Skyrim global mods interesting npcs. Skyrim: Interesting NPCs. Improved social interaction

Skyrim global mods interesting npcs. Skyrim: Interesting NPCs. Improved social interaction

The Elder Scrolls V: Skyrim. Mod "Living NPCs".
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“Ladies and gentlemen! Having arrived on this page, you have witnessed the early release of the “Living NPCs” mod! “Why early?” - you ask. But because the voice base of the mod is still incomplete (that is, not all voices are voiced). However, , it will be gradually replenished, so stay tuned for updates on the mod. Enjoy your gameplay :)"

We all remember that in TES 4 Oblivion and TES 3 Morrowind, NPCs could approach each other and start a small conversation, asking “How are you?” or by telling a fascinating story (About mudcrabs, for example). In Skyrim, a similar function is present, but it is played out 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, the result is some kind of absurdity. We decided to bring life into the “dead” world of Skyrim, giving the characters of Skyrim the opportunity to communicate with each other on a variety of topics! The mod affects all of Skyrim (dialogues will be played wherever there are NPCs). The mod itself is background: it is not aimed at making you sit and listen to every dialogue (although no one forbids you to do this), but at eliminating the oppressive silence in densely (and not very) populated locations, improving the overall game atmosphere and the mod itself. to “revitalize” the inhabitants of the Northern Province of Tamriel. The mechanics of the mod are 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 of the province (excluding various episodic characters).

What dialogues are currently in fashion:
1) Guard and citizen
2) Standard dialogues
3) Group dialogues
4) Rumors
5) Two guards
6) Maid and tavern guest
7) Seller and buyer
8) NPC acquaintance (successful)
9) NPC acquaintance (unsuccessful)
10) Hostile dialogues
11) Friendly dialogues

Installation:
a) For those who have never installed any version of the mod: drop the files from the Update archive folder (Scripts, Sound RandomnDialogue.esp) into the game Data folder, 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 in the path Skyrim/Data/Sound/Voice/RandomnDialogue.esp
4) Place 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 in the path Skyrim/Data/Sound/Voice/RandomnDialogue.esp
2) Install the RandomnDialogue.esp folder to the path Skyrim/Data/Sound/Voice/RandomnDialogue.esp from the archive


Future plans:
1) Adding new types of dialogues
2) Replenishment of the mod's voice base
3) Improved dialogue playback mechanics

Requirements:
- Skyrim 1.9.32.0.8
OR
- Skyrim SE

Latest video on fashion.


(the concept of the mod has changed a lot, the quality of dialogue has improved, and
the number has 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, profitable microphone setup, free). Your desire is important.

Requirements for voice acting:
1) Equipment of at least average quality (we will advise you upon contacting the LS)
2) Good diction
3) Mature voice (“broken”)
4) *desirable* Ability to imitate standard Skyrim voices (typical Nordic, Orcish, etc.)

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

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, 15 of which with the possibility of marriage, have been added to the game. The mod also adds several locations to the vastness of Skyrim, available for exploration. Interesting NPCs allows you to take with you one partner from the 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 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 remains 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 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 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 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 are of a higher 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 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 someone dies at some public event, 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 outdoor business unless they can 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) The Lite version has all the main functionality of the 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 of 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

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

Interesting NPCs Overview

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

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. Given the scale of the project, they ask you to let them know if you suddenly find any audio file missing or any other minor problem and promise to make corrections right away.

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 main 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.