0 of 0

File information

Last updated

Original upload

Created by

KaptainCnucklz

Uploaded by

KaptainCnucklz

Virus scan

Safe to use

About this mod

Remove various nuisances from Inconsequential NPCs. Does so *safely* by also disabling their related quest scenes.
(BYOP: Bring Your Own Ports.)

Requirements
Permissions and credits
Changelogs
Description

This safely disables the Town Crier (and now optionally others) from Inconsequential NPCs. Does so by keeping his related quests from triggering.
Requires a personal port of Inconsequential NPCs (no you can't have mine). All flagged as ESLs, so won't take up a plugin slot. Requires new game.

If I had to hear that bucket headed motherfucker screaming one more time, I was gonna make the Night of Tears look like a fucking joke. So I made this. Additionally, I've effectively disabled his quests by adding impossible starting conditions to them. This was to prevent NPCs from getting stuck waiting for him if any of them trigger. So in practice this will be as if he never existed to begin with.

NEW! As of Febuary 2025. I've also added other plugins for other NPCs I found to be nuisances.

To my knowledge this requires a new game in 99.95% of cases. Never having been to the areas with these NPCs might also work but I can't guarantee it. (Also worth mentioning that when testing an existing save & then manually disabling someone in console, I sometimes still had NPCs get stuck as "busy," so a new game is best.)


Recommendations

Inconsequential NPCs Tweaks - Handy options to disable the Winterhold ghosts, if you don't vibe with them, and to disable the College of Winterhold NPCs if you use a different mods for the area. Another great plugin it offers is to get into Windhelm with only a warning to keep out of trouble, similar to with Markarth in vanilla, instead of being blocked from entering the city as a beast race.

Inconsequential NPCs Carriage Guard fix - Nice little tweak that makes the carriage guards always be there.

Inconsequential NPCs Visual Overhaul - Dolls up a lot of the NPCs added by the mod so they fit in more on heavily modded setups. If you're using NPC beautification/visual overhaul mods you should definitely check it out. (My plugins don't edit the NPCs themselves - only disables their spawn points and quests - so it works without a hitch.)

Inconsequential NPCs - Guards Armor Replacer Patch (by me) - If you use a guard outfit replacer mod, you'll probably want this.


Install & Uninstall

Assume it requires a new save in all cases. You'll need a new game for people to be properly disabled.

Installs like any other mod. Use the mod manager of your choice or put it in the data folder, then activate the plugin. Load beneath it's dependencies.
Uninstalling is just as simple. Delete the plugin in your mod manager or from the load order. Not recommended to uninstall without a new save.


Frequently Asked Questions

Q. Will this mod cause crashes?
Spoiler:  
Show
A. No. If you crash, it's not caused by this mod. You either have something wrong with your port, or have another mod causing the crash. I've tested extensively.


Q. I'm scared of modding tools! Can I have your port of Inconsequential NPCs instead?
Spoiler:  
Show
A. No, but I understand your hesitation. See the pinned and only post. It has self-help resources that I found useful.


Q. Does this really require a new game?
Spoiler:  
Show
A. Yes. A save that has never ever been to around the NPCs ever might work, but I mean literally never. If you met one at all, even been in the same area, they'll still be there when you install.


Q. Could I disable the NPCs I don't like in console instead?
Spoiler:  
Show
A. No. I don't recommend it. This can risk making NPCs get stuck waiting on someone whose disabled to show up. To avoid this, I've intentionally made those quests have impossible starting conditions.