vestan Posted July 11, 2013 Share Posted July 11, 2013 .. that ensures that NPC's stick to their sleep patterns. It's kinda' immersive breaking travelling to a city, arriving at like 3 in the morning to find everyone still wandering around. I haven't played as a vamp char yet, but I can see how this could become annoying having to hunt around for a sleeping ready meal. It would be great if there was a mod out there that covered this, as well as things like ensuring bandit camps in the wee hours of the morn are a little quieter with sleeping bandits etc. I would expect someone has already covered this in a mod at some point, but I can't find it. Does anyone know if there is a mod out there that covers this? Cheers. Link to comment Share on other sites More sharing options...
Halendia Posted July 11, 2013 Share Posted July 11, 2013 I've most usual mods indexed but I've never seen anything like this, however now when it's been brought up to the table, I like the idea. Link to comment Share on other sites More sharing options...
Jokerine Posted July 11, 2013 Share Posted July 11, 2013 I think this would involve changing the daily patterns of every single NPC in the game (most named NPCs have their own custom routines), particularly the sleep package, to make changes, removing time here and adding there to make it fit. It seems like a lot of work, to be honest, although I understand what you mean. Maybe someone will be willing, good luck. Link to comment Share on other sites More sharing options...
vestan Posted July 11, 2013 Author Share Posted July 11, 2013 I think this would involve changing the daily patterns of every single NPC in the game (most named NPCs have their own custom routines), particularly the sleep package, to make changes, removing time here and adding there to make it fit. It seems like a lot of work, to be honest, although I understand what you mean. Maybe someone will be willing, good luck. From what I've witnessed spending any length of time in any city location, the routines for sleep are already there, just for some reason the scripting doesn't kick in when entering certain cells after fast travel. I dunno anything much about scripting, but I would've thought a script that checks the arrival time and just ensures that the npc's scripts are loaded to put them into their correct routine scripted location would be a solution. As you've said, the routines are already there, so it would be cool to see something knocked up to address this providing it isn't too overcomplicated. TBH, I'm rather surprised nobody has come up with this type of mod yet. Cheers. Link to comment Share on other sites More sharing options...
Jokerine Posted July 11, 2013 Share Posted July 11, 2013 I don't think fast travelling affects that, as far as I know - some NPCs actually go to sleep at like 3 or 4 in the morning, it's part of their daily routine. Well, as I said, good luck, maybe someone will help you with that :) Link to comment Share on other sites More sharing options...
vestan Posted July 14, 2013 Author Share Posted July 14, 2013 Yeah, if they already go to sleep at 3-4 in the morning I guess that shouldn't be tampered with. I reckon that with the scripting already there it perhaps was originally planned to have the streets empty in early hours, that is until those scenes came along where that woman gets attacked upon entering Markarth for the first time, and some one gets their head chopped off upon entering another city for the first time (can't remember the name off-hand). Are there any dungeon repopulators out there? I've done Bleak Fall Barrow on new playthroughs a number of times now it's become a kinda' chore. I'd love to see a draugr dungeon with added variants such as skeletons/zombies. Draugr retexture to add a number of differing draugr, and a new armor set that can be looted from the draugr, something like rusted iron chain or plate that has frost resist enchantments. Skeletons could be the usual, then a tougher variant that can only be harmed by magic/silver that has poison ability (or something along those lines), and something like a boss skeleton (bone king/queen skeleton) that uses frost attacks, can be looted and will always have a circlet of fortify something or other. As for zombies, they could be few and far between, unfortunate adventurers that only got so gar into the dungeon. Perhaps the reason why you haven't found any loot yet is that some adventurer had already crept along the darkened passages and pocketed most of the loot, only to meet a grisly end in trap or an impassable wall that needed the claw key. The walking corpses are slow but tough, using disease and melee, but the loot on them (apart from the stuff they've already picked up through the dungeon) is mainly useful adventuring gear. Remove all the foodstuffs from the dungeon, and repopulate the chests etc with gems and gold, not loads of heavy weapons that become a pain to have manage (weight wise) in your inventory. I'd love to see a mod like this. Perhaps if I get the time, I'll look into learning how to put something like this together myself. Link to comment Share on other sites More sharing options...
Jokerine Posted July 14, 2013 Share Posted July 14, 2013 There is this one http://skyrim.nexusmods.com/mods/35365/ but it hasn't been updated in a while. The author mentions they'd like some help, so it may be your chance :) Link to comment Share on other sites More sharing options...
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