File information

Last updated

Original upload

Created by

AlanovichRomanov

Uploaded by

alanovichromanov

Virus scan

Some manually verified files

1124 comments

  1. alanovichromanov
    alanovichromanov
    • premium
    • 526 kudos
    Locked
    Sticky
    Update 4.2 makes the following changes:

    The Penalty System:


    • A number of injuries were modified slightly (Bruised Jaw, Fractured Elbow, Arm Injury, Elbow Injury).
    • Receiving a head injury will stagger your character.

    Enemy NPCs:


    • Perk bonuses were halved for regular enemies. Bosses still get the full bonuses.
    • The "Bully" penalty was added to Bloodletters. Now they take more damage from opponents with high melee weapon skills.
    • New Bloodletter race/face variants were added.

    Equipment:


    • The Steel Scale armor was demoted to Iron Scale and retextured.
    • Iron Lamellar Armor, Steel Lamellar Armor and three shields were added. These items may be found in the possession of enemies that are skilled in the use of heavy armor.

    Other Mods:


    • If you use Daedric Entity Restoration Project, cultists who sacrifice themselves may spawn Aurorans from that mod.
    • The patch for Mysticism was updated and included in the FOMOD installer.
    • Sets of keywords were added to all the NPCs from this mod. These should make adding items with SPID easier, as well as allowing RnR NPCs to be excluded from certain SPID mods.
  2. JosLouisV
    JosLouisV
    • supporter
    • 2 kudos
    Not sure if it's a bug on my end, but the bandits in the Nilheim location where you meet Telrav, are appearing as vanilla bandits. As in they are named just "Bandit" rather than following your naming scheme. I do have the Nilheim - Misc Quest Expansion mod, I'm unsure if that is a conflict but I tried loading your mod after that one, to no difference.
    1. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      If those bandits are added by the quest mod, and/or they are unique NPCs rather than spawned from a leveled list, then they won't be RnR bandits, or inherit data from RnR. I'll have a look at Nilheim, if there's a conflict it should be easy enough to patch.
    2. JosLouisV
      JosLouisV
      • supporter
      • 2 kudos
      I don't believe they are added by the quest mod, as they are part of a small vanilla quest. But these bandits in particular are normally marked as an ally or as a friend, to prevent them from attacking you and breaking the quest. Would that cause a conflict with your mod?
    3. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      I just checked. The Quest Expansion mod does not add/edit any NPCs, and the bandits at Nilheim should be inheriting RnR data. The only data they don't inherit is Faction (because they have to be set up as player allies) and Base Data (so they can be named Guard instead of whatever bandit title they'd normally get). They don't inherit keywords either, and I will change that since it doesn't seem like it would affect the quest, but not having the RnR keywords isn't going to cause issues either.
      Unless you have another mod that's editing those NPCs, it's highly likely that your Nilheim NPCs are RnR bandits in all but name.
    4. JosLouisV
      JosLouisV
      • supporter
      • 2 kudos
      Ok, thank you for looking into it. It does appear that they are RnR bandits, just aside from the name. Would this happen due to the faction differences?
    5. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      An NPC's name is part of the Base Data, along with a few other settings. I guess the Nilheim bandits don't inherit Base Data from a template because, unlike normal bandits, they are set to not respawn (this flag is also part of Base Data). They do inherit pretty much all the data RnR adds (apart from keywords). I could rename them if you like, though it doesn't really make much of a difference.
    6. JosLouisV
      JosLouisV
      • supporter
      • 2 kudos
      No I was just curious as to why it was happening. You explained it very well though. Thank you for this great mod.
    7. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Glad I could help, and pleased that you're enjoying my work
  3. mrfool21
    mrfool21
    • premium
    • 0 kudos
    Hey! I've noticed some clipping with clothing, in particular Conjurer Hoods. I checked the console on the item and it says it's from RnR. May I ask where you got the item model from? Is it just a vanilla item you "cloned" to use in RnR? I'm asking this because I'm trying to see if it's patchable to work alongside vanilla clothing replacers.
    1. mrfool21
      mrfool21
      • premium
      • 0 kudos
      I use Xavbio's Robes Retexture and RnR takes priority with the Conjurer's Hood, for example.
    2. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Which equipment option did you pick?
    3. mrfool21
      mrfool21
      • premium
      • 0 kudos
      I had Combined selected, but have recently swapped to Vanilla. 
    4. mrfool21
      mrfool21
      • premium
      • 0 kudos
      Dupe post, my bad.
    5. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      The robes/hoods are retextured vanilla models, but if you use a body replacer they might clip with other meshes.

      If you installed the Combined Equipment version first, then switched to the Vanilla Equipment version you might still have the meshes I added. Uninstall the mod, and reinstall it with the options you want. If that doesn't fix the issue let me know, it's been a while since I worked on the equipment options and I need to check how I set everything up again.
    6. mrfool21
      mrfool21
      • premium
      • 0 kudos
      I did as you said, uninstalled and re-installed with Vanilla settings. I'm still getting clipping with Necromancer's Hood and Conjurer's Hood.

      I don't use any body mods.

      If it helps, the Editor ID for the Necromancer's Hood is zzRnR_NecromancerHood01. Image below for reference.

    7. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Ah, you're combining items from different "sets". The models for hoods and robes from different sets (in this case, the College robes and the warlock robes, which my new hoods are a retexture of) weren't really made to be combined. Actually, warlock hoods aren't even available on their own, hooded robes are one single item. I understand clipping looks bad, but it can't really be helped in this case. Many vanilla clothes, armors and shields clip if used with items from other sets.
    8. mrfool21
      mrfool21
      • premium
      • 0 kudos
      I see. Thanks for the info! 😃
    9. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Sorry I couldn't offer an actual solution to the issue.
  4. WallRockTree
    WallRockTree
    • premium
    • 29 kudos
    1) Was RnR Optional File - Enemy Combat Tactics (+).esp supposed to be ESLed? It is not an ESL on v.4.2.

    2) Solved, see below: Also, are these plugins new or have a name change? After updating to v.4.2 they were on the MO2 bottom right, not enabled, as if they were new. Or maybe I just did not choose them in the FOMOD last time?

    RnR Addon - Bandits and Reavers.esp
    RnR Addon - Warlocks and Witches.esp

    3) If I am using both the Penalty System - Lite and T.R.D., in the FOMOD - Patches (My Mods) section, do I choose T.R.D. Patch (No Penalty System) or T.R.D. Patch (Penalty System)? I assume T.R.D. Patch (Penalty System), right?

    Thanks! Still loving this mod!
    1. WallRockTree
      WallRockTree
      • premium
      • 29 kudos
      1) I can confirm that the previous version of this mod had RnR Optional File - Enemy Combat Tactics (+).esp as an ESLed file.

      2) Oh, I see in the FOMOD of v.4.2, if you read carefully, it tells you that if you install the Main Enemy Factions addon, you don't need the other esp's I listed. Mystery solved. I will leave this here in case it helps someone else.
    2. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Crap, did I forget to ESLify the optional files again?

      For number 3, pick T.R.D. Patch (Penalty System). For patches pick the penalty system version if you have activated either the lite or full penalty system.

      EDIT: Yes, somehow I didn't remember to convert the Combat optional files to ESL. It's safe to convert them yourself. I will upload the ESL version with the next update of the main mod since they will probably need to be edited anyway.
    3. WallRockTree
      WallRockTree
      • premium
      • 29 kudos
      LOL, it's pretty understandable if you are still building in LE. They can be flagged ESL without compacting, to anyone else paying attention.

      And you are still on it! Thanks again. It's always a good day when this mod updates!
    4. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      You're welcome Always nice to get feedback from someone who's enjoying my work.

      Yeah, I still do most of the work for the Legendary Edition first, and convert everything to the Special Edition when an update is ready. It doesn't help that this mod now has 20 plugins to keep track of. I really need to focus on smaller, more frequent updates. And not starting updates for four different mods at once.
    5. WallRockTree
      WallRockTree
      • premium
      • 29 kudos
      1) So, with the last update, the RnR Optional File - Enemy Combat Tactics (+).esp is not flagged ESL again. As before, it can be ESLed without compacting.

      2) Also, it fooled me again! Next time you update the FOMOD, it might be a good idea to add a note on the addon page next to each of the extra addons that they are not needed if you pick the Main Enemy Factions.

      It does have a note, if you hover over the Main Enemy Factions, at the bottom:

      "If you choose this option you do not need to install any other add-ons from this category."

      But, from a UX point of view, you should have the visible note when you are looking at the addons themselves. That is when you are actually making the decision whether or not to add the Bandits/Reavers or the Warlocks/Necromancers/Conjurers. Currently, at that point you can't see the note.

      I bet some of your users have missed that detail and have those addons when they are not needed. On the other hand, if they suddenly remove them from an active save, they will get that annoying popup when loading the game about missing ESP's.

      Having said all that, thanks for the update! It is still a good day when an alanovichromanov mod gets an update! Hope you are doing well!
    6. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Dammit, I was sure I checked all the optional files. Maybe I updated them and forgot to convert them again. I will probably post the next update soon, some minor modifications only this time, but I am adding an extra set of difficulty options which I will try to remember to esl-ify
      I'll add the note about the add-ons as well, as suggested.
    7. WallRockTree
      WallRockTree
      • premium
      • 29 kudos
      Thanks!
  5. Jadeath
    Jadeath
    • premium
    • 3 kudos
    So looks like I get the issue with puncture wound with or without blade and blunt.  Its reducing stamina regen by 5%.  But apparently a literal 5% not 5% of what it is currently regening at.  Since stamina regen is 5% "In Skyrim, stamina regenerates at a base rate of 5% of your maximum stamina per second" (thanks AI)  this results in your character not regening any stamina while injured.

    edit:  So went and grabbed thief stone to fortify stamina (increase regen over 5% I think?).  Got the puncture wound - 5% stamina but pulled it up immediately and temporarily saw 2 effects listed (reduce stamina regen  by 25% and another said reduce stamina regen by 5%).  The 25% message disappeared miraculously but still do not regen ANY stamina with puncture wound.  And this is a minor injury.  
    1. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      The "double message" part is due to the way Skyrim deals with spells that have more than one effect (in this case, the puncture wound itself and the short term bleeding effect you get when you get injured). The only way around it would be to hide the bleeding effect, which I'm not sure is the option i want.

      I did some testing, it would seem that I set the wrong effect on Puncture Wound, and presumably a couple of other injuries that affect regeneration rates. I will upload a small update shortly, probably tomorrow. Thanks for helping me with the issue, so few people use this mod/the penalty system that the bug went unnoticed for quite a while.
    2. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      A fix has been uploaded. Injuries should work as intended now.
    3. Jadeath
      Jadeath
      • premium
      • 3 kudos
      Awesome!  Yeah I think the injury aspect is pretty cool.  I'll let you know if it's fixed when  I get a chance :)
    4. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      I tested before uploading, should be OK, but by all means report anything that doesn't appear to be working as it should. A couple of other injuries had the wrong effect applied (StaminaRate instead of StaminaRateMult), those should be fixed too.
    5. Jadeath
      Jadeath
      • premium
      • 3 kudos
      Yeah I tested as well.  Seems to be fixed.  I'm using BNB again with it and see no issues (so far). Cool!  I'll let you know if I find anything in further play. 

      Suggestion:  Would be cool if injuries were configurable in MCM but at the very least an .INI file?  Kind of like BNB has for injuries.  That way could turn off entirely or just use in survival mode and not have to have a separate install option.  Not sure how much work that would be so just a suggestion.
    6. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Alas, my scripting skills aren't good enough for that. I'd pick a configuration menu over three dozen plugins, but I wouldn't know where to start making that.
      To be fair, I provide all those optional files so other users can tweak the mod to their liking. I only use the all-in-one add-on and the full penalty system file myself. Working on an enemy bonuses option set of plugins right now.
    7. Jadeath
      Jadeath
      • premium
      • 3 kudos
      I hear ya man!  No worries and no big deal.  Just thought it would be cool if you could pull it off.  Appreciate all your hard work and your mods are awesome!
    8. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Thank you for the positive feedback Have fun playing with my mods!
  6. Kulharin
    Kulharin
    • premium
    • 701 kudos
    so this handles the bandit, bandit dlc and the mage/warlock faction right?

    I gather a mod that adds to or edits NPCs in these faction would require patching?
    1. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      In most cases, yes. If a mod adds stuff via SPID it might not require a patch, depending on how it is set up.
    2. Kulharin
      Kulharin
      • premium
      • 701 kudos
      Thank you, and from my understanding you're not so much replacing vanilla caster NPC records, but making custom versions and spawning them via custom level lists?

      So if I wanted to say have my srceo onslaught caster faction or improved bandits to spawn alongside yours, I'd just have to combined the level lists and that would be fine? I'd likely replace heritage 2 with rogues and raiders.

      I did notice there were some edits in the main faction plugin to bandit armor that puts it at conflict with WACCF and other mods, not sure if that was intentional.
    3. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Correct on all counts.

      The armor change is intentional for what I consider (minor) balance reasons, but anyone who wants to can undo it with little impact.
    4. Kulharin
      Kulharin
      • premium
      • 701 kudos
      Excellent,

      Would it be a similar case to restless dead that I'd want to exclude all actors in Rogue and raiders from receiving any other perks from vanilla or vokord? Or is it not as big of a deal here?
    5. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Probably a bigger deal here, these guys are even more fine-tuned than my undead. Exclude them if you can.
    6. Kulharin
      Kulharin
      • premium
      • 701 kudos
      I notice that my necromancers are pretty overlap with your defilers since they raise/summon dead and use poison.  Would it make more sense to rename em and put em in that faction?
    7. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Which NPCs from which mods are we talking about?
    8. Kulharin
      Kulharin
      • premium
      • 701 kudos
      Enemy Onslaught Revamped

      It's a branch or SRCEO,  it has Mysticism as a master and in the case of Necromancer's I had given them the poison spells.
    9. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      It might be simpler to "merge" classes then, however keep in mind that Defilers are a warrior/mage hybrid class, not pure mage Necromancers.
    10. Kulharin
      Kulharin
      • premium
      • 701 kudos
      maybe I will rename them and call them "Blighter" 
    11. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      If you're merging Necromancer classes I'd combine them and keep just one. if you're going for variants I'd keep the Defilers and make any changes you deem necessary, including renaming them.
    12. Kulharin
      Kulharin
      • premium
      • 701 kudos
      I ended up removing Heritage 2 entirely, would improved bandits be mostly redundant alongside your mod to the extent that it's prolly not worth patching? I just notice that your bandits have more tiers in the level list, so in the long run Improved Bandits wouldn't even spawn. 
    13. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Since RnR also handles stats, levels and equipment I'd say there's not much point in running Improved Bandits alongside it. It would only create two sets of bandits with inconsistencies between the two groups.
      Are you trying to patch all existing bandit overhauls to run together?
    14. Kulharin
      Kulharin
      • premium
      • 701 kudos
      Not really, I had Heritage 2 and Improved Bandits patched for variety and variant sake but might just use Rogue n Raiders for all things bandits now.
    15. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      That's nice. But now I feel pressured to update the mod
    16. Kulharin
      Kulharin
      • premium
      • 701 kudos
      BTW, would this requite patching? In order for this gear to be distributed to redguard bandits? Hammerfell Armory SE ...

      The don't add these to the level list, just the vanilla NPC records for Redguard Bandits and Alikr
    17. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      That mod will probably require a patch, I'll have a look at it in the CK tomorrow and get back to you.
    18. Kulharin
      Kulharin
      • premium
      • 701 kudos
      Thank you, would love to see it supported.  I was gonna try to make a patch but you'd likely have a better idea what LL or npcs to distribute specific shields and CURVED SWORDS
    19. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Looks like Hammerfell Armory will need a patch. I'll make adjustments to the main file to implement changes as practically/simply as possible.
    20. Kulharin
      Kulharin
      • premium
      • 701 kudos
      woot sauce-ages
  7. Jadeath
    Jadeath
    • premium
    • 3 kudos
    So trying out your full ALANRIM (LOL) list of NPC overhaul mods.  Full penalty system with the patches from RNR and first injury was minor injury puncture wound , reduce stamina regen by 0%.  I assume this is a bug? 

    Edit: For giggles went in one more time before hitting the hay and get the same injury but 5% reduction to stamina.  Now my stamina does not regen at all!  Seems penalty system need some work?
    1. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Puncture Wound should reduce your stamina regeneration by 25%. My guess is some other mod is interfering with the system, I used to use Wildcat and I noticed that some injury effects would not be applied immediately. Like, they would work as intended, but would be applied with a delay, or after sheathing my weapon, stuff like that. After I disabled Wildcat everything started working fine. Well, as fine as can be hoped with Skyrim.

      I'm not suggesting you should remove any mods to use my Penalty System, but chances are mods are interacting in ways they shouldn't. I'll go over a few injuries, test them again when I have time, just in case.

      EDIT: Also, please, let's not use the name Alanrim. I hate that trend, appending -rim to everything. EnaiRim. SimonRim. SoulsRim. It's a pet peeve of mine. Call it... THE ROMANOV SUITE or something
    2. Jadeath
      Jadeath
      • premium
      • 3 kudos
      Yes I agree on the "rim" part hence the LOL.  I was just joking man :) I do not use wild cat but use the Simon version B&B.  I will try tonight with that axed and let you know.  Cheers :)
    3. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      I never figured out what in Wildcat was interfering with the Penalty System, any feedback you can provide about how other combat mods interact with RnR could help me fix issues such as the one you're experiencing.
    4. Jadeath
      Jadeath
      • premium
      • 3 kudos
      I think their are some multipliers of some sort that get changed on the health, stamina and maybe magic regen.  I'll have to look more but I'm no expert.  Anyway all fixed when removing  B&B.  I will miss the bow stamina cost though.  I see there is now a stand alone mod for bow stamina so I'll give that a try.  Wonder if it will mess with your mod as well though.  I'll let you know when I get a sec to try.
    5. Jadeath
      Jadeath
      • premium
      • 3 kudos
      Just noticed that removing B&B and/or your penally system makes dismembering framework hardly trigger at all.  I'm not sure if its removing B&B that is the issue or your penalty system.  Think I will keep B&B and remove your penalty system though.  Works best for me.  Still love the mod.
    6. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      It's your game, you go with whatever works best for you. Pleased to hear you still enjoy RnR
      Thanks for the info about Blade & Blunt, you may be right that the modifiers added by combat mods may be interfering with the effects used by certain RnR injuries. Odd that you encountered an issue with Dismembering Framework though, if I recall correctly lack of compatibility would be due to new races/creatures, and my NPCs all use vanilla races.
    7. Jadeath
      Jadeath
      • premium
      • 3 kudos
      I think it's probably the removal of B&B that's causing DF not to trigger as much.  I don't think penalty system is directly responsible.  I think B&B gives your 50% bonus on stagger (or something like that) and maybe that triggers DF more?  Anyway had to pick from chopping off lots of appendages or penalty system (no B&B).  Life is full of tough choices :)
  8. SpaxExclipse
    SpaxExclipse
    • member
    • 0 kudos
    I am trying to use all your mod for all my enemy overhaul. I also want to increase the number of enemy in dungeon, fort, etc. I am curious why is Populated Skyrim HELL EDITION not compatible with your mod? They use vanila level list to spawn enemy while your mod modified vanilla actor. Also, if this is so, does that mean Hand Placed Enemies and any mod that add NPC using vanila level list is incompatible with your mod?
    1. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      To be honest I'm relying on what another user said about Populated Skyrim as regards compatibility. I don't use those mods myself. Mods that use the vanilla leveled lists, such as Hand Placed Enemies, are compatible, but mods that modify vanilla leveled lists are incompatible without a patch. I was under the impression that Populated Skyrim belonged to the latter category.
    2. SpaxExclipse
      SpaxExclipse
      • member
      • 0 kudos
      Thank you very much. Love your work and looking forward to all your enemy overhaul mod. 
    3. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Thank you, I appreciate the positive feedback
  9. Skyrimer3232
    Skyrimer3232
    • member
    • 8 kudos
    Necklace of Radiant Frost Ward with 81% of cold resistance - too OP
    1. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      Enchantment values for items from this mod are the same as in vanilla, though the Necklace of Radiant Frost Ward is set to provide 70% resistance to cold, same as the vanilla top tier armors with the Resist Frost enchantment.

      https://en.uesp.net/wiki/Skyrim:Generic_Magic_Apparel#Resist_Frost
  10. ComradeStranger
    ComradeStranger
    • member
    • 1 kudos
    Would it be possible for you to generate Nordic Faces version of characters, if it's not too difficult? https://www.nexusmods.com/skyrimspecialedition/mods/40658?tab=files

    There is a plugin for facegen generation, which is outside my capabilities as a GOG version user.
    1. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      FaceGen data mostly uses the textures (or replacers) you have installed, so my faces will probably look pretty similar to Nordic Faces. The main difference would be if Nordic Faces uses warpaint textures that are very different from the ones I used.

      As FaceGen data comprises the bulk of this mod I'm a bit hesitant to add another version of it, effectively doubling the size of the file to be downloaded. I could probably add it as an optional download, but that would also mean two sets of data to maintain for each update. I'll add it as another entry on my to-do list, but it will be a bit... low-priority?

      Out of curiosity, what about the GOG version makes it difficult to generate FaceGen files?
    2. ComradeStranger
      ComradeStranger
      • member
      • 1 kudos
      No (easy) access to Creation Kit. I believe it is what is needed to create FaceGen if I am not mistaken?

      Please don't add it to the list, I was searching for an alternative to the old High Poly rework of RnR which is out of date. I would greatly prefer that you can freely focus on updating RnR and TRD instead.
    3. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      "freely focus on updating RnR and TRD". I think you overestimate the amount of free time I have :D

      Do the faces look that different with Nordic faces installed? Like I said, FaceGen data uses mostly textures that you have installed. Your RnR bandits will look different than from the screenshots.
    4. ComradeStranger
      ComradeStranger
      • member
      • 1 kudos
      I am pretty sure I don't overestimate much, I know people don't have much free time:D

      I wouldn't know how your vanilla NPC look like. I do believe they are still your original, because elves have that vanilla oblong facial structure, which is lessened with modern overhauls. Your designs are better than vanilla Skyrim designs, while still being consistent with it tough.
    5. ComradeStranger
      ComradeStranger
      • member
      • 1 kudos
      Well, somebody did make this mod which helps with consistency in my game https://www.nexusmods.com/skyrimspecialedition/mods/143247?tab=images
    6. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      I'll try to find time to generate alternate FaceGen data this weekend. I do most of my modding on my crappy work laptop, but stuff like testing, texture editing and creating faces usually requires my non-crappy gaming PC.
    7. ComradeStranger
      ComradeStranger
      • member
      • 1 kudos
      No need, I think this other mod linked above does it well, or you are right and facegen is affected by my mods.
  11. saaaaty
    saaaaty
    • member
    • 4 kudos
    If I'm running Sentinel, it distributes equipment to NPCs by skypatch, I don't know if this will affect RnR's leveled list, or should I just use vanilla leveled list?
    1. alanovichromanov
      alanovichromanov
      • premium
      • 526 kudos
      I think you should get Sentinel armors if you use the Vanilla Equipment Lists or the Combined Equipment Lists options.
    2. ComradeStranger
      ComradeStranger
      • member
      • 1 kudos
      I can confirm Sentinel 2.0 works with vanilla distribution, can't confirm for 3.0 but it probably should.