NEW new patch: Ethereal Elven Overhaul and AI Overhaul Patch for USLEP and STEP - This one has all the above plus also compatibility with AI Overhaul, which is part of a STEP Guide setup of Skyrim LE. Use only one patch or the other. If you use AIO at all, you need this one, and if you don't use it then you need the one above.
Any chance you could add a patch for Ultimate NPC Overhaul as it seems all elves get a grey skin face after installing that mod..... Thank you and have a wonderful day.
you write: then my updated and cleaned plugin file. Replace when prompted. The rest of the files are optional patches for the other mods.
i am new ans simple user with bad english this is so short and unclear for me i use NMM, i dont understand what is your mean of cleaned plugin file & Replace when prompted & i use USKP what is mean endorse/kudos trilioth ? i search google translate and nothing
can you help me and explain to me , then i learn of you so much and I will be grateful
Is there anything similar to this that doesn't make females look like dolls and actually cares at all about males on SSE? Like, seriously, for any race. I miss this one so much...
So, I'm a little confused. These patches make the EEO mod compatible with Dawnguard and Dragonborn, correct? But what about Hearthfire? Is it compatible with that one?
Can anyone speak as to the appearance of Elves that aren't patched? Say, for example, any later additions to Interesting NPCs. Does the offender just look like vanilla or is their face all messed up?
Late reply, but I'm having some issues with this. Rinori from Interesting NPCs looks terrible. Looking for a fix.
Anyways, for those who are thinking about EEO: install in this order: (1) EEO, (2) All needed patches from this mod, (3) USLEEP EEO patch (also here on Nexus). This is in date order for these mods. If you use the latest version of LOOT, like I do, you can use the "Edit metadata" function to make sure everything sorts in the right order. For example (my install): Feminine Females, THEN NPC Overhaul v.3, THEN EEO. This way, no neck seams of death and ugliness.
Just a quick heads up: Immersive Patrols has been updated for the first time in years, and I've seen problems with Humans and Orcs having faces more suitable for Dunmer ever since. The Immersive Patrols patch is very likely in need of an update.
Humans and Orcs have nothing to do with the patch. An update would be required if the IP update has added new Elven NPCs or changed some stuff around with them. Here's the 2.1 update changelog:
Spoiler:
Show
-The mod is now compatible with Open Cities. Previously patrols from Immersive Patrols would very rarely roam into towns and cities when the player was also in the same cell with a patrol at a fork in a road.
-Dawnguard patrols within this mod will now only exist after reconstruction of Fort Dawnguard has begun.
-Completing the Civil War main story quest will disable all patrol and battle NPCs (including Thalmor) of the losing faction.
-Destroying the remaining enemy camps after the Civil War quest is complete will completely disable all Civil War NPCs, effectively ending the Civil War within this mod.
-Battles have been moved directly to forts (see description for locations) to avoid navmesh issues. The forts selected were chosen primarily to avoid quests.
-Bandits and extra Redoran guard have been removed. There are mods that do Bandits better and Redoran guards are supposed to be few in number.
-Stormcloaks can no longer spawn with mages and Imperials have a very, very small chance of spawning as a mage.
-Removed all "Use Opposite Gender Animations" flags from female NPCs.
-Many, many small tweaks. NPC faces, cell usage, AI Packages after battles, that sort of thing.
2.1.0 is an updated version of Immersive Patrols SE. Going to continue work here for the time being.
Enable parents were used to toggle NPCs without scripting. It's the same solution I used to add lighting to Hearthfire homes without deleting the original light sources.
Civil War soldiers will attack the player on sight if they are in the in the opposing faction, help the player if they are in the same faction and ignore the player if they are neutral.
Civil War soldiers can tell if the player is a Stormcloack, Imperial or even Thalmor if a mod makes the player a Thalmor with the correct vanilla faction.
All toggles are retroactive. If you've already progressed the Dawnguard questline for example, Dawnguard patrols will begin immediately after installing the mod.
Looks like under the hood changes mostly so I'd say it'd be OK.
EDIT: Couple of errors of script property on Thalmor Agents but easy to just overwrite.
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and various other stuff. Also new EEO compatibility versions of Vampire No Dirt Tintmasks USLeEP (USLEP) Patch - No More Plastic-looking Vampire Faces, and Aringoth Race - Sleep - Invisibility Potion Combo Patch.
you write: then my updated and cleaned plugin file.
Replace when prompted.
The rest of the files are optional patches for the other mods.
i am new ans simple user with bad english
this is so short and unclear for me
i use NMM, i dont understand what is your mean of cleaned plugin file & Replace when prompted
& i use USKP
what is mean endorse/kudos trilioth ? i search google translate and nothing
can you help me and explain to me , then i learn of you so much and I will be grateful
I've asked the Bruma patch folks and it's "not a priority".
Anyways, for those who are thinking about EEO: install in this order: (1) EEO, (2) All needed patches from this mod, (3) USLEEP EEO patch (also here on Nexus). This is in date order for these mods. If you use the latest version of LOOT, like I do, you can use the "Edit metadata" function to make sure everything sorts in the right order. For example (my install): Feminine Females, THEN NPC Overhaul v.3, THEN EEO. This way, no neck seams of death and ugliness.
Think the new version is meant for SE I'm not sure.
I'm just going to install the 2.0.3 version so I can use this patch.
-Dawnguard patrols within this mod will now only exist after reconstruction of Fort Dawnguard has begun.
-Completing the Civil War main story quest will disable all patrol and battle NPCs (including Thalmor) of the losing faction.
-Destroying the remaining enemy camps after the Civil War quest is complete will completely disable all Civil War NPCs, effectively ending the Civil War within this mod.
-Battles have been moved directly to forts (see description for locations) to avoid navmesh issues. The forts selected were chosen primarily to avoid quests.
-Bandits and extra Redoran guard have been removed. There are mods that do Bandits better and Redoran guards are supposed to be few in number.
-Stormcloaks can no longer spawn with mages and Imperials have a very, very small chance of spawning as a mage.
-Removed all "Use Opposite Gender Animations" flags from female NPCs.
-Many, many small tweaks. NPC faces, cell usage, AI Packages after battles, that sort of thing.
2.1.0 is an updated version of Immersive Patrols SE. Going to continue work here for the time being.
Enable parents were used to toggle NPCs without scripting. It's the same solution I used to add lighting to Hearthfire homes without deleting the original light sources.
Civil War soldiers will attack the player on sight if they are in the in the opposing faction, help the player if they are in the same faction and ignore the player if they are neutral.
Civil War soldiers can tell if the player is a Stormcloack, Imperial or even Thalmor if a mod makes the player a Thalmor with the correct vanilla faction.
All toggles are retroactive. If you've already progressed the Dawnguard questline for example, Dawnguard patrols will begin immediately after installing the mod.
Looks like under the hood changes mostly so I'd say it'd be OK.
EDIT: Couple of errors of script property on Thalmor Agents but easy to just overwrite.