Villager Immersion Overhaul
- DigitalMonk
- Posts: 111
- Joined: Sun Nov 10, 2019 8:01 pm
Re: Villager Immersion Overhaul
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)
- Ralzar
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Re: Villager Immersion Overhaul
That has to be intended to be orcs. But it's a bit unfortunate in that case, because it just looks confusing.
- Seferoth
- Posts: 665
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- Location: Finland
Re: Villager Immersion Overhaul
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.
-
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- Location: Moscow, Russia
Re: Villager Immersion Overhaul
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?
- Jay_H
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Re: Villager Immersion Overhaul
Welcome to the forums
No, it's just a straight texture replacement. It just spawns according to the NPCs already present in Daggerfall.
No, it's just a straight texture replacement. It just spawns according to the NPCs already present in Daggerfall.
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Re: Villager Immersion Overhaul
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
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Re: Villager Immersion Overhaul
Using this in 0.10.18 shows some giant stretched villagers in the towns
edit: My bad, I'm dumb
edit: My bad, I'm dumb
Last edited by Sata on Tue Feb 04, 2020 1:57 am, edited 1 time in total.
- pango
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Re: Villager Immersion Overhaul
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.
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- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Villager Immersion Overhaul
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 pmWith 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:You can add a new property named Dependencies:Code: Select all
"Files": [ ], "Contributes": null
where Name is the name of .dfmod file. More informations can be found here and here until i update the documentation.Code: Select all
"Files": [ ], "Contributes": null, "Dependencies": [ { "Name": "dream - commoners", "IsOptional": true } ]
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: Villager Immersion Overhaul
I'll keep this in mind when I begin work on a new version of VIOTheLacus 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 pmWith 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:You can add a new property named Dependencies:Code: Select all
"Files": [ ], "Contributes": null
where Name is the name of .dfmod file. More informations can be found here and here until i update the documentation.Code: Select all
"Files": [ ], "Contributes": null, "Dependencies": [ { "Name": "dream - commoners", "IsOptional": true } ]