[REL WIP] Travellers of Skyrim

Post » Sun May 27, 2012 2:17 pm

Travellers of Skyrim



Travellers of Skyrim adds 50 new NPCs that travel between over 30 locations in Skyrim.
10 Alchemist, selling poisons, potions and ingredients.
10 Apothecaries, selling cure / healing potions and a small amount of ingredients. Additionally they offer to cure the player for 50 gold.

10 Merchants, buying and selling various useful goods.
20 Mercenaries, offering their service for 500 gold like the existing hirelings.

Download at Skyrim Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=15501
Download at TES Alliance: http://tesalliance.org/forums/index.php?/files/file/1230-travellers-of-skyrim/

Details
The NPCs randomly choose to travel to one of the 18 inns in the world and profession specific locations (e.g. merchants visit general goods stores).
Depending on where they arrive the travellers will eat, chat or sit around before continuing their journey.
They are killable and re-spawn.


Travelling Alchemists (10)
The Alchemist are split up into: female and male Bosmer, Breton, Dunmer, Nord and Khajiit.
They wear hooded robes and sell: cure potions, restoration potions (health, stamina, mana), poisons and ingredients.
Beside inns they visit
apothecaries.

Travelling Apothecaries (10)
The Apothecaries are split up into: female and male Altmer, Argonian, Breton, Imperial and Nord.
They wear plain robes and sell: cure potions, restoration potions (health, stamina, mana) and a small amount of ingredients.
Additionally they cure the player for 50 gold via dialogue.

Beside inns they visit apothecaries.

Mercenaries (20)
The mercenaries are split into conjurers, mages (Cryo-, Electro- and Pyromancers), rangers and warriors (one- and two-handed).
They work like the existing hirelings and cost 500 gold.
All the mercenaries visit
castles and courts, inns and general goods stores. Ranger and warriors visit blacksmiths in addition to that.
Conjurers (4)
Female Breton, male Altmer, Argonian and Breton. They wear conjuration enchanting clothing and have access to healing, ward, (limited) destruction and summon spells.
Mages (6)
They wear destruction enchanting clothing and are split into:
Cryomancers (2)
Female Redguard, male Imperial. They have access to healing and ice destruction spells.
Electromancers (2)
Female Nord, male Bosmer. They have access to healing and storm destruction spells.
Pyromancers (2)
Female Altmer, male Dunmer. They have access to healing and fire destruction spells.
Rangers (4)
Female Argonian, Dunmer and Bosmer, male Redguard. They wear light armour (no helmet) and wield a sword and bow.
Warriors (6)
They wear heavy armour (no helmet) and are split into:
One-handed (3)
Female Imperial, male Khajiit and Orc. They wield a random one-handed weapon and shield.
Two-handed (3)
Female Khajiit and Orc, male Nord. They wield a random two-handed weapon.


Merchants (10)
The Merchants are split up into: female and male Breton, Imperial, Khajiit, Nord and Redguard.
They buy nearly every item and sell a randomized selection of wares including:

weapons, armours, enchanted robes, jewelery, gems, ingots, ores, food, drinks, ingredients, recipes, books, soul gems, spell tomes and hides.
Beside inns they visit general goods stores.

Optional Files
Since version 1.10 the mod includes optional files containing only specific travellers:
'TravellersOfSkyrim - Alchemists Vanilla.esp', 'TravellersOfSkyrim - Apothecaries Vanilla.esp', 'TravellersOfSkyrim - Mercenaries Vanilla.esp' and 'TravellersOfSkyrim - Merchants Vanilla.esp'.
They can be combined as you please.

In order to use them the 'TravellersOfSkyrim.esm' is required!
They can't be used in combination with 'TravellersOfSkyrim - Vanilla.esp'!

If you are using 'UFO - Ultimate Follower Overhaul':
1. Download 'TravellersOfSkyrim - UFO Compatibility Patch.esp' (Optional Files)
2. Set it to load after 'TravellersOfSkyrim.esm', 'UFO - Ultimate Follower Overhaul.esp' and the Travellers of Skyrim .esp file(s).


Install & Unistall
Install
Manually:
1. Extract the .rar file to 'Steam\SteamApps\common\Skyrim\Data'.
2. Start the Skyrim Launcher, click 'Data Files', place a check mark beside the 'TravellersOfSkyrim.esm' file and besides the .esp file (e.g. TravellersOfSkyrim - Vanilla.esp) you chose to download.
Or simply use a mod manger of your choice.

Uninstall
Regardless of the installation method dismiss any active mercenaries before uninstalling the mod!
Manually:
1.
Start the Skyrim Launcher, click 'Data Files', remove the check mark beside the 'TravellersOfSkyrim.esm' file and besides the .esp file (e.g. TravellersOfSkyrim - Vanilla.esp) you chose to download.
2. Delete the 'TravellersOfSkyrim.esm' and any Travellers of Skyrim .esp files file from 'Steam\SteamApps\common\Skyrim\Data'.
3. Delete 'm0tos_ApothercaryCureScript.pex', 'm0tos_newscript.pex', 'TIF__02007FC1m0tos.pex', 'TIF__02007FCAm0tos.pex' and 'TIF__02009559m0tos.pex' from the 'Scripts' folder inside of 'Data'.
4. Delete the folder named after the Travellers of Skyrim .esp you chose to download inside of 'Data\Meshes\Actors\Character\FaceGenData\FaceGeom' and 'Data\Textures\Actors\Character\FaceGenData\FaceTint'.
Or simply use a mod manger of your choice.

Recommended
Since the cure dialogue and parts of the hire dialogue aren't voiced I recommend to use 'Fuz Ro D'oh' (requires SKSE):
http://skyrim.nexusmods.com/downloads/file.php?id=14884


Compatibility
Tavellers of Skyrim is not compatible with mods that remove any of the travel locations (all inns, courts and castles, general goods stores, apothecaries and blacksmiths).
A detailed list can be found here: https://sites.google.com/site/travellersofskyrim/travel-locations
If you are using
'UFO - Ultimate Follower Overhaul' have a look at the 'Optional Files' section above.
Any other mods are fine.
Mods that are confirmed to work by community members:
  • Whiterun with Whiterun Outdoor Market
  • Tytanis - the Ultimate Mod
  • Riverwood Redux and Riverrun Smelter (loaded after Riverrun Redux)
  • Enhanced Rorikstead by Ench (esp ExRorikstead)
  • Ivarstead Expanded
History
  • 2012-05-05, added the 'TravellersOfSkyrim - UFO Compatibility Patch.esp'
  • 2012-05-01, Version 1.20 - new AI packages, moved spawn points and a small bug fix
    Moved all spawn points to a cell created by the mod in order to provide a higher compatibility.
    All traveller types received a new AI package with locations fitting their profession.
    Fixed the 'Travelling Conjurer''s class.
    A clean save is required! (How to do it: http://arwenevecom.ipage.com/Skyrim/Skyrim-Tips.htm#Clean_Save)

  • 2012-04-26, Version 1.10 - new mod structure and merchants
    Added travelling merchants.
    Added TravellersOfSkyrim.esm, TravellersOfSkyrim - Vanilla.esp, TravellersOfSkyrim - Alchemists Vanilla.esp, TravellersOfSkyrim - Apothecaries Vanilla.esp,
    TravellersOfSkyrim - Mercenaries Vanilla.esp and TravellersOfSkyrim - Merchants Vanilla.esp.
    Loot tweaks for apothecaries and alchemists.
    A clean save is required! (How to do it: http://arwenevecom.ipage.com/Skyrim/Skyrim-Tips.htm#Clean_Save)

  • 2012-04-22, Version 1.01b - added missing files
    Fixed broken curing und hiring.
    A clean is recommended!

  • 2012-04-20, Version 1.01 - bug fixes
    Removed opposite gender animations from several mercenaries.
    Corrected the female conjurers voice.
    Fixed the Cryomancers typo.
    Changed the voices of female Argonian, Breton, Imperial, Khajiit, Nord and Redguard mercenaries in order to fix a hiring / dismissing bug.
    No clean save is required!

  • 2012-04-18, Version 1.0 - Initial release.
Thanks
to Tamara for testing the compatibility with several mods.
to Arwen for her 'How to Do a Clean Save'.
to Bethesda for their great games.
to LHammonds for the Readme Generator this file was based on :wink:

Contact
You can find me on the Nexus Sites, the official Elder Scrolls forums and TES Alliance as 'm0nster'.
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Sun May 27, 2012 7:19 am

Wow, this sounds great!
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Sun May 27, 2012 12:59 pm

Sounds great. The more NPC's better.
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Sun May 27, 2012 9:24 am

Lookin' good. Thanks muchly for this. I love stuff that adds more flavour and life to the world. :smile:
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Sun May 27, 2012 3:59 am

Tamara at the Nexus forums confirmed compatibility with the following mods:
  • Whiterun with Whiterun Outdoor Market
  • Tytanis - the Ultimate Mod
  • Riverwood Redux and Riverrun Smelter (loaded after Riverrun Redux)
  • Enhanced Rorikstead by Ench (esp ExRorikstead)
  • Ivarstead Expanded
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Sun May 27, 2012 7:56 am

Version 1.01b is now available at the Nexus.

Changes:
The curing and hiring dialogue should now work as intended.

Edit: A clean save is recommended!
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Sun May 27, 2012 5:34 am

Please keep up the good work. I love this mod.
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Sun May 27, 2012 2:49 pm

Sounds great, i will download this and endorse asap.
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Sat May 26, 2012 11:26 pm

Nice to hear you guys enjoy it :)
The traveller type I'm currently working on is is a general merchant.

From my post on the Nexus forums:
...
The 'general' merchant most likely will have a heavily randomized selection of objects across all item categories. But be pretty limited in the amount of heavy goods like armors and weapons (currently a limit of 5).
....

The next version will change the mod structure to a more modular format.
You will be able to choose to download all travellers in one .esp or choose only certain types.
Currently it looks like this:
  • TravellersOfSkyrim.esm - is required by all TravellersOfSkyrim.esps
    It contains the framework to create travellers that are visible in the game world.
    That will allow for example to add travellers based on custom races a lot easier and faster.
  • TravellersOfSkyrim - Vanilla.esp - contains all travellers types
  • TravellersOfSkyrim - Mercenaries Vanilla.esp - only mercenaries
  • TravellersOfSkyrim - Apothecaries Vanilla.esp - only apothecaries
  • TravellersOfSkyrim - Alchemists Vanilla.esp - only alchemists
For example: A player who dislikes the mercenaries now has the option to use only: 'TravellersOfSkyrim.esm', 'TravellersOfSkyrim - Apothecaries Vanilla.esp' and 'TravellersOfSkyrim - Alchemists Vanilla.esp'.
Of course I'll extend this to any new travellers types that will come.
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Sun May 27, 2012 9:23 am

Update 1.10 just went live (A clean save is required!):
  • Added travelling merchants.
  • Added TravellersOfSkyrim.esm, TravellersOfSkyrim - Vanilla.esp, TravellersOfSkyrim - Alchemists Vanilla.esp, TravellersOfSkyrim - Apothecaries Vanilla.esp,
    TravellersOfSkyrim - Mercenaries Vanilla.esp and TravellersOfSkyrim - Merchants Vanilla.esp.
  • Loot tweaks for apothecaries and alchemists.
With the new update you can choose to download only one or more travellers types.
For example to have only mercenaries and merchants you would need:
  • TravellersOfSkyrim.esm
  • TravellersOfSkyrim - Mercenaries Vanilla.esp
  • TravellersOfSkyrim - Merchants Vanilla.esp
All the required files can be found in the 'optional files' section.

As a new traveller type I added the merchant.
They buy nearly every item and sell a randomized selection of wares including:
weapons, armours, enchanted robes, jewelery, gems, ingots, ores, food, drinks, ingredients, recipes, books, soul gems, spell tomes and hides.

I hope you enjoy it :smile:
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Sun May 27, 2012 9:47 am

This looks like a really cool mod in the vein of Tamriel Travellers for Oblivion that I used extensively. My only question is if it's compatible with Open Cities Skyrim? Your note about compatability of mods that change cities makes me wonder.

Artorius.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Sun May 27, 2012 1:39 am

Most likely not since several travellers spawn inside of cities. But I haven't tested it.
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Sun May 27, 2012 3:09 am

Version 1.20 is now available:
  • Moved all spawn points to a cell created by the mod in order to provide a higher compatibility.
  • All traveller types received a new AI package with locations fitting their profession.
  • Fixed the 'Travelling Conjurer''s class.
A clean save is required!

Edit:
@Artorius
This version should work fine with 'Open Cities'.
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Sun May 27, 2012 9:49 am

Just realized I never posted comments on your mod as you requested in that other thread so... here you go.

The bug with missing clothes on some of the travellers was indeed one of the caster classes in the last version you released. I had some screenshots of him both inside the Dawnstar tavern and outside in a raging snowstorm but I can't seem to find them at the moment. Still, trust me when I say that he was quite naked. I've updated to the newest version and haven't seen this issue since so it appears you've quashed that bug.

About the mercanaries being un-hireable issue, I've continued to see that with the latest version. The dialogue option to hire them just never appears. I suspect a conflict with UFO because if I get rid of my 2 current followers the hire message shows up immediately so something in the modifed UFO hire dialogue/quest for the default followers is overriding your changes I suspect. Not a big deal at all really, just something you may want to look into if it's fixable and warn people about this behavior if it isn't.

Another thing I wanted to mention is with your vendors. I haven't looked the mod over in the CK to check but they appear to be sharing a merchant chest as I cleared out one vendor of his gold and when I tried to barter with a seperate merchant in an entirely different hold she had the same 7 barter gold left and some of the items that I had sold to her brother in trade. Might want to vary this up a bit. Also the vendors appear to be unleveled and free from quest requirements when it comes to spellbooks, yes? I have 26 in Illusion and one vendor was selling both Expert and Master level Illusion spells. I can see the Expert ones being available but the Master ones should still be quest required if you ask me.

One last comment is that some of the travelers are a bit too friendly with other fellow travelers. What I mean here is that they're walking/following VERY close together with some of the other wanderers. Some more variety in the travel packages with when they leave and how long they stay would be a nice touch as you can still get the "shift change" effect if you hit a tavern at the right/wrong time. Also you might want to vary the destinations a bit, have some of the apothecaries go to Alchemist vendor shops and use the apparatus for example. Mercs could start out at a blacksmith and then travel to forts so you'd have instances where you'd come upon them already engaged in battle with bandits or other evil folks, or if they target a Civil War camp they go there and use the cooking spits and then rest. You know, something to spice things up a bit, use your imagination on other scenarios.

Anyways, some thoughts for you on your mod hopefully some of my ideas will help you out. I'll be continuing to use your mod in my game so I'm looking forward to where you go with future versions of what you have here.
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Sun May 27, 2012 12:17 pm

@Urtho
Thanks for posting! It's a huge help :smile:

Clothing bug:
It should be fixed now.

UFO compatibility:
Travellers of Skyrim doesn't edit any vanilla dialogue / quest.
I recreated the hireling dialogue / quest and use the same scripts and factions as the original.
The problem most likely is related to a condition I set for the dialogue to appear.
I'll look into it.

Vendor chest:
Seems like you it's not enough to assigned different instances of a chest to the vendor faction.
Sorry, I should have caught that bug before even releasing version 1.0.

Spell tomes:
They are added via a leveled list. I'll have to check out how adding the master spells is handled in vanilla.

AI Packages:
Version 1.20 already features your suggestion on locations - a detailed list over here: https://sites.google.com/site/travellersofskyrim/travel-locations.
This also led to that now the various traveller types have a different value for the time they spend 'sandboxing' at their current location.
What should lead to the 'shift switch' beeing for a single type not all the travellers.
Including outdoor locations isn't avoidable in the feature. But it'll will add more possible compatibility issues.

Future version:
Currently I'm working on bards and priests.
I'm not sure yet if I'll make a separates bug fix release or wait to bundle it with one of the new traveller types.
Since the two known issues (vendor chests, spell tomes) aren't critical I'll decide it on the basis of my UFO research ;)

Edit:
UFO increasing the follower limit is whats causing the problem.
Creating a separate .esp with UFO compatibility shouldn't be to difficult.
Once the bugs are fixed I'll look into it.
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Sun May 27, 2012 5:08 am

I added a Ultimate Follower Overhaul compatibility patch.
Simply download 'TravellersOfSkyrim - UFO Compatibility Patch.esp' (Optional Files) and set it to load after 'TravellersOfSkyrim.esm', 'UFO - Ultimate Follower Overhaul.esp' and the Travellers of Skyrim .esp file(s).
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm


Return to V - Skyrim