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m0nster

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  1. It has been a while. A few smaller addons/patches for Travellers of Skyrim were released. But most importantly, a new version of the main file, the 'Dragonborn Addon' (and related addons), the 'Custom Travellers' patcher and a version for the Skyrim Special Edition are now available. This new version includes a complete rework of the AI Packages and an introduction of proper schedules, adjusted to each traveller type. Meeting a giant hordes of travellers is now a thing of the past! These changes are also included in the new versions of the ‘Light Version’ and the standalone .esm file. For those using the version 1.40 pre-release not much has changed, only a bit of additional cleaning-up. The ‘Custom Travellers’ patcher (1.11) released with the 1.40 re-release is still compatible with this new version. Besides compatibility with version 1.41 of the main file the ‘Dragonborn Addon’ now also allows travellers to go to new locations on Solstheim. Those features are now also present in the new versions of the 'Dragonborn and Bags and Pouches Addon', 'CCOR Dragonborn and Bags and Pouches Addon' and 'CCF-CCOR Dragonborn and Bags and Pouches Addon'. Here on TES Alliance both the 'classic' and Skyrim Special Edition are available on the same page. (At the time of writing the Skyrim Special Edition doesn't seem to have it's own download category. If I missed something or creating a new download is preferred please let me know.) Skyrim Special Edition: Download at Skyrim Nexus: http://www.nexusmods.com/skyrimspecialedition/mods/1973/ 'Classic' Skyrim: Download at Skyrim Nexus: http://www.nexusmods.com/skyrim/mods/15501/ Download at Steam Workshop: http://steamcommunity.com/workshop/filedetails/?id=701076300
  2. Travellers of Skyrim – Version 1.35, Bags and Pouches Addon, Dragonborn Addon Update The changes to the main file are primarily under the hood and won't effect gameplay. The only thing you will notice is that merchants now sell enchanted staves. These changes were done to make my life easier while working on the vendors' stocks. The new version of the 'Dragonborn Addon' was able to take advantage of this since it adds the new ingredients found on Solstheim to all the vendors and also the weapons, armours and ammo featured in the DLC to the merchants. Besides selling them the vendors will also use these new weapons to fend off any enemies they encounter on their journeys. The mercenaries will also use, depending on their type, the new weapons, armours and ammo. Dragten was so nice allowing me to create a 'Bags and Pouches Addon' for 'Travellers of Skyrim'. If you are bored of vanilla looking NPCs this might be the right mod / addon for you. It adds a large selection of items from the 'Bandolier - Bags and Pouches' mod to the travellers' outfits. Each traveller type has it's own set with different variants, making them easily distinguishable. Download: Travellers of Skyrim - Nexus Mods Bandolier - Bags and Pouches - Skyrim Nexus
  3. In order to replace the optional files containing only specific travellers, which were absent since version 1.30, a SkyProc based patcher is now available to fill this role. The 'Travellers of Skyrim – Custom Travellers' patcher will create a patch disabling the travelling of a chosen set of travellers. Which traveller to remove is up to you, the patcher comes with plenty of templates to choose from or you can create a custom list. Due to the nature of the patcher the NPCs aren't completely removed from the game, just the AIPackage, which is responsible for their travelling. Thus they will still be in the game world inside of an isolated cell that can't be accessed by the player without console commands. Another downside is that the patcher isn't as comfortable to use/install as 'normal' mods. I tried to supply the most asked for traveller type combinations as templates and the resources to create your own lists. Download at Skyrim Nexus: http://www.nexusmods.com/skyrim/mods/15501/
  4. Version 1.34 is now available! A few errors in the AI Packages were fixed where the travel and sandbox location didn't match. A minor edit to an ActorBase was made. No new news regarding a Falskaar addon.
  5. I considered it but I haven't played Skyrim probably in month besides doing in-game research for reported bugs, conflicts, ideas etc. Although I have to admit Falskaar is quite tempting and these small addons are more fun to create than 'new' features for the mod. 'Travellers of Skyrim' is currently in a state where I only keep an eye on bugs and keep it up to date with Skyrim. In short: I considered it, but a Falskaar addon requires me first of all playing Falskaar / Skyrim since I at least want to have a look at the the travel locations in-game and second, me getting into a modding mood ( ).
  6. Another addon for 'Traveller of Skyrim' is available! 'The Ningheim Addon' adds 12 new travellers to the world of Skyrim utilizing the custom race 'The Ningheim'. It requires either the latest 'Vanilla Version' ('Full Version') or 'Light Version' of 'Travellers of Skyrim' and 'The Ningheim Race' mod. Alternatively you can set it up as a standalone mod if you use the latest 'Travellers of Skyrim - esm file' instead of the 'Vanilla Version' or 'Light Version'. In other news Baskiney translated 'Travellers of Skyrim' into German: http://skyrim.nexusmods.com/mods/35958
  7. A Dragonborn Addon is now available. It allows the travellers to visit 'The Retching Netch' in 'Raven Rock'. Travellers of Skyrim had it's first anniversary on the 19th of April. I want to thank all of you who supported the mod in the last year through downloading and playing it, posting feedback and suggestions, creating translations and providing great mod hosting sites and a big thank you to the Elder Scrolls modding community in general for being great.
  8. alphazell1 created a French translation of Travellers of Skyrim: http://skyrim.nexusmods.com/mods/33257
  9. Version 1.33 is now available: Added a SEQ file in order to fix the dialogue bug that was introduced in Skyrim version 1.6. Added low-level spells to the 'Travelling Pyromancers'' spell list. Added a ReadMe.txt.
  10. Version 1.32 and a 'Light Version' is now available! Changelog: Added a 'Light Version' with 28 NPCs. Increased the amount and diversified the selection of ingredients for 'Travelling Alchemists' Decreased the amount of goods for 'Travelling Merchants'. Cleaned the .esm and .esp via TES5Edit.
  11. Version 1.31 is live! If you weren't able to encounter travellers previously you might want to try this update. Changes: Fixed a bug that caused the travellers to be stuck at their spawnpoint. Balanced the travellers' level scaling.
  12. They have generic 'Travelling ...' names. Giving them unique names would be a bit odd since they respawn.
  13. Version 1.30 is online: Added basic bow and arrows to the 'Travelling Warriors'. Added torches to all travellers. Upated the 'TravellersOfSkyrim - UFO Compatibility Patch'. Fixed the class for 'Travelling Warriors' using two-handed weapons. Fixed the 'Travelling Conjurer''s AI package and equipment. Fixed faction issues. Fixed vendor chests / inventory. Removed master level spell tomes from the 'Travelling Merchants'. A clean save is required! (How to do it: http://arwenevecom.i....htm#Clean_Save) If the dialogue for the traveller NPCs doesn't appear try saving your game and immediately loading that save! For version 1.3 there are currently no optional files containing only specific travellers available.
  14. Hehe, I created the NPCs pretty much based on guesswork since my half broken PC wasn't able to display the character preview. I'm glad they turned out ok Out of curiosity: does the increased follower limit by 'Amazing Follower Tweaks' work for the mercenaries?
  15. It wouldn't make much sense to use one of the optional files together with 'TravellersOfSkyrim - Vanilla.esp', since it already contains 'TravellersOfSkyrim - Alchemists Vanilla.esp', 'TravellersOfSkyrim - Apothecaries Vanilla.esp', 'TravellersOfSkyrim - Mercenaries Vanilla.esp' and 'TravellersOfSkyrim - Merchants Vanilla.esp'. Using them with 'TravellersOfSkyrim - Vanilla.esp' could lead to duplicated NPCs - but I didn't test it myself. As stated you can combine the optional files in any way you want to. Also all of them - although using the main files would make more sense I hope that answers you question
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