First, I have to say that I'm not familiar with how MO2 handles mod files. TES4Edit is a great tool for looking through your modlist to see what is overriding what. The only things my .ESPs do is change guards' inventories, so if any other mod does the same, you'd have to make a patch in order for both mods' changes to show up. Most likely, another mod loaded later is overriding my mod's changes. However, if you have a mod like Open Cities, they may use new references for their guards, meaning my mod's changes won't affect them. Lastly, if you have already met the guards affected by my mod during a given save, they may not change armors until their inventories reset; that tends to take 3 in-game days while the player is away from the NPCs in question.
I also don't know what you mean when you say "both files". You only need either HeavyTownGuardArmor or a CaptainsOnly file (and a CyrodReload file if you have Cyrodiil Reloaded).
As for a standalone version, I don't plan on doing that. The assets for the armors don't belong to me, and I'd rather not redistribute other modders' work.
To end: the way I write may sound a bit terse, but I'm not annoyed with you or anything. Thanks for trying my mod
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(also is it possible for a standalone version)
I also don't know what you mean when you say "both files". You only need either HeavyTownGuardArmor or a CaptainsOnly file (and a CyrodReload file if you have Cyrodiil Reloaded).
As for a standalone version, I don't plan on doing that. The assets for the armors don't belong to me, and I'd rather not redistribute other modders' work.
To end: the way I write may sound a bit terse, but I'm not annoyed with you or anything. Thanks for trying my mod