The TR plugin gives duplicate guards in TR areas, I tried moving the plugin all the way to the bottom just to see if it was some conflict but yeah I don't know how to avoid it, I have to disable that plugin. Anyone have this issue?
I get floating guards, seems incompatible, and I can't find a patch yet. You can probably easily edit the floaters out, but putting them on the moved landmass will be more difficult.
This mod changes the stationary and wandering guards to a leveled creature list instead which contains the guards. The BM version will not be compatible with any mod that modifies vanilla stationary and wandering guard locations.
where is that - how can I check? I don't know why the cell location of an NPC has to be a factor is it's just the NPC "stuff" being edited. seems like load order and merge patch would fix the issue to me.
This mod breaks the part in TR's Vodonius Nuccius quest where you give Sujamma to the guards in Teyn, Customs and Contraband Warehouse. I fixed it by deleting the changes in that cell.
Sorry for not raising this issue in the bug tracker - it won't let me do it if I download mods manually.
I'm a bit confused and may be causing some duplication and FPS drops in my game. Which of these guard diversity mods should you install, if you want pretty much all of the features? Vanilla, Mainland/TR, Bloodmoon, Tribunal, every type of guard, the whole lot of it.
Do you just need to merge with the base, or do you need to run them all separately?
Note I had to make basically 4x the changes for this release as they made imperial guards unique to each map region. I believe it is safe and correct in what I changed but given the quantity of changes, please be kind if you have issues due to human error.
Also I cannot for the life of me get tes3cmd to run anymore on my pc, I updated to Windows 11 and some updates and it won't run anymore so unfortunately I could not clean it with tes3cmd, only with tesame. If tes3cmd works for you, you can do a clean --overwrite and header --sync on it before using it.
I could kiss you for making this. I usually get a sick feeling in my stomach when there's a chance I have to uninstall an amazing mod because it doesn't cover the mainland. Thank you for keeping this up to date too
I see that I need also original Yet Another Guard Replacer, and that one affects also vanilla NPCs. Any way to bypass that? I just want the replace for the TR guards, since I use another guard replacer for Vvardenfell.
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I don't know why the cell location of an NPC has to be a factor is it's just the NPC "stuff" being edited. seems like load order and merge patch would fix the issue to me.
That looks like a good solution, thanks.
https://modding-openmw.com/mods/yet-another-guard-diversity-expanded-imperials/
Sorry for not raising this issue in the bug tracker - it won't let me do it if I download mods manually.
EDIT - It needs access request to the Google Drive
Do you just need to merge with the base, or do you need to run them all separately?
Note I had to make basically 4x the changes for this release as they made imperial guards unique to each map region. I believe it is safe and correct in what I changed but given the quantity of changes, please be kind if you have issues due to human error.
Also I cannot for the life of me get tes3cmd to run anymore on my pc, I updated to Windows 11 and some updates and it won't run anymore so unfortunately I could not clean it with tes3cmd, only with tesame. If tes3cmd works for you, you can do a clean --overwrite and header --sync on it before using it.
I just want the replace for the TR guards, since I use another guard replacer for Vvardenfell.