Skyrim mod interesting npc. Skyrim: Interesting NPCs (Interesting NPCs). Improved social interaction

Skyrim mod interesting npc. Skyrim: Interesting NPCs (Interesting NPCs). Improved social interaction

You don't know what to do in Skyrim?! (you passed everything). Then this mod is for you! This mod Interesting NPCs (by the author Chris Takahashi) is a global addition to the game Skyrim. The project is intended to complement new NPCs with their own story and quest. About 250 voiced NPCs have been added to the game, about 50 quests, 25 assistants in different parts of Skyrim, 15 of which are marriageable. The mod also adds several locations to the expanses of Skyrim available for exploration. Interesting NPCs allows you to take one partner from the original game and one from the mod. Characteristics and rewards for quests are not much different from the original game (meaning in variety). The mod barely affects the level lists and works as an add-on, but the mod brings a huge amount of changes to the interiors and exteriors of the cities of the original game. Be careful with various city upgrades and mods. The partner system in the mod is a copy of the partner 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 and similar mods. I kept the material for translation from the old version 2.2, 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 done by about 80 actors in English (it has 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 make sure that the first visit to the Blue Palace in Solitude takes place before taking the Guilt Storm quest. The scripted scene in which the peasant reports to Elisif about a suspicious noise in the Wolfskull Cave will be replaced with the court scene from the quest, you will not be able to take the mission to clear the cave, this will be fixed soon.

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

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

Description

The purpose of this modification is to improve the face morphs of all unique NPCs. With the exception of a few isolated cases, the author tried to keep the original "essence" of each character, while at the same time making them more beautiful. Approximately 80% of the NPC's eyes, nose and mouth remained the same - in most cases, the distance between these facial features was simply changed, its shape was changed (jaw, chin, cheekbones). Some wrinkles have been removed - in cases where the author considered it appropriate. The element of dirt on the face has also been updated - now it has either been completely removed or has become much less pronounced. However, the faces of miners, blacksmiths, prisoners and some farmers still do not shine with cleanliness.

This modification does not change companions, children, NPCs from official add-ons, as well as generated characters - bandits, soldiers, enemies, etc. Important note

In older versions, you may encounter nasty "tearing" textures on the necks of the characters after removing the " Inhabitants of Skyrim - NPC Overhaul". This is due to the fact that the weight of the NPC is stored in the saved game files, and is not updated after you remove the modification that makes changes there. Since version 1.5, the weight of the NPC has not been changed, so you can safely install IOS, don't be afraid to face this error.
This modification does not contain "dirty" edits. It has been cleaned up in TesVEdit. Requirements

For version 1:
for men and women
- Skyrim 1.9.32.0;
- ApachiiSkyHair_v_1_5_Full (or higher);
- ApachiiSkyHairFemale_v_1_3 (or higher);
- ApachiiSkyHairMale_v_1_2 (or higher).

For version 2:
It has improved morphs of unique NPCs, and added hairstyles from Apache only for women. The following materials are required for correct operation:
- Skyrim 1.9.32.0;
- ApachiiSkyHair_v_1_5_Full (or higher);
- ApachiiSkyHairFemale_v_1_3 (or higher).

For version 3:
It uses vanilla hairstyles, so nothing other than Skyrim version 1.9.32.0 is required. Update History

1.3 (02/25/2013) - updated version with new Apachii hair. In addition, more NPCs have been changed, and older people.
1.4 (03/02/2013) - Completely redone followers. (Folder optional)
- the vanilla hair version has not undergone any changes.
1.5 (02/12/2014) - in version number 3, the modification was redone anew. No more neck tear after uninstall (preserved NPC vanilla weight).
1.5 (02/22/2014) - the same as the previous version, but includes the latest ApachiiSkyHair updates for male characters. Incompatibilities

Conflicts with the " " mod, as well as any other NPC mods. If you have any on your list, try putting the "Inhabitants of Skyrim - NPC Overhaul" esp file as low as possible. Installation

1. First of all, install all the necessary files from following the instructions on the page (only relevant for versions 1 and 2).
2. Extract the files to a temporary folder.
3. Copy/paste all files in a folder Data Skyrim. It is usually located here: Steam/SteamApps/common/Skyrim/Data.
4. Launch Skyrim. Before you start playing, click on "Data Files" and make sure the plugin is activated. Move it to the bottom of the list.
5. Play! Mods used for screenshots

If you want the NPCs to look exactly like the screenshots, you should download and install the files from the list below. These mods are not required for IOS to work correctly. Also, you can use other body replayers, skins or mods that add/replace eyes.

The main goal of this mod is to significantly improve the artificial intelligence of friendly NPCs so that they begin to react and act like real people, thereby improving the immersion in the atmosphere of the game. The mod will greatly rework the intelligence of NPCs, which 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
  • Alert state - NPC is aware of the presence of an enemy, but did not detect 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 appropriately to threats. 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 the NPC has a chance of winning, 4 parameters are used:

  • NPC level
  • Health NPC
  • Phys. and mage. NPC protection
  • Rival level

The safe place is chosen randomly and the number of such places depends on the size of the city where 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 with a level 10+ higher, it will run away
  • If the NPC's health is below a certain value, it 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
  • Survival instinct will only be used by friendly NPCs and neutrals (city dwellers)
  • NPCs are able to assess the level of danger even from enemies that have been 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 meets the following. rules:

  • Max. level less than 10
  • Has no armor
  • Unarmed (dagger does not count)

Strategists: NPCs in this category will initiate a tactical retreat within a few seconds after they lose half their health. During the retreat, they will attempt to heal themselves and renew their defensive spells. Once they've finished recovering, they'll return to continue the fight. This category includes NPCs responding to cl. requirements:

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

Cautious: NPCs in this category will run away when attacked by "uncommon" enemies, even if they are of a higher level. Also, these characters will run away from enemies whose level is higher than theirs by 5+ (instead of 10). Examples of "unusual" creatures: dragon, giant, giant spider, mammoth. Cautious are considered NPCs responding to the next. 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 fight, no matter how strong the opponent is. Fearless are NPCs that answer one of the following. requirements:

  • resurrected
  • Under the spell of frenzy
  • Companion Guild Member
  • Member of the Imperial Legion
  • Member of the Stormcloaks

Khajiit merchants: Unlike other NPCs in Skyrim, Khajiit merchants will stay outside the city when they decide to run away. If they are near a city, they will hide inside watchtowers, city walls, or mines. If they try to run away while they are on their way to the next trade point, they will run in its direction.

Sleeper 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

The defensive fighting style was given to citizens classified as a warrior. During the fight with the enemy, they rely on counterattacks. Most of the time, such NPCs will spend on defense, and as soon as the enemy staggers a little, they will carry out 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

Indoors, each NPC's intelligence was adjusted according to their personal histories, social rank, personality, and the like.

Basic behaviors (for all NPCs)

NPCs will eat 2 and 3 meals a day and sleep at least 6 hours a day. Sleep and meal times vary depending on the specific NPC. Schedule examples:

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

Specific behavior

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

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

Priests of Kynareth: Priests will pray to their goddess several times a day. They will also read prayers together with believers several times a day. When they have free time, they will clean the temple and heal 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 walk around their town/village:

  • Enjoying the landscape
  • To get to another city or village
  • Gather ingredients for alchemy

Romantics: Some couples will periodically meet in non-populated parts of the city.

Riders: NPCs will use horses to get to outlying cities.

Fencers: Sword-wielding NPCs 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 daily in the fields. If a farmer has several fields, he will choose a random one every day. If he has chickens, he will feed them daily, if there are cows, he will water them.

Beggars: Most of their time beggars will be begging in the market

Free time

Each NPC has free time and what to do 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 the 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 roughly doubled.

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

NPC behavior dependency: Some NPCs will react to the actions of other NPCs. For example, if someone dies at some mass event, the surrounding NPCs will react to this.

Congratulations NPCs: The chance of NPCs engaging with you has been reduced, with the exception of NPCs for whom it is part of their job or hobby. In practice, only merchants, beggars and messengers will regularly enter into dialogue with you.

Additional note:

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

Weather influence

In Skyrim, the weather is divided into 4 categories:

  • Pleasant
  • clear
  • rainy
  • Snowy

NPCs will adapt their activities to the current weather

Hide in cover: If it rains or snows, the NPCs will stop doing their outdoor activities if they can't continue working under the canopy.

Go home: This feature 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 shops:

Market: 6am to 5pm (Closed during snowy or rainy days)

Drunken Hunter: from 8 am to midnight.

Consumer goods: from 8 am to 8 pm

Apothecary: from 8 am to 8 pm

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

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

Requirements

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

Patches for compatibility

All patches in the archive with the mod

Version 0.4.0.1

  • Added support for Hearthfires
  • Survival Instinct no longer uses NPCs that 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
  • Rewrote the intelligence of many NPCs
  • Fixed a bunch of bugs
  • Updated compatibility patches

Version 0.3.5.1a

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

Version 0.3.2.3

  • Nothing interesting, just fixes

Version 0.3.2.2

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

Version 0.3

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

Version 0.2.9.1

  • The intelligence of riders and their horses has been redone. 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 features have been improved
  • Added Moonpath to Elsweyr compatibility patch

Version 0.2.8

  • Reworked 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
  • Improved the intelligence of bards: now if you enter the tavern and there is a bard, he will start singing, but only from 19 to 23:30
  • Fixed an issue where NPCs would sometimes incorrectly sit on bar stools
  • Improved compatibility
  • Updated compatibility patches

Version 0.2.5.1

Updated CRF compatibility patch

Version 0.2.5

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

Performance Optimization:

Now the plugin will not increase the loading time

Compatibility improvements:

Some plugin functions were implemented differently, as a result, with many mods, the need to use the “correct” load queue in the launcher disappeared

Updated compatibility patches for RRR, OCS and CRF

Lots of small bug fixes

Improved the 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, as well as configure some features: for example, disable the influence of weather on the behavior of NPCs

Now the plugin will work 100% even if you install it not on a new save. This applies only to the 1st installation, updating the plugin on an old save is not recommended!

Version 0.2.4

  • Reworked the intellect of citizens living in: Black Ford, Loreya Farm, Half Moon Sawmill
  • Improved the intelligence of the citizens of Whiterun and Riverwood
  • Improved "Go Home" feature. Now the character will not go to his city if it is 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 overhauled. The author restored 10 random dialogues (which were in the game, but for some reason disabled) and also added a couple of new buildings to the city so that it would not be so empty.
  • Imperials and imprisoned Stormcloaks: Guards will now be sent to 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 after 10 seconds. The guards will attack you. The same changes affected the Thalmor and prisoners.
  • Imperial Intelligence / Stormcloak Intelligence: Fixed issues where they could freeze in place. Now they will be heading to the nearest camp.
  • Now if you attack the courier, he will answer you
  • Thieves Guild intelligence has been improved. Now they will make more competent ambushes
  • Now farmers after a dragon attack will not just stand in the tavern, but interact with it
  • Fixed an issue where some Thalmor Travelers would freeze in place. Now they will go to the Thalmor embassy
  • Fixed a bug where some travelers of the Empire 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 homes. 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, the NPCs will lock the doors of their houses.
  • You can now challenge Utgerd if she is outside the tavern
  • Reworked the intelligence of the characters who own Whiterun
  • The intellect of Guy and Farengar has been reworked, it will change depending on who owns Whiterun
  • Improved the 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 a 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 the survival instinct of Tolfdir, Faralda and Arniel
  • Removed 2 additional guard from the Whiterun stables that were added earlier
  • During the Battle for Whiterun quest, the characters Hrongar, Jenassa, Vignar, Brill and Sinmir will hide in their homes
  • Lots of bug fixes with quests

Version 0.2.0.5b

  • Saadia will no longer say "Yes Mom" ​​if her mom is not around
  • Added support for mod managers

Version 0.2.0.5

  • Innkeepers will no longer greet you if they are sleeping
  • During the storm, Aranea Ienith will stay near the statue of Azura
  • Improved compatibility with the quest "Before the Storm"
  • Improved compatibility with the quest "Missing"

Version 0.2.0.4

  • Tilma the Weary'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 Kill Herne quest, if you start attacking Herne, Hurt will help her husband. If her health falls below 30%, she will beg for mercy.
  • If Alva decides to run, she will hide in Movart's Lair

Version 0.2.0.3

  • Now the mod is fully compatible with Master of Disguise - Immersive Disguises for Skyrim
  • Improved compatibility with mods that add new houses near the pilagio farm
  • Improved the AI ​​of Olfin Greymane when the Stormcloaks wield Whiterun
  • Dorthy and Sigrid are now further away from the meeting point of Gerdur and Hod
  • The intelligence of the NPC in the quest "C04JorrvaskrCommotion" had a lower priority, now this is fixed and there should not be any problems

The Elder Scrolls V: Skyrim. Mod "Live NPC".
!Looking for votes!

"Ladies and gentlemen! Once on this page, you have witnessed the early release of the Live NPC mod! "Why early?" You ask. But because the voice base of the mod is still incomplete (that is, not all voices are voiced). However , gradually it will be replenished, so stay tuned for mod updates. Enjoy the gameplay :)"

We all remember that in TES 4 Oblivion and TES 3 Morrowind, NPC NPCs could approach each other and start a small conversation, asking "How are you?" or telling a fascinating story (About mudcrabs, for example). In Skyrim, a similar function is present, but it is beaten quite primitively: certain nps can only lead
certain dialogues (for example, Nazim can only ask Isolde how often she has to go to the market); and when these dialogues are repeated several times, some kind of absurdity turns out. We decided to bring life to the "dead" world of Skyrim, giving Skyrim characters the opportunity to communicate with each other on a variety of topics! The mod affects the entire Skyrim (dialogues will be played wherever there are NPCs). The mod itself is a background mod: it is not aimed at you sitting and listening to every dialogue (although no one forbids you to do this), but at eliminating forcing silence in densely (and not very) populated locations, improving the overall gaming atmosphere and actually on the "revival" of the inhabitants of the Northern province of Tamriel. The mechanics of the mod is based on the random playback of individual mini-scenes in which NPCs communicate on various topics depending on the dialogue. The mod applies to almost all NPCs in the province (excluding various episodic characters).

What dialogues are present in the mod at the moment:
1) Guard and citizen
2) Standard dialogs
3) Group dialogues
4) Rumors
5) Two guards
6) Maid and tavern guest
7) Seller and buyer
8) Acquaintance of NPS (successful)
9) Acquaintance of NPS (unsuccessful)
10) Hostile Dialogues
11) Friendly Dialogues

Installation:
a) For those who have never installed any of the versions of the mod: drop the files from the Update archive folder (Scripts, Sound RandomnDialogue.esp) into the Data folder of the game, and then activate the mod in the launcher.

b) For those who have one of the versions of the mod:
1) Disable the mod in the launcher
2) Go into the game and create a clean save
3) Delete the following files and folders: RandomnDialogue.esp and RandomnDialogue.esp, which is located along the path Skyrim/Data/Sound/Voice/RandomnDialogue.esp
4) Drop the files from the new archive (Scripts, Sound RandomnDialogue.esp) into the Data folder.
5) Activate the mod in the launcher
6) Play!

c) When updating the voice database:
1) Delete the folder: RandomnDialogue.esp, which is located along the path Skyrim/Data/Sound/Voice/RandomnDialogue.esp
2) Install the folder RandomnDialogue.esp along the path Skyrim/Data/Sound/Voice/RandomnDialogue.esp from the archive


Plans for the future:
1) Adding new types of dialogs
2) Replenishment of the mod's voice base
3) Improving the mechanics of playing dialogues

Requirements:
- Skyrim 1.9.32.0.8
OR
- Skyrim SE

Latest fashion video.


(the concept of the mod has changed a lot, the quality of the dialogues has improved, and their
number increased)

With this early release, we want to attract interested people to our team who want to try their hand at voice acting. We provide technical support (programs
and the necessary training to work with them, favorable microphone setup, free of charge). What matters is your desire.

Voice acting requirements:
1) Equipment of quality not lower than average (we will advise on contacting the LAN)
2) Good diction
3) Mature voice ("broken")
4) *desirable* The ability to imitate the standard voices of Skyrim (typical Nord, Orc, etc.)

Write to me in a personal about the candidacy: https://vk.com/zaebalovs