Crowded Cities v1.2
9/2/06
for The Elder Scrolls IV: Oblivion
by BkWyrm13
Thanks to Preskinn from elderscrolls.com/forums for help with testing and ideas.


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CHANGES IN V1.2?
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Made it less likely for NPCs to get good weapons/armor.  Also I 
removed Daedric weapons from their lists.

I've added about 24 Commoners to the night lists.  Now there is a 
very slim chance of an attacker appearing at night.  However the chances
tend to run together (no muggers for awhile, then 2-3 at once).
This is just the games randomness being weird.  Kinda like 1 in 
a million chances popping up 9 times out of 10.

I've added all the Thieves to the Thieves Guild, and made it so they
won't attack you if you are in the Guild also.  

Everything else in this readme should be the same.


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WHAT DOES IT DO?
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Adds a bunch of people to each city.  They just wander around, but
they do so throughout the city (not just roads).  There are 225
people for the day lists to randomly choose from and 153 people for 
the night lists to choose from.  

There are two versions to choose from.  15, or 30.  The lower
the number the more people there will be in the city.  I personally 
prefer 15% but it's your choice, just don't use 2 of the mods at the 
same time. 

You should only use 15% if you have a fairly decent setup.  I didn't
have any problems with it, but Preskinn said he had some slowdown.

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INSTALLATION/UNINSTALLATION/NEW VERSIONS
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Simply unzip the Crowded Cities.esp file into your Data folder and
enable the mod from the Data Files menu in the Oblivion launcher.

Do the opposite to uninstall.

For new versions uninstall the old mod.  Save your game.  Install
the new version.  Then the next time you play it should work.

If you are in a city when you install this mod, just leave and
reenter the city.  This will make the lists spawn.

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COMPATABILITY/PROBLEMS
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I created everything that I used so there shouldn't be any item
or leveled list conflicts.  There is a possibility of my placing 
a spawn point in a place where a mod adds a house though.  I tried
to keep them on roads and places too small to change, so this shouldn't
be a major problem.  Also I've added a tombstone by most of the stables,
it's out of the way, but just thought I'd mention it.

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IMPORTANT
This version is NOT compatable with any Open Cities. 

There is the chance of some slowdown during transition times.  This 
only happened to me once or twice during the early stages of this mod, 
but I thought I'd mention it.  Going from day to night, for instance.
Usually that and if you're loading the town for the first time (lists
are producing people + have to decide to enable/disable them).
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DESCRIPTION
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I just placed a bunch of Leveled Lists in each city.  I just use the
LL for randomness, everybody is set at certain levels.  The clothing
and gear they get is also completely random with there being less of a
chance that they will get the better equipment.  The NPCs have a
wander package that gives them the run of the city. I also tried to 
match up the NPCs inventories with classes. 

Heres the important thing.  These LL act the same as the ones in the
countryside.  If you hang in the city for a week you will always see
the same people, but if you stay away for the respawn time (default 
is 72 hours) there will be new people.  Same for if you kill someone,
there won't be anyone to replace them until the respawn time happens.

During the day there are:  Travellers (lvl 12), Mages (lvl 25), 
Warriors (lvl 25), Farmers (lvl 10), and Hunters (lvl 20).
Travellers are more likely to appear, Mages and Warriors are least
likely to appear. 
  
At night there are:  Commoners (lvl 10, basically Travellers), 
Muggers (lvl 25), Thieves (lvl 15), and Vampires (lvls 12, 30).
commoners are more likely to appear, and Vampires are least likely.

Commoners will not attack you.  Muggers, Thieves, and Vampires will
attack you on sight.  Hypothetically if you get out of sight they
will become non-violent again, but I could never loose them during
testing (they chased me).  

Notes:
-Shift changes are at 9AM and 10PM.  As of right now they just vanish.
-Outside of each city (at the entrance near the stables) is a tombstone.
'Talk' to it and you can turn off the lists.  So if you decide to kill a
whole town you can.  
-If it's raining or snowing everybody from the lists are disabled.  I did
this to the night lists also because they wouldn't have any 'customers' to mug.
This only happens on entering the city, or leaving a house.
-Most of my changes only happen on leaving or entering the city.  If everybody
is just standing around, enter and exit a house.  This'll make them
follow their packages.
-I've placed a random assortment of npcs into Thieves, Fighters, and Mages guilds.
For instance, not all of the Warriors will be in the Fighters guild.






Anyone that wants to add to this or change this feel free to.  Anything I 
added has the prefix of   LR       For example:  LRccNightMuggerNord1   for that npc id

Please send any bug/error info to bkwyrm13@hotmail.com
Credit goes to everyone at www.elderscrolls.com/forums for their help.
