Villager Immersion Overhaul
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- Posts: 66
- Joined: Fri Aug 16, 2019 3:14 am
Re: Villager Immersion Overhaul
This is awesome! I was just thinking today, as a hoard of Ogres were chasing me into Gothway Gardens, how nice it would be if the guards would stand up and notice my plight.
Well done sir! I can’t wait for this update.
Thanks,
A
Well done sir! I can’t wait for this update.
Thanks,
A
- UnopenedCanofSpoopy
- Posts: 33
- Joined: Mon Aug 12, 2019 6:21 pm
Re: Villager Immersion Overhaul
Is it possible for there to be a version of this mod where it only adds extra villagers walking around outside? If I may be honest here, I'm not really a big fan of orcs showing up as tavern bar maids, Argonians as slaves, and Jiub from Morrowind for an elf.
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: Villager Immersion Overhaul
Villager Immersion Overhaul Version 5 Pre-Alpha
It's been awhile but I've decided to go ahead and release a piece of Villager Immersion to the public. Various versions have been tested by Zaric Zhakaron and TheMisterminer respectively. This version will add many new features that you guys have requested a lot. As you can see, its a pre-alpha. Not all features are present here so it's definitely not "Complete". But I believe that there is enough here for a public release therefore I'm releasing this version for the public. You can't find all the bugs yourself you know? Please enjoy the new version!
Whats new in Version 5.0?
-Guards Patrol at night.
-Guards at City entrances, walls and guard towers. (Refresh every hour)
-Guards at Palaces. (Only two as of now)
-Guards emit light.
-Guards attack foes.
(Guards might be more aware of the player's crimes. Be careful.)
-Villagers have a chance to attack the player if they are a Werewolf Creature.
-Villagers who don't attack will call for guards for help.
-Villagers run away when foes are around.
-Villager mass varies now based on town type. (Few at farms but many people in cities)
-Weather will cut the active villager count in half.
-Prostitute function restored. (Taverns Only)
-Orcs Sergents will appear in Orsinium
-Orcs will replace some billboard villagers in Orsinium. (Taverns and Homes)
EDIT: Also note. The sprites that change villagers into different races is now a separate download. This is for people who prefer vanilla graphics and allows me to update the sprites separate from the main mod.
Download: Villager Immersion Overhaul Pre-Alpha Version 5
Spoiler!
It's been awhile but I've decided to go ahead and release a piece of Villager Immersion to the public. Various versions have been tested by Zaric Zhakaron and TheMisterminer respectively. This version will add many new features that you guys have requested a lot. As you can see, its a pre-alpha. Not all features are present here so it's definitely not "Complete". But I believe that there is enough here for a public release therefore I'm releasing this version for the public. You can't find all the bugs yourself you know? Please enjoy the new version!
Whats new in Version 5.0?
-Guards Patrol at night.
-Guards at City entrances, walls and guard towers. (Refresh every hour)
-Guards at Palaces. (Only two as of now)
-Guards emit light.
-Guards attack foes.
(Guards might be more aware of the player's crimes. Be careful.)
-Villagers have a chance to attack the player if they are a Werewolf Creature.
-Villagers who don't attack will call for guards for help.
-Villagers run away when foes are around.
-Villager mass varies now based on town type. (Few at farms but many people in cities)
-Weather will cut the active villager count in half.
-Prostitute function restored. (Taverns Only)
-Orcs Sergents will appear in Orsinium
-Orcs will replace some billboard villagers in Orsinium. (Taverns and Homes)
EDIT: Also note. The sprites that change villagers into different races is now a separate download. This is for people who prefer vanilla graphics and allows me to update the sprites separate from the main mod.
Download: Villager Immersion Overhaul Pre-Alpha Version 5
- harbinger451
- Posts: 183
- Joined: Mon Apr 13, 2020 4:08 pm
- Contact:
Re: Villager Immersion Overhaul
What does this mean? What function has been restored to prostitutes in the taverns?-Prostitute function restored. (Taverns Only)
Mod lookks great by the way. I've been watching its progress for a while and i think it's now getting to the point where I can't hold off playing it any longer.
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: Villager Immersion Overhaul
I know of your mod. This makes prostitutes NPC's in Taverns give the unused text and service. It shouldn't conflict.harbinger451 wrote: ↑Fri Jul 03, 2020 12:18 amWhat does this mean? What function has been restored to prostitutes in the taverns?-Prostitute function restored. (Taverns Only)
Mod lookks great by the way. I've been watching its progress for a while and i think it's now getting to the point where I can't hold off playing it any longer.
- harbinger451
- Posts: 183
- Joined: Mon Apr 13, 2020 4:08 pm
- Contact:
Re: Villager Immersion Overhaul
Oh, cool. I tried to do that very thing with my quest pack but I couldn't single out the prostitutes from the rest of the commoners just using quests - I believe it required some sort of script, something a bit beyond me at the moment. So I'm glad someone was able to do it. I restored it, along with the unused "lovers" dialogue, but only randomly by adding quests to the general pool of commoner and nobility quests.This makes prostitutes NPC's in Taverns give the unused text and service.
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: Villager Immersion Overhaul
Prostitutes are also in Warm Ashes. I single them out by creating them as a quest NPC from the prostitute faction. Your quest pack gives the ability for commoners which I havn't touched.harbinger451 wrote: ↑Fri Jul 03, 2020 1:05 pmOh, cool. I tried to do that very thing with my quest pack but I couldn't single out the prostitutes from the rest of the commoners just using quests - I believe it required some sort of script, something a bit beyond me at the moment. So I'm glad someone was able to do it. I restored it, along with the unused "lovers" dialogue, but only randomly by adding quests to the general pool of commoner and nobility quests.This makes prostitutes NPC's in Taverns give the unused text and service.
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- Posts: 40
- Joined: Fri Jan 03, 2020 8:04 pm
Re: Villager Immersion Overhaul
TL:DR, Likely Bug Report:
My character is getting charged with assault for the crime of entering cities in the province of tulune, and I have figured out a few possible ways this might be happening from testing and attempting to reproduce the issue.
Actual details in the spoiler tagged "Verbose" report.
Until I can confirm it's NOT an interaction between several mods OR am asked to provide this information by the mod's author or someone they have working on the problem, I will not be posting my list of active mods, because there are a lot of mods in my installation right now, mod conflicts I've seen in DF Unity tend to have more straightforward issues come up (Typically crashing or functions of one mod overwriting another, truth be told- The game is either close to 100% stable or crashes 100% of the time on clicking "Play" in my experience plus doesn't experience the script lag that is inherent to dealing with Papyrus Scripting, which IMO is a huge improvement over anything Bethesda has done with Netimmerse/Gamebryo/Creation Engine), and I'd still have to weed out the ones I have disabled.
VERBOSE BUG REPORT IS INSIDE OF THE SPOILER TEXT. HAS 7 PARAGRAPHS AND THREE ADDITIONAL, NONSEQUENTIAL SENTENCES OF FULL INFORMATION ABOUT THE BUG. IF YOU ARE NOT CAPABLE OF FIXING THIS BUG OR ARE NOT HELPING THE MOD AUTHOR TO DO SO, YOU MIGHT NOT WANT TO READ THE VERBOSE REPORT, AND INSTEAD SKIP TO THE TL:DR VERSION BENEATH THE SPOILER TAGGED SECTION.
My character is getting charged with assault for the crime of entering cities in the province of tulune, and I have figured out a few possible ways this might be happening from testing and attempting to reproduce the issue.
Actual details in the spoiler tagged "Verbose" report.
Until I can confirm it's NOT an interaction between several mods OR am asked to provide this information by the mod's author or someone they have working on the problem, I will not be posting my list of active mods, because there are a lot of mods in my installation right now, mod conflicts I've seen in DF Unity tend to have more straightforward issues come up (Typically crashing or functions of one mod overwriting another, truth be told- The game is either close to 100% stable or crashes 100% of the time on clicking "Play" in my experience plus doesn't experience the script lag that is inherent to dealing with Papyrus Scripting, which IMO is a huge improvement over anything Bethesda has done with Netimmerse/Gamebryo/Creation Engine), and I'd still have to weed out the ones I have disabled.
VERBOSE BUG REPORT IS INSIDE OF THE SPOILER TEXT. HAS 7 PARAGRAPHS AND THREE ADDITIONAL, NONSEQUENTIAL SENTENCES OF FULL INFORMATION ABOUT THE BUG. IF YOU ARE NOT CAPABLE OF FIXING THIS BUG OR ARE NOT HELPING THE MOD AUTHOR TO DO SO, YOU MIGHT NOT WANT TO READ THE VERBOSE REPORT, AND INSTEAD SKIP TO THE TL:DR VERSION BENEATH THE SPOILER TAGGED SECTION.
Spoiler!
- Allerka
- Posts: 65
- Joined: Fri Apr 24, 2020 11:07 pm
Re: Villager Immersion Overhaul
I think I've run into this issue too. I suddenly saw a "Hey you! You're wanted for Assault!" message and thought it was a guard chasing a random monster that had followed me into town, but nope, they were after me. I also thought I had accidentally horse-trampled someone, but I didn't think I had sprinted with my horse at all (I generally try to avoid it during the day for this reason). It's only happened to me once so far, although I've only put an hour or two in since updating to v5.0.
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: Villager Immersion Overhaul
Just for the record. VIO does not charge the player with any crimes. It only reads the player data. You've been charged of assault somehow and VIO only reacts to your wanted level.