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#1
m0nster

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Travellers of Skyrim

For version 1.30 and up there are currently no optional files containing only specific travellers available.

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.

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
Outdated 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'.
These optional files containing only specific travellers are only available until version 1.20!
They can be combined as you please.

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


UFO Compatibility Patch
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).


Dragonborn Addon
The 'Dragonborn Addon' allows the travellers to visit 'The Retching Netch' in 'Raven Rock'.
It requires the official 'Dragonborn DLC' and the latest 'Vanilla Version' ('Full Version') or 'Light Version' of 'Travellers of Skyrim'!
Install it via a mod manger of your choice or follow the install instructions below.


The Ningheim Addon
'The Ningheim Addon' adds 12 new travellers utilizing the 'Ningheim' custom race.
In detail they are: an Alchemist (female), an Apothecary (male), a Mercenary Conjurer (female), a Mercenary Cryomancer (male), a Mercenary Electromancer (male), a Mercenary Pyromancer (female), two Mercenary Rangers (female and male), a One-handed Mercenary Warrior (male), a Two-handed Mercenary Warrior (female) and two Merchants (female and male).
It requires either the latest 'Vanilla Version' ('Full Version'), 'Light Version', or standalone .esm of 'Travellers of Skyrim' and 'The Ningheim Race' (and it's requirements)!
If you want to run 'The Ningheim Addon' as a standalone mod (without any other travellers) use the latest 'Travellers of Skyrim - esm file' which can be found in the 'Optional Files' section.
Set the 'TravellersOfSkyrim - The Ningheim Addon.esp' to load after 'TravellersOfSkyrim.esm' and 'The Ningheim.esp'.
For the rest of the installation process you can use a mod manger of your choice or follow the install instructions below.


Light Version
From the 50 'Vanilla Travellers' the 'Light Version' contains the following 28:
Alchemists: female Bosmer and Dunmer - male Breton, Khajiit, Nord.
Apothecaries: female Altmer and Argonian - male Imperial and Nord.
Conjurers: female Breton - male Argonian.
Cryomancers: female Redguard - male Imperial.
Electromancers: female Nord - male Bosmer.
Pyromancers: female Altmer - male Dunmar.
Rangers: female Dunmer - male Redguard.
One-handed Warriors: female Imperial - male Orc.
Two-handed Warriors: female Orc and - Nord.
Merchants: female Khajiit, Nord, Redguard - male Breton and Khajiit.
Don't use the 'Vanilla Version' ('Full Version') and 'Light Version' at the same time!
For the installation of the 'Light Version' follow the install instructions below.


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, TravellersOfSkyrim - Dragonborn Addon.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, TravellersOfSkyrim - Dragonborn Addon.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. Since version 1.30: delete any files with 'm0tos_' in front of their name from the 'Scripts' folder inside of 'Data'.
Version 1.20 and older: 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.

Translation
Japanese by the 2ch.net Japanese localization project team: http://skyrim.2game....il.php?id=15501
Polish by dopalacz: http://skyrim.nexusmods.com/mods/18344
French by alphazell1: http://skyrim.nexusmods.com/mods/33257
German by Baskiney: http://skyrim.nexusmods.com/mods/35958


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.nexusm...le.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).
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
  • 2013-05-20, first release of 'The Ningheim Addon'
  • 2013-04-22, first release of the 'Dragonborn Addon'
  • 2013-02-13, Version 1.33 - SEQ file and Pyromancer tweaks
    Added a SEQ file in order to fix the dialogue bug introduced in Skyrim version 1.6.
    Added low-level spells to the 'Travelling Pyromancers'' spell list.
    Added a ReadMe.txt.
  • 2012-10-29, Version 1.32 - 'Light Version' and tweaks
    Added a 'Ligh 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.
    A clean save is recommended! (How to do it: http://arwenevecom.i....htm#Clean_Save)
  • 2012-08-19, Version 1.31 - fixed stuck travellers, level scaling improvements
    Fixed a bug that caused the travellers to be stuck at their spawnpoint.
    Balanced the travellers' level scaling.
    A clean save is recommended.
  • 2012-08-06, Version 1.30 - general bug fixes and improvements
    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)
  • 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.i....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.i....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 several community members, for their testing, suggestions and overall support.
to the 2ch.net Japanese localization project team, dopalacz, alphazell1 and Baskiney for their translations.
to Arwen for her 'How to Do a Clean Save'.
to 'The Ningheim Race' team for their mod and permission to create 'The Ningheim Addon'.
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'.

Edited by m0nster, 20 May 2013 - 02:32 PM.

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#2
m0nster

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dopalacz made a Polish translation of Travellers of Skyrim:
http://skyrim.nexusm...e.php?id=18344#
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#3
Leonardo

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Congrats to your release m0nster. :cookie4u:

Since you're working with travelling priest I wonder if this is feasible. How about having entertainers of the Bard's College in Solitude travels on the roads and perhaps have them on the dirt tracks too on their way to the spread out war camps there is in Skyrim. :)
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#4
m0nster

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Thanks :)
I actually planned to include bards instead of priests in version 1.3.
But I ran into a few problems and decided to work on something easier first.

Travelling to the war camps is a good idea - it may be suitable for some other traveller types too (e.g. apothecaries).

Edited by m0nster, 06 July 2012 - 06:44 PM.

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#5
Leonardo

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That's okay with me and take your time. :)

In the mean time I saw this in the OP. I wonder what will happen if you have all of them activated at the same time?

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'!

I don't have any problems by using them plus I'm using the AFT mod in my game.
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#6
m0nster

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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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#7
Leonardo

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Yes it did answer my question and more than you would know. :)

You see it also gave me an answer why I had 7 CTD's in a row from that point when I step in the Helgen Keep cave during the final quest of the Live Another Life mod. Before I could enter the cave I had one CTD and the last one was after the Bleak Falls Barrow quest started, but 5 CTD occur from when I came out of the cave and I could finish the Before the Storm quest. All that time I had the Economics of Skyrim mod installed along with your mod plus those extra esp I mention, which could explain why I had so many CTD within 1-2 hours of playing.

I haven't seen a white skinned Khajiit before and I think this is a Mercenary Warrior. :thumbup:

Now was I ready to go out and explore the world and investigate the rumours near Helgen which I did, but when I was just about to go inside of the Helgen Keep cave I had my 1/7 CTD (only the last one occur later) and the first 6 CTD's occurred before I enter the Dragonreach to inform Jarl Balgruuf the Greater about what has happen in Helgen before the next quest began. Here is some pictures during this time.


Edited by Leonardo, 09 July 2012 - 08:22 AM.

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#8
m0nster

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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?
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#9
Leonardo

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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?

I guess that he didn't want to die so soon in his mercenary career after all did he. XD He could also got use the harsh weather in Skyrim and his skin would change colours just let him have some sort of camouflage in the snowy terrain. Anyway it looks good in-game and if you release a weather body replacer based on the Traveller Of Skyrim mod it would be welcome too for most people including me. :D

TBH I don't know since I haven't explored all feature in AFT just yet, but eventually I would probably do that and if I had a problem I'll let you know about it okay. :)
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#10
m0nster

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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.
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#11
Tigersong

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Please say you gave each character a unique name...
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#12
m0nster

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They have generic 'Travelling ...' names.
Giving them unique names would be a bit odd since they respawn.

Edited by m0nster, 07 August 2012 - 10:35 PM.

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#13
m0nster

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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.

Edited by m0nster, 19 August 2012 - 11:33 AM.

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#14
m0nster

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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.
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#15
m0nster

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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.
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#16
m0nster

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alphazell1 created a French translation of Travellers of Skyrim:

http://skyrim.nexusmods.com/mods/33257
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#17
m0nster

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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. :)
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#18
m0nster

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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
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