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Author notes
All requests for permission to earn Donation Points should be asked of kristakahashi. The uploader is only providing this as Special Edition port, with various community bugfixes, as permitted by the original permissions. Nothing more. Please ALWAYS credit any respective assets that you use. Thank you!
File credits
The vast majority of the credit goes to kristakahashi and his amazing team. You can find a list of all NPCs (and their voices) over on the official 3DNPC wiki. You can find the original mod over on Kris's original Skyrim LE Nexus page for INPC. The original mod's credits can be found under the spoiler below.
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V O I C E A C T O R S The roster of voice actors have been amazing. There's too many to single out, but without them this mod would be like one of the silent movies which everyone thinks is so awesome now because they can be used as a functioning sleep aid.
A M B I E N T M U S I C Most of the writing and song lyrics were written by an army of primates on Sholes and Glidden Typewriters then fed through a monkey translation software. It's an inexact science, but I have no problem taking credit for all of it. After all, who's the one who cares and feeds for them, all while adjudicating the occasional "Feces War?" --->This Guy.<--- Of course, there have also been excellent contributions from higher primates as well, whom I have credited below.
Christian Gaughf - Griffith, Morrigan Jay33721 - Averna, Iorel Progressive_Stupidity - Olette Roarian - Relic (Dialogue and Quest) Ronja Monto - Alassea Idle Commentary and scenes with Rosalind
Additional credit to Jay33721 for the inspiration behind Relic, Dagri'Lon, and Fjona's Familiar, Progressive Stupidity for contributing some random NPC commentary, and DOPR5 for writing the TES variation on the old "Knock the Timbers" pirate shanty.
M O D D E R S Roarian scripted the first 3 quests and did all the programming voodoo while I twiddled my thumbs and played with dolls. Somehow, I managed to learn a bit of scripting on my own, so we will see how that develops over the coming months.
Q U E S T S Interesting NPCs began as a project to bring color and life to Skyrim. However, the early characters were rather modest creations - a direct result of my own limitations with the CK. Over time, as my modding skills have improved, those NPCs have evolved into companions, spouses, and quest givers. Yet as a product of this unusual development cycle, any quest that involves an older NPC may require having met them previously. As I am still unable to create new lands, it may require clearing vanilla obstacles to prevent the possibility of conflicts.
To help rectify this, many of the innkeepers will provide notes directing you to Quest NPCs that are harder to find. Meeting them will ensure you can meet the prerequisites organically. This will result in many small quests whose only goal is to meet the NPC.
Amalee's Music Composed and Performed by Anduniel(Anna Castiglioni) Lunar Lake Seranada Dibella's Art Dragonborn Comes (Harp Version)
Warrior's Life Composed by Giramor
Eyldi the Bear Alassea's Version Composed by Ronja Monto (Merrigan) VST Version Composed by Giramor
With Bells On Alassea's Version Composed by Ronja Monto (Merrigan) VST Version Composed by Giramor
Gone with the Snow Composed by Ronja Monto (Merrigan)
A M B I E N T M U S I C Sebastian Schneider - Blood of Kings Arisen 1 - Peril, Sokhi Munaumi Remas, Muirin's Dream, Honor Giramor - Miserere Mei Meus Amicus, We Built this World, The Drums of Arkay Anduniel - First Dawn
S O U N D E F F E C T S These four characters would not be possible if not for Jay33721's amazing voice effects and acting. Jay33721 - Special Vocal Effects for Fjona's Familiar, Dagri'Lon, Relic, Averna
S O U N D E D I T I N G Mastering7 Studios, LaptopRocker - Godrod, Carmella, Rinori, K'avald Christian Gaughf - Moris, Salty-Throat, Melea Jay33721 - Eleanor Book-Worm Roarian - Melea Retakes and Fixes
T E S T E R S We've recently added a couple testers to help make sure the new quests are free of bugs and typos and the occasional chupacabra.
Extra credit goes to Nicole Burns (blauwvis) for testing the main questline and helping me build the wiki. NoNoodles provided some invaluable help with conflicts and textures. Sifka, who handles the Japanese translation of the mod, has also signed on as an editor to help. Maligree has tirelessly made quest pages for the wiki, something that has conquered many a wiki editor before her. Inara has also now joined the wiki creation team and now with 2 wiki editors I truly I feel like the luckiest man alive.
Anyone who wishes to contribute can send me an email at [email protected]
Jen Guerin (Scary Monster) - General testing Nicole Burns (blauwvis) - General testing and Blog writing Nonoodles - Dialogue Overhaul, Conflicts, and General testing Maligree - Quest pages, General testing Inara - Quest pages
The uploader, KaptainCnucklz, is responsible for the LE to SE patches' porting, the UFA patch, and some of the various fixes to the mod. Additional big thanks to CyborgArmGun for doing some more of the various fixes, helping respond to the Nexus page's posts, creating a few of the additional patches, and for being my modding mentor and a good friend.
Donation Points system
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- Removed some double spacing after period on Thorolf and Tikrid and removed family unfriendly line of dialogue
- Added ESL for disabling Nitter in Solitude Lighthouse
Version 4.53
Added script to disable Ynvar/Yseld/Thendrick if Crusader is installed, and enable them next load once all Crusader pieces are picked up. Won't work on old saves.
Version 4.52
Removed relationship rank change to Carlotta (not sure why it was there)
Changed Among the Hist convo to play in normal dialogue instead of scenes
Version 4.51
Restored Olette. Basically just changed the global. If you'd like to disable her and have already been to Riften, congrats, she's already disabled. Otherwise, download the appropriate ESL.
Carmella leaves Lakeview Manor area for Riverwood once home is purchased
Carmella is now part of the CaptiveFaction ensuring enemies will not treat her as a hostile.
Art and Sacrifice Bug: Set Skjarn and Edwayne's aggression to 0 if left hostile in Bards, Beasts, and Beauties
Removed Eldawyn's "scene" packages and moved them back to dialogue, so she no longer moves around and talks
Fixed player referencing Larkspur before meeting him
Conditioned TL where player says they've heard of Eldawyn until after hearing her name from Gwyvane
Eldawyn's first meeting is now always in the Bannered Mare
Version 4.5
I heard you like BSAs so I puts some BSAs in your BSAs
Ok seriously, all BSA'd up, as promised.
Ran texture and mesh optimization over atop before packaging.
All textures are now bc7 format, you're welcome.
1daemerwing_n.dds in "textures\quiverwingstx" is now a proper normal file.
Version 4.4.3
Vigram is now opt-in - Must have hotfix installed. This is the last of the opt-ins for now. Will need to make a decision on how I want to handle this. Quest NPCs will always be Opt-out
Rose without Thorns - Fixed Erevan sitting too far from Hiram during opening sequence
Rose without Thorns - Fixed Hiram running back into the inn after confronting bandits if player stays in inn
Rose without Thorns - Fixed bed activation for the "sleep at the inn" portion. You now have to sleep proper
Version 4.4.2
Olette is now opt-in - Must have hotfix installed.
Version 4.4.1
Some family friendly dialogue clean up
Cut Rongeir's and Vigram's dialogue down
Version 4.4
General navmesh fixing update. Thanks to ra2phoenix on the xEdit Discord.
- Removed the old bandaid fix to the navmesh in southern Riften, and restored it properly.
- Connected the door to Skyshadow Crypt to the rest of the area's navmesh.
- Re-finalized all the navmeshing.
- Removed various ITPOs.
- Quick auto cleaned in SSEEdit.
- Regenerated bashed tags again using the bashed tag generator script in xEdit.
- June 18th, 2020: Quick update to the AI Overhaul patch fix a few records still needing to be carried over.
Version 4.3.14
Going past thirteen since we've all had enough bad luck for the year.
- Implemented Flora Respawn Fix by bluedanieru where needed. This'll fix all new harvest-able plants, making them respawning. Yay!
- June 3rd, 2020: Clarified a couple file descriptions in the Miscellaneous section.
Version 4.3.12
Darkened Steel black mountain flower fix. Thank you to godescalcus!
- Fixed the black mountain flower not having a proper mesh+texture. Thank you to godescalcus!
- Remove "initially disable" flag from black mountain flower, it now can be picked anytime.* This is due to the quest not spawning it properly.
- May 13th, 2020: Added a patch to fix navmesh related CTDs in Maids II's INPC patch, but was removed shortly after. It didn't help.
* Don't pick it early, or you might break the quest! Save the plant for when you'll need it.
Version 4.3.11
Darkened Steel aspect bug fix.
- Fixed issue with Darkened Steel quest, where the Aspect of Azura would spawn in permanent bleed out state. Thanks to godescalcus for telling me how to fix it.
- April 10th, 2020: Reuploaded to remove the unnecessary facegen. No idea how it got included. Probably was just me trying to package stuff when tired.
Version 4.3.10
Reverted some old marriage dialogue changes.
- Moved some apparently not misplaced* marriage dialogue back to "sound/voice/skyrim.esm" folder.
* I assumed the lines were there on accident. Apparently it was intentional. The move caused some NPCs to not say "I do," breaking the wedding ceremony.
Version 4.3.9
Fixes to papyrus log errors. Thanks to ezfreee.
- Fixed "qf_svashniquest_0414e08b" and "qf_anumlaquest_041413d9" script errors. They needed to be set as persistent.
- Fixed "TerynneAliasScript" script errors. Was looking for "Nec1" through 3, when it was supposed to be "Necromancer1" though 3.
- Fixed "WilliamTellArrow3dnpc" script errors. The activator "3DNPCArcherPressurePlate" had some references to things that didn't exist.
- Added patches for Cutting Room Floor - SSE, AI Overhaul SSE, and Arthmoor's Karthwasten and Kynesgrove mods.
- March 26th, 2020: Updated the Winterhold Mods Compatibility to better work with a couple other Winterhold mods. Made by Janquel.
Version 4.3.8Beta
*****IF YOU INSTALLED 4.3.8, REVERT TO A SAVE WHERE YOU HAD 4.3.7 BEFORE UPDATING!!!***** Reverted to 4.3.7, and redid some of the changes.*
- Fixed some conflicts with USSEP v4.2.2.
- Ran the ESMifyer script in xEdit again as a precaution.
- Ran xEdit bashed tag generator, with the most recent version of the script, to fix tag inaccuracies.
- Ran xEdit's quick auto cleaning to remove some ITMs.
- Updated the ESM's description to be a little more clear as to what the mod is.
- March 22nd, 2020: Removed the wild edits to Moss Mother Cavern in the Open Cities patch. Wasn't necessary for the BWF version. Thanks to DarthVitrial for the heads up.
- March 23rd, 2020: Removed more wild edits, with renaming, and tweaked dependencies to the Open Cities and Open Cities BSWF patches. Thanks to DarthVitrial again.
- March 23rd, 2020: Updated Open Cities and OCS+BSWF patches. Fixed water issues, Whiterun's exterior flag, and a Hearthfire forge's ownership. Thanks to DarthVitrial again.
- March 23rd, 2020: Removed the ITMs in the Open Cities patch. Wasn't necessary for the OCS+BWF version. Thanks to DarthVitrial again.
* Note to self: Wrye Bashed ESM flagging is a very bad no good idea for DLC sized mods.
Version 4.3.8
Polishing update thanks to CyborgArmGun.
- Resaved plugin in CK again, to ensure things like navmeshes are in order.
- Readded the ESM flagged in Wrye Bash instead of xEdit, as some users had issues getting the plugin to work.
- Edited the plugin's description to make it show current version, "primary" authors (best term for it I suppose), ect..
- Regenerated the bashed tags using the bashed tag generator script in xEdit again, to ensure their accuracy.
- Errors were checked and did cleaning with xEdit.*
- Some compatibility fixes with USSEP v4.2.2
- Updated the Ruhmastered FaceGen file for the most recent version of INPC. Now is loose files.
- Updated High Quality Tintmasks FaceGen file. Now has Ruhmastered meshes as a baseline, with the high quality meshes taking priority.
* Keep in mind that LOOT's error messages are not an xEdit scan. LOOT's masterlist is what tells you errors, not xEdit. Sometimes the masterlist takes a little time to update, as they maintain it by hand. Please take LOOT's ITM/UDR reports for INPC with a grain of salt.
Version 4.3.7
Fix for bandit bounty quests.
- Removed the Bandit Camp keyword from Rift Watchtower. Now bandit bounties won't send to to kill bandits that Dravos killed.
- Oh! In the future, I'll be naming update files "hotfix." No real reason, just preference. EDIT: Glad to know I'm not logging things for my health. Thanks all! :)
Version 4.3.6
Small Trouble in Skyrim fix.
- Removed the Spriggan keyword from Peak's Shade. Now Trouble in Skyrim quests won't send you to kill spriggans that S'vashi killed.
- Feb 10th, 2020: Included a fork of the mod "Anum-La the Talkative" as an optional file, thanks to uijk718293.
Version 4.3.5Beta
Fixed followers acting like strangers when players next meet them. Again.
- Readded missing SEQ file. This is the quest that the mod uses to track who've you already met. Driving me nuts that this file won't stay put.
Version 4.3.5
Few little fixes here and there.
- Fixed the Axe of Kings in the Blood of Kings quest being stuck between coffins. Now lays upright (hopefully) in a coffin on the left.
- Fixed Bathur mistaking the player for a Khajiit or Argonian when asked about Nords.
- Removed an added chair conflicting with a USSEP navmesh change.
- Removed the update mirror's BSA version. The handful of files being loose won't hurt, and I'm forgetful. It's one less thing to maintain.
Version 4.3.4
Attempt* at a water fix.
- Fixed missing water near Heartwood Mill's bridge.
- Fixed missing water along the path near Faldor's Tooth.
* I have no idea if the fix actually worked. It seemed to work on my end, but CK was being CK and acting stupid. Tell me if you have issues.
Version 4.3.3Gamma
Quick update for an Ariele race fix. Won't work if you've already met her.
- Fixed Ariele being the Nord race instead of the NordVampire race.
- Jan 29th, 2020: Tweaked some of the changelogs, and restructured the the description. Less of a text wall means more will read, hopefully.
Version 4.3.3Beta
The Rift navmesh fixes. Beta since no clue if "it just works" or not.* Thanks to CyborgArmGun and Arthmoor for pointing me in the right direction.
- Attempted to fix references to a deleted navmesh in The Rift by restoring it.*
- Deleted a navmesh triangle error in the Rift, caused by what seemed to be a wild edit.*
* One was past the border, and the other way out in the forests. Theoretically one (or both) caused the crashing some had near the Shadow Stone.
Version 4.3.2.1
Invisible water fixes, with dialogue tweaks for Bathur and Dravor.
- Reverted the HasWater changes.*
- Tweaked introductory dialogue of Dravor to check if the player is a Nord or Nord Vampire.
- Various tweaks to Bathur's dialogue to check the race of the player, including vanilla vampire variants, where relevant.**
- Changed our Nexus changelogs to have proper asterisks for author comments, like how normal writers do, instead of the dashes I was using.
* Apparently the xEdit script we used was causing the invisible cells of water in some places. We redid the changes in v4.3.2 one-by-one to verify.
** Bathur can still refer to the player as a "cat"/"lizard" if asked about how much he dislikes Nords. Might revisit and fix it another time.
Version 4.3.2
General polish update alongside some bashed tags.
- Tweaked the BSA contents of the BSA version. Now has another dummy ESPFE.
- Fixed some missing HasWater flags in some exteriors.
- Merged the SEQ hotfix into the main file.
- Cleaned in xEdit to remove a pesky ITM.
- Ran Bashed tags generator script in xEdit again.
Version 4.3.1
Fixed followers acting like strangers when players next meet them.
- Fixed the missing SEQ file making followers act as if they've never met the player. *
* SEQ files are how mods are able to run quests on starting a new game. INPCs runs one that tracks who've you met in it's SEQ.
Version 4.3
Marriage voice line fixes, bundled with old updates.
- Moved some misplaced marriage dialogue to the proper "sound/voice/3dnpc.esp" folder.
- Merged the previous updates into a single file, to simplify and declutter the files tab.
- Dec 21st, 2019: Updated mirrors section to have the recent updates.
Version 4.2
Polishing update thanks to CyborgArmGun.
- Added some more various USSEP compatibility fixes.
- Ran Bashed tags generator script in xEdit again to ensure tags are accurate.
- Added patches for Open Cities, Blacksmith Water Forge Fix, and Vanilla NPCs Ruhmastered.
- Dec 17th, 2019: Quick reuploads of some patches to remove their meta.ini files. Reuploaded Ruhmastered patch to fix archive.
Version 4.1.4.1
Redone 4.1.4.
- Fixed the eyes of ALL INPC children this time.*
* I thought all children had "3DNPC" in their Editor ID, so I didn't set it as the active file to save time removing the ESM flag. I've redone it properly.
Version 4.1.4
Another eye fixer update. Sensing a theme here.
- Re-exported facegen for all INPCs children to fix them all having vampire eyes.*
* This will only be fixed for the INPCs children that you haven't met yet, so you'll most likely need to start a new save.
Version 4.1.3
Marriage fixes update. Thanks to CyborgArmGun for pointing me in the right direction.
- Fixed dialogue issues stopping the marriage options* for Daenlyn and Valgus.**
* For some reason, the dialogue topics were set to require you to already have been married. Should be fixed now.
** You still have to own a house for both of them, though. Very few good men are interested in murder hobos!
- Nov 16th, 2019: Forgot to update the Google Drive mirror of the update file. It's now the recent v4.1.3 update, instead of the old v4.1.2 update.
Version 4.1.2
Bashed tags update. Thanks to CyborgArmGun for reminding me.
- Added proper bashed tags to the main ESP.
- Added names bashed tag to the Alternative Locations patch.
- Ported over the "EFF Patch by Noozbar tested on EFF v4 beta 13" from the Oldrim patches. Tested successfully, but briefly.
- Nov 3rd, 2019: Ported TK Children and Nernie's Thief Pack patches. Successfully tested to work with SE versions of those mods.
- Nov 4th, 2019: Made file descriptions more concise, while still being informative.
Version 4.1.1
Rinori eyes fixer update.
- Small update to fix Rinori's eyes clipping around the bottom of her eyelids.
Version 4.1
Errors are now fixed, thanks to ManyStrongWords.
- Made ESM flagged version of the ESP the only version. A mod of this size, with so many references, is best played as an ESM to avoid hitting the reference cap.
- Tint errors were corrected. Vjola, Krog's Bodyguard, and two Bards are fixed.
- Fixed an overlapping navmesh error in "HlaaluFarmExterior."
- Oct 26th, 2019: Loose files versions for the main file, Dragonborn DLC patch, and Don't Call Me Dragonborn patch.
- Oct 31st, 2019: Fixed Rumarin Solsthiem patch's voice lines not working. Redid the port and extracted it into loose files. Same with the DCMDB patch.
- Nov 1st, 2019: Made a quick patch for Unplayable Faction Armors in the optional files.
Version 4.0Beta
Quick autocleaned in SSEEdit v4.0.2.
- Cleaned 322 ITM records.
- Added optional ESM flagged version of the ESP (requires new game to use).
Version 4.0
A redone conversion using modern tools, thanks to kazopert.
- Saved the mod in the SSE Creation Kit, thanks to SSE CreationKit Fixes.
- Regenerated facegeom in the CK for all NPC's.
- Dawnguard and Hearthfires optional files included in main file.
- Carried USSEP changes where necessary.
- Forwarded cell name fixes from Qwinn's QUASIPC patch.
- Updated waterflow records in line with SSE's changes.
- Removed a few ITM's that were present.
- Cleaned up a navmesh which conflicted with USSEP and the DLCs.
- Packed cleanly into BSAs, including dummy ESPs flagged ESLs.
Comments are disabled. Do not bother Kris, CyborgArmGun, or KaptainCnucklz, with any questions or trouble shooting. Let us move on. 3DNPC.com has a wiki that will answer most of your general questions, but let the mod authors live their lives.
Kris Takahashi and his team are credited thoroughly. I've followed the Nexus permissions to the letter. He's been made aware through both Twitter and Discord. This port was maintained by fans, not by thieves.
Description
Interesting NPCs is a project to add color and life to Skyrim through three-dimensional characters. Each NPC is integrated into the world, with a backstory and an extensive dialogue tree to explore. Many of these characters are fully voiced by a talented team of over 80 voice actors. The dialogue choices allow you to role-play, providing humor and depth to each conversation. You can be a jerk or a jester, a white knight or an assassin, as the most important character is you.
Originally, the goal was to expand 8 followers to include commentary on every quest and location in the game, including bonus conversations during or after major quest-lines. Currently, these followers, whom are dubbed "Super Followers" because they fly and wear capes, have approximately 1000+ lines each. It may be unrealistic to meet this goal, however, as actor interest in performing slave labor can ebb and flow, and even a dozen new lines can often take months to get recorded.
For better control of which NPCs are in your game, non Quest-NPCs can have their base dialogue removed via "setstage DialogueNPCNAME 500" console command. Some quests have different names like "KavaldDialogue," so if it doesn't work type "HELP NPCname" in the console to find the appropriate quest name. This will turn them into vanilla clutter.
Unvoiced/Unfinished Dialogue can be enabled via the console by "setstage 3dnpcenable 1"
This video highlights just a small portion of the features in this mod, including voice acting, followers with unique commentary, interconnected NPCs, unexpected encounters, bard music, and player role playing choices. This represents just a fraction of the overall content in Interesting NPCs.
"For those who are unaware, I began with zero modding experience. There are New Year's resolutions older than my scripting powers. This has profoundly altered many aspects of the mod in the following ways:
Quests Prerequisites Many quests expand on existing NPCs, and work under the presumption that you have met them. If I knew how to make quests from the beginning, I obviously would have tried to introduce more NPCs as part of a quest. Nevertheless, even now there are factors that force me to use prerequisites. Often times vanilla dungeons or quests have to be cleared to ensure no conflicts. The official wiki lists the requirement to start each quest." ~kristakahashi, Original Author
Compatibility
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Mods that make very extensive edits to vanilla interiors and exteriors in the towns and cities (as in, rearranges them a lot) are bound to be at severe odds with INPC. This includes most town and city overhauls especially if they also edit the vanilla inns. Exterior edits to these same locations will play along to a certain degree. INPC uses some vanilla objects such as furniture and if these are disabled or moved by the other mod, you can expect some minor or not so minor issues. - INPC places buildings in a few locations, which may overlap with another mod using the same location. - Big game-play overhauls (SkyRe, Requiem, ect.) should be fine, with the only issue being that INPCs and some quest rewards might be nerfed without a patch. - While they edit interiors, lighting/weather overhauls such as Climates of Tamriel, Realistic Lighting Overhaul, ELFX etc will be compatible. So will weather-only mods and most other stuff relating to environment makeovers - Skill or actor overhauls such as mods remaking smithing, archery, dragons, combat etc. are compatible. INPC does not edit anything relating to game-play. - New world-spaces like Falskaar will not conflict at all - If you're using My Home is Your Home (MHYH) don't set a home for your INPC follower until you have completed all quests involving them. To find out which quests are associated to your follower, please visit 3dnpc.com. - If you're using Hunterborn, you'll need to turn on manual looting during the quest "The Way to a Big Oaf’s Heart," prior to killing Tusky. - There are currently some conflicts with water mods when used with a Wrye Bash, which causes missing cells (square chunks) of water. Unchecking "Import Cells" when generating a bashed patch is confirmed to fix it.
Additionally, you might have opened 3dnpc in TES5Edit and seen it has some leveled lists. Note that these lists are specific to and used exclusively by INPC and are not intended for distribution among other NPCs in Skyrim. In other words, vanilla leveled lists are NOT edited by this mod, so there is no need to include INPC in your bashed patch.
"Rumarin Solstheim Commentary by Mazekial," "Followers Wear Default Outfits," "Winterhold Mods Compatibility," and the "Don't Call Me Dragonborn" patch have been ported as well. Tested, given ESL flags, and given bashed tags where necessary. Also in the Files tab.
Most of the Legendary Edition's compatibility info still applies. For more compatibility information, please see this article.
Installation
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Manual installation and NMM are unsupported. Don't act simple and blame the port because you borked your game trying to install something manually. If you must do it manually, use the BSA version. Install through your mod manager of choice. NMM is also notorious for failing to install larger archives. You shouldn't be using most EOL software regardless.
I'd suggest ModOrganizer 2 (my go-to) or something with similar VFS system (i.e. Kortex seems okay). Vortex works well enough too. If your download interrupts, try the Google Drive mirrors ("Mirrors" at the top of the Description tab). You'll need a new game to ensure things work as intended.
Load order of INPC stuff should look something like this: 1. 3DNPC.esp (base mod's ESP itself) 2. [For BSA Users] 3DNPC0.esp(dummy plugin that loads the second BSA) 3. Any optional INPC patches you chose. 4. Any mods that you wish to have take priority over INPC.
Updating
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MANUAL: Install a mod manager. MOD MANAGERS: Load the update file under the main file. Note: If you prefer to "Merge" into the main mod, be careful not to accidentally click "Replace" (and yes we've all done it once).
Sometimes we'll have a full update where we merge the update into the main file. However! If you don't want to redownload the entire mod, I try to keep the Mirrors section (top of Description) updated when I have the time. Here's what you can do:
Check if the update file version and Nexus version are the same number
If they are, download the 4.0 to 4.X hotfix.
Install and load below the previous main file as per usual updates.
Uninstalling
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The mod should be safe to uninstall via mod manager or simple deletion of the esp, BSA and loose files such as the sound folders and textures such as the Mogo's Mead labels. The mod is at its heart extremely simple, the size is mostly due to audio files. As with all mods, some things may linger in your save.
Starfis has also provided this handy list of things to do when uninstalling:
Dismiss all followers from this mod if you have any
Go to a location without any NPCs
Make a save to a new slot (just to be sure, if something goes wrong), and uninstall the mod through your mod manager.
Possibly recreate all your patches like Bashed patch, Merged patch, ect., so any of these ESPs which could be dependent on this file can't cause any problems, or CTDs.
"DOMO ARIGATOS FOR THE MR. ROBOTOS Everyone who has helped raise this project from skeleton to zombie to the fleshy blob it is now. Every referred actor, every bug report, every audio or writing sample(even the ones that didn't pan out), every encouraging word and funny email and space-ward pointed thumb has helped make this a better mod and a joy to make. You know who you are, and thanks." ~kristakahashi, Original Author
"And from us, the maintenance team, we're only happy to see your collective work receiving the love it's earned. Thank you for all adding even more countless hours to our already 1000+ hours spent in this game. Your wonderful contributions, no matter how big or small, have accumulated into one of our favorite mods. And a special thank you to the members of the community who've contributed, directly or indirectly. I would have never had the patience to learn to do this entirely on my own. Please, remember to check out the authors who helped with maintaining this port, under the Credits section." ~KaptainCnucklz, INPC SE Maintenance Team