In the spirit of Requiem, no longer will the world feel like it solely resolves around the player. New NPCs — powerful or feeble, ally or foe, generic or unique — will wander, adventure and pillage throughout the lands of Skyrim.
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File credits
Full credit goes to ThyMartyrdom for developing the mod (MINPCs) that this mod is based on.
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Added (SMP) Vanilla Hair Remake Patch with higher poly faces
Removed seam in Solitude exterior Carriage Drivers are Alive patch
Improved Windhelm Bridge Revived Patch (cluttering and navmesh)
Fixed and overhauled Brenna's dialogue
Improved logical interaction with Svara
Added ash spells to J'sharr instead of firespells
Nerfed Do'Jalan's tornado usage
Borghal no longer forcegreets the player
Re-enabled previously erroneously disabled tree in Solitude exterior NOTWL patch
Dropped support for Solitude Docks Improvement patch
Various additional tweaks and fixes
Version 26.1
see sticky
Version 26
See sticky for change log.
Version 25.4
Removed the random Deserters from the game. They need a rework anyway.
Reworked Alessia's AI package to prevent her slaughtering Riverwood's inhabitants before the guards arrive.
Removed two broken NPC's. See sticky for details.
Version 25.3
Fixed the last remaining dialogue that got shuffled around as result of a mod import. (This locked dialogue behind conditions, or appear in an unintended order).
Version 25.2
Re-structured remaining dialogue that got shuffled around as result of a mod import. (This locked dialogue behind conditions, or appear in an unintended order).
Version 25.1
Re-structured (Windhelm) dialogue that got shuffled around as result of a mod import.
Various misc. tweaks and bug fixes
Added support for Windhelm Bridge Revived. Details in the FOMOD.
Version 25
Overhauled Dawnstar using Symonson's 'Capital of the Pale' as a baseline (props for his permission).
Added a lot of contextual dialogue to the Silver-Blood Mercenaries upon helping them retain Karthwasten.
The Reachman natives now break out of their mine upon failing to persuade them to leave.
fixed an oversight in being unable to progress 'Blood, or Silver' if you convinced Ainethach to sell.
Reidar Strong-Arm now sells supplies upon completing 'Blood, or Silver' in the mercenaries' favor.
Reworked Floki Cold-Winter as a hunter camped outside of Dawnstar's alternate entrance (removed the AI voiced NPC).
Added a new AI voiced NPC to provide an alternate start to 'Shady Business' and add contextual dialogue.
Added a Khajiit merchant camp to Rorikstead that spawns/despawns just as in vanilla.
Reworked Bolar Honey-Breath into a carpenter instead of a Dawnguard member.
Reworked Peryite's butcher as a cannibal in the Markarth Warrens.
Redesigned Brutius' house interior in Morthal. Added Tesak's unique well outside of his house (removed the other well).
Added additional quest markers to Shady Business and the Pinewatch encounter.
Expanded on Hugin's dialogue lines.
Added level requirements to some of TBZ's unique enemy spawns.
Replaced Old Hroldan's well with Tesak's well and added one to Rorikstead.
Refurbished Riften City's squatting area near the temple of Mara.
Fixed the Outhouse texture thanks to HidaSobu.
Various misc. immersion tweaks and bug fixes.
Version 24.3
Added a synergy patch for Solitude Docks Improvement
Tweaked some elements in the main file to work better alongside Solitude Docks Improvement
Did the same thing for the AI Overhaul Patch
Version 24.2
Fixed a scripting error preventing 'Blood or Silver?' to advance. Won't fix retroactively, but should fix on existing save if TrailblazersKartwasten's current stage is < 20.
Version 24.1
Removed unnecessary CC master files
Version 24
Repaired all deleted navmeshes. Including in all of the supported patches (not the old ones)
Updated the Simple Children Patch (I'll look into fixing RS Children)
Repurposed Loki in Falkreath using cut vanilla dialogue
Reworked Malek's encounter (you can now meet him throughout Falkreath)
Fleshed out the dialogue of Lambi, Einar, Frida and Snaebjorn
Squashed some bugs (fixed the Pinewatch encounter)
Added Objectives to help navigate the unmarked Pinewatch quest/encounter
Added cut vanilla dialogue to Jarek in the aftermath of completing 'Blood, or Silver?'
Added an old mine shaft just outside of Falkreath
Repurposed Audgisil Oakenheart's Druid package to now actually behave as one
Repurposed Rhazalar (the Telvanni wizard) as an alchemist residing in the Alchemist Shack (will probably change this later)
Added some contextual dialogue in the aftermath of the Cyrellon encounter (full scenic aftermath will follow next update)
Made mod compatible with NPC name generator to rename all of the generic NPCs (like black-briar cutthroat, silver-blood mercenary, etc.)
Misc. tweaks and fixes
Autocleaned files
Version 23
Adds a new multibranched quest to Riften's Waterfront
Various immersion tweaks and fixes
Revamps last patch's changes to Morthal
Fixes a rare problem when being confronted by Cyrellon during the execution scene in Solitude
Version 22
Overhauls Riften's Waterfront
Personalizes Maven's cutthroats
Assigns unique dialogue and AI packages
Adds an encounter and a scene to Riften
Adds a shrine, tent, house and outhouse to Morthal
Gives CC's Brutius unique dialogue and makes him sell fishing items
Slightly overhauls Morthal's docks area
Updated the RDO patch to add an additional Waterfront hangout in Riften
Updated Carriage Drivers are Alive patch for compatibility reasons (load RDO patch afterwards!)
Various tweaks and fixes. Autocleaned plugins.
Version 21
Added a new quest (and scene) starting in Markarth (outside Arnleif and Sons)
Expanded the Pinewatch encounter with a new scene and an unmarked quest
Added a witch and future quest giver to Falkreath
Overhauled Old Hroldan
Added an abandoned house to Rorikstead (quest involved)
Added Outhouses to several towns and villages
Various immersion tweaks and distributed fishing gear (Fishing DLC now required)
Various bugfixes and some minor performance improvements
Version 20.2
Integrates the Battle for Whiterun
Integrates the Battle for Solitude
Improved Valga's response to the Dead Man's Drink Encounter
Added new Encounter to Pinewatch
Updated AI Overhaul patch
Minor tweaks and fixes.
Version 20.1
Fixes opening scene interruptions.
Introduces solution for console players (or people not running Savage & Slayable Offspring)
Polishes some dialogue.
Minor tweaks and fixes.
Started Civil War integration (to be continued).
Fixed grey face in Simple Children Patch
Version 20
Added dialogue to about every unvoiced character
Added an Occulatus Outpost to Solitude's Entrance
Added an encounter to Dead Man's Drink
Added a fisherman to Riverwood (moved Gulvar to Falkreath)
Forwarded USSEP changes
Re-generated Facegen
Various tweaks and fixes
Added new (and personalized patch for Redbag's Solitude)
Updated all the other patches
Version 19.3
Improved overall compatibility and stability.
Added more than 20 unique NPCs (as of yet, without dialogue).
Reworked open world enemy encounters (more vanilla friendly).
Redesigned the skooma gang encounter in Riften.
Added a brawl event to Brodolf in Riften.
Optimized Facegen meshes and textures.
Various immersion tweaks and fixes.
Version 19.2
Removed forgotten NPCs and repaired more forgotten packages
Replaced generic Huntsman and Herbalists with 2 unique counterparts
Started repairing (currently) inactive packages.
Various tweaks and fixes.
Version 19
Removed all NPCs with faulty AI packages and animations issues.
Integrates Karthwasten's dilemma via dialogue and quest.
Personalized members of the Dawnguard.
Improved compatibility and polished remaining AI packages.
Version 18
Overhauls Windhelm — adds many unique and voiced NCPs with consequential dialogue.
Overhauls the Windhelm bridge entrance, and adds a fully voiced refugee camp on its outskirts.
Further improves upon a nightly Solitude encounter and adds a forcegreet event to the Thalmor Inquisitor
Improved the Silver-blood patrol, and the vanguard protecting the Karthwasten mine.
Various tweaks and fixes.
Adds Simple Children patch.
Version 17.1
Various tweaks and fixes.
Autocleaned mod.
Version 17
Personalized and voiced all of the Silver-Blood Mercs and Karthwasten Natives.
Fixed and expanded upon the Sanuarach mine quest.
Added a Karthwasten base camp.
Added a fully voiced refugee camp to the outskirts of Solitude
Voiced and fixed the travelling caravan
Fixed a certain nightly encounter in Solitude, and an unrelated encounter in Markarth.
Minor tweaks and fixes.
Removed unnessecary persistance flags to reduce memory strain.
Version 16
Replaces the generic companions with voiced unique NPCs.
Adds voiced dialogue to the previously unvoiced unique NPCs in Whiterun, Markarth and Riverwood.
Adds voiced vanilla dialogue to unique NPCs in Solitude, one in Falkreath, and one traveler between Morthal and Falkreath.
Includes various tweaks and fixes.
Cleaned and tweaked optional plugins.
Version 15.3
Increased dialogue priority to enable compatiblity with Skyrim Reputation (and similar mods, potentially).
Version 15.2
Improves existing dialogue.
Incorporates speech checks.
Vastly expands the Solitude Thalmor dialogue (upon meeting certain conditions).
Version 15.1
Properly integrates the Solitude love "quest"'. Works for both genders now.
Also enables her as marriable.
Polishes some dialogue.
Fixed some broken audio files.
Version 15
Removes and replaces all generic NPCs in riften with voiced unique NPCs (apart from the mercenaries).
Features conditional roleplay dialogue options.
One unique potential follower.
Minor tweaks and fixes.
Version 14
Adds voiced Vanilla dialogue to unique NPCs in Solitude, Markarth and Whiterun (partly).
Overhauls Solitude.
Minor tweaks and fixes.
Cleaned plugins.
Version 13
Overhauls Whiterun: featuring a Redguard family struggling to make ends meet.
Improves upon various AI packages.
Improves Riverwood + Markarth Warrens
Various tweaks and fixes.
Version 12
Overhauls Markarth.
Fixed the Ragged Flagon secret entrance
Fixed road to Markarth
Minor immersion tweaks and fixes.
Updated AI Overhaul Patch
Version 11
Overhauls Riften
Improves AI packages for Riften Docks and Markarth Mercenary camp
Minor edits to Riften city (scheduled for later version).
Minor immersion tweaks and fixes.
Version 9.1
Minor immersion tweaks and fixes.
Added a small suprise to Karthwasten
Version 9.0
Added a Silver-Blood mercenary camp outside of the Markarth City walls.
re-Navmeshed Markarth's exterior cells and parts of KarthwastenExterior01 to fix NPC path finding
Fleshed out the trade caravan.
Improved the campfire hangout in Rorikstead.
Minor immersion tweaks and fixes.
Version 8.0
Features three new unique npcs.
Includes various immersion tweaks, additions and improvements.
Version 7.7
Significantly nerfed most NPC health pools.
Minor immersion tweaks and fixes.
Version 7.6
Fixed Black-Briar Mercenary crime faction. Sorry for the kids that already patched :D. Further changelog below!
Version 7.5
Last patch broke the AI functionality of Drifters and Vagrants — now they go back to drinking skooma and alcohol in public!
Removed some actors from Riften plankside. New game is therefore (according to good practices) recommended.
Knight of Eastmarch has a unique face now.
Black-Briar Mercenaries don't care about petty crimes as long they don't interfere with their interests
Vampire doggo's no longer harass villages and hamlets :(
Minor immersion tweaks and fixes.
Version 7.4
Actually included the Facegen this time
Version 7.3
Added missing Facegen
Autocleaned in xEdit
Minor immersion tweaks and fixes
Version 7.2
Many immersion tweaks, additions, and fixes
Vagrants are now your local drunks
Hobo's are the new beggars
Drifters are now the skooma addicts
Added a new unique beggar
Version 7.1
A whole lot of fixes (AI packages, removed buggy idle animations, etc. etc.).
Version 7.0
Three new unique NPCs. Including one baddie (and his gang).
Nerfed various unique baddies.
Removed Maya the Stray's drunk favor service (because no available voice files).
Fixed several AI packages and removed some buggy idles. Added some child idles - let me know if they happen to bug out in combat.
Version 6.0
Added two unique, stray kids.
Made sure all the beggar and drunk favor services are voiced.
Added a new generic enemy type.
Several immersion tweaks and fixes.
Updated shared crime faction list. This means the Riffraff can no longer be freely assaulted without bystanders reporting the crime.
Version 5.5
Small amount of tweaks, balance changes, cleanups and fixes.
Version 5.4
Fixed the companions from harassing the distinguished members of the Ratway and Ragged Flagon.
Added a unique NPC
Various immersions tweaks, additions and fixes
Moved crime faction membership to a new faction to improve compatibility.
Version 5.3
Fixed a certain unique NPC from having his uniqueness removed in the previous patch
Spiced up the Stormcloak officers
Fixed Imperial Scouts from attempting to arrest you in case of a bounty
Version 5.2
Fixed a lot of the Dawguard AI packages - Some actively hunt vampires. Some protect villages at night. Some protect and sandbox Fort DG
Version 5.1
Added some more uniqueness to some of the DG members
Version 5
Fixed Dawnguard, finally. It's a rough edit - but it's a heck of a lot better than that it was :)
Version 4.6
Fixed several NPC packages assigned to unique NPCs (you can actually run into them now!)
Added a unique wandering NPC + included missing Facegen
Minor balance and immersion tweaks
Added a condition to prevent Monks from glitching out in combat
Version 4.5
Fixed more NPC packages from glitching out in combat due to buggy idle animations - hopefully got all of them now.
Version 4.4
Fixed more NPC packages from glitching out in combat.
Minor immersion tweaks.
Version 4.3
Added a condition to several NPC packages to prevent them from glitching out in combat.
Some small tweaks here and there.
Version 4.2
Removed a dialogue idle animation causing various NPCs to glitch out in combat
Exported facegen files for a unique NPC
Forgot to add actual Battlemage combat style to Battlemages.
Version 4.1
Added missing crime faction
Version 4
Added a gazillion idle animations to NPCs
Updated some AI packages.
Minor immersion tweaks.
Version 3
Overhauls NPC morality and their behavior towards crime.
Revamps factions relationships and tweaked AI behavior.
Minor immersion tweaks.
Version 2
Major AI package updates
Added 4 new unique NPCs alongside their loyal animal companions
Honeybrew Meadery was the centre of too much craziness, too often. It's still that way, except I removed several unique baddies from that place... cause it was a bit over the top XD
Several immersion fixes relating to AI behavior and crime. Some flavor injections and some unique item revisions and additions.
Version 1.2
Reverted a change I made during testing
Version 1.1
Removed torches from Vagrants.
Fixed certain NPCs from getting aggro'ed by the dog in Riverwood.
Some minor inventory revisions.
Updated some AI packages.
Donations
No donations accepted
Showcase of Trailblazers v.18 (old) Starts at 10:37 min Thanks for the spotlight, RTD!
Overview
In the spirit of Requiem, no longer will the world feel like it solely resolves around the player. New NPCs — powerful or feeble, ally or foe, generic or unique — will live, wander, adventure and pillage throughout the lands of Skyrim.
Approximately 100 NPCs have been voiced using carefully edited vanilla (and cut vanilla) dialogue. As with any true RPG, sometimes you will be forced to make decisions ...and face the consequences of your actions.
Inspired by the Witcher series, Trailblazers aims to enhance Skyrim with a sense of maturity, realism and dark humor, while staying true to the Elder Scrolls lore.
Riften is home to the deplorables. A city of beggars and thieves, addicts and drunks, squatting alongside the waterfront. Because crime is rampant throughout the city, you will find many turn a blind eye to another man's misfortune. But don't let this state of lawlessness fool you. While the city's incompetent leadership tries its best to clean house, Maven Black-Briar likes to keep things exactly the way they are. Her enforcers, a band of ruthless mercenaries, will see to this.
Key Features 1 Quest ('Shady Business') 5 High-profile NPCs 2 Unique Encounter 1 Scene Overhauled Docks Area 1 Potential Follower
Windhelm is Ysgramor's capital. Skyrim's first capital. And now—Ulfric's capital. Home to the rebellion, of Nord pride and racial prejudice. Freshly scarred by the struggles of war, refugees camp outside, awaiting permission to seek shelter within the city walls. Little do they know that the residents of the Gray Quarter are not much better off. You will find that the citizens of Windhelm approach you differently based upon your race.
Key Features 3 High-profile NPCs 1 Unique Encounter Refugee Camp (Windhelm's Entrance) 1 Marriable Character Racism
Solitude is Skyrim's capital. Seat of the High King. And the province's bedrock of art, politics and culture. The harbor city accounts for the second largest trade hub in the province. And since the Imperial Legion has established their provincial headquarters here, their military presence can be felt throughout the city.
Key Features 2 High-profile NPCs 1 Unique Encounter Penitus Oculatus Outpost (Solitude's Entrance) Refugee Camp (Solitude's Entrance) 1 Marriable Character
Despite the brewing conflict of an ongoing civil war, the Reach is perhaps the most dangerous region in all of Skyrim. Emboldened by current events, the Forsworn are looking to gain their independence once more. In absence of any military assistance, the Silver-Bloods have decided to take matters into their own hands. To retake the Reach, for better or for worse. Assist in taking over Karthwasten, or help the natives reclaim their village.
Key Features 2 Quests ('On the Prowl' & 'Blood, or Silver?') 2 Silver-Blood Mercenary Camps (Markarth & Karthwasten) 2 High-profile NPCs Forsworn attacks
Built around the Skyforge. Surrounded by vast farmlands, and home to the fabled Companions; Whiterun embodies the commercial heartland of Skyrim. Because of its neutrality, Whiterun is often regarded as the safest hold in the region, despite the bandits that infest the area.
Key Features 4 New Companions Bandit Raids
Falkreath
Located in the deep, backwater woods bordering Cyrodill, Falkreath is a large settlement with a Colovian history. The town is famed for its large cemetery which, over the duration of countless battles, has held many Nords, unknown soldiers and forgotten heroes. Because of Falkreath's strategic location, bandits and robbers stalk the forests, preying on refugees looking to escape Skyrim's civil war.
Standalone — But Requiem Approved Trailblazers is designed to be compatible with Requiem but is fully functional without. Unique NPCs' levels are static and have been given appropriate perks.
Compatibility Trailblazers needs to load late in your load order. Trailblazers overhauls many parts of Skyrim and is therefore best used as a baseline for your further load order. Until patched, Trailblazers may not be compatible with mods affecting the same areas (see the spoiler below for all respective areas).
Spoiler:
Show
The Reach City of Markarth (minor edits) Understone keep (minor edits) Markarth exterior Karthwasten Old Hroldan
The Rift City of Riften (minor edits) Riften Docks Riften South Gate Riften North Gate Ivarstead
Whiterun Hold City of Whiterun (minor edits) Rorikstead Riverwood (minor edits)
Falkreath Hold City Falkreath (minor edits)
Solitude City of Solitude (minor edits) Solitude exterior
Windhelm City of Windhelm (minor edits) Windhelm exterior
Dawnstar City of Dawnstar
Recommended All of CHIMGarden's OAR mods. Check out the following (wip) article for a list of mods that go well with Trailblazers
Known Issues Sometimes, drunken NPCs will not snap out of their drunk idle animation when in combat.
FAQ
Q: I'm experiencing the black face bug, what do I do?
A: Either the facegen files are missing or somehow overwritten. You can install this to fix dark face issues permanently.
Q: Is this lore-friendly? A: I did a fair bit of lore-digging to keep everything lore-friendly, but don't hesitate to discuss your concerns.
Q: y no NPC only?! >:| A: Because then you get lifeless NPCs sandboxing in random locations without context. They will have no home. No family. No jobs. And don't feel part of the world. There are other mods that do this already.
Q: Help, I'm oblivious and incompetent!
A: Me too, buddy. Me too.
Credits
Thanks to ThyMartyrdom — for developing the wonderful MINPC, which this mod was based on. Xarrian, Ogreboss, ProbablyManuel — for Requiem. Shoutout to JazzKiwi for Requiem for a Knave. Bethesda for Skyrim and the Creation Kit.
All the talented 3D authors who shared their assets: Kraeten for the Ivarstead Hall model. Megapatato for the Ratway tileset. Andyross1962 for the wagon and crane models (yet to be used). Tesak1243 for the Morrowind Imperial castle assets (yet to be used). Tcz and Phitt for Riften's shacks and related clutter.