Morrowind

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Half11 SkoomaPro and Danke

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half11

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178 comments

  1. half11
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    This mod was showcased in the latest Morrowind Modding Showcases video. Thank you Darkelfguy for these amazing ongoing series!
  2. half11
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    Citadel535's new mod expands Yet Another Guard Diversity to cover Imperial Legion in Tamriel Rebuilt.
  3. Brujoloco
    Brujoloco
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    I love this mod so much! Wish I could endorse it more than once over the years, loved it back in the day, love still in 2024! :D
  4. SnakeTheWarlord
    SnakeTheWarlord
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    The only thing I have problem with, are farming tools walking around in guard armour. Who allowed them to get into the armoury?
    1. half11
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      Farming tools, as in beast races? I don't think you are commenting to the right mod since this mod does no such thing.
    2. KanadianModder
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      This mod doesnt add argonian guards, at least? I swear I have seen one in seyda neen.
    3. half11
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      You are right! There is a slight chance of encountering an Argonian Imperial guard.
  5. outcastl
    outcastl
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    Is it possible to disable women guards and only have males like in the original? If not what is the ratio in this mod for male/female guards?
    1. Strix2206
      Strix2206
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      Its around 50/50 which i also dislike. More realistic ratio would be 80/20... There are far more men than woman in police and army in real life and that level of realism should be applied in this mod IMO.
    2. half11
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      I am curious about where the previous commentator quotes his figures from. To my knowledge, the breakdown is:

      • Hlaalu: 44%
      • Imperial: 28%
      • Ordinators: 50%
      • Redoran: 38%
      • Telvanni: 30%
      On average, you end up with 38% of the guards being women. That is slightly higher than the percentage of women in the Dutch police force (34,7%). I could adjust the percentages (Hlaalu and Ordinators are outliers), but I won't make a version without women. The premise of this mod is diversity, after all.
  6. Arugal
    Arugal
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    Is a patch needed for the guards to be using our race mods? As the guards look vanilla, tho the rest of the npcs and normal guards use my race mod (Galleo Races Redone Pluginless) or is there a way to make then use that look?
    1. half11
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      If you are using one of the "pluginless" versions of Galleo Races Redone, then the mod should be fully compatible. In theory, it should not be possible for only the guards to be unaffected by the changes.
    2. Arugal
      Arugal
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      Oh I see, I have shall test to reinstall the race mod last this time. Last time I installed it waaay before this mod. Perhaps there was some issues doing it that way. Unsure, as I found 1 other npc in Balmora  using the vanilla look. Anyway thank you for your time mate! :)
  7. wcfcarolina13
    wcfcarolina13
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    Are these guard diversity mods compatible with TOTSP in OpenMW?
    1. half11
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      This one is, I'm not sure about other such mods.
  8. Cl3v3rP0tat0
    Cl3v3rP0tat0
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    OK, when I see "optional" does that mean I install the option on top of main files - or do I install main file but do not use main file's ESP or do I install both and use both ESP's?  :/

    Like - really - shouldn't there just be two MAIN versions?  Because if the option replaces the Main - it's now the Main file... :o
    .......
    "Before you install the mod it is important to consider which version you want to use:
    Yet Another Guard Diversity - Regular: gives Telvanni guards new pauldrons.
    Yet Another Guard Diversity - Full Cephalopod: gives Telvanni guards new full Cephalopod armor.
    "
    1. half11
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      Each download contains all the files you need. There is no need to combine different versions. Just download and install the version that you want.

      The distinction between 'Main-' and 'Optional Files' is a distinction Nexus makes. The main file, in this case, is just the mod version I recommend.
    2. Cl3v3rP0tat0
      Cl3v3rP0tat0
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      As Alexander the Great and the Gordian Knot, you have done a great deed - thank you for for sorting my snarled up cogitations.
  9. Taman96
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    Great mod all around, but one thing I noticed, atleast for the full cephalopod version, is the Caldera Guards remain untouched. 
    1. half11
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      The mod works properly on my end. Could it be that you visited Caldera in this save before installing the mod? The mod does not work retroactively and therefore does not update visited cells.
    2. SonOfKrampus
      SonOfKrampus
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      Just a curiosity question: I don't have this issue? As in, I installed this mod after already starting a playthrough, and the guards updated just fine. I'm certain they updated in the cell I was in, and I'm pretty sure they updated in cells I'd been to previously too (if I remember right, I think I installed the mod when I was in Pelagiad, and all the guards in Seyda Neen updated?)

      I'm playing using OpenMW -- does that handle updating cells differently from the original engine?
  10. SonOfKrampus
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    Suggestion for the suggestion box: Have you considered adding a modular component to this mod which causes other "imperial" armors to be recognized as uniforms by the Imperial Legion? I remember you reverted the change in PfP, but I was thinking this might be a good place to include the option. I can understand Imperial Dragonscale and Newtscale not counting, since they're so rare and I don't think any Imperial officials wear them, but it always seemed odd to me that Imperial studded leather didn't count when there are plenty of archers walking around wearing it. Especially with TR adding guards wearing Imperial Dragonscale, I thought maybe a Guard Diversity mod might be a good place to have an option to make that change for immersion purposes.
  11. HandsomeOre
    HandsomeOre
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    compatible Imperial Armour Expanded?
  12. Azulyn
    Azulyn
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    how would I go about fixing the Unable to find referenced object "hlaalu sharpshooter" in script PP_hlaalu_script error that comes with using this mod and Privileges and Services? 
    1. half11
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      Sounds like a compatibility error that needs to be patched. I can make a patch, but don't have time for that in the foreseen future.
    2. CoffeeBeard0
      CoffeeBeard0
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      Ahaah, so this is where that error is coming from!
    3. cubanbface
      cubanbface
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      The old patch won't work with the new services and priveleges? Antares big mod became Services and priveleges.
    4. half11
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      You are correct, cubanbface! It looks like the existing patch handles the exact same script. I'll update the patch description.

      Do make sure to load the patch after the respective mod.
    5. cubanbface
      cubanbface
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      Thank you!
    6. Azulyn
      Azulyn
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      Thanks so much! Wasn't sure if the old patch would still apply to the newer version or not, since he's changed the name and such.