Version 0.4.0.2
- Reworked the landscape mods around the carts near Solitude, Markarth and Windhelm to reflect the changes made by SSE (whatever they are) and in the process fixed some nasty clipping textures around Windhelm's bridge (not yet fixed by USSEP).
- Added several hundred invisible objects or markers in the following areas: Windhelm and Dark Brotherhood Sanctuaries.
- Improved AI used by the Companions and more citizens living in Whiterun, Rorikstead and Riverwood.
- Adopted last change made by USSEP as it made sense.
- Fixed compatibility issues between Immersive Citizens and ccBGSSSE001-Fish. Several quests from this mod were impossible to complete because the AI used in these quests was replaced by Immersive Citizens (something that would not have been possible if the author of this mod had adhered to Bethesda's quality standards). More specifically, it was impossible to complete the following quests: In A Pinch; the end of the line; catch of the day; Private lessons; The ultimate party; Golden heart. Note that even without mods or only with USSEP, these quests may be impossible to complete as they may also be interrupted by basic quests or events such as "Hide and Seek" or "Tag" that do not require player interaction to trigger. That's why I solved this problem too, because in any case, to solve compatibility problems with this mod, I had to add a dependency to it (so better use this limitation). This means that this version and subsequent versions of Immersive Citizens will require AE to function.
If you want to remove the dependency on AE, create an empty plugin from SSEDIT and name it ccBGSSSE001-Fish. Then use it to load Immersive Citizens with SSEDIT. Then use the Check for Errors feature to quickly find corrupt entries. Once found, remove them manually and use "Clean Masters" to remove the AE dependency.
Version 0.4.0.1
- Removed ITM from main file and checked for compatibility with AE
- Removed an unwanted edit of the Celestial Forge that caused various items displayed on it to disappear.
- Communicated recent changes (mostly typo fixes) made by USSEP when it made sense.
- Updated or cleaned patches provided by Immersive Citizens when required.
- Removed the tourist car patch (author's request).
Version 0.4.0
- Hulda will now return to Banner Mare if the player goes inside while shopping at the market (Immersive Citizens bug).
- AI Vignara, AI Sinmir, AI Jon, AI Olava, AI Carlotta, AI Bethor, AI Arcadia, AI Alvor, AI Hod, AI Sven, AI Embry, AI Fianna, AI Gerda and AI Camilla have been reworked to improve their quality to my current standards.
- Made an alternate version of the "Go Home" function for Borgny, Lond and Edith (Quick Silver Miners) to prevent them from staying in the mine during snow or rain.
- Lond will now sleep at least 6 hours a day.
- The AI used by Alfarinn (Windhelm, charioteer), Kibella (Markarth, charioteer) and Thaera (Solitude, charioteer) have been rebuilt. To give these NPCs a place to sleep, a fire camp has been added near the following locations: Windhelm Stables, Markarth Stables, and Katla Farm.
- The AI used by Ennis during "An Unforgettable Night" has been changed to prevent him from staying on his field 24/24 hours (vanilla bug). Note that several users have asked me to fix a similar behavior that Ysolda used during this quest, but after investigating the matter, it turned out that this is not normal behavior, this is behavior implemented by The Unofficial Patch . I have decided not to override this change made by The Unofficial Patch for compatibility reasons.
- During the "Golden Claw" mission, when Camilla takes you to the bridge northeast of the city, this scene sometimes did not work properly if it started between 8pm and midnight (Immersive Citizens bug), this has been fixed.
- The AI used by Ennec, Willem and Adeber (NPCs living on the outskirts of Markarth) has been changed to prevent them from closing the doors of the miner's barracks indefinitely (vanilla bug).
- Repositioned a misplaced pot in Gerdur's house (Immersive Citizens bug).
- The "Survival Instinct" feature has been changed to prevent NPCs who have joined Blades from using this feature. This will prevent your recruits from escaping during the final battle with Alduin.
- Immersive Citizens has been updated to be compatible with the latest version of The Unofficial Patch.
- Compatibility fixes for OCS have been updated to be compatible with the latest version of Immersive Citizens.
- Added compatibility fix for Touring Carriage.
Version 0.3.9b
- Removed some unwanted changes around the whiteridge stables and moved some misplaced furniture.
Wersja 0.3.9a
Changes made to 3 khajiit Caravan stages of "Alternate Start - Live Another Life" have been integrated into Immersive Citizens.
Version 0.3.9
- Companion AI (Athis, Torvar, Njada, Ria, Farkas, Vilkas, Skjor, Aela and Tilma) have been reworked to bring them up to my current standards.
- The AI that Danica uses has been reworked to ensure that the scene with Maurice Jondrelle during Nature's Blessing works as intended.
- Dokonano drobnych poprawek AI Olfrid, AI Lydia, AI Olfina, AI Balgruuf, AI Vignar, AI Caius, AI Sinmir, AI irieth, AI Jenssen, AI Hadvar and AI Ralof.
- The AI used by the NPCs working in the Whistling Mine (Anvid, Badnir, Gunding and Thorgar) has been completely changed.
- The "Survival Instinct" feature has been changed to prevent NPCs registered as worshipers from using this feature. This was not originally intended and NPCs were only able to use this feature when using the follower view with certain settings. Note that for now this change only applies to NPCs that can be recruited without using a mod.
- Compatibility fixes for OCS have been updated to be compatible with the latest version of Immersive CItizens.
- Compatibility fix for OCS will now also change the position of the "AI door" in the following cities: Riften, Markarth, WIndhelm and Solitude. This should prevent NPCs from using closed word spaces when traveling from one house to another.
- Update system and compatibility system implemented. If you update Immersive Citizens on an old save, all new content from the update will be deployed automatically. Therefore, you no longer need to update Immersive Citizens via the in-game configuration menu when updating an old save.
The compatibility system is designed to provide better synergy with weather mods (CoT, VVW, etc.). In the upcoming update, NPCs will be able to tell the difference between thunderstorms and light rain. For now, if you use CoT, the "Weather Impact" feature for NPCs living in Raven Rock will be automatically disabled (and re-enabled if you uninstall CoT). This was done because if you use CoT there is a 90% chance of classifying the weather as rainy or snowy in the Raven Rock area. Therefore, if you used CoT, the NPCs living in Raven Rock spent 90% of their time in their house. The rainy and snowy weather implemented by CoT in the Raven Rock area is really "light", therefore it will not reduce your immersion if the NPCs in Raven Rock do not adapt their behavior to the weather when using CoT.
Version 0.3.8.1
- An incorrect set of conditions in the story manager event node prevented the NPC inside the Kings Palace (Windhelm) from having conversations, this has been fixed.
- The following NPCs will now sleep at least 6 hours per day: Harlaug, Gjalund (Solstheim version), Sogrlaf (Solstheim version), Lygrleid (Solstheim version), Slitter, Mogrul, Teldryn, Drovas and Geldis.
- Made minor improvements to the AI used by the following Solstheim resident NPCs: Milore and Garyna
Version 0.3.8
- Farengar could sometimes get stuck in the casting animation loop for several minutes. To solve this problem, its AI has been reworked.
- Sissel still used vanilla candles during spells, this has been fixed.
- Several conversations involving Addvar (a fishmonger living in Solitude) have been disabled as they do not work properly and thus interfered with the NPC's AI. This is because several dialogs with Addvar have not been archived.
- Added NPC tracking system. This feature can be enabled via the in-game configuration menu accessed via Force (called Citizen Control). This feature allows you to get the real-time position of the following NPCs: Aela, Faendal, Farkas, Jenassa, Lydia, Torvar, Vilkas and Uthgerd. In other words, NPCs that can be hard to find and can be recruited as followers. I will decide whether or not to expand it to other NPCs based on the feedback I receive. Therefore, if you find this feature useful, manifest yourself.
Version 0.3.7a
- Removed unnecessary changes to the navigation grid used in Old Hroldan Inn and The Bee and Barb.
- Submitted changes made by USSEP to the following records: 0005D509, 0003586C
- Compatibility patch for ELE has been updated to be compatible with the latest version of Immersive Citizens.
Please don't forget that the latest version of Breezehome by Elianora must be placed above Immersive Citizens - AI Overhaul.esp in the loading order. In other words, the loading order should look like this:
Skyrim.esm
update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Eli_Breezehome.esp
Immersive Citizens - An Overview of Artificial Intelligence.esp
Version 0.3.7
- Some landscape changes around Rorikstead were removed by mistake during the development of the previous version. As a result, one of the cabins added by the Immersive Citizens floated above the ground, which was fixed.
- All AI added by Immersive Citizens that used vanilla spells will now use duplicate versions of vanilla spells. This was done to avoid bad synergies with vanilla enchantment mods, especially the living light enchantment and healing spells.
- Windhelm Market will no longer be closed in snowy weather.
- The AI that Ysolda used had a bug that prevented her from sleeping. This has been corrected.
- Hulda, Orgnar and Mralka's sleep schedule has been changed. They will now wake up at 8 instead of 9.
- The following NPCs will now sleep at least 6 hours per day: Guthrum, Ravan Verthi, Captain Wayfearer, Varnius Junius, Faida, Karita, Abelone, Thoryng, Alesan, Leontius, Eydis, Skuli, Ranmir, Dagur, Haran, Eiridi, Fultheim , Hadring , Jonna, Wilhelm, Belrand, Noster One Eagle-Eye, Jaree Ra, Louis Letrush, Gulum EI, Deeja, Marcurio, Talen Jei, Keerava, Dravynea, Kjeld, Kjeld younger, Iddra, Lisette, Corpulus Vinius, Minette Vinius, and Sorexa Vinius. This means that all innkeepers will now sleep, as well as almost all NPCs with a strong connection to the inn. Note that I haven't fixed all the NPCs that are awake yet. For example, there are still some coachmen and some transporters to be fixed. I will address them in the next update.
- Compatibility fixes for OCS have been updated to be compatible with the latest version of Immersive CItizens.
Please don't forget that the latest version of Breezehome by Elianora must be placed above Immersive Citizens - AI Overhaul.esp in the loading order.
Version 0.3.6.5.a
- For unknown reasons, sometimes the following encounters never end:
* Hunting companions (Vilkas and Ria)
* Hunting companions (Skjor, Aela and Njada)
* Hunting companions (Farkas, Athis and Torvar)
The AI used in these encounters has replaced the AI used in certain quests such as "Purity" and the Follower System and Marriage System. Therefore, these encounters were a source of serious errors for several users. To work around this issue, these encounters will no longer change the AI used by companions.
- Due to the poor navigation network, Aeri could not leave the house. This has been corrected.
- Reworked the conditions used by several dialogues to be in line with the change made by the Relationship Dialogue Rework.
Please note that the latest version of JK's Whiterun and JK's Riverwood are fully compatible with Immersive Citizens.
Also note that the latest version of Breezehome by Elianora should be above Immersive Citizens - AI Overhaul.esp in the loading order.
Version 0.3.6.5
- Bjorlam will now offer his services as long as the player is not in battle.
- Eorlund will offer his services, even if he eats near the Jorvaskr Refuge.
- Adrianne will now offer her services using the Smelterværket.
- Lydia and Lucia's AI has been improved.
- The first scene between Balgruuf and Proventus starts too early, due to the player not being able to hear the beginning of the scene, this has been fixed. Irileth's range of intervention during this scene has also been reduced,
- Housecarls (Calder, Argis, Iona, Jordis and Lydia) and Companion members (Njada, Athis, Torvar, Ria, Farkas, Vilkas and Aela) will now fight to the death regardless of the aggressor's attributes compared to their own, but only if they is admitted as a believer.
- Fixed a vanilla Windhelm level design bug that caused NPCs to die by falling. Specifically Torbjorn Shatter-Shield and Aval Atheron.
- Fixed a level design bug in Belyn Hlaalu Vanilla House that prevented the engine from loading Belyn Hlaalu in the play area.
- Fixed several level design bugs in Morthal, Dawnstar and Solitude that prevented NPCs from locking their house when leaving it.
- Compatibility fixes for OCS have been updated to be compatible with the latest version of Immersive CItizens. The same applies to the compatibility patch for ELE.
- A compatibility patch for ELFXEnhancer.esp is now available as well as a compatibility patch for ELFX - Hardcore.esp.
Version 0.3.6.3b
- Removed AI mods used in the following matches:
* Hunting companions (Vilkas and Ria)
* Hunting companions (Skjor, Aela and Njada)
* Hunting companions (Farkas, Athis and Torvar)
These mods have caused issues I didn't anticipate and have limited impact on player immersion. Sorry if you have problems with companions.
- Immersive Citizens has been updated to be consistent with Hearthfire's mods. This also means that some of the elements (animations and furniture) added by Hearthfire will be used in future updates.
Wersja 0.3.6.3a
- Fixed buggy designs that prevented Bjorlam from sleeping and interacting with his camp.
- Fomod installer implemented.
Version 0.3.6.3
- AI for Elrindir, Idolaf, Olfrid, Alfhild, Bergritte, Eorlund and Fralia have been reworked to bring them up to my current standards.
- Bjorlam's camp has moved closer to his wagon, so it should be easier to find Bjorlam at night.
- Fixed typo in FOMOD installer.
Version 0.3.6.2a
Added Enhanced Lighting compatibility fix for ENB.
Version 0.3.6.1
- Immersive Citizens has been updated to be consistent with the changes made by Skyrim Special Edition
- Fixed a typo in the menu.