Jump to content

Winterlove

Members
  • Posts

    10
  • Joined

  • Last visited

About Winterlove

  • Birthday 02/04/1966

Profile Information

  • Location
    UK
  • Gender
    Male

Recent Profile Visitors

2841 profile views

Winterlove's Achievements

Clanfriend

Clanfriend (1/10)

42

Reputation

  1. Not a dumb question. The Loose version has the facegen assets for the modified NPCs (meshes and textures) left loose, while the other one packs them up into a BSA file. The non-loose version is preferred, the Loose version is provided because sometimes it's useful for addressing compatibility issues when this mod is used in conjunction with other mods. If in doubt, use the non-loose version.
  2. Version 1.0.0

    50 downloads

    Diverse Bandits - Version 1.0 ============================= Introduction ------------ Are you tired of entering dungeons and seeing the same set of faces over and over? Do you sneak up on a bandit camp and think "What is she doing here? I'm sure I killed her yesterday, in a mine on the other side of Cyrodiil ..." If so, this mod might be for you. This plugin trebles the number of random bandits, conjurers, marauders, necromancers and vampires found in and around dungeons and on the roads and camps, and they all look different from each other and the existing NPCs. The mix of NPCs has been maintained (for each existing NPC two more of the same race, class and gender have been added) but hopefully the chances of seeing the same faces in quick succession should be reduced. Installation ------------ Copy the contents of the Data directory into your Oblivion installation's Data directory. Using your favourite mod management tool make sure that SPTDiverseBandits.esp is enabled in your load order. If you use Wyre Bash you should probably rebuild your Bashed Patch - this mod adds things to various leveled lists. Uninstallation -------------- Disable SPTDiverseBandits.esp from your load order, delete it from the Data directory if you feel so inclined (if you have lots of files in there, this is probably a good idea). Re-build your Bashed Patch if you use one. It is probably an extremely good idea to do this in a location where there is no chance of there being any bandits, marauders and whatnot. Compatability and Load Order Placement -------------------------------------- This mod works by creating new NPCs and adding references to them to various leveled lists. Therefore, any mod which also modifies those same leveled lists will probably conflict - although Wyre Bash will handle these conflicts straightforwardly and provided you use a Bashed Patch you should just be fine. If you use a mod which directly edits the existing bandit, marauder, etc NPCs then the new Diverse Bandits NPCs will obviously not pick up the changes. As for the load order placement, this mod can probably go anywhere provided it is before the Bashed Patch. Notes ----- This mod only adds NPCs to Cyrodiil - Shivering Isles dungeons are not modified.
  3. Version 2.2.1

    258 downloads

    One of the things that I liked about OOO was that it made some of the city guards female. This makes the cities feel much more balanced somehow, improving immersiveness. Having played OOO for a bit I decided that it wasn't the game I wanted to play, but I found I having seen female guards in the cities, their absence in the vanilla game annoyed me. So, I decided to create a mod to put them back in. I decided to go a bit beyond that, though. While it actually strikes me a sort-of-reasonable that all the guards and legionaries in Cyrodiil would be of the Imperial race, I think it much more likely there may be sprinkling of some of the other races in the ranks. The end result is this mod. It changes approximately a third of the various city guards - and most of the roaming legionaries on the road - according to three "levels" of user-selectable diversity: * Imperial - Some guards are changed to be female, but they are all still Imperials. * Human - As well as being female, some of the guards become Redguard or Nord, and there are a few male Redguard or Nord guards too. * All Races - In addition to the above there is a single instance of each of the remaining races. I've tried to put them where I think it would be sensible to expect them. Version 2.0 of this mod adds two additional features. Firstly, you can now vary the degree of diversity above on a city-by-city basis - for example, if you want Skingrad to contain only Imperial guards while everywhere else retains their complement of all the races, you now can. Secondly, there is now support for Open Cities Classic and Open Cities Reborn. Version 2.1 fixes some dialogue-related issues, and also provides a compatability patch for Reneer's Guard Overhaul. Version 2.2 contains some more dialogue fixes, improves compatability with KotN and obsoletes the specialised support for modular OCC and OCR. See the ReadMe file in the download for installation instructions.
  4. As far as I can tell, it should continue to work fine.
  5. Version 1.4

    193 downloads

    If you are using Pfaffendrill's "Windmills Resized" mod then you probably have noticed that the sails at Katla's Farm now clip through the house. My mod simply repositions the sails on the Katla's Farm windmill so that no clipping occurs. It also repositions a wall lean marker to the other side of the windmill entrance, as otherwise people would lean directly under the new sail position, something which strikes me as ... unwise. If you are using DynDOLOD then this mod is unnecessary, as it does something very like this automatically (although it repositions the sails far more radically than this mod does). This is version uses a light-flagged .esp plugin.
  6. WINTEEEEEEEEEEEEEEEEEEEEEER :bunny: I found you! Which is quite an accomplishment considering the night I am having. The laptop is totally torched, my lamp is still haunted, I can't figure out how to upload anything here, but I managed to track you down via Consistent Older People so I'm still considering tonight a victory for both myself and all of mankind. Woo!

    1. Winterlove

      Winterlove

      HELLOOOOOOOOOOOOOO! I am ... awake! And I have coffee! Which is probably the reason I am awake! Or at least it is helping! Anyway, I'll call that a victory for the day!

  7. Version 3.1b

    635 downloads

    This mod is provided on a strictly "as-is" basis. I am not maintaining my Legendary Edition mods. Have you noticed that some NPCs are clearly meant to be elderly if you look at their faces, but their bodies seem to be more appropriate for a younger person? Furthermore, this is not consistent - some older NPCs have bodies and faces that match. Now, this may or may not bother you, but the visual disparity annoys me. What most people might have done is make the fake-old NPCs younger. Instead, I reckoned that generally the NPCs are supposed to be the age their faces look, so decided to make their bodies match their faces. This mod requires that USLEEP is installed, and your game will crash on startup if it isn't.
  8. Version 5.2b

    2529 downloads

    It seems odd that the job of being a City Guard or Soldier is mostly only available to males (the curious exceptions being Windhelm and Riften). Furthermore, if you use a mod that opens the faces of guard helmets, you probably could not help but notice that many of the guards are the same. If you like a bit more diversity amongst those charged with keeping the peace, this mod may be for you. What this mod does is almost double the stock of basic NPCs that the game uses when it wants to spawn a new guard or soldier. Furthermore, it makes sure that the stock of guards used for Solitude, Markarth and Whiterun (and other guards and soldiers in holds aligned with the Imperial faction) actually contain some female NPCs. There is currently little racial diversity, and actually I don't think there ever will be more - Skyrim definitely feels as if non-Nordic guards would be out of place (the possible exception being an Imperial or two in Solitude, perhaps). There is also a completely independent patch for Beyond Skyrim: Bruma, to increase the facial diversity of city guards (by which I mean, add some facial diversity). It is not dependent on the main mod.
  9. Version 4.2

    6498 downloads

    Have you noticed that some NPCs are clearly meant to be elderly if you look at their faces, but their bodies seem to be more appropriate for a younger person? Furthermore, this is not consistent - some older NPCs have bodies and faces that match. Now, this may or may not bother you, but the visual disparity annoys me. What most people might have done is make the fake-old NPCs younger. Instead, I reckoned that generally the NPCs are supposed to be the age their faces look, so decided to make their bodies match their faces. This mod requires that USSEP is installed, and your game will crash on startup if it isn't.
  10. So, a peculiar thing. I'm using Rich Skryrim Merchants, https://rd.nexusmods.com/skyrimspecialedition/mods/1772, using the "RichMerchantsSkyrim_x5.esp, with perks" variant, and it contains vendor leveled item updates. WB thinks the plugin is mergable, but when I look at the patch afterwards while it contains appropriate vendor records, the count values are what is found in Skyrim.esp. It's as though WB has generated new records but dropped the actual values it needs to update the records with on the floor. What's more interesting is that if I mark RichMerhantsSkyrim_x5.esp as not mergable, then also contains updated vendor leveled item records, but again these contain only vanilla values, not the values from the plugin. This means that I can only have this plugin take effect if I move it after the bashed patch. Is this a known thing? I'm using "Wyre Smash 307.201801021732", standalone executable build. Update: Fixed it. When I looked at the plugin with LOOT it had a "Relev" tag attached to it, but this was not appearing in WB itself. When I manually added it in WB it started behaving itself properly.
×
×
  • Create New...