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.
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.
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?
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.
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! :)
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."
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.
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?
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.
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?
178 comments
- 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.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."
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.
I'm playing using OpenMW -- does that handle updating cells differently from the original engine?
Do make sure to load the patch after the respective mod.