Tlaffoon's Rugs and Tapestries Strotis Craftsman Tools Modder's Resource Pack Lolicept Resources Mr Siika Seagulls Gallows - Just Another Resource Elder Statue - Level Asset Ducks and Swans Resource V 1_1 Stroti's Mushroom House Resource Rockinghorses 1_3 Stroti Lighthouse Strotis Treebench Wicker Set Strotis Spinningwheel Resource 1_1 Strotis Rustic Furniture Resource 1_2 Antique statue Static dishes and food resource Celtic Decor for Skyrim I Strotis old cabin resource Strotis Old Mill Resource Strotis Small House Resource Jokerine's Misc Resources Strotis Ovens Resource Open Books Library Alchemy Clutter Resource BookSets Resource FoodContainer Resource Ingredients Wall Art Resource OpenBooks Resource Strotis Outdoor Toilet Resource USSEP Nexus Mottis86 - Skyrim Map Jebbalon's Hanged Man Corrected Scripts My deepest thanks to all those above. Any issues or mistakes which I might have made please contact me and I will address ASAP .

You may not redistribute this file in whole or part without my EXPRESS permission. Uploading this file to other sites without my consent is an act of theft and gross misuse of this material. The exception to the above statement is of course the resources files used in my file; those assets belong to the respective owners...and is used as specified by those authors. Please feel free to translate this mod into any language. TPOS2 uses only a few of the below resources in this version. The full credits list is left in support of all resource contributors. Thanks Guys and Girls.

THE PEOPLE OF SKYRIM 2

Show Please Support The People Of Skyrim 2



Spoiler:

PLEASE READ THE MOD COMPATIBILITY SECTIONS BELOW. IF YOU DO NOT READ MY INSTRUCTIONS FOR RELEVANT VERSIONS - PATCHES - LOAD ORDER ADVICE THEN YOU WILL NOT HAVE A GOOD GAMING EXPERIENCE. WHICH WILL BE DOWN TO YOU! PLEASE READ THE FOMOD INSTALLER DETAILS FOR EACH VERSION WHEN INSTALLING. CHOOSE ONLY ONE VERSION. NEVER RUN MORE THAN ONE VERSION OF TPOS AT A TIME. YOU SHOULD BUILD YOUR LOAD ORDER AROUND THIS MOD.

Plug & Play?

About Overview

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In essence this mod is an immersive mod, and its goals are to extend the life of the game, expanding upon the in-game themes which have been so under developed by Bethesda.



There are two main files for you to choose from in the download area. Main file 1, the full version, which contains more TPOS content, but is still highly compatible with other mods, or the main file 2, a partial version, which has no town, villages, or city changes, or outskirts changes and is compatible with Open Cities & Immersive Citizens.

However you lose out on a lot of TPOS2 content. For more details see the relevant sections on this page.



The People Of Skyrim 2 for those of you who have not come across my work before is a DLC sized mod. The original TPOSC mod addressed the many vacuous elements and themes within the game, and this version continues this theme but has been re-sculpted to allow for compatibility with other mods across the spectrum of the modding community.



This version of The People Of Skyrim is an amalgamation of the original version, and all the new added content.



As I started the development of this new version I dismantled and reduced many of the old TPOS settlements, redeploying them in some cases, or as in some others using those units across Skyrim with new material.

This has given the mod a wide range of diverse locations and environments. In other words, you have a great deal to explore & do.



The People Of Skyrim will help rejuvenate your desire to explore & continue playing Skyrim. I have en-devoured to stay as lore friendly as possible with TPOS refreshing the game across Skyrim, and leaving the player, once again, not so sure of what is round the corner. At least for a while.



You will encounter new enemies at every level who will be more or less than you. New caves, dungeons, bandit camps, settlements, homes, back stories, NPC's generic, and other, followers, trainers and so on, including new civil war content too, and more.



TPOS is not a linear mod. However, I have not touched any of the Skyrim defaults and all my units are new and independent vanilla enemies.



This version of TPOS is my best yet in my opinion. Technically and in its creative content. With such a big file the user will likely not like all of this files content, it would be a miracle if one did, for we all have our own personal tastes. I can bet you will find this mod will give you a new sense of enjoyment, new adventure and maybe even excitement, well that is the point at least.

Many of the new added enemies are triggered by the main Dragonborn Questline and the Dark Brotherhood Questline which activates wild and road based enemies.



All the war content is independent of the main waring drama of Skyrim, and other aspects of this mod have been added to increase the immersive and collective story of Skyrim.

As for some of the altered, or missing content seen in the old version, some TPOS users may lament its loss, however, I intend to break TPOS down into its many parts.

For example, Fort Peak will be made into a single file, ( although Fort Peak is still part of this file ) along with the settlements like the refugee camp at Whiterun, and Dawnstar's Lizard point, as well as other components of this massive world overhaul mod which are no longer part of this file version.



On a final note, the last version, The people Of Skyrim Complete, was a 'No Compromise Mod', in regards to compatibility with other mods. It was not the primary concern, and of course I had some people complain continuously about this on forums or coming to me directly even though the primary introduction stated it was a 'No Compromise Mod'.

So, for all you grumps, haters & complainers this is just for you! Na just joking, its for all you wonderful people who have support this project and for any other who wants to have a go playing with TPOS.



Good Gaming Folks.



A NEW CURRENT TRAILER FOR TPOS 2 --- 1 / 3

A thanks to all the wonderful mods and music in this video that brings a beautiful feeling and look to my work









Helps others discover TPOS more easily please, endorse the mod if you like it.

Spoiler:

Summary Of New Content

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This version of The People Of Skyrim is an amalgamation of the original version, and all the new and added content.



New independent civil war conflicts and patrols across Skyrim, including sea battles. A variety of scenarios have been crafted to ensure longevity. There are many patrols and scouting parties but they are not all road based and extend well into the wilds in some cases.

New vanilla lighting in the taverns.

New decorative changes to the taverns.

New patrols in the taverns and travelers to the taverns.

New exterior traps and ambushes including landslides.

New towers - Mixed Content.

New farmhouses and structures. Farmhouse which will be destroyed by dragons and war.

New visual references to war and the horrors of war.

New references ( books ) which lead to the new quest by TPOS The Enemy Of My Enemy﻿

New road travelers - all races and class.

New DG partols across Skyrim.

New Frostfall camps - A support system for uses of Frostfall so they can partake in the new madness and explore. Please report usability. Changes can be made.

New graveyards old Nordic and new modern.

New and amended Bridges.

New Sea Of Ghost content along the shorelines.

100% Navmesh mod & outstanding performance.

Many new support patches for your favorite mods.

The above content is an overview of this mods NEW content and should not be seen as the full entirety of the mod for it is not. Please note and remember, Main File 2 users have a reduce file for a greater range of compatibility.





Spoiler:

Compatibility Guidelines For TPOS2 Full Version - Main File 1 In The Latest Fomod Installer Version.

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Remember to read the Articles section for patching information and other advice on running this version.





Towns Cities & Villages:

This version has some units in some of the villages and so on but most areas are free to mod and some patches have already been made. Where appropriate I will patch for other mods.



As for mods like

Unofficial Skyrim Special Edition Patch

SkyUI

SKSE

these are OK to run with TPOS2.



I have only added new vanilla items, some new static resources, only a few wood carrying scripts, and scripts for the hanged NPC's, enable on and off scripts, and finally dlc2dunenableonstagedone script.

So as you can see TPOS2 is not a heavily scripted mod nor does it interfere with components of the game.



TPOS2 is vanilla and hopefully is unobtrusive as can be considering its size.



Riverwood:

Free to mod no new units.



Whiterun:

Free to mod no new units.



Whiterun Outskirts:

Lightly modded, compatible with BB Luxury Suite, Riverside Lodge, Provincial Courier Service. Some mods require patches so check the download page. These patches ensures pathing of traveling NPC's, stability and so on.



Rorikstead:

Free to mod no new units.



Dragon Bridge:

Free to mod no new units.



Solitude Outskirts:

Free to mod no new units.



Solitude Interior:

Free to mod no new units.



Morthal:

Free to mod no new units.



Dawnstar:

Free to mod. No units in Dawnstar, however there are new waring units along the coastline.

Please Note:

The units at Dawnstar Beach are disabled when the council declares a truce at High Hrothgar.



Windhelm Interior:

Free to mod. Some units are deployed but are light and will not cause clipping or any other issues. Icicles and a couple of statues placed out of harm's way.



Windhelm Docks / Exterior:

New units which run along the outskirts of Windhelm so patching will be required in most cases.



Kynesgrove:

New units. Patching would be required.



Darkwater Crossing:

New units. Patching would be required.



Old Hroldan Inn:

New units. Patching would be required.



Falkreath:

Free to mod no new units.



Shor's Stone:

New units. Patching would be required.



Markarth Interior:

New units high above Markarth interior, most other mods should be compatible. Others will need patching like Legacy Of The Dragonborn. Patch for Legacy & JK's mod are in the download area. Compatible with Open Cities Skyrim as from V9.2.8



Markarth Exterior:

New units from Markarth Gate to the Farm and Bridge so patching will be most likely required for any other mod.



Riften Interior:

Free to mod no new units.



Riften Exterior:

New units which run along the water's edge. North side of Riften. Otherwise, the area is unencumbered.



Winterhold Exterior:

The exterior town is free to mod but some patches are required which are found in the FOMOD installer; information of those patches can be found under the Articles section, under Load Order and Patches. If other mods need support please let me no.

Any mod that changes the inns is not compatible. College mods are support with patches...Please inform me if you need a patch.





TPOS Tavern Interiors:

Not compatible with any other mod which alters the taverns interior spaces or with AI mods like Immersive Citizens.

Some lighting mods may require patching. Or do not load their single esp files for inn interiors if applicable. I have patched for Enhanced Lights and FX.

Patch in download area and can be used with the default lighting version or the darker inns version to.



ELFX TPOS2 Patch in download area.





TPOS2 is also compatible with RLO.﻿

I found for my taste to have RLO above TPOS2 a patch is required go to the download area. You can run all variations of RLO or the interiors only. I ran with effects. Which produced a diverse set of lighting environments.



RLO TPOS2 Patch in download area.





NPC Mods:

Immersive Patrols is not compatible with this version as I have added my own world of travelling and town based NPC's - Warring content.

No amount of patching will make them compatible; however, look at it this way, you have a new experience to explore and a different take on what you know to date.

As for patrols and war, you get more variety than Immersive Patrols.

As for updating this aspect of the mod or changing or adapting where needed is not an issue.





Populated Cities Towns Villages SE Edition is compatible with this version from the small amount of testing done. Please update me if required. Place above TPOS2 in your load order.



As for dialogue overhauls of NPC's then I can see no issues with those mods as I have not altered any aspect of the game.

Running body textures, UNP and so on is not an issue.



Quest Mods:

Most quest mods are compatible. Forgotten City, Rigmor, Falskaar, undeath, Bruma, Moon & Stars, and so on. If you report conflicts with a quest mod I will correct them. There should not be any with the top mods out there. Please be precise in your reports if you do find conflicts.



Waring Mods:

Warzones is not compatible, well it put to much strain on my machine. Otherwise go for it with other mods. Please feel free to contact me and check whether a mod is compatible or not.

I will patch if required, and any conflicts if possible.



All of TPOS waring elements are independent of the main quest. They do not respawn like other mods. Why? Because the war doesn't last forever and I have hundreds of other spawns placed around Skyrim, on the roads and wilds, as the quests of the DB & the main Dragonborn Quest develops.



Forest Mods:

Can now be used for the Tundra and the Marshlands some small patches may be required, please inform me of them if so. As long as they for fill the criteria required.



UPDATE:



The Great Forest Of Whiterun Is Not Advised for the following reasons.



OK I looked into The Great Forest Of Whiterun and I will not be patching...There are no collision markers and very little navmesh work done around the trees, they have just been placed into the world for the best part...

What this means is any animal, or the hundreds of patrols I have added, spawns of bandits, travelers and so on will not be able to navigate around those objects.

I do not advise using this tree mod with TPOS2 or any tree mod that doesn't allow the NPCs to know where they can or cannot go....as it will only diminish the experience of TPOS2.



Children Mods:

This version of TPOS has two children in it so there will be no clashes in the long run with any other mod which alters the children of Skyrim appearance. There are none running around or used in the traditional sense.

The first child is disabled early during the main Quest, the second has an usually roll and is stationary, he is disabled very quickly to. The others are dead.



AI Mods:

Immersive Citizens is NOT compatible or other mods like it for this version. As for mods like, Camping, Frostfall, Footprints and so on, well they are not an issue. I have tested these see my load order examples. If you report an issue I will adapt where I can or patch.



Grass Mods:

All grass mod are compatible EXPECT for Verdant.

Place all grass mods ABOVE the TPOS main file in your load order.



Meshes & Textures Mods:

I have not changed any of the games textures. The only mesh and texture changes are those of the resource files I use and I do not in this version use many. When installing only overwrite these files if you know what you are doing.



Incompatible Mods For Main File 1

Mods which are added here to this list are done so because even after patching attempts the pathing and function of the Main File when run with other mods ( or on their own with just TPOS2 ) in an area were corrupted and no solutions could be found. Use Main File 2 if you wish to use these mods.



I will of course add to this list as reports come in and from my own continued testing.



Cutting Room Floor ( Compatible with Main File 1 Full Version 9.0.8 & up )



Immersive Patrols



SkyTEST - Realistic Animals and Predators SE



( There is a test patch for development in the download area for main file 1 full version. If you want to use just TPOS2 and SkyTEST and report back after a complete evaluation then I and users of the mod would be most grateful. )



Skyfall Estate



Elysium Estate

( As from V9.1.8 Compatible... However please note: I have tested this again & the performance seems to have improved. I would NOT overload the area with other mods. I include CRF in this. You could get issues with performance. Pathing anomalies. At first I thought it was multiple mods clashing even after patching; but I think the area becomes overloaded as other mods work fine with TPOS on their own. )



Immersive Citizens



Open Cities (Compatible with V9.2.8 and up on PC ONLY.)



Ancient Land mod



The Ruins Legendary



New Beginnings



Holds FUll Version



More Bandit Camps - Following reasons are:



"This is my first mod, well uploaded mod, and I am going to continue to add more and more camps to this mod after every update, so download and tell me what you think!"



I am not willing to continually patch for an ever changing mod.





The Great Forest Of Whiterun - is Not Advised for the following reasons.



OK I looked into The Great Forest Of Whiterun and I will not be patching...There are no collision markers and very little navmesh work done around the trees, they have just been placed into the world for the best part...

What this means is any animal, or the hundreds of patrols I have added, spawns of bandits, travelers and so on will not be able to navigate around those objects.

I do not advise using this tree mod with TPOS2 or any tree mod that doesn't allow the NPCs to know where they can or cannot go....as it will only diminish the experience of TPOS2.





Other issues to be aware of



If I run JK's Skyrim with this full version of TPOS2 and then Legacy Of The Dragonborn I encountered lag around Markarth because of the shared space of the mods & the two individual patches applied, LOTD & JK's.

The solution of course is to make a third patch to support these three mods, but that is not my job. This is why Main File 2 was made to compensate for such issues.

A quick and easy solution for greater compatibility with no patching required, unless the other mods provide patches for any conflicts between themselves.



As for the technical side of patching and your patches keep TPOS2 main file 1 at the bottom of your load order with your patches after this main file. This is VERY IMPORTANT. Otherwise the pathing of NPC's will likely be corrupted.

Most mods which alter navmesh or add new locations will go above TPOS2 in most cases unless I state otherwise, and I will patch for them where I can, maintaining the integrity of all mods. Those mods which are above TPOS should not be affected if they occupy spaces, or towns and villages which I have not altered.



For example I have no Riverwood cells, or alterations in this version so any Riverwood mod placed above this file should run OK.

However patching will be undertaken if required and where appropriate, OK.



Compatible Mods For Main File 1

Here is a list of compatible mods beyond the obvious towns, cities, and, village mods which can be used in the listed free areas to mod in the above description.

ARTICLES



Patches & Load Orders For Main File 1 Full Version

Here, under ARTICLES is a list of patches for the NEW FOMOD installer, and the load orders to follow for each patch provided.

Free to mod no new units.The exterior town is free to mod but some patches are required which are found in the FOMOD installer; information of those patches can be found under the Articles section, underIf other mods need support please let me no.Any mod that changes the inns is not compatible. College mods are support with patches...Please inform me if you need a patch.compatible Spoiler:

Compatibility Guidelines For TPOS2 Partial Version - Main File 2 In The Latest Fomod Installer Version

.

For Use With Any Town Village City Mods Including Open Cities & Immersive Citizens.

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Helps others discover TPOS more easily please, endorse the mod if you like it.



Towns Cities & Villages:

( To Date Holds Full version Is The Only known Mod Not To Be Compatible Holds The City Overhaul With This Version )



No new units in any towns, cities or villages and is compatible with any and all mods which alters the areas including Open Cities, Cutting Room Floor and Immersive Citizens.

You lose out on a lot of TPOS2 content but you still have all the warring content and plenty of adventuring to do. There are still some travellers but they do not infringe on any settlements.



What is left?

Enemy spawns across Skyrim, caves, dungeons, homes, traps interior and exterior, a few travellers left, chests to find, ambushes, war content lots of, new towers, references to the nature of war and the horror of war, the hanged and other, armor, swords, cheats, log cabins, sea of ghost content mixed, Dwemer ruins, Nordic ruins, other ruins, followers, bandit camps many, and the list goes on.

TPOS2 is an adventure to get you walking around Skyrim and exploring again as you once did. So, off you go!



Main File 2 is not problematic and there is now some patch requirements to date.

Patches in download area.



Place Main File 2 high in your load order above any mod that changes navmesh or adds new locations and so on.

Above Cutting Room Floor for example. Report conflicts and I will patch where appropriate. But again conflicts should be minimal with this file version.



As for mods like

Unofficial Skyrim Special Edition Patch

SkyUI

SKSE﻿

these are OK to run with TPOS2.



I have only added new vanilla items, some new static resources, only a few wood carrying scripts, and scripts for the hanged NPC's, enable on and off scripts, and finally dlc2dunenableonstagedone script.

So as you can see TPOS2 is not a heavily scripted mod nor does it interfere with components of the game.



TPOS2 is vanilla and hopefully is unobtrusive as can be considering its size.



TPOS Tavern Interiors:

TPOS content has been removed so there are no issues to be concerned about.



NPC Mods:

Compatible with any and all NPC based mods except Immersive Patrols.

(Just to be safe )



Quest Mods:

Most quest mods are compatible. Forgotten City, Rigmor, Falskaar, undeath, Bruma, Moon & Stars, and so on. If you report conflicts with a quest mod I will correct them. There should not be any issues with the top mods out there with this version. If you do find an issue be precise in your reports and I will patch.



Waring Mods:

Warzones might be compatible with this version. I have not tested. Please feel free to contact me and check whether a mod is compatible or not and inform me please if you try Warzones with main file 2 partial version.





All of TPOS warring elements are independent of the main quest. They do not respawn like other mods. Why? Because the war doesn't last forever and I have hundreds of other spawns placed around Skyrim, on the roads and wilds, as the quests of the DB & the main Dragonborn Quest develops.



Forest Mods:

Go for it. The Tundra and the marshlands are free. There might be one or two patches required at best. Please report if so, and I will make them.



UPDATE:



The Great Forest Of Whiterun Is Not Advised for the following reasons.



OK I looked into The Great Forest Of Whiterun and I will not be patching...There are no collision markers and very little navmesh work done around the trees, they have just been placed into the world for the best part...

What this means is any animal, or the hundreds of patrols I have added, spawns of bandits, travelers and so on will not be able to navigate around those objects.

I do not advise using this tree mod with TPOS2 or any tree mod that doesn't allow the NPCs to know where they can or cannot go....as it will only diminish the experience of TPOS2.





Children Mods:

This version of TPOS has four children in it so there will be no clashes in the long run with any other mod which alters the children of Skyrim appearance. There are none running around or used in the traditional sense.

The first child is disabled early during the main Quest, the second has an usually roll and is stationary, he is disabled very quickly to. The others are dead.



AI Mods:

Got for it.



Grass Mods:

All grass mod are compatible, the only exception is Verdant.



Meshes & Textures Mods:

I have not changed any of the games textures. The only mesh and texture changes are those of the resource files I use. A list of these files can be seen under the credits sections of this page. When installing only overwrite these files if you know what you are doing.



Patches & Load Orders For Main File 2 Partial Version

Here, under ARTICLES is a list of patches for the NEW FOMOD installer, ( not uploaded yet ) and the load orders to follow for each patch provided.



*Please Note:

This file will have its own development process and re assignment of works which have been removed in time. It is in effect the file created for XB1 users. The first concern is compatibility, then further development.





Spoiler:

Load Order Examples For Main File 1 Full Version - Guideline & advice for untroubled game play:

Show

Quest Mods ( some exceptions to this - thinking of ESM based quest mods.)

Simms

Magic Mods

Grass Mods ( If you still get grass everywhere over other mod / settlements after altering your ini for values..use a different grass mod -this is why a grass mod is placed above settlements etc. Verdant Not Compatible. )

Audio

Weather Mod - Lighting

Water Mods ( Except RW 2 )

Creature Mods (Like Realistic Animals and Predators can be used, some might conflict - more than one will likely cause conflict with TPOS 2 - spawn areas shared, Or cause overload...testing required )

Tree Mods ( Texture and mesh replaces are fine; but not mods that add NEW trees to the world without editing navmesh - or adding collisions. Or only partially doing so. Example Great Forest and so on )

Alternate Start - Live Another life. No Patch Required

The Paarthurnax Dilemma ( Here if used )

NPC MODS ( Grey face bug for kids see authors who edit kids - some patches out there. Any follower mod should be fine unless it is quest base and adds navmesh or new locations in Skyrim. You would need to test. Mods that add 100's of new NPC's and so on is not advisable. You will overload your game engine quite possibly. )

Town, city, Village Mods

tpos_complete02_RTCWG ( Main File 1 Full Version )

Patches for Town, city, Village, Or Other Mods if applicable.

RW

Or Water for ENB



Just follow the guidelines or contact me if you are unsure. However, remember, those mods which are above TPOS should not be affected if they occupy spaces, or towns and villages which I have not altered, those that are free to mod. See my Full list under Compatibility Guidelines For TPOS2 Full Version - Main File 1 In Download Area.

Partial version is not applicable as that version is run differently, & rides high in the load order



For an example, I have no Riverwood cells in this version, or alterations to that village, so any Riverwood mod placed above this file should run OK.

However patching will be undertaken if required OK.



There are exceptions to the load order. Adaptability is key it is a complex process. Follow the instructions given and if a new set of instructions are given for another mod but seem not in keeping understand that every mod is different for various reasons and may require a different set of rules to run it successfully.



Spoiler:

Install / Uninstalling & Lod Generation:

Show

Start a new game and fresh install for this mod.

Install via your mod manager and do not allow mods to overwrite TPOS files. Only do so if you are sure of what you are doing.

TPOS has its own object lod's packed, and has no in game trees, so there are no tree lod's.





If you wish to uninstall TPOS use your mod manager and start a new game. Do not un-install mid game or you will regret it.

Spoiler:

Donations Given

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Anyone who gives a donation to TPOS2 past or present will have there user name or First name listed here as a thank-you unless you ask me not to.This includes Patreons or any other donations from other sources. I have been pretty shit in the past with the thanks as I am always so busy so I hope this approach helps and thank-you for your support.



Patreon

Albert W x 2

Darlene L

Chris D

Frank I

Harold F

Lucjan

Madbull

Shane B

Roy B

ERIC R

Kohlar The Unkilled

A R Gregory

Barry D

Buzzkill

Space Wolf

2nd Satan

Micheal N

Lewis

Andrew M

CptStrategy

Eric Foots

Dyani S





Paypal Donations:

Ken C

Colin K

Christopher D

Joshua R

Paul S

Markus P

Josh S

Shawnee V

Darline L

Arad Gad

Alfredo R

Ruth L

Boiver F

Royland M

Katherine E

Jeffery B

Rachael T

David M

邓 博

Graham P

Martin GSS

Roland M

Alfred C

Sean L

Dustin S

﻿Steven R

Eduard H

Timothy O

Jay S

Lloyd W

John V D W

Benjamin S

Raymond B

Wanda H

Victoria C

Cynthia A

Henry B

Pedro M

Scott N

Joseph R

Matt A





To any and all who have supported TPOS over the years, a very hearty thank-you. If you have supported TPOS and would like your name here just PM me. I am aware not everyone is here on the lists, I only have records which go back the last few years.

Spoiler:

Map Markers

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There are a dozen or so map markers which are visible from the start of the game. The majority are hidden which means you need to explore Skyrim to find TPOS content and not all locations are mapped, so even on discovery you will need to remember where you have been and where places are. The reasons for avoiding as many markers as possible is obvious really as Skyrim has more than enough already.

Spoiler:

The Future Of This Version

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Main File 1 will be static pretty much except for any corrections required and patching to give greater support for that version. Risking alterations or changes after so much work to get this file where it is would be insane.



The future of Main File 2 is an open book and will be developed with new content in time without compatibility being compromised. Feel free to share your ideas.

Spoiler:

Patching

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As from Version 9.3.1.4 I am not taking on any new patch requests for this version, as I have to finished the towns and cities for this versions add ons, and then start the TPOS quest version of this mod. This mod is now a use as, with the support provided for it. Current patches will be updated, when and if, as will the the versions in the fomod installer.

Spoiler:

Translations

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Please feel free to translate this mod into any language.

Spoiler:

Cheats & Armors