


This is the third version of the mod, and the developers have officially announced their exit from the beta stage. Considering the scale of the project, they ask you to let them know if you suddenly discover the absence of any audio file or any other minor problem and promise to make corrections immediately.

Features of the mod:

  • More than 250 voiced NPCs
  • More than 50 new quests
  • More than 25 new companions
  • More than 15 NPCs for marriage
  • Unfinished or unvoiced dialogue can be disabled via the console with the command "setstage 3dnpcenable 1"


At the very beginning, the developers were going to expand the capabilities of your eight main companions so that they could comment on every quest and every location in the game, including bonus conversations during or after the main ones storylines. Currently, these companions, which the developers call "Super Friends" because they can fly and wear capes, have more than 1,000 comment lines each. It is unlikely that it will be possible to achieve the basic goal in the foreseeable future, since actors are not always interested in slave labor and new lines take a long time to record, but the developers still promise new additions.

Voice acting and text: Russian text, English voice acting (author's voice acting, not game)

On a note:
- Since the mod uses a completely new, original voice-over for everyone new NPCs,all audio dialogues will be in English, and all text will be in Russian
- Don't forget to turn on the credits in the game
- 6 actors took part in the voice acting, all dialogues are not in-game and therefore there is no Russian voice acting (we cannot do this)

Update: 1.9e

The system for switching Windhelm guards who stand at the gates during the Civil War has been changed; the guards did not change after the city was captured by the Imperials and vice versa

Update: 1.9d
- Replaced some of the dialogues of the Windhelm guards who stand at the gates so that the new dialogues do not coincide with significant dialogues
- AI packages (intelligence) of the guards at the front gate have been adjusted, if you are visiting Windhelm for the first time, the guards at the front gate will be located outside the city. If you were already in Windhelm before installing this mod, then the guards at the front gate will be in the old place, right behind the gate. Nords and Companions can still pass through the gate freely.
- Added a dialogue option for bribing the guards so that you can enter the city
- The next major update is coming soon!

Update: 1.9s
- Added sleeping bags and beds for some NPCs and edited AI packages for NPCs accordingly
- Fixed minor bugs and some AI packages for NPCs
- The translation in the names has been corrected, “Street children” in the game were like “Urchin”, now there will be “Street children”, and the names of drug addicts have also been corrected, the male NPC was like “Drug Addict”
- Using the additional link, download the updated “Patch for the mod - TKChildren”, it also corrected “Urchinov” to “Street children” (there is this patch in the main archive of the mod, but I forgot to update it, so I posted this patch separately so as not to download it again whole mod)


Description:
- The plugin adds let’s call them “Minor NPCs”, these citizens live their lives in Skyrim, they for the most part have no idea who Dovahkiin is, what he does and how great and glorious he is. They mind their own business and are not going to rush headlong to your aid, abandoning their very own affairs at your first call. Most likely, they will politely (and sometimes not) send you to hell, asking you not to get in the way. Think about it for yourself, do you, for example, communicate with everyone you see on public transport? Do you pester with questions and ask the name and occupation of anyone you meet on the street? So why is every NPC in Skyrim willing to drop whatever they're spending their precious time on to answer the Dragonborn's idiotic questions when they probably have their own more important things to do. Well, also think about it, where are most of the inhabitants of Skyrim? Why is there almost less population in the entire country than in the local pub on a Saturday night?
- This modification in an unobtrusive way adds many NPCs to Skyrim who do not care that you are the Dragonborn. They really don’t want to communicate with you, most of them will say no more than two words when you pester them, but they themselves will not pester you to bring/get/save and other similar requests, they will not confess to you by telling the stories of their life because they simply don't want to get to know you. They will not want to become your followers (well, unless you pay them well), the thought of marriage with you is ridiculous for them. All they want is for you to leave them alone.
But these are not just "random" NPCs, they are all "unique" and intended to fill existing "gaps" in the social environment of Skyrim. How often have you walked into a city building in Skyrim expecting to find a lot of residents, only to find a couple or three in an empty room? This plugin, like other modifications of a similar series, is designed to introduce the visual atmosphere of the game into Skyrim, so that the player can better experience this world, immersing himself in what is happening around him....

More details:

Compliance with the law -

Under the rule of Ulfric Stormcloak, Argonians and Khajiit are prohibited from entering the walls of Windhelm. But the guards don't care, they hunt you like a skeever that kills farm animals.
- "Non-essential NPCs", i.e. guards, are now stationed at every gate in Windhelm, they will actually enforce the law. You will be accosted by guards at the gates as you enter the city.
- If you are an Argonian or Khajiit, you will be promptly informed about the laws, and the guards stationed at the gate will try to escort you out of the city, that is, expel you. A special warning will be issued for all other races to let you know how much the Stormcloaks value the presence of foreigners in Windhelm, with the exception of Nords, who will be free to come and go in Windhelm. This is not madness - this is Windhelm!

Thalmor agents -

The empty Thalmor Headquarters in Solitude is now occupied by Thalmorsik agents and sentries. Like all Justiciars, their mission is to intimidate the population of Skyrim and slaughter the followers of Talos. But “fear”, not “violence”, is the weapon of these agents
- Justiciars do not wear Thalmor uniforms, which will make them appear as obvious targets to disgruntled locals. Instead, they hide in the city and work "undercover" to control the population. If you pay attention, you may be able to see secret meetings between the Justiciars and their informants
- And if you help Ondolemar in Markarth, they will learn about your feat, then perhaps they will become “polite” in their behavior towards the Dragonborn. If Solitude is under Stormcloak control, Thalmor agents and their sentries will barricade themselves inside Thalmor Headquarters. You can leave them alone or...

Guarding horse-drawn carriages -

How do horse-drawn carriages actually move around Skyrim so famously? After all, there are a lot of bandits and dangerous creatures all around... How does a slowly moving carriage with one armed driver manage to dodge all these unpleasant encounters and get to its destination?

Now each cart is equipped with an experienced guard from the ranks of retired warriors. Combat veterans or amnestied criminals look (at least they try to look so..) tough enough for a small handful of bandits to think twice before attacking the cart (in Markarth there are two guards, the Outcasts are such cannibals - no brakes at all..)

Girls prostitute -

Does Riften look like a nest of vice? Not here gambling, there are no brothels, and the nearest breeding ground for skooma is almost half a day's journey to Ivarstead.

- "Non-essential NPCs" fill out at least two of these components. If you're brave enough to take a walk after dark through the city's meanest alleys, you'll run into them... girls for an hour if you're willing to pay their price. Yes, you can buy them, but don't expect to see luxurious princesses adorned with jewelry and exotic clothes, ready to please you for hours on end. No, these girls are not high-class courtesans, they are creatures of the dark streets who need to quickly change clients in order to accumulate enough money to buy a new portion of skooma or pay off their debts to the pimp. So don’t count on “quality” of service, it’s more like “quick sex”...

Drug dealers -

Continuing the conversation about vices, we note other NPCs who are dealers of skooma and who ask absurd amounts for it. They can be found in Riften and Markarth, these cities have the most corrupt guards and the poorest and most exploited populations who are most in need of an "escape" from their mundane existence.

Thief...uh, I wanted to say orphans -

Ulfric continues to call on the inhabitants of Skyrim for his civil war and many of them left their homes and families. Some of these men and women will never return home, and the hostilities only add to the damage to the country's social fabric. - However, in Skyrim there are only a small handful of orphans, who are almost all "imprisoned" in the Riften Orphanage. Where are all those who should take care of children orphaned as a result of the war and bring them to an orphanage? There are none, and there is no time to do this when war is raging outside your window. By installing this plugin, you will encounter homeless child beggars on the city streets.
- I advise you to keep an eye on your wallets if you wish to respond to their requests for alms...

Visitors to the Royal Court -

Royal Court high king in Skyrim, it is the heart of the country's government, a symbol of its power, even if this power is somewhat undermined due to the raging civil war. There should be a lot of petitioners and officials demanding the resolution of disputes, approval by the authorities of contracts and other things that we call “court bustle.” But where the hell are they all?
- "Non-essential NPCs" add some signs of life royal court. Foreign ambassadors will appear in the Blue Palace, who will from time to time “pester” Elisif with their requests and behave swaggeringly in conversation with the Dragonborn, because even he should notice how noble they are...

New mercenaries -

Skyrim is in the midst of a civil war, everyone who knows how to hold a sword correctly should flock here like bees to honey. Vanilla game gives you the opportunity to hire a number of mercenaries, but it is quite strange that mercenaries of this caliber have problems finding employment in these turbulent times, sitting their butts in taverns and filling their bellies with cheap booze until some dragonborn with a dubious past comes to them will invite them to take part in a suicidal "campaign", for example, to hunt a dragon.
- The plugin adds several other types of mercenaries, they are not so tough and may well die at the first serious opponent, they are not even particularly brave (but they are not cowards either, really..). They don't care who you are
(so you'll have to pay them every time you hire them), but their appearance It will be useful if you need to “intimidate” someone, or quickly deal with a not very significant problem.
- Most likely, you shouldn’t take them with you to hunt dragons, although... maybe it’s the other way around, because it’s their job to defeat your enemies...

Bodyguard Maven -

Who is Maven? She is essentially the "shadow" Jarl of Riften. At the same time, she constantly walks around the city and reprimands everyone she meets in a harsh, rude manner.
- Every time I met her in the game, I had a desire to smash this pompous woman’s head against the nearest wall, but I knew that her death would create a “power vacuum” in Riften, which a group of ambitious people or organization would not fail to take advantage of, but there are no such things in the game. However, how does the average player know that they are not there? Therefore, Maven will have a new bodyguard, replacing the one she sent to guard the worthless warehouse in the port.
- He follows her everywhere, scaring off any possible enemies of hers, except when Maven goes for his daily chat with the Jarl, in which case he, like a good hound, will wait for her outside...

Drug addicts -

During the discussion and growth of this plugin, some users asked to add male "prostitutes", others believed that there should be more beggars in the cities of Skyrim. These two problems are killed with one stone here.
- During the day, in the most seedy areas of Riften, you will meet drug addicts dependent on skooma - people who are ready to do anything in order to spend their earnings on a new portion of sweet smoke.

Students of the College -

Well, I won’t tell you how hard it is for a first-year student..(not in terms of studies, yeah..) In short, there is such a type of people that when their rank and status is slightly higher than yours, they impose “hazing” on newcomers, subjecting those, in principle, that they once experienced in their own skin.
- “Insignificant NPCs” add such “oldies” to the College of Winterhold who will never forget to remind the Dragonborn that they are above him in the student hierarchy of the College - until.. until he becomes an Archmage. Then their tone will change... significantly.

Residents of..hmmm..Winterhold -

Again, in discussions of this modification, it was suggested that users try to gain some benefit from the addition of NPCs to Winterhold. We know that the “Great Collapse” occurred here and the entire city collapsed into the Sea of ​​Ghosts, burying all its inhabitants under its rubble.
- “Insignificant NPCs” add to the game the “ghosts” of these unfortunates, whose lost souls are trying to find something, not paying attention to what is happening around them and that their once flourishing city has long disappeared from the face of the earth. Their actions and words are what they were doing in the moments before the disaster...

Servants -

Have you ever thought that in Skyrim for some reason there are more nobles than their servants? History teaches us that it should be just the opposite. You also didn’t think about the fact that before your arrival there were only mediocrities in the Thieves Guild, because it’s so easy to sneak into the house of any nobleman and steal everything from there. what do you want?
- The plugin adds servants to the nobles in their residences, some of these servants even accompany their employers when they go to places such as the city market. Moreover, when you come to “visit” them and if they are not busy with anything, they will monitor the guest to make sure that he is not a thief.
- So, after installing the modification, I advise potential “burglars” to carry out their operations more carefully, find out your goal in advance and preferably wait until the night when everyone has gone to bed.
- Oh, and by the way, there will now be a gardener in Winterhold (but he won’t be watching you to make sure you’re not a thief)

Tavern visitors -

In the original game, there are enough moments when you walk into an inn or tavern and hear a bard singing ballads, but the tavern is empty. It is strange to expect that with such a small population of Skyrim in small towns and cities there will be many visitors in these places, perhaps with the exception of the evening.
- Inns in cities exist in order to attract people from all over the world for trade and various commerce. "Non-essential NPCs" add tavern and inn dwellers to the game. They will not be particularly interested in having a drink with you, since they are running their own dubious business here and in this business there is no place for the Dragonborn. Also, some of them can be found at the city market and in various other city stores.

Buyers of stolen goods -

Doesn't it piss you off that the Thieves Guild has a monopoly on buying stolen goods? Is it true that all the thieves, pickpockets and robbers of Skyrim are part of one crime syndicate, whose headquarters are located in the sewers of Riften?
- "Non-essential NPCs" add buyers of stolen goods to every city in Skyrim, with the exception of Riften (for obvious reasons). These buyers are in no way connected with the Guild, so your status in the Guild will not have any influence on them and their prices, and since they are “free pirates”, their main interest is not to buy everything you loot from you, but to quickly sell that stolen goods which they had already purchased earlier.
- These buyers are not as stupid as those who “relax” in the tunnels of Riften. They don't wear thieves' clothes to avoid giving themselves away to the guards, and they don't live in the sewers like Teenage Mutant Ninja Turtles, preferring to appear like upstanding citizens, so you'll have to keep your eyes peeled if you want to use their services...

Traders -

Cities exist to allow safe trade and various commercial activities to take place, but the number of merchants in the game clearly does not correspond to this statement
- Therefore, the modification adds new merchants in those areas of the game that seem to be intended for this.. however, you will not find carts with goods, trading kiosks or counters littered with fish next to them, the plugin simply adds merchants to these places without placing a ton of objects and not affecting game performance.
- Currently, furrier Fletcher in Solitude and fisherman Munger in Windhelm Docks have been added. Additional merchants will be added as the modification is updated.

Workers -

To smooth out the noble overpopulation of Skyrim, the plugin adds workers and laborers to the game in all big cities Skyrim.
“They work non-stop during the day to provide atmospheric support for the existing social urban infrastructure.
- During the day, they do menial work...repairing windows, carrying water, chopping wood, delivering mail, and so on.
- At night, they gather in taverns and inns in order to further “revive” these places. some of them are devout worshipers and prefer to go to the nearest temple in the evening to offer prayers to their gods.

Relatives -

A civil war is raging in Skyrim and visiting some areas you get the feeling that a plague has just swept through here. Why do many of the "villagers" you meet during your adventures live alone? Where are the elderly and the youth? If the adults went to war, then where are all the old people and children?
- "Non-essential NPCs" add a number of relatives to the game for such single families in large estates around cities, if members of these families are not involved in quests.
- They all have one or more dialogue "scenes" with a vanilla NPC relative.
- If any member of this family dies for any reason, the dialogue of the surviving members will reflect this loss.

Guardian of the College -

The mages at the College of Winterhold should actually dislike the Dragonborn. For example, they sent not just anyone, but teacher Faralda to the entrance to the College so that she could stop him/her and no one else, because other students are allowed into the territory of the College freely.
- Based on this, apparently, it is not so important that Jarl Korir and the local residents can blame the magicians as much as they want for the Great Collapse that destroyed their city, because except for the Dragonborn, no one can harm the College, right?
- Now a “watchman” will appear in the College, who is a clear example of what can be achieved if you take your studies carelessly. His duties include monitoring those who come to the college and warning the magicians about this.
- In between “denunciations” on students violating curfew and restraining local drunks from trying to destroy the bridge, he will scold the Dragonborn with the last words every time you cross the bridge.

Herald -

Solitude is the capital of Skyrim and the heart of the Empire's administration. Until the death of the High King, all laws were adopted in Solitude and only after that information about them was conveyed to residents of other cities. As the capital, the city should attract a large number of tourists and visitors from distant lands and remote corners of Skyrim, more than any other city in the country.
- "Non-essential NPCs" add a town crier to Solitude, who is responsible for reporting important information to citizens and city guests.
- The Herald currently has a total of 12 various kits speeches, some of which depend on the current political situation in the country and are updated as this situation develops with civil war. And yes, he doesn’t care who the Dragonborn is...

Ulfric's entourage -

In reality, Ulfric's speeches are incredibly boring and are intended for no one knows who, because as a rule, Yorleif and Galmar listen to them. If he doesn't have an audience to practice his speeches in front of, how can he impress his royal court?
- The plugin adds to throne room Ulfric a couple of Thanes, hereditary influential nobles who do not need to risk their lives fighting alongside the Stormcloaks, but who will lecture everyone (including Ulfric) about how a true Nord must fight for his future.
- They are full of bluster, which is known to diminish courage, so do not expect them to give their lives defending Ulfric during the Empire's assault on Windhelm. They must survive this moment so that they can later berate the Dragonborn for his role in depriving them of their high status.

Requirements:
Game version 1.9.32.0.8 and higher

Installation: (manual only)
- The archive contains 5 folders, the Main mod, Patch for users of the Winter is Coming and Immersive Armor mods (for this patch you must have both Winter is Coming and Immersive Armor mods installed at once, the patch will not work separately), Patch for the mod - and Patch for mod - , Patch for mod
- Make a clean save in a new save slot before installing this plugin
- Place the "Data" folder from the main mod in the root of the game and connect the esp file in the launcher
- If you have installed the mods Winter Cloaks - Winter is Coming and Armor Sets - Immersive Armor, then install the patch
- If you have these mods installed, then this “Non-essential NPC” mod should be listed below the cloak mods in the launcher
- If you have the mods "Open Cities Skyrim" or "TKChildren", then install the patches as well

If you have the "Cutting Room Floor" mod installed, then also install the compatibility patch for the "Cutting Room Floor" mod

How to update from the previous version to v1.9e:
1) Release any mercenaries or NPCs from this mod that you recruited
2) Go to any interior, in any city (except Windhelm), a room where there are no NPCs and make a new save in a new save slot (not F5)
3) Remove the previous version of the mod, the files Inconsequential NPCs.esp and Inconsequential NPCs.bsa from Skyrim folders/data/
4) Install new version fashion and boot from pure conservation which you did

Removal:
- Break up with any of the mercenaries you hired from this plugin
- If you have recently used the services of “girls” or “drug addicts”, wait until the “relaxation” effect dissipates (it lasts one game hour, you can check it on the “Active effects” tab)
- Make a new save somewhere in the interior without NPCs
- Delete the plugin files from the "Data" folder

Compatibility:
- Not compatible with mods that completely change cities, with the exception of city retextures
- Compatible with mods that add NPCs

Loading order in the launcher:
- If you have the Winter is Coming and Immersive Armor mods installed, then the order is as follows
- 1nivWICCloaks - Winter is Coming mod (if this mod is installed)
- hothtrooper44_ArmorCompilation.esp - Immersive Armor mod (if this mod is installed)
- Inconsequential NPCs.esp - this main mod "Inconsequential NPCs"

Inconsequential NPCs - CRF Compatibility Patch.esp - patch for the "Cutting Room Floor" mod
- Inconsequential NPCs - Enhancement.esp - patch for Winter is Coming and Immersive Armor
- Open Cities.esp - mod Open Cities Skyrim - Open cities (if this mod is installed)
- INPCs+OCS Patch.esp - patch for the Open Cities Skyrim mod - Open Cities
- TKChildren.esp - TKChildren mod (if this mod is installed)
- InconNPC-TKChildren.esp - patch for the TKChildren mod

Video:
https://www.youtube.com/watch?v=ik-PC4ib1Bw
https://www.youtube.com/watch?v=JpoZyOuXb0M
https://www.youtube.com/watch?v=uusOcM3mTno
https://www.youtube.com/watch?v=owh8JA8aK8U

You don't know what to do in Skyrim?! (you've gone through everything). Then this mod is for you! This mod Interesting NPCs (from the author Chris Takahashi) is a global addition to the game Skyrim. The project is intended to complement new NPCs with their story and quest. About 250 voiced NPCs, about 50 quests, 25 assistants in different parts of Skyrim have been added to the game, 15 of which have the possibility of marriage. The mod also adds several locations to the vastness of Skyrim, available for exploration. Interesting NPCs allow you to take one partner with you from original game and one from the mod. The characteristics and rewards for the quests are not very different from the original game (diversity is the point). The mod practically does not affect leveled lists and works as an addition, but the mod introduces a huge number of changes to the interiors and exteriors of the cities of the original game. Be careful with various city improvements and mods. The mod's buddy system is a copy of the buddy system from the original game. Be careful with mods that add new buildings and change the landscape of Solitude. DO NOT USE the My Home is Your Home mod or similar ones. I kept the material for translation from old version 2.2 was kindly created by the community on the notabenoid website (a project from crazygamer) before it was closed, for which many thanks to them and the author of the mod (Kris Takahashi)! The original voice acting was produced by approximately 80 actors on English language(it remained unchanged, so don’t forget to turn on the credits!). The list of quests and changes is very huge, there won’t be enough pages to list it. Bugs and compatibility: Try to ensure that your first visit to the Blue Palace in Solitude takes place before taking on the “Storm of Guilt” quest. The scripted scene in which the peasant reports to Elisif about a suspicious noise in the Wolf Skull Cave will be replaced with the court scene from the quest, you will not be able to take the task to clear the cave, this will be fixed soon.

Requirements: Skyrim 1.9 and most importantly all the DLC
Installation: Standard
Removal: delete mod files from the “Skyrim” folder

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Video: https://youtu.be/MhzGQJ0W-MY

The main goal of this mod is to significantly improve artificial intelligence friendly NPCs so that they begin to react and act like real people, thereby improving immersion in the atmosphere of the game. The mod will greatly rework the intelligence of NPCs who are in the “standard state” and “combat state”. The "alarm state" remained untouched.

  • Standard state - NPC is unaware of enemy presence
  • Combat state - NPC has detected an enemy
  • Alarm state - NPC is aware of the enemy's presence, but has not detected it

Combat state

This is the first mod that changes the intelligence of NPCs so much when they are in combat.

Survival Instinct

Almost all characters in Skyrim will be able to assess danger and respond to threats appropriately. For example, if an NPC is attacked and he understands that he has no chance of winning the fight, he will run away to a safe place.

To determine if an NPC has a chance of winning, 4 parameters are used:

  • NPC level
  • NPC health
  • Phys. and magician NPC protection
  • Opponent level

A safe place is chosen randomly and the number of such places depends on the size of the city in which the NPC lives. Such places can be: NPC house, temple, Jarl's castle, mine, barracks, etc.

Basic Rules

  • If an NPC is attacked by an enemy whose level is 10+ higher, he will run away
  • If the NPC's health is below a certain value, he will run away. Threshold: 50, 40, 30 and 20% - depends on the equipment of the NPC, if he wears heavy armor and a shield - then he will run away only when he reaches 20% health.

Note:

  • If the NPC is your companion, he will not use his survival instinct
  • Only friendly NPCs and neutrals (city residents) will use the survival instinct
  • The NPC is able to assess the level of danger even from opponents that were added by other plugins
  • NPCs that are added by other plugins will also use survival instinct

Special rules

On top of the basic rules there are special ones that depend on the personality of the NPC and their social rank. These rules take precedence over the main ones.

Civilian: NPCs in this category will never attempt to retaliate when attacked. If they are attacked, they will try to warn the guards. An NPC falls into this category if it answers the following. rules:

  • Max. level less than 10
  • Has no armor
  • Unarmed (dagger doesn't count)

Strategists: NPCs from this category will begin a tactical retreat within a few seconds after they lose half their health. While retreating, they will attempt to heal themselves and refresh their defensive spells. After they have finished recovering, they return to continue the fight. NPCs corresponding to the following fall into this category. requirements:

  • Member of the College of Winterhold
  • The amount of mana is more than 63

Cautious: NPCs in this category will flee if attacked by "unusual" opponents, even if they have more high level. Also, these characters will run away from opponents whose level is 5+ higher than theirs (instead of 10). Examples of “unusual” creatures: dragon, giant, giant spider, mammoth. NPCs that answer the following are considered cautious. requirements:

  • Thieves Guild Member
  • Member of the dark brotherhood
  • Wears cloth and does not know protective spells

Fearless: NPCs from this category will never leave the battle, regardless of the strength of the enemy. NPCs that meet one of the following are considered fearless. requirements:

  • Resurrected
  • Under the influence of a frenzy spell
  • Member of the Companions Guild
  • Member of the Imperial Legion
  • Stormcloak member

Khajiit traders: Unlike other NPCs in Skyrim, Khajiit traders will remain outside the city when they decide to flee. If they are near a city, they will be hiding inside watchtowers, city walls, or mines. If they try to run away while they are on their way to the next trading post, they will run in that direction.

Sleeping agents: Among the inhabitants of Skyrim there will also be vampires/forsaken, if they did not attack the dragonborn and their time has not yet come, they will look like ordinary citizens.

Fighting style

Warrior

Citizens classified as warriors received a defensive fighting style. During a fight with an enemy, they rely on counterattacks. Most of the time, such NPCs will defend, and as soon as the enemy shakes a little, they will launch an immediate attack.

Sorcerer and Thief (archer)

Mages and archers will leave the fight as soon as possible. They will try to keep their distance and will not catch up with their opponent.

Standard condition

Human behavior

In closed spaces, each NPC's intelligence was customized according to their personal histories, social rank, personality, etc.

Basic behavior patterns (for all NPCs)

NPCs will eat 2 and 3 times a day and sleep at least 6 hours a day. Sleeping and meal times vary depending on the specific NPC. Examples of routine:

  • Go to bed: from 9 pm to 3 am
  • Rise: from 5 am to 9 am

Specific behavior

Depending on the NPC's social rank, personality, place of work, and relationships, they will perform unique actions. Here are some of them:

Hunters: They will hunt animals around their city. The time for hunting is morning, 3 times a week. During the hunt, the NPC will patrol the territory and, if it detects an animal, will try to kill it. If he succeeds, he will melt the victim. As soon as the hunter gets enough food, he will stop hunting.

Priests of Kynareth: The priests will pray to their goddess several times a day. They will also read prayers together with believers several times a day. When will they have free time— they will clean the temple and treat the wounded. Sometimes they will go to the market.

Priests of Arkay: Like the previous ones, they will pray several times a day in front of the altar. They will also clean the temple and look after the graves.

Tramps: Some NPCs will be walking around their town/village:

  • Enjoying the view of the landscapes
  • To get to another city or village
  • Collect ingredients for alchemy

Romantics: Some couples will periodically meet in uninhabited parts of the city.

Riders: NPCs will use horses to reach distant cities.

Fencers: NPCs using the sword will train their skills, some alone, some with a dummy, and some with a partner.

Servants: Servants will cook food, clean houses, chop wood. Go to the market for groceries in the morning.

Lumberjacks: They will chop wood, take it to houses and sometimes repair fences

Farmers: Farmers will work in the fields every day. If a farmer has several fields, he will choose a random one every day. If he has chickens, he will feed them daily, if he has cows, he will water them.

Beggars: Beggars will spend most of their time begging in the market

Free time

Each NPC has free time, and what to do with yourself during this time depends on the case:

  • Go shopping
  • Pray in temples
  • Drink in a tavern
  • Relax at home
  • Go to the cemetery

Improved social interaction

Random conversations: To improve social interaction between NPCs, the author restored all conversations that are in the game files, but for some reason are not included in the release. For each city/village, the number of unique conversations has been increased by approximately 2 times.

Family: At least once a day, members of the same family will meet for a meal, with the exception of those who live in different cities.

NPC Behavior Dependency: Some NPCs will react to the actions of other NPCs. For example, if on some mass event someone dies, then the surrounding NPCs will react to this.

Congratulations NPC: The likelihood that an NPC will engage in dialogue with you has been reduced, with the exception of those NPCs for whom this is part of their job or hobby. In practice, only merchants, beggars and envoys will regularly engage in dialogue with you.

Additional note:

These features apply to all guards from any city/village and any official DLC.

Weather influence

In Skyrim, the weather is divided into 4 categories:

  • Pleasant
  • Clear
  • Rainy
  • Snezhnaya

NPCs will adapt their activities to the current weather

Hide in cover: If it rains or snows, NPCs will stop doing their business for fresh air, if they cannot continue working under cover.

Go home: This function is designed for various plugins that add new NPCs. In bad weather they will go to their home.

NPCs with the following professions will not use this feature:

  • Miners
  • Lumberjacks
  • Blacksmiths
  • Carriers
  • Couriers

Quest giver behavior

After the NPC gives you the quest, he will continue to live (?). This currently applies to the following quests:

  • golden claw
  • All quests from companions
  • Nature miracle

Miscellaneous

Opening times for stores:

Market: 6am to 5pm (closed during snowy or rainy weather)

Drunken Hunter: from 8 a.m. to midnight.

Consumer goods: from 8 am to 8 pm

Pharmacist: from 8 am to 8 pm

Blacksmith: from 6 am to 6 pm (if he works outdoors), otherwise from 8 am to 8 pm

Heimskr: Instead of annoying you from 5am to 8pm, Heimskr will annoy you from 2pm to 6pm.

Requirements

Installation: Place the esp file from the Main folder into the Data folder

Compatibility patches

All patches are in the archive with the mod

Version 0.4.0.1

  • Added Hearthfires support
  • Survival Instinct is no longer used by NPCs who can be companions
  • NPCs affected by the mod will now use copies of vanilla spells to avoid problems with mods that change vanilla spells
  • Fixed a bunch of bugs with NPC navigation in houses
  • The intelligence of many NPCs has been rewritten
  • Lots of bugs fixed
  • Updated compatibility patches

Version 0.3.5.1a

  • The intelligence of some NPCs has been reworked
  • Fixed a bug with the menu
  • The "Basic Behavior Models" feature has been added for NPCs in: Windhelm, Anga Village, Hlaalu Farm, Katla Farm, Brandy Mug Farm, Scarlet Wave. This means that NPCs in these places will now sleep at least 6 hours a day. In this regard, new beds were also added to the houses in the mentioned locations, so that everyone would have a place to sleep.
  • Added a new menu to enable, disable and update the mod
  • You can now disable weather effects on Whiterun citizens
  • Updated compatibility patches

Version 0.3.2.3

  • Nothing interesting, just fixes

Version 0.3.2.2

  • Improved intelligence of residents of the Black Ford, Riverwood, Windhelm and Rorikstead
  • Improved intelligence of some NPCs
  • Fixed bugs with some quests

Version 0.3

  • Added Lite version of the mod (the archive now contains FULL and Lite) Lite version has all the main functionality full version and is fully compatible with any mods.
  • AI when meeting riders has been reworked, riders will no longer get stuck and teleport from their horses to taverns
  • Add. files are now archived in BSA
  • Logo (author Kudix) added to MCM menu

Version 0.2.9.1

  • The intelligence of riders and their horses has been reworked. Horses will no longer chase their riders if they are not using them.
  • Fix “Survival Instinct” which was not used by some NPCs
  • Survival Instinct and Home functions have been improved
  • Added compatibility patch for Moonpath to Elsweyr

Version 0.2.8

  • Reworked the intelligence of Falkreath citizens
  • The "home" function has been improved, homeless NPCs will behave more realistically in the tavern
  • Reworked and improved the intelligence of citizens: Rorikstead, Whiterun, Riverwood, Black Ford
  • The intelligence of bards has been improved: now if you enter a tavern and there is a bard there, he will start singing, but only from 19:00 to 23:30
  • Fixed an issue where NPCs would sometimes sit on bar stools incorrectly
  • Improved compatibility
  • Updated compatibility patches

Version 0.2.5.1

Updated CRF compatibility patch

Version 0.2.5

Perhaps clearing your save will help you, but this is not a fact. If you really want to update, then the surest way is to use a new save.

Performance optimization:

Now the plugin will not increase loading time

Compatibility improvements:

Some functions of the plugin were implemented differently, as a result, with many mods there was no need to use the “correct” load queue in the launcher

Updated compatibility patches for RRR, OCS and CRF

Many small bug fixes

Improved intelligence of citizens in Whiterun, Rorikstead and Riverwood

Improvements:

Now the plugin has its own MCM menu, in which you can enable, disable, update it, and also configure some features: for example, disable the influence of weather on the behavior of NPCs

Now the plugin will work 100% even if you do not install it on a new save. This only applies to the first installation; updating the plugin on an old save is not recommended!

Version 0.2.4

  • The intelligence of citizens living in: Black Brod, Lorey Farm, Half-Moon Sawmill has been reworked
  • Improved intelligence of citizens of Whiterun and Riverwood
  • Improved "Go Home" function. Now the character will not go to his city if it is located far away and it is raining or snowing outside
  • Improved compatibility with other plugins
  • Fixes for some quests
  • Other minor fixes

Version 0.2.3

  • The intelligence of the citizens of Rorikstead has been completely redesigned. The author restored 10 random dialogues (which were in the game, but for some reason were disabled) and also added a couple of new buildings to the city so that it would not be so empty.
  • Imperials and Stormcloak prisoners: Guards will now be sent to the Solitude prison. Prisoners will not be able to attack unless their hands are tied. If you approach the convoy, you will be given a warning and if you do not leave within 10 seconds. - the guards will attack you. The same changes affected both the Thalmor and prisoners.
  • Imperial Intelligence/Stormcloak Intelligence: Issues where they could freeze in place have been fixed. Now they will head to the nearest camp.
  • Now if you attack the courier, he will respond to you
  • Thieves guild intelligence has been improved. Now they will make more competent ambushes
  • Now, after a dragon attack, farmers will not just stand in the tavern, but interact with it
  • Fixed a bug where some Thalmor travelers would freeze in place. Now they will go to the Thalmor embassy
  • Fixed a bug where some Empire travelers would freeze in place. now they will go to the nearest city that belongs to them
  • Stormcloak Travelers - same changes

Version 0.2.1

  • From 8 am to 8 pm NPCs will not lock the doors to their houses. If at this time the NPC comes home and finds you there, he will ask you to leave his home. From 10 pm to 8 am, NPCs will lock the doors of their houses.
  • You can now challenge Utgerd if she is outside the tavern
  • The intelligence of characters who own Whiterun has been reworked
  • The intelligence of Guy and Farengar has been reworked, it will change depending on who owns Whiterun
  • Improved intelligence of many other NPCs
  • Improved compatibility with other mods

Version 0.2.0.7

  • Ennodius Papias will no longer return home
  • Fixed a bug where some NPCs teleported into the prancing mare
  • Fixed a bug where some NPCs were sleeping
  • Improved intelligence of Nazim, Alem, Lilith and Jenassa
  • If you use CRF then the characters from the previous paragraph will use CRF intelligence
  • Updated CRF, ELE, ELFX and OCS compatibility patches
  • Improved survival instinct for Tolfdir, Faralda and Arniel
  • Removed 2 extras. guard from the Whiterun stables that were added earlier
  • During the Battle of Whiterun quest, the characters: Hrongar, Jenassa, Vignar, Brill and Sinmir will be hiding in their houses
  • Many bug fixes with quests

Version 0.2.0.5b

  • Saadia will no longer say "Yes, Mom" ​​if her mom isn't around
  • Added support for mod managers

Version 0.2.0.5

  • Tavern owners will no longer greet you if they are asleep
  • During the storm, Aranea Ienith will remain near the Azura statue
  • Improved compatibility with the quest “Before the Storm”
  • Improved compatibility with the quest “Missing Person”

Version 0.2.0.4

  • Tilma Tired's intelligence in the quest "C04JorrvaskrCommotion" has been improved
  • Improved intelligence of Sven and Hilda so they won't get stuck
  • During the quest "Eternal Rest", Hroggar will be fearless if he decides to attack the player
  • During the quest "Kill Hern", if you start attacking Hern, Hern will help her husband. If her health drops below 30%, she will beg for mercy.
  • If Alva decides to flee, she will hide in Movart's Lair

Version 0.2.0.3

  • The mod is now fully compatible with Master of Disguise - Immersive Disguises for Skyrim
  • Improved compatibility with mods that add new houses near the Pilagio farm
  • Improved Olfin Greymane's AI when the Stormcloaks control Whiterun
  • Dorthy and Sigrid are now further away from the meeting place between Gerdur and Hod
  • The intelligence of the NPCs in the quest "C04JorrvaskrCommotion" had a lower priority, this has now been fixed and there should be no problems
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