Interesting NPCs Skyrim. Skyrim: Interesting NPCs (Interesting NPCs). Improved social interaction

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 on this 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


Future plans:
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 carry out 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

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 old version 2.2 kindly created by the community on the site notabenoid (a project by 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 about 80 actors at English language(it remained unchanged, so do not 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

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, 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 "unusual" enemies, even if they have more high 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 is 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:

  • To 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.

A 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 business for fresh air if they cannot 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

  • Added Lite version of the mod (in the archive now comes FULL and Lite) Lite version has all the basic functionality 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

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, author's voice acting for all new NPCs, all sound dialogues will be in English, and all text will be in Russian
- Do not forget to turn on the credits in the game
- 6 actors took part in the voice acting, all the dialogues are not in-game and therefore there is no Russian voice acting (we cannot do this)

Update: 1.9e

Changed the switching system of the Windhelm guards who stand at the gate during the Civil War, the guards did not change after the capture of the city by the Imperials and vice versa

Update: 1.9d
- Replaced some of the Windhelm guards' dialogue at the gate so that the new dialogue doesn't overlap with meaningful dialogue
- Adjusted the AI ​​packages (intelligence) of the guards at the front gate, if you are visiting Windhelm for the first time, the guards at the front gate will be 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, just outside the gate. Nords and Companions can still freely pass through the gate.
- Added dialogue option to bribe guards so that you can enter the city
- Next major update 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
- Fixed the translation in the names, "Homeless" in the game were like "Urchin", now there will be "Homeless Children", as well as the names of drug addicts have been corrected, the male NPC was like "Junkie"
- Download the updated "Patch for the mod - TKChildren" from the additional link, it also fixed "Urchinov" to "Homeless" (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 - "Insignificant NPCs", these citizens live their lives in Skyrim, for the most part they have no idea who Dovakin is, what he does and how great and famous he is. They go about their business and are not going to rush headlong to your aid, leaving these very things of their own at your first call. Most likely, they will send you politely (and sometimes not) to hell, asking you not to get in your way. Think for yourself, do you, for example, communicate with everyone you see in public transport? Pestering with questions and asking the name and occupation of anyone you meet on the street? So why is every NPC in Skyrim willing to give up everything they spend their precious time on answering idiotic Dragonborn questions when they probably have more important things to do. well, think also, where are the majority of the inhabitants of Skyrim? Why is the entire country nearly less populated than the local pub on a Saturday night?
- This modification in an unobtrusive way adds a lot of NPCs to Skyrim who do not care that you are a Dragonborn. They really don’t want to communicate with you, most of you will utter no more than two words to your pestering them, but they themselves will not pester you to bring / get / save and other similar requests, they will not confess to you telling the stories of their lives because they just don't want to get to know you. They will not want to become your followers (well, unless you pay them well), the idea of ​​​​marrying 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 designed to fill existing "gaps" in the social environment of Skyrim. How often have you walked into any urban area in Skyrim, expecting to find a lot of inhabitants there, but in reality you met only a couple or three in an empty room? This plugin, like other modifications of a similar series, is designed to bring the visual atmosphere of the game to Skyrim so that the player can better feel this world, immersing himself in what is happening around....

More:

Compliance with the law -

Under the rule of Ulfric Stormcloak, Argonians and Khajiit are forbidden within the walls of Windhelm. But the guards don't care, they're after you like you're a skeever that kills farm animals.
- "Non-essential NPCs", i.e. guards, now stand at every gate of Windhelm, they will actually abide by the law. You will be harassed by guards at the gate at the entrance to the city.
- If you are Argonian or Khajiit, you will be promptly informed about the laws, and the guard standing at the gate will try to escort you outside the city, that is, expel you. For all other races, a special warning will be issued to let you know how much the Stormcloaks appreciate the presence of foreigners in Windhelm, with the exception of the Nords, who will be free to come and go in Windhelm. It's not madness - it's Windhelm!

Thalmor agents -

The empty Thalmor Headquarters in Solitude is now occupied by Thalmorsic agents and sentries. Like all Justiciars, their mission is to intimidate the populace of Skyrim and slaughter the followers of Talos. But "fear", not "violence" - these are the weapons of these agents
- Justiciars don't wear Thalmor uniforms, which will pass them off as obvious targets to disgruntled locals. Instead, they hide in the city and work "undercover" to keep the population under control. If you're careful, you might be able to see secret meetings between the Justicars 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 the control of the Stormcloaks, then the Thalmor agents and their sentries will barricade themselves inside the Thalmor Headquarters. You can leave them alone or...

Protection of horse-drawn carriages -

And how do horse-drawn carts move around Skyrim so famously? After all, the circle is full of bandits and dangerous creatures .. How does a slowly moving cart with one armed cabman manage to dodge all these unpleasant meetings and reach its destination?

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

Girls prostitute -

Does Riften look like a nest of vice? There is no gambling, there are no brothels, and the nearest skooma nursery is almost half a day's journey to Ivarstead.

- "Non-essential NPCs" complete at least two of these components. If you're brave enough to walk after dark through the city's nefarious alleys, there 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 gorgeous, jeweled princesses in exotic clothes ready to please you for hours on end. No, these girls aren't high-class courtesans, they're a product of the dark streets who need to quickly change clients in order to save up enough money to buy a new portion of skooma or pay off their debts to a pimp. So don't count on the "quality" of service, it's more like "quick sex"...

drug dealers -

Continuing the conversation about vices, we also note other NPCs who are skooma dealers and who ask absurd amounts for it. They can be found in Riften and Markarth, these cities have the most corrupt guards and the most impoverished and exploited population that most need to "escape" from a routine existence.

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

Ulfric never ceases to call the people of Skyrim to his civil war, and many of them have left their homes and families. Some of these men and women will never return home, and the fighting only exacerbates the damage to the country's social fabric. - However, there are only a small handful of orphaned children in Skyrim, who are almost all "imprisoned" in Riften's Orphanage. Where are all those who should take care of children orphaned as a result of the war and bring them to an orphanage? They are not, and there is no time to do this when the war rumbles outside your window. By installing this plugin, you will encounter homeless begging children on the streets of cities
- I advise you to watch your wallets if you wish to respond to their requests for alms ...

Visitors to the royal court -

The royal court of the High King in Skyrim is the heart of the government of the country, 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, the approval of contracts by the authorities and everything else that we call "court vanity." But where the hell are they all?
- "Non-essential NPCs" add some signs of life to the royal court. Foreign ambassadors will appear in the Blue Palace, who will from time to time "molest" Elisif with their requests and snobbishly keep 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 properly hold a sword should flock here like bees to honey. The vanilla game gives you the option to hire a number of mercenaries, but it's rather odd that mercenaries of this caliber have trouble finding employment during this turbulent time, sitting their asses in taverns and filling their belly with cheap liquor until some dragonborn comes along with a dubious past and invites them to participate in a suicidal "campaign", for example, to hunt a dragon.
- The plugin adds several other types of mercenaries, they are not so cool and may well die on the very first serious opponent, they are not even very brave (but not cowards, really ..). They don't care who you are
(so you have to pay them every time you hire them), but they appearance will be useful if you need to "intimidate" someone, or deal with a not too significant problem in a quick way.
“Most likely you shouldn’t take them with you to hunt dragons, although… maybe vice versa, 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 pronounces in a sharp, rude form to everyone she meets.
- Every time I met her in the game, I had a desire to smash the head of this pompous aunt against the nearest wall, but I knew that her death would create a "power vacuum" in Riften, which a group of ambitious people or an organization would not fail to take advantage of, in theory, but they don't exist in the game. However, how does the average player know that they don't exist? Therefore, Maven will have a new bodyguard, in return for the one she sent to guard a useless warehouse in the port.
- He follows her everywhere, scaring off her possible enemies, except when Maven goes for daily chatter with the Jarl, in which case he, like a good hound, will wait for her outside ...

Drug addicts -

In the process of discussing and growing this plugin, some users asked for the addition of male "prostitutes", others felt that there should be more beggars in the cities of Skyrim. These two problems here are killed with one stone.
- During the day, in the most seedy areas of Riften, you will meet skooma-dependent drug addicts - people who are ready for 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 are slightly higher than yours, they plant "hazing" on newcomers, exposing those, in principle, to what they once experienced in their own skin.
- "Non-essential NPCs" add "oldies" to the College of Winterhold who will never forget to remind the Dragonborn that they are above him in the College's apprentice hierarchy - until...until he becomes an Archmage. Then their tone will change...significantly.

Residents of..hmmm..Winterhold -

Again, in the discussions of this modification, it was suggested by users to try to extract 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.
- "Non-essential 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 and that their once flourishing city has long since disappeared from the face of the earth. Their actions and words are what they were doing in the moments before the catastrophe...

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 mediocrity in the Thieves Guild, because it’s so easy to sneak into the house of any nobleman and steal everything from there. just what do you want?
- The plugin adds to the game servants of 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 "guest" 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, to know their goal in advance and it is advisable to wait until the night when everyone goes to bed.
- Oh, and by the way, there will now be a gardener in Winterhold (but he will not follow you to make sure that you are not a thief)

Tavern goers -

AT original game there are enough moments when you go 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 to these places, perhaps with the exception of the evening.
- Inns in cities and 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 won't be particularly interested in drinking with you, as they run their dubious business here, and there's no place for the Dragonborn in that business. Also, some of them can be found in the city market and in various other city shops.

Buyers of stolen goods

Does it bother you that the Thieves Guild has a monopoly on buying stolen goods? Is it true that all the thieves, pickpockets and robbers of Skyrim belong to the same crime syndicate, which is headquartered in the sewers of Riften?
- "Non-essential NPCs" add stolen goods dealers to every city in Skyrim, with the exception of Riften (for obvious reasons). These buyers are not related to the Guild in any way, so your status in the Guild will not have any effect on them and their prices, and since they are "free pirates" their main interest is not to buy everything you looted from you, but to quickly push that stolen goods which they have already purchased.
- 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 "Ninja Turtles", preferring to look like good citizens, so you'll have to keep your eyes peeled if you want to use their services...

Merchants -

Cities exist for safe trading and various commercial activities, 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 next to them carts with goods, trading stalls or stalls littered with fish, the plugin simply adds merchants to these places without placing a ton of objects and not affecting game performance.
- Furrier Fletcher in Solitude and Fisherman Munger in Windhelm Docks have been added so far. Additional merchants will be added as the modification is updated.

Workers -

To smooth out the nobility overpopulation of Skyrim, the plugin adds workers and laborers to everything in the game. 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 the rough work...repairing windows, hauling water, chopping wood, delivering mail, and so on.
- At night, they gather in taverns and inns in order to "revive" these places even more. 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 one gets the feeling that a plague has just swept here. Why do many of the "villages" you meet during your adventures live alone? Where are the old and the young? If adults went to war, then where are all the old people and children?
- "Non-essential NPCs" adds a certain number of relatives to such single families in large estates around cities, if the members of these families are not involved in quests.
- They all have one or more dialogue "scenes" with a vanilla NPC relative.
- If any of the members of this family dies for any reason, the dialogue of the surviving members will reflect this loss.

Watchman of the College -

The mages at the College of Winterhold must really dislike the Dragonborn. For example, they did not send anyone, but the teacher Faralda to the entrance to the College to stop him / her and no one else, because the rest of the students on the territory of the College are allowed freely.
“Based on this, it doesn’t seem to matter that Jarl Korir and the locals can blame the mages for the Great Collapse that destroyed their city as much as they like, because except for the Dragonborn, no one can harm the College, right?
- Now there will be a "watchman" in the Collegium, which is a vivid example of what can be achieved if one applies to studies carelessly. It is his duty to keep an eye on those who come to the board and warn the magicians about this.
- In between "denunciation" of students violating curfew and deterring local drunks from trying to destroy the bridge, he will scold the Dragonborn with the last words whenever 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 passed in Solitude and only after that information about them reached the inhabitants of other cities. As the capital, the city should attract a large number of tourists and visitors from distant countries and distant corners of Skyrim, more than any other city in the country.
- "Non-essential NPCs" add a town crier to Solitude, who is responsible for conveying important information to the townspeople and city guests.
- The Speaker currently has a total of 12 different speech sets, some of which depend on the current political situation in the country and are updated as the civil war situation develops. And yes, he doesn't care who the Dragonborn is...

Ulfric's environment -

In reality, Ulfric's speeches are incredibly boring and intended for no one knows who, because as a rule they are listened to by Jorleif and Galmar. If he doesn't have an audience in front of which he can practice his speeches, then how can he impress his royal court?
- Plugin adds in throne room Ulfric to a pair of Thanes, hereditary powerful nobles who do not need to risk their lives fighting alongside the Stormcloaks, but who will lecture everyone (including Ulfric) that a true Nord must fight for his future.
- They are full of bluster, which is known to sap courage, so don't expect them to give their lives protecting Ulfric when the Empire storms Windhelm. They must survive this moment in order to subsequently scold 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)
- There are 5 folders in the archive, Main mod, Patch for users of 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 Winter Cloaks - Winter is Coming and Armor Sets - Immersive Armor installed, then install the patch
- If you have these mods installed, then this mod"Non-essential NPCs" should be below mods for capes in the launcher
- If you have the "Open Cities Skyrim" or "TKChildren" mods, then also install the patches

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

How to upgrade from a previous version to v1.9e:
1) Release any mercenaries or NPCs from this mod that you have recruited
2) Go to any interior, in any city (except Windhelm), room where there is no NPC and make a new save in a new save slot (not F5)
3) Remove previous version mod, Inconsequential NPCs.esp and Inconsequential NPCs.bsa files from the Skyrim / data / folder
4) Install new version mod and boot from a clean save you made

Removal:
- Break up with any of your hired mercenaries from this plugin
- If you have recently used the services of "girls" or "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

Load order in launcher:
- If you have Winter is Coming and Immersive Armor mods installed, then the order is as follows
- 1nivWICCloaks - mod Winter is Coming (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 "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 Open Cities Skyrim mod - Open Cities
- TKChildren.esp - TKChildren mod (if this mod is installed)
- InconNPC-TKChildren.esp - patch for 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

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

Overview of Interesting NPCs

Let's just say - 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 a huge amount of new content to the game.

The mod was created in order to add life and color to Skyrim through voluminous and realistic characters. Each NPC is created in full accordance with the reality around him, behind his shoulders lies the history of life - 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. The dialogue helps to play out your character's personality, giving you the opportunity to get into each dialogue and leaving enough room for a sense of humor. You can be good or bad, a white knight or an evil assassin - decide for yourself, because the most important character in the game is still you.


This is the third version of the mod, and the developers have officially announced the exit from the beta stage. Given the scale of the project, they ask you to let them know if you happen to find that some audio file is missing or any other minor problem and promise to make corrections immediately.

Mod features:

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


At the very beginning, the developers were going to empower 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 storylines. Currently, these companions, whom the developers call "Super Friends" because they can fly and wear capes, carry over 1,000 comment lines each. It is unlikely that the basic goal will be achieved in the foreseeable future, since the actors are not always interested in slave labor and new lines are recorded for a long time, but the developers still promise new additions.