- Removed my NPC testing Cell
- Removed unintentional edits
Version 2.13
Fixed grey face on a Hunter I managed to miss in 2.12.
Version 2.12
- Fixed grey faces on a few Vanilla Legion Soldiers and Hunters altered by this mod.
Version 2.11
2018-FEB-03
Bug fixes:
- Changed Actor Base for Imperial and Stormcloak Soldiers and Couriers so that only those with the appropriate Voice Types appear during Ulfric's and Tullius' victory speeches, and Imperials escorting Stormcloak soldiers.
Let me know if you encounter other Imperial or Stormcloak soldiers who remain silent during Quests.
- Removed unintentional NAVI and LCTN edits.
Adjustments:
- Redistributed diversity among Imperial Guards - Slightly fewer Nords, a few more Imperials and Bretons.
- Slightly fewer Nord Guards in Imperial controlled cities.
- Added a few Imperials, Redguards and Bretons to Stormcloak controlled cities. These are very rare, quite noticeably fewer than in Imperial controlled cities.
New features:
- Courier diversity! Finally, that poor guy doesn't have to deliver every message all over Skyrim by himself! There are now 12 Couriers in total: 5 Nords (including the Vanilla fellow), 3 Bosmer, 2 Bretons and 2 Redguard.
- Clothing variety for disguised stalking Vampires (Apparently I forgot to include this in 2.10...)
- Female Imperial Guards return!
They were originally removed due to reports of female Guards spawning during Quests and remaining silent because of inappropriate Voice Types - similarly to the Soldiers fixed in this version - but after thouroughly looking through how the game assigns Guards during such Quests, I have concluded that the game uses sublists containing only NPC:s with appropriate Voice Types for Guards.
Therefore, reports of problems related to Guards during Quests seem to be due to user incompatibilities with other mods.
Version 2.10
- Fixed Level requirements for Bandit entries which could cause Bandits to spawn at too high levels. This issue was likely rare for most users, but might have been especially problematic for users of the mod "Encounter Zones Unlocked" by Underthesky.
- Removed all female Guards from the Imperial Faction due to rare incompatibilities with the main quest where quest dialogue would be silent if the Guard was a female.
- Added more male Guards to the Imperial Faction to compensate for the removal of female Guards.
- Added a few more Hunters as I felt their variety was lacking.
- Added different disguises for the not very discretely "disguised" Vampire random encounter (http://elderscrolls.wikia.com/wiki/Traveler). I'm looking into adding some diversity to this encounter for future updates, but it seems more complicated than I thought, so it's just his clothing for now.
Version 2.9
- Adjusted height for an Imperial Legionnaire who accidently had 1000% height. Legion OP: http://i.imgur.com/sBNGLRZ.jpg
- Nord Stormcloaks Only version had FaceGen folders having the wrong names. Surprisingly no reports of Grey Face Bug despite 300 downloads...?
Version 2.8
- Added more Bandits to the EncBanditXXMelee1HRedguardM lists to avoid Triplet Mercenaries in the Sarunach mine quest, because I happened to play it and the triplets pissed me off.
I may or may not add more Bandits in the future but it would be very time consuming so no promises.
- Added 26 new Guards - 13 per faction - for a total of 100 unique Guards - 50 per faction.
- Added lots of new Stormcloaks and Imperials to the Soldier lists, now totalling 100 unique NPC:s (up from Vanilla's 18!), or 50 per faction. Non-humanoids and females are now slightly rarer in the Legion.
- Went over Guard and Soldier design - removed eyeliner/makeup, varied war paints, added scars, buffed the weight of soldiers so none are <50, added some red tint to noses and cheeks to reflect sunburn and generally make faces feel more alive and weathered.
- Added and changed many Guards to look either quite young (~20) or quite old (~55) as most able men are away fighting in the civil war. Added more women to both factions for the same reason. Many of the Guards who look more fit for battles have features like scars, a blind eye or war paint to reflect that they might be veterans home on leave after, for example, taking an arrow to the knee.
Version 2.7a
Nord Stormcloaks Only
- Fixed the Nord Stormcloaks Only archive name which was mislabeled as the Immersive Patrols Addon.
Version 2.7
- Added Guards, remade from scratch. Effectively tripling the amount of Guards for each faction from 9 to 27 unique NPC:s.
- Changed a few Stormcloak voicetypes from MaleYoungEager to EvenTonedAccented to avoid silent soldiers.
- Removed full beards and moustaches from every Imperial Soldier, including Vanilla ones for greater contrast to Stormcloaks. Some have a few have days worth off stubble from being away from camp.
- Changed .esp names from DIVERSITY to DIVERSE SKYRIM for consistency since the mod's name change several months ago. This requires you to rebuild any patches which includes this mod.
Version 2.6
- Removed a Guard from the Imperial faction that I missed in v2.5.
Version 2.5
- Removed all added Guards due to some users reporting silent Guards. I have went through every Guard in my game and they work fine, so I suspect there is a compatibility problem rather than a bug of my mod. I hope to restore the Guards in the future.
Version 2.4
- Added in total 30 new Vigilants of Stendarr for increased variety.
- Made USLEEP a dependency. This is to ensure my mod doesn't introduce any incompatibilities as I update it, but I might be able to remove the USLEEP dependency in a future update.
- Nord Stormcloaks Only: Put facegen data into the correct folder. Finally.
Version 2.3
- Fixed some female Vigilants of Stendarr who used Opposite Gender Animations.
- Changed the voices of several Soldiers. Smaller/younger looking soldiers now use the MaleYoungEager voice type, bigger/bearded soldiers use MaleNord, MaleSoldier, or MaleCommander voices, non-Nordic looking soldiers no longer use MaleNord voices.
- Remade Guard lists to make sure to only add Guards with compatible voices.
- Added Soldiers with the appropriate voice types to Guard's lists.
- Changed the weight of some Soldiers/Guards.
- Added more Hunters for more variety.
- Removed TGA files from the FaceGenData as apparently they do nothing except take up space.
Version 2.2
- Removed all edits to VampireRaces, and every other issue derived from me forwarding changes from USLEEP (NPC:s with inconsistent abilities, Vampires in the PreyFaction etc).
- Removed all edits to Vanilla NPC:s, except Vigilants of Stendarr.
- Moved Vigilant of Stendarr NPC:s FaceGen and FaceGeom data into the correct folder.
- You MIGHT need the "Dawnguard Vampires - No Dirt Tintmasks" mod if Vampires have wierd faces. . Be aware that the mod makes direct race edits (like previous versions of this mod did) and will need manual patching for people using Ethereal Elven Overhaul, Disparity, Imperious and other such mods.
http://www.nexusmods.com/skyrim/mods/36439/?
Version 2.1
I accindently uploaded the backup files instead cleaned files. But don't worry, they were harmless ITM:s.
Version 2.0
NEW FEATURES
- Added Female Legionnaires. ~14% (5/35) Imperial Legionnaires are now female.
- Vigilant of Stendarr diversity. There are 7 NPC:s per level bracket, meaning the Vigilants you see at level 1-5 will no longer spawn when you've advanced to a higher level. Also added rare Orcs.
- Removed tint masks from Vampires. You no longer require the "Dawnguard Vampires - No Dirt Tintmasks" file.
BUG FIXES & TWEAKS
- Forwarded USLEEP fix removing Vampires from the PreyFaction.
- Forwarded USLEEP fix for Vampire eyes.
- Fixed Female Orc Hunter who had male voice.
- Fixed a few Stormcloaks, Legionnaires, and Dawnguard NPC:s who had opposite gender animations.
- Removed unintended changes to a few NPC stats and abilities.
- Removed 2 ITM:s.
Version 1.1
DIVERSITY - Nord Stormcloaks Only: - FaceGenData was placed in the wrong folder, which causes the "Grey Face" bug. Just replace with this version at any time.
Version
DIVERSE SKYRIM - Immersive Patrols Patch
Version 1.1
- Removed two unused references.
1. TL;DR
Q: What does this mod do?
A: It adds hundreds of new NPC:s with unique appearences to the Vanilla levelled lists for added racial diversity while staying lore friendly. Stats, levels, items, abilities, spawning, etc is entirely handled by Vanilla mechanisms, which ensures great compatibility with mods that for example tweak combat stats, or add and change clothing and weapons.
Q: Does this mod change outfits, weapons, armor, or ANYTHING from Vanilla except Level Lists?
A: Orc Legionnaires get Heavy Armor. Otherwise, there's no changes at all. My screenshots feature items from Immersive Armors, Wet & Cold, Cloaks of Skyrim, Enhanced Stormcloak Variety, and many others. ENB is Truevision.
Q: Will I see Orc Legionnaires and Khajiit Vampires everywhere?
A: No, I've made sure to keep ratios lore friendly to ensure that races that should be rare are rare.
Thanks to Brodual and Sinitar Gaming for featuring the mod!
2. Introduction
Sometimes I feel like I'm slashing and shooting my way through the same enemies all the time. Almost every Vampire is an Elf, is J'zargo really the only magically gifted Khajiit in Skyrim, and what happened to that Dark Elf on his way to Solitude to join up with the Legion?
Why are there no Orcs in the Imperial Legion, despite the in-game lore saying they're so highly valued as soldiers that the Orcish race is gaining acceptance in Skyrim and throughout the Empire thanks to their service?
Why are the only Vampires in the game Nords, Bretons, Dark Elves and High Elves? Surely Redguards, Khajiit, and other races are also susceptible to contracting Vampirism?
My mod seeks to add things like these which I feel are missing from the game, while still keeping it as lore friendly as possible. You won't find Khajiit Legionnaires or High Elf Hunters, all Master Vampires are still male while all their foot soldiers are exclusively female (damn Vampire patriarchy!). When I've added new races, for example an Orc and an Argonian Hunter, I've also added new Nord and Wood Elf NPC:s to keep racial distribution faithful to the lore so that every other Hunter you find won't be an Orc or Argonian one. Those races are still rare in Skyrim, although they fit well as Hunters.
3. Compatibility
First of all, you more than likely need a Bashed Patch. Luckily, creating a Bashed Patch is super simple, and here's an idiot proof video guide.
- Wrye Bash Guide. Instructions after Mod Organizer specific intro apply to NMM as well.
Other mods which alter NPC or Race stats, abilities etc (ASIS, Immersive Citizens Imperious, Requiem, RoTE, Vampire NPC mods) or directly changes things related to my mod (Warzones, CWO) you're better off asking the respective authors.
>>> Tell them this mod only adds more NPC:s of different appearances and races to Vanilla level lists. <<<
4. Affected Factions
Couriers
Finally, that poor ginger kid doesn't have to run all over Skyrim by himself to deliver messages. All his new colleagues look quite young and thin due to the cardio the job requires. Many are Nords, but Redguards and Wood Elves are naturally suited for the job with their speed and endurance.
Dawnguard
- Added Wood Elf crossbowmen.
I was going to make more changes, but I realized most Dawnguards wear full face helmets even with most mods, so variety felt less necessary. I'm planning on expanding Dawnguard variety in the future.
Guards
- Added several dozen new Guards to Legion and Stormcloak controlled cities and towns.
As Guards are recruited locally from the Holds they grew up in, Nords are in the clear majority regardless of who controls a city, but you will notice that Legion controlled cities are clearly more diverse from the start.
Also, since many able-bodied men and women have been recruited to the Civil War, many of the new Guards either look quite young or like scarred veterans, who might have signed up if they hadn't taken an arrow to the knee.
Hunters and Fishermen
- Added rare Orcs and Argonians, more Nords and Wood Elves to keep ratio lore-friendly.
Orcs who live outside Strongholds mostly live on the edges of society, just like the Argonians who are close to nature and have bonuses to stealth and archery.
The game uses the same NPC:s for Hunters and Fishermen, so my new NPC:s will show up as both.
Imperial Legion
- Added female Legionnaires, Orcs, Dark Elves, and lots more Nords, Imperials, and Bretons to keep ratio lore friendly. Most new Legion soldiers are clean shaven.
There are female officers and there are mentions of people's daughters out fighting in the Legion. According to lore, Orcs are highly praised for their service in the Imperial Legion, and there are both Dark and High Elves as commanders at Imperial Camps.
The Imperial Legion borrows heavily in aesthetic from the Roman Empire, where the norm was to be clean shaven so most of my new Legionnaires soldiers have either no beard or at most a few days worth of stubble. The exception being Orcish Heavy Infantry, as they are a special force of some sort.
Guard lists are separate from Soldier lists, so you won't find any Orc or Elvish city guards after conquering a Stormcloak territory, because that might have a negative effect on public order.
Stormcloaks
STANDARD VERSION:
- Added a few Redguards, Imperials and Bretons and LOTS of Nords to keep ratios lore friendly. Many males sport facial hair and Blue war paint for extra distinguishment from the clean shaven Romanesque Imperial Legion. Ratio between males and females is the same as in Vanilla.
Reasoning: Many non-Nords have made Skyrim their home and might sympathize with the Stormcloak rather than the increasingly weak Empire. Hammerfell especially left the Empire after the Great War, but remains politically fractured. Some Redguards remain in Imperial service, but others who have found a home in Skyrim might see the Empire as weak and dying and prefer to join up with the Stormcloaks.
OPTIONAL VERSION:
- No Redguards or Imperials for those who want to keep their Stormcloaks to be 100% Nordic.
Vampires
- Added all races, prevalence based on how common the race are in Skyrim and affinity for Magic.
For example: Wood Elves are the rarest because of their strong resistance to disease, Khajiit are rare because there's few of them in Skyrim and they have little affinity for Magic so only exist as lower level Vampires, Nords are middling just because they're natives, High Elves are the most common, especially as higher level Vampires due to their affinity for Magic and greedy ambition.
See the Readme for a highly detailed example!
Vigilants of Stendarr
- Added Dunmer, Redguard and Orc Males, Orc female and more NPC:s of the vanilla races and sexes to keep ratio lore friendly.
There are 12 NPC:s for the 5 level brackets, meaning a total of 60 unique Vigilants.
NOTE: Since there are only two available Voice Types for Vigilants I had to choose between having everyone sound the same, or have some Vigilants with generic dialogue only. And in the name of diversity, I chose the latter. 90% of Vigilants will still work as usual, but the rest won't lecture you on the dangers of Daedra or be able to cure your disease.
Warlocks
- Added Redguards, Argonians, Orcs, and Khajiit.
Anyone can be bitten by a Vampire, but to leave society and pursue life as a criminal magician requires both skill and ambition. Redguards have bonuses to Destruction and Alteration, but there are no Redguard Warlocks in the game. The other races are rare but tend to be pushed to the edges of society where those magically gifted might fall in with the wrong crowd.
The game already does a good job of diversity where certain races are under or over represented in different elements: For example, High Elves are over represented in every element, Nords are over represented as Ice Mages, but non-existant as Necromancers and Dark Elves as Fire Mages, while Conjurers are pretty evenly split by several races.