Villager Immersion Overhaul

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NikitaTheTanner
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Re: Villager Immersion Overhaul

Post by NikitaTheTanner »

Hmm, the guards at the gates seem to appear for one second when the city loads, but then disappear after that. At least, I think that this is what I'm seeing.

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Midknightprince
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Re: Villager Immersion Overhaul

Post by Midknightprince »

NikitaTheTanner wrote: Thu Oct 29, 2020 10:07 am Hmm, the guards at the gates seem to appear for one second when the city loads, but then disappear after that. At least, I think that this is what I'm seeing.
Same here I thought I was imagining things..
So it looks like the gate guards by the big towns with the walls disappear after a bit, haven't seen them since I started playing, the guys walking around with torches are still there, the archers on the walls are still there..

The guards also despawn if in Beast form ( the ones with torches), other guards do spawn and attack you but they're not considered innocence like the ones with torches, and since you can't kill Innocents because they despawn you cannot be sated as werewolf you have to do it in human form with a weapon ( plus you get busted), so I don't know seems like something is off with that it was working before: killed the guard, they were yelling werewolf but I got sated and I wasn't flagged as Criminal..

Did you take out the wagons I'm not seeing any wagons anymore ?
I'm also not seeing any cat people, did you take the cat people out ?
I have played it with classic spawn also still not showing up, and the guard still disappear...
I've already gone through the mods: switch the order, everything
same thing..
Suggestions ?

I wonder if any of this stuff could be a conflict with the alternate enemy spawn option in the launcher, or the changes to enemy spawns from roleplay realism ?

Would that stuff mess with the guards spawning if you're a werewolf, or make them act different ?
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Kamer
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Re: Villager Immersion Overhaul

Post by Kamer »

NikitaTheTanner wrote: Thu Oct 29, 2020 10:07 am Hmm, the guards at the gates seem to appear for one second when the city loads, but then disappear after that. At least, I think that this is what I'm seeing.
I'm thinking the crime fix interkarma did might have made guards despawn.

This right here: "Clear active crime state like classic when exiting location area or fast travelling away – guards will despawn when escaping town rather than chase player into wilderness "

Only the city guards despawn. Unsure of what to do about it.

Jo3Musashi
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Re: Villager Immersion Overhaul

Post by Jo3Musashi »

Good afternoon,

I found when I have this mod installed that the guards blink between their normal sprites when they walk around and then into what is seen in the picture attached. The problem goes away when I disable the mods. I also have DREAM installed, but I can't seem to figure out what VIO is conflicting with. Any help appreciated, thanks.
Attachments
guards.jpg
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King of Worms
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Re: Villager Immersion Overhaul

Post by King of Worms »

Dream and Vio are not compatible. It will get a bit better when I release dream 2020/r3 this year. This specific bug you are having will be dealt with.

Jo3Musashi
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Re: Villager Immersion Overhaul

Post by Jo3Musashi »

Thankyou King! Your work is great.

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Amoureux
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Re: Villager Immersion Overhaul

Post by Amoureux »

Hey there, I just downloaded and enbaled this mod alongside of the VIO sprites mod, and I noticed a few things: One are some of the villagers supposed to be stretched out and giant sized. Not all of them are like this, only some of them are really wide and stretched out while others aren't, and some are also just really tall but not stretched out either.

Second, the guards for some reason are having a weird issue with this mod. For some reason when they move their sprite flickers to what looks like a sprite sheet of them, and I noticed when I disabled both of these that issue was fixed. I assume this isn't normal. What happened may I asked? Is the load order out of wack, or did I do something wrong? I have it above D.R.E.A.M Commoner's and all of the other D.R.E.A.M mods in the load order.

Edit: Just saw the post above, thanks for that info. I just saw that there is a compatibility issue. Although is the stretched out villagers (at least some of them) a normal thing then?

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BadLuckBurt
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Re: Villager Immersion Overhaul

Post by BadLuckBurt »

Amoureux wrote: Mon Dec 28, 2020 7:00 pm Hey there, I just downloaded and enbaled this mod alongside of the VIO sprites mod, and I noticed a few things: One are some of the villagers supposed to be stretched out and giant sized. Not all of them are like this, only some of them are really wide and stretched out while others aren't, and some are also just really tall but not stretched out either.

Edit: Just saw the post above, thanks for that info. I just saw that there is a compatibility issue. Although is the stretched out villagers (at least some of them) a normal thing then?
If that is still the same issue as it used to be, you need to adjust your load order:

https://en.uesp.net/wiki/Tes2Mod:Dagger ... nd._Why.3F
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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Amoureux
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Re: Villager Immersion Overhaul

Post by Amoureux »

BadLuckBurt wrote: Mon Dec 28, 2020 7:08 pm
Amoureux wrote: Mon Dec 28, 2020 7:00 pm Hey there, I just downloaded and enbaled this mod alongside of the VIO sprites mod, and I noticed a few things: One are some of the villagers supposed to be stretched out and giant sized. Not all of them are like this, only some of them are really wide and stretched out while others aren't, and some are also just really tall but not stretched out either.

Edit: Just saw the post above, thanks for that info. I just saw that there is a compatibility issue. Although is the stretched out villagers (at least some of them) a normal thing then?
If that is still the same issue as it used to be, you need to adjust your load order:

https://en.uesp.net/wiki/Tes2Mod:Dagger ... nd._Why.3F
That actually fixed both issues thank you so much.

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BadLuckBurt
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Re: Villager Immersion Overhaul

Post by BadLuckBurt »

Amoureux wrote: Mon Dec 28, 2020 7:43 pm That actually fixed both issues thank you so much.
You're welcome, glad that sorted it. Enjoy DFU! :D
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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