Villager Immersion Overhaul

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DigitalMonk
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Joined: Sun Nov 10, 2019 8:01 pm

Re: Villager Immersion Overhaul

Post by DigitalMonk » Wed Dec 18, 2019 2:07 pm

With the red eyes, I would guess Dunmer / Dark Elves. Gray skin, but might be doing something strange in the lighting model (gamma color space -- bleah)

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Ralzar
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Re: Villager Immersion Overhaul

Post by Ralzar » Wed Dec 18, 2019 2:27 pm

That has to be intended to be orcs. But it's a bit unfortunate in that case, because it just looks confusing.
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Seferoth
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Re: Villager Immersion Overhaul

Post by Seferoth » Wed Dec 18, 2019 4:45 pm

Ralzar wrote:
Wed Dec 18, 2019 2:27 pm
That has to be intended to be orcs. But it's a bit unfortunate in that case, because it just looks confusing.
And if they are Orcs isn't that lore breaking? I mean, in Daggerfall Orcs are little more than monsters. Orcs are also a non-playable race, so either way i see it they are not immersion enhancing, but immersion reducing. To top it off they don't look anything like Orcs in Daggerfall.
You can't have a nightmare if you never dream.

L57
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Re: Villager Immersion Overhaul

Post by L57 » Tue Dec 31, 2019 7:58 pm

This mod looks great overall, but I worry about lore too. For example, too many dunmers even in minor towns in Daggerfall. Pretty sure they are not intended to be there. Is it possible to add some options for this mod? Such that player could remove or reduce additional races, etc?

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Jay_H
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Re: Villager Immersion Overhaul

Post by Jay_H » Tue Dec 31, 2019 10:57 pm

Welcome to the forums :)

No, it's just a straight texture replacement. It just spawns according to the NPCs already present in Daggerfall.
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See the Daggerfall Unity Wiki on the UESP.

L57
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Re: Villager Immersion Overhaul

Post by L57 » Wed Jan 01, 2020 8:46 am

I wish there was a 'light version' of this mod with horse riders and carts, but without dunmer/orc/khajiit/etc retexture, then. Retextures are very good looking and I like them, but it really weird to see so many dunmers in High Rock rural areas and even cities. It's not their homeland, High Rock has unfriendly climate for them and obviously there are no such thing as mass labor migration :) Hope it doesn't sound too meticulous :lol:

Sata
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Re: Villager Immersion Overhaul

Post by Sata » Mon Feb 03, 2020 2:16 am

Using this in 0.10.18 shows some giant stretched villagers in the towns

edit: My bad, I'm dumb
Last edited by Sata on Tue Feb 04, 2020 1:57 am, edited 1 time in total.

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pango
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Re: Villager Immersion Overhaul

Post by pango » Mon Feb 03, 2020 6:11 am

Sata wrote:
Mon Feb 03, 2020 2:16 am
Using this in 0.10.18 shows some giant stretched villagers in the towns
That's a FAQ
I see giant townspeople walking around. Why?
You probably have DREAM and Villager Immersion Overhaul installed. In your mod order, put Village Immersion Overhaul after DREAM.
When a measure becomes a target, it ceases to be a good measure.
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TheLacus
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Re: Villager Immersion Overhaul

Post by TheLacus » Mon Feb 03, 2020 8:03 pm

Quoting my old post for visibility. If there is something i can help with, just let me know 😉
TheLacus wrote:
Tue Dec 17, 2019 4:57 pm
Kamer wrote:
Fri Jun 08, 2018 6:12 pm
*If you install VIO V4 alongside KOW-DREAM, make sure you make it higher priority than DREAM - COMMONERS*
With the new build mods can define requirements for the load order. Specifically, you can manually add a section to the mod manifest file (.dfmod.json) to enforce that if DREAM is installed it must be positioned above.

You should have something like this now:

Code: Select all

"Files": [
    ],
"Contributes": null
You can add a new property named Dependencies:

Code: Select all

"Files": [
    ],
"Contributes": null,
"Dependencies": [
    {
        "Name": "dream - commoners",
        "IsOptional": true
    }
]
where Name is the name of .dfmod file. More informations can be found here and here until i update the documentation.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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Kamer
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Re: Villager Immersion Overhaul

Post by Kamer » Mon Feb 03, 2020 8:13 pm

TheLacus wrote:
Mon Feb 03, 2020 8:03 pm
Quoting my old post for visibility. If there is something i can help with, just let me know 😉
TheLacus wrote:
Tue Dec 17, 2019 4:57 pm
Kamer wrote:
Fri Jun 08, 2018 6:12 pm
*If you install VIO V4 alongside KOW-DREAM, make sure you make it higher priority than DREAM - COMMONERS*
With the new build mods can define requirements for the load order. Specifically, you can manually add a section to the mod manifest file (.dfmod.json) to enforce that if DREAM is installed it must be positioned above.

You should have something like this now:

Code: Select all

"Files": [
    ],
"Contributes": null
You can add a new property named Dependencies:

Code: Select all

"Files": [
    ],
"Contributes": null,
"Dependencies": [
    {
        "Name": "dream - commoners",
        "IsOptional": true
    }
]
where Name is the name of .dfmod file. More informations can be found here and here until i update the documentation.
I'll keep this in mind when I begin work on a new version of VIO

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