0 of 0

File information

Last updated

Original upload

Created by

abot

Uploaded by

abot

Virus scan

Safe to use

Tags for this mod

19 comments

  1. korootz
    korootz
    • premium
    • 21 kudos
    Can you elaborate what is a "cloned NPC"? Does it concern only no-name guards?
    1. abot
      abot
      • premium
      • 325 kudos
      cloned = Any currently loaded NPC actor reference that exists in more than 1 copy, so it makes sense to assign them different heads/hair combo. Usually guards/ordinators (and yes, in practice usually they have a generic name, although the mod does not check the names but the special clone number tracked by the game).
  2. outcastl
    outcastl
    • supporter
    • 1 kudos
    Does this work with body/head overhauls?
    1. abot
      abot
      • premium
      • 325 kudos
      it will work (in the sense that it will benefit from them as source for randomization) with head replacers adding their new stuff using standard mesh resource path convention (e.g. Westly's head and hair replacers, more heads and diversity...) which is (case insensitive):
      Data Files\Meshes\b\B_N_(race)_(sex)_Head_(number).nif
      Data Files\Meshes\b\B_N_(race)_(sex)_Hair_(number).nif
      e.g.
      Data Files\Meshes\b\B_N_Dark Elf_F_Head_02.NIF
      for Dark Elf Female Head 2

      Data Files\Meshes\b\B_N_Imperial_M_Hair_01.NIF
      for Imperial Male Hair 1

      if you use non compatible heads the mod will do nothing with them, so you can use the mod with them, but in practice the mod will only use path-compatible things so worth using only if you have some relevant compatible (or vanilla of course) heads installed

      TL;DR;
      Westly Head and Hair, more heads and diversity replacers work for sure.
    2. ulysses
      ulysses
      • member
      • 3 kudos
      'it will work (in the sense that it will benefit from them as source for randomization) with head replacers'

      But it will not be possible to turn vanilla heads off, correct?
      What about TR, SHotN?
    3. abot
      abot
      • premium
      • 325 kudos
      > But it will not be possible to turn vanilla heads off, correct?
      I don't understand the question
      > What about TR, SHotN?
      AFAIK they basically don't use standard mesh resource path convention  (except maybe a couple khajiit heads but unsure) so the mod will not change them
    4. ulysses
      ulysses
      • member
      • 3 kudos
      'I don't understand the question'

      I was referring to the randomization process, if it is possible to exclude vanilla heads and just use head replacer mods.
    5. abot
      abot
      • premium
      • 325 kudos
      No, the concept of this mod is to stay simple and randomize heads using vanilla standard meshes paths. So vanilla heads or heads replacers using vanilla-like mesh paths
      [EDIT] basically, any head/hair mesh/texture replacer that works without needing to load a extra .esp/.esm file should work with this mwse-Lua mod
    6. ulysses
      ulysses
      • member
      • 3 kudos
      Okay, thanks.
  3. inpv
    inpv
    • member
    • 15 kudos
    Is it compatible with Yet Another Guard Diversity?
    1. abot
      abot
      • premium
      • 325 kudos
      It should be
  4. IlanSmolders
    IlanSmolders
    • member
    • 5 kudos
    It doesn't work for me.
    1. abot
      abot
      • premium
      • 325 kudos
      Are you using last version?
      If so, could you install the Mod List mod and paste the loading list it provides? Also posting the whole MWSE.log somewhere (e.g. on pastebin) could help
  5. Tapetenklaus
    Tapetenklaus
    • member
    • 34 kudos
    This is a very awesome idea! Must have in my modlist!
    Would this be possible with giving names to non unique NPCs as well?
    1. abot
      abot
      • premium
      • 325 kudos
      In theory, yes, in practice I'm not sure it is worth the effort/memory for the names/surnames tables. Mods that let you choose a random name/surname for your character do that already, but they use the tables only on a new game start.
      [EDIT] also, there would be probably other complications on storing/displaying the fake name/surname on the fly. but yes, technically possible in theory, better done on a different mod though
  6. mulletman1271
    mulletman1271
    • premium
    • 1 kudos
    Very cool! will this work with Tel Mora Female Guards?
    1. abot
      abot
      • premium
      • 325 kudos
      probably yes, IF the mod just changes NPC sex and keeps using standard heads
  7. AYLeiDRuiN
    AYLeiDRuiN
    • member
    • 3 kudos
    Another Immersive mod by, Abot! Freaking Awesome :D
  8. bastygoofy
    bastygoofy
    • premium
    • 3 kudos
    Brilliant! Can't wait to test it.