About this mod
Adds various static NPCs in the settlements' streets to make them more... lively.
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
These NPCs can be interacted with and some are guild members who will recognize you if you are a fellow guildmate. NPCs have schedules and some will appear during the day, while others will be there at night. Rain and thunderstorms will also disable several of them.
The marketplace's building interiors have been revamped. Enjoy these new areas!
In addition, because I used buildings' exteriors to place NPCs, I added quest markers to around 60 houses that had none. This means that there are 60 new quest locations that can be used for quests. I also fixed floating lights and aligned furniture with the walls for every building I used. You may thus see less visual oddities inside the houses I edited.
Using Carademono's Vanilla Enhanced - Animated People module is highly recommended, as it brings all NPCs to life with new animations.
Note that, for the moment, desert towns are not fully covered because of the lack of Redguard NPCs. Should the modding community create those, I'll gladly populate these locations.
INSTALLATION & REQUIREMENTS
Requires Daggerfall Unity 1.1.0 or later, Daggerfall Expanded Textures 0.6.3 or later, New Paintings 0.5.0 or later and the RMB Resource Pack 0.1.9 or later.
Either install using Vortex Mod Manager or install manually as described below.
Extract the content of the archive to the StreamingAssets of your Daggerfall Unity directory.
Example : [Your drive]\DagUnity\DaggerfallUnity_Data\StreamingAssets
The .dfmod file will be installed in "Mods". In-game, activate Lively Cities from the mod launcher.
SAVE GAMES
Compatible with both new and active save games.
CONFLICTS/KNOWN ERRORS
- Cities Overhaul and Beautiful Cities of Daggerfallis compatible.
- Tavern's Redone : The marketplace's taverns will be overwritten with Lively Cities.
- Transparent Windows : You may see visual oddities inside the detailed shops and taverns.
It's possible the script that controls the NPCs' schedules may not apply when you first arrive at a location. This depends on how many resources need to be loaded on arrival and other ressource intensive mods may affect it. This can result in the marketplace's Day/Night NPCs co-existing. Nevertheless, as soon as a condition triggers (time of day, weather change), the NPCs will react accordingly.
If you encounter any other issue with the mod, please let me know.