Villager Immersion Overhaul

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Amoureux
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Re: Villager Immersion Overhaul

Post by Amoureux »

BadLuckBurt wrote: Mon Dec 28, 2020 8:52 pm
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
Yeah, although sadly the guard sprite flickering issue still is there. As it was stated before that part is where the conflict between Villager Immersion Overhaul and D.R.E.A.M comes in.

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Amoureux
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Re: Villager Immersion Overhaul

Post by Amoureux »

King of Worms wrote: Sun Nov 15, 2020 10:13 pm 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.
What version of D.R.E.A.M is out then right now, I got it from Nexus, and I noticed this still. I love D.R.E.A.M so that tends to take priority over most other mods I run

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Amoureux
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Re: Villager Immersion Overhaul

Post by Amoureux »

Amoureux wrote: Mon Dec 28, 2020 10:52 pm
King of Worms wrote: Sun Nov 15, 2020 10:13 pm 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.
I'm curious because I have D.R.E.A.M r3 and it's still doing that. Is there something I missing load order wise?

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King of Worms
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Re: Villager Immersion Overhaul

Post by King of Worms »

Dunno mate Ive made changes in Dream which were suggested to me by VIO author and I thought it will help but it did not.

Ive opened the DREAM VS VIO compatibility thread recently asking for help. There were some suggestions, I hope VIO author will successfuly implement them and this neverending struggle will be dealt with.

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Baler
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Re: Villager Immersion Overhaul

Post by Baler »

My Player.log file seems to be getting flooded with

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
  at DaggerfallWorkshop.Game.Mods.VillagerImmersionOverhaul.KamerPopulationManagerChecker.PopulationCheck_OnNewMagicRound () [0x0018b] in <b915f16e4c1d4572863b7f0a35fa8208>:0 
  at DaggerfallWorkshop.Game.Mods.VillagerImmersionOverhaul.KamerPopulationManagerChecker.Update () [0x00000] in <b915f16e4c1d4572863b7f0a35fa8208>:0 
 
(Filename: <b915f16e4c1d4572863b7f0a35fa8208> Line: 0)
Please let me know if I can provide any further information. The log file grows in size fairly quickly.

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Kamer
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Re: Villager Immersion Overhaul

Post by Kamer »

Baler wrote: Mon Mar 15, 2021 8:51 pm My Player.log file seems to be getting flooded with

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
  at DaggerfallWorkshop.Game.Mods.VillagerImmersionOverhaul.KamerPopulationManagerChecker.PopulationCheck_OnNewMagicRound () [0x0018b] in <b915f16e4c1d4572863b7f0a35fa8208>:0 
  at DaggerfallWorkshop.Game.Mods.VillagerImmersionOverhaul.KamerPopulationManagerChecker.Update () [0x00000] in <b915f16e4c1d4572863b7f0a35fa8208>:0 
 
(Filename: <b915f16e4c1d4572863b7f0a35fa8208> Line: 0)
Please let me know if I can provide any further information. The log file grows in size fairly quickly.
I've also been suddenly hit with similar errors in the editor. Probably something that updated either in 11.0 or 11.1.

Spyci
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Re: Villager Immersion Overhaul

Post by Spyci »

How does one get the new sprites to display with D.R.E.A.M. installed and enabled? I have both and moved VIO beneath DREAM commoners in the load order but I still see the High Res NPCs instead of VIOs.

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John Doom
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Re: Villager Immersion Overhaul

Post by John Doom »

Your Nexus page says the mod is currently broken, what happened? If you need help, feel free to contact me :)

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Luzur
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Re: Villager Immersion Overhaul

Post by Luzur »

So i just redid my DFU install with the better and update mods but this one was off from nexus?
"Load the muskets"

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Jay_H
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Re: Villager Immersion Overhaul

Post by Jay_H »

It's needed repair for a long time, and Kamer hasn't been able to find time.

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