Adds named NPCs to all cities using leveled lists with items from TR_Data, Morrowind/Bloodmoon/Tribunal. OpenMW/MWSE/Vanilla compatible with optional Beautiful Cities of Morrowind, Tomb of the Snow Prince, Tamriel Rebuilt, and Balmora Waterworks support. Optional plugins for tons of mods, such as OAAB, SHOTN, etc.
Все основные файлы (меши, текстуры), кроме самого плагина.
Permissions and credits
Author's instructions
All meshes and textures included are from either Imperial Pilum Resource (https://www.nexusmods.com/morrowind/mods/50068), Animated Morrowind OpenMW Patch (https://www.nexusmods.com/morrowind/mods/48837), or The Sitting Mod (https://www.nexusmods.com/morrowind/mods/48782) so please check the permissions there before using. Meshes in the GVAC folder are from GV's animation compilation (https://www.nexusmods.com/morrowind/mods/52736) and are free for anyone to use. Tx_wax_purple_01_g.dds is from RandomPal, who will need to be contacted for permission. tr_furn_de_rm_chair01.nif is from Tamriel Data, Tamriel Rebuilt, so the TR team will need to be contacted for permission.
File credits
The companion recruitment script is a heavily trimmed down version of the Emma/Grumpy companion script. Tamriel Rebuilt team for tr_furn_de_rm_chair01.nif RandomPal for Tx_wax_purple_01_g.dds SerVerlindlinde for the Imperial Pilum Resource (https://www.nexusmods.com/morrowind/mods/50068) Arcimaestro Antares, Abot, and 6maniman303 for the AM meshes and sounds (https://www.nexusmods.com/morrowind/mods/48837) 6maniman303 for the furniture meshes Vidi_Aquam for the sitting meshes from The Sitting Mod (https://www.nexusmods.com/morrowind/mods/48782)
Donation Points system
This mod is not opted-in to receive Donation Points
Fixed issues with plugins. CRF Ald Redaynia plugin is now part of the main FOMOD.
Re-added Concept Art Dunmer Helms Plugin now that OAAB is optional.
Fixed issue with some leveled lists using OAAB-equiped Repop NPCs even when OAAB was not installed.
Version 2.5
OAAB_Data is now an optional plugin. OAAB_Data is no longer a requirement for most plugins.
Updated RepopulatedMainland for the latest TR release (23.10).
NPCs with new TR_Data items, such as the Telvanni clothes have been added to Repop's leveled lists.
Incorporated MysticElodie's dialogue fixes.
Added animated NPCs to new and updated TR locations
Version 2.4
Updated BCOM version to 3.0.0. Updated VFWE patch to VFWE 3.3. Updated to OAAB Data 2.2.2.
Added Alchemists with Mage Robes support (when in mages guild) using AM meshes. Added skooma smokers using GVAC meshes.
Started Repopulated Skyrim. So far, adds wall-leaning guards to various locations, floor-sitting Reachmen in their communal huts, and sitting/eating mages in the mages guild.
Removed Concept Art Dunmer Helmets plugin, as the helmets are now in OAAB Data. They are now given to the appropriate Repopulated Morrowind leveled lists.
Version 2.3
Now an ESM. Will need to enable both RepopulatedMorrowind.ESM and RepopulatedMorrowind.ESP
Created compatability patches for Animated Morrowind, BCOM's Animated Morrowind, and Immersive Mournhold
Updated Vanilla Friendly Wearables to version 3.1, added Telvanni hats to Repop Telvanni NPCs
Updated BCOM version to BCOM version 2.9.9
Added OAAB_Data Ashlander glass weapons to Repop Ashlanders
Added support for Province Cyrodiil and Redaynia Restored
Version 2.2
Added NPCs using guard and wall lean animatons from GV's Animation Compilation
Added plugin for Camonna Tong Chitin Armor version 1.03
Added plugin for Sacred Necromancer Armor version 1.051
Added plugin for Morang Tong Equipment Diversity version 1.55
Updated plugin for Vanilla Friendly Wearables expansion version 2.9.2
Updated BCOM version to BCOM version 2.9.7
Replaced NPCs in Necrom with Necrom-specific leveled lists, chance to have priest robes
Removed NPCs in Imperial Militia armor, Imperial Battlemages now use axes
Version 2.1
Added mining NPCs to all non-abanoned non-egg mines, Vvardenfell and Mainland (with RepopulatedMainland plugin). NPCs are quest aware, will vanish when mine is shut down, etc.
Added many eating and sitting guards for the great houses and imperial legion. At night, watchtowers will have guards eating at tables inside, etc.
Added mining NPCs to Raven Rock's mine. Will not appear during certain quests where it makes senes for them to not be present.
Added eating mages to the pool of mages guild sitters. 4 NPCs for each robe in Mage Robes (will wear normal robes without Mages Robe optional plugin installed).
Version 2.0
-Added support for Vanilla Friendly Wearables Expansion, further integrating many of its items onto new NPCs added to the appropriate pools
-Updated BCOM version to BCOM 2.8.3
-Created sitting NPCs for all ashlander camps, as well as the ashlander camp on the mainland if using the RepopulatedMainland plugin
-Added some ashlander merchants
-Added a lockpick merchant
-Added a Hlaalu NPC in Vvardenfell wearing Andothren attire that will reference Andothren with or without RepopulatedMainland
-Added many sitting NPCs using resources from The Sitting Mod, confirmed working with Animated Morrowind and BCOM Animated Morrowind
-Added an Easter egg to both Bloodmoon plugins
-Drastically increased the pool of sitting mages
-Updated RepopulatedMainland
Version 1.9.1
Relocated fisherman in BCOM Ebonheart, removed changes to Molag Mar, St. Veloth's Hostel for 13 Telvanni Compatability, added plugin for partial Concept Art Dunmer Helmets support.
Version 1.8
Switched to plugin for each supported mod instead of mod permutations, added support for more mods, gave added NPCs day/night schedules, created teleport script for mages, added some rare hostile NPCs, added NPCs to wilderness that can teleport player back to civilization in 4 locations.
Version 1.7
Fixed FOMOD issue for MWSE users
Added praying NPCs to shrines and temples of Vvardenfell in RepopulatedMorrowind.esp and such places of the mainland in RepopulatedMainland.esp
Removed support of GV's Armor Expansion
Added even more Dunmer NPC variety
Version 1.6
Fisherman created
fixed Balmora NPC clipping issue
Reduced frequency of Netch Adamantium wearing NPCs when using that mod
Added many sitting dunmer travelers to bars, inns, and city exteriors.
Added sitting mercenaries from all over Tamriel to various bars
Removed support for Morag Tong Helmet Diversity, as it has been superceded by OAAB
Created optional esp for use with Tamriel Mainland and placed roughly 30-40 NPCs around the mainland in appropriate locations
Version 1.5.1
Added support for MWSE. Included chair meshes needed to animations from Animated Morrowind OpenMW Patch
Version 1.5
Created scripts to detect if supported mods are installed, created support for Netch Adamantium Armor Integrated, removed Glass Helm Compilation replaced with auto-detection support, updated internal leveled lists to look at Vanilla default leveled lists, reduced NPC count in Ald'Ruhn, added NPCs to Ald Velothi, updated NPCs added to Ald'Ruhn mages guild with script that disables them when mages guild is empty, added sitting NPCs to a few locations, made Argonian bandits always waterbreathing, redid Repopulated Bloodmoon.
Version 1.4
Added support for Weapons Expansion Project and Mage Robes, added Mages Guild NPCs, Buoyant Armigers, some bandits, made changes to how NPCs are added to Balmora to work with Balmora Waterworks, incorporated Glass Helm Compilation.
Version 1.3
Added support for Balmora Waterworks without BCOM. Moved NPC for compatability with Province Cyrodiil.
Version 1.2
GV's Armor Expansion is now a requirement for the option that uses those armors. New ESP RepopulatedBloodmoon for handling Bloodmoon NPCs. Added support for BCOM and BCOM + Balmora Waterworks.
Repopulated Morrowind adds named and generic NPCs all over Vvardenfell and Solstheim. NPCs use leveled lists of leveled lists and are contained within nested leveled lists themselves, so each NPC encountered should feel unique.
REQUIRES TR_DATA.
The five objectives of Repopulated Morrowind:
Place dynamic NPCs around Morrowind.
Place animated dynamic NPCs around Morrowind.
Distribute optional mod content among new NPCs to make said content feel like an integrated part of the base game.
Support a bunch of content mods. If you have Mage Robes installed, mages added by this mod will wear them.
Support landmasses, especially Tamriel Rebuilt, via optional plugins.
NPCs are placed with the following design philosophy:
Dunmer everywhere except Solstheim and Dagon Fel.
Nords in Dagon Fel and Solstheim.
Imperials at Imperial forts and Raven Rock (once built to a certain level).
Mercenaries from all over Tamriel at Imperial forts and towns.
Orcs in their strongholds, Orc legionaires in Fort Darius
Repop NPCs should blend in. Morag Tong NPCs should only be at Morag Tong locations unless there is a very good reason to see one elsewhere.
Showcase of version 1.2 by DarkElfGuy:
Current features:
Spoiler:
Show
New Hlaalu, Telvanni, Redoran, and Indoril guards in their respective holds.
More Ordinators in Vivec.
Nobles all over Mournhold.
Egg miners in non-blighted, non-abandoned egg mines.
Miners in non-abandoned ore mines.
Guard towers, Imperial Forts, Watch towers, etc are populated at night with guards who are sitting and/or eating together.
More Ashlanders.
Nord fishermen in Dagon Fel.
More Cammona Tong and Dark Brotherhood members in sensible locations.
Morag Tong assassins at Morag Tong locations (recruitable as followers if a member of the Morag Tong faction).
More armor variety for additional Imperial guards.
Settlers will appear at Raven Rock after the bar is constructed.
More NPCs added to every city.
More Buoyant Armigers around Molag Mar and Ghostgate.
Mages Guild members around guild halls who teleport in and out. Members in Ald-Ruhn will not be present during a certain quest.
Various Dunmer fisherman can be found fishing at night in Khuul and other similar places.
Rare, low-leveled bandits in remote places to spice up otherwise barren locations.
Sittings NPCs in various locations using the same placement philosophy (I.E. Buoyant Armigers will only be found sitting around Molag Mar or Ghostgate).
Optional esp which adds NPCs to the Tamriel Rebuilt mainland. Bars and bookstores have patrons, temples and shrines have praying NPCs, cities have travelers and pilgrims, ashlanders have new members, Mages/Fighters/Morag Tong guilds have more members, more Malakh orcs.
Multiple leveled lists of praying NPCs at shrines and temples based on accessibility. Only the toughest of pilgrims at rough locations and a low chance to spawn, whereas the temple of Vivec has a high chance to spawn a wider range of praying pilgrims.
If you have a very high bounty, the Morag Tong may come after you in certain remote locations.
NPCs that can teleport the player back to civilization added to a few remote locations, such as an Ashlander who can take you to a few camps.
Added NPCs have day/night schedules. During the day, towns are packed and bars are empty, the reverse is true at night.
Hostile 6th House NPCs in remote locations that stop appearing after the completion of the main quest.
Repopulated Morrowind adds a few hostile 6th house npcs. With the optional plugin for this mod installed, those NPCs will be given weapons from Sixth House Obsidian Weapons.
hostile Indoril Ronin are added to the pool of player hunters after you obtain the Moon-and-Star. They stop appearing after the conclusion of the main quest.
Orismer archers get Orcish crossbows and bolts, bandits with dreugh armor are given a chance to use the new dreugh weapons, Imperial crossbowmen are given Imperial crossbows and bolts.
Dunmer with the Sathil armor are added to Repopulated Morrowinds wandering and sitting Dunmer NPC lists. Dunmer with the Redoran War Armor have a chance to appear in and around Ald-Ruhn.
Argonian bandits wearing crabshell armor is added to Repopulated Morrowind's Bitter Coast bandit list. Dunmer wearing crabshell armor is added to Repopulated Morrowind's Sitting/Eating/Wandering Bitter Coast Dunmer lists. Netch wearing Dunmer NPCs added by Repopulated Morrowind have a chance to wear some of the added netch helmets. New bouyant armigers wearing gear from VFWE are added to Repopulated Morrowind's Ghostgate sitting and wandering NPC lists. Telvanni hats for Repop Telvanni NPCs. Blue bug hat from VFWE added to the inventory of the blue bug wearing ashlander merchant. Green bug hats from VFWE added to the inventory of the green bug wearing ashlander merchant. New Morag Tong NPCs wearing the Morag Tong armor from VFWE are added to Repopulated Morrowind's Sitting/Wandering/Hostile Morag Tong lists. Repopulated Morrowind Dunmer in Ald-Ruhn have a chance to wear the VFWE ash masks if they have a matching robe. Some hats from VFWE are added to the pool of hats that Dunmer fisherman added by Repopulated Morrowind can wear. Features from the optional plugins for Ceremonial Adamantium Armor, Redoran War Armor and Sathil Mercenary Equipment, and Concept Art Dunmer Helmets are included as well.
Gives hoods to Ald-Ruhn citizens, oaab weapons such as Ashlander glass to repop's leveled item lists, NPCs in new armor added to repop's leveled lists, merchants selling bug armor added to two ashlander camps, new armor pieces such as OAAB chitin helms added to repop's chitin helm lists, OAAB morag tong helms added to Repop Morag Tong NPCs, etc. etc. etc.
Planned features:
Recruitable mercenaries.
Additonal followers for factions other than the Morag Tong.
Credits: Neoptolemus for Morrowind Comes Alive, which inspired this mod. Bethesda for Morrowind and the construction set. OAAB team for OAAB_Data. Tamriel Rebuilt team for TR_Data. Project Tamriel team for PT_Data. SerVerlindlinde for the Imperial Pilum Resource Arcimaestro Antares, Abot, and 6maniman303 for the sitting animation (https://www.nexusmods.com/morrowind/mods/48837) 6maniman303 for the furniture meshes from Animated Morrowind OpenMW Patch Vidi_Aquam for permission to use the meshes from The Sitting Mod
Special thanks to Fantasy Name Generators ( https://www.fantasynamegenerators.com/elder-scrolls.php ) which was used to generate all of the names. Big thanks to Ohayo who helped me write the MWSE script for previous iterations of the mod (current version works with all engines).