So I'm a little curious about the comment on this being incompatible with Maskar's. I haven't tested it to the point of exhaustion, but just messing about and I noticed it seems to be working fine, new races are popping up for conjurers and bandits. Is there something more that I'm not understanding?
Sorry for the late reply. I doubt this mod is compatible with MMM, since this mod makes enough changes to bandit spawning. Using a bash patch is advisable, or running this mod after MMM and just putting up with the loss of parts that Variant Vagabonds overwrites.
There is a bug in your mod. Sometimes Necromancer Adepts and other enemies wont spawn. You have set Chance/None to 100 in most your "other" leveled lists.
I noticed the same (that certain NPCs never spawn ... affects more than just Necromancers).
I used TES4Edit to adjust the chance to 50 and now I've started seeing some of the NPCs from the VVLL1 "Other" lists. I will likely adjust that even lower to increase the probability of seeing the VVLL1 list spawns.
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Is it possible to make all races to all classes (for exemple, the same chance of appearing a high elf and a nord mage)??
Thanks!
I used TES4Edit to adjust the chance to 50 and now I've started seeing some of the NPCs from the VVLL1 "Other" lists. I will likely adjust that even lower to increase the probability of seeing the VVLL1 list spawns.
Do you think you could an add option to affect conjurers and necromancers too like Striker's mod does?
Is this compatible with the Oblivion character overhaul?