As of 11-11-24, a major update for New Legion (and Heavy Legion, which can be installed for increased variety) has been released. SkyPatcher is now a requirement, as it injects the equipment sets into shared lists for maximum compatibility.
Authentic Legion and Arise Son of Cyrodiil have not yet been updated.
Outfits not being equipped?
Please try out SPID 7.2.0, which as of 11-11-24 is experimental, or roll back to SPID 6.8.2.
I just noticed that the RMB_NL_SetImperialHeavy* leveled lists don't seem to be consistent with the same lists for other sets, all 5 are identical.
The NoHelmet list still has a helmet
The NoShield list still has a shield
The Prisoner list still has everything instead of just the cuirass
The Simple list still has everything instead of just the boots and cuirass
I didn't see anything in the description or changelogs about this being intended, so I'm guessing this is a simple oversight. Just wanted to give you a heads-up for your next update.
PS: I love how your mods add some extra variety to the game without needing to deal with a lot of patches. Please keep up the great work!
I don't know where to post this. I was working on a collection for armors, and noticed a glaring error on NordWarUA's part, namely, New Legion and Authentic Legion use the same file paths and file names, ergo, New Legion RMB and Authentic Legion RMB are not compatible. If you set New Legion to win the conflict with Authentic, then the armors will look like New Legion, even if they use Authentic names.
Anyway, will a version of New Legion RMB be made in the future that uses New Legion Standalone and extended?
So, New Legion contains several new sets (new meshes and textures), and then some sets from Authentic Legion - the only conflicts, to my knowledge, are pertaining to those overlapping sets (new Legion includes the Oblivion style sets from Authentic Legion).
As far as I am aware, the meshes/textures are identical even in those conflicting cases - could you possibly let me know specifically which ones you're seeing issues with?
This also uses SkyPatcher, alongside SPID, for distribution that can (optionally) retain the vanilla sets. Basically, my adaptation is more compatible and has more diversity.
It is also compatible with my adaptations of Authentic Legion and Heavy Legion, in the event you want even more Imperial Armor diversity.
Thanks! What do you mean by "distribution that can (optionally) retain the vanilla sets", when looking through your fomod xml i dont see an option for choosing standalone armors vs. replacer. P.S.: are the changes in New Legion Fixes included in your esp? It doesn't come as a patch but rather an replaces the main esp and thus can't be used with your distribution mod
No problem! So, you can adjust the distribution chances in the SPID .ini files, to control how often the outfits are distributed - by default, 100%. Vanilla sets are still retained in merchant inventories and containers.
New Legion Fixes and similar aren't needed, as the ESP is largely rebuilt (dirty edits, vanilla edits, and more are removed).
Sounds good, thanks again. Can i just throw your RMB distribution for New Legion and Sons of Skyrim together with your RMB Cloaks of Skyrim, or will the overlapping distribution (for example for guards from both Sons and from Cloaks) cause problems?
Hi first of all love this mod and your sons of skyrim one however I have a problem where using this mod removes all the gauntlets and helmets from all legates and general tullius. I tested everything including removing all other armor mods and your sons of skyrim mod and no matter what I do everytime I use this mod the legates and tullius lose both their gauntlets and helmets, they dont spawn in their inventories.
Hey! Non-distribution of helmets to legates is intentional, so that their faces are visible. This matches the vanilla (but not necessarily base New Legion) distribution behaviour. You can edit the configs so that legates receive helmeted versions of the outfits, if that is your preference.
However, the lack of gauntlets is not intentional - and I will see if I can get this adjusted.
Howdy, In older versions of this mod (and the current version of your SPIDified Guards Armor Replacer at the time of writing), you had an .ini file for distributing outfits to named NPCs. I enjoyed messing with this file to get the unique NPCs to wear exactly the armors I wanted them to.
It appears that file hasn't survived the updates, so I'm curious if there is still a way to control the outfits going to named NPCs? Specifically, I'm trying to remove Tullius from the mod's coverage (I have another mod I want to take over his outfit), and I want to give Rikke his 'General Armor.'
Hey! Yes, you can still assign unique outfits - you'll want to make sure your named NPC file is loaded last though. Slap a Z or similar at the beginning.
For Tullius, you can give him the "isSkipGlobal" keyword - this makes all of my content skip him (it is a keyword specific to my SPID mods).
For Rikke, the following should work: ; Rikke Outfit = 0x83F~RMB SPID - New Legion.esp|NONE|0x132A1 ; CWBattleRikke Outfit = 0x83F~RMB SPID - New Legion.esp|NONE|0xD0573
Still having trouble. I'm sure I must be missing something here. I made a new .ini file called it zrmb_named_npcs_DISTR.ini
I gave it the following content: Outfit = 0x83F~RMB SPID - New Legion.esp|NONE|0x132A1 Outfit = 0x83F~RMB SPID - New Legion.esp|NONE|0xD0573 Keyword = isSkipGlobal|NONE|0x1327E Keyword = isSkipGlobal|NONE|0xD0577
Neither Tullius nor Rikke appear affected though. Both are still wearing their normal gear from this mod. I tried renaming the file to load first just to check (armb_named...). As expected, that didn't help. I also tried cutting the content from the previous .ini file (rmb_2_shared_legion_outfits_DISTR.ini) and pasting it into mine just to make sure mine was loading. Everything looked the same, so it appears the new .ini file is loading properly.
Reasonable thing to check. Although I have downloaded SPID 7.1.3, I have had 6.8.2 enabled throughout this. I did try 7.2.0 as well for comparing.
On 6.8.2, they start with their New Legion outfits and resetting their inventory has no visible affect (I assume they immediately get the exact same outfit and re-equip it). This is regardless of how my .ini is named or whether it has any uncommented content at all.
On 7.2.0, they start with their New Legion outfits but resetting their inventory reverts them to vanilla outfits. Further resets maintain their vanilla outfits with the exception of your SPID cloaks mod. Every reset gives them a new cloak. "showinventory" does not show any New Legion equipment in their inventory after the first reset.
This is somewhat off-topic, but I've been similarly messing with your Guard Armor Replacer mod, and it looks like 3(+?) guards in Dragonsreach (and 1(+?) guy in the Blue Palace) are in the 'Rural' group which struck me as odd. I'm at the point where I have a modlist of just your mods + requirements for checking these things, so I really don't think any of what I'm seeing is a conflict.
Ah, yeah that is a good point - 7.2.0 will revert their outfit on resetinventory/resurrect, due to the way it works now.
For the Dragonsreach guards - this is actually due to a vanilla bug. I haven't fixed it in that mod, but I may put out a file at some point fixing it for anyone that wants it. Basically the cells those guards are placed in lacks an exit location, meaning they aren't seen as actually being part of the Whiterun city (just hold).
Is it normal that some of the unique npcs use vanilla weapons (ex. Rikke)? Also does the vanilla start bug out the mod, Hadvar starts out with new armor and weapons and then by the time u meet him after jumping out of the tower he changes back to vanilla. All the non unique npcs work fine
Hey! Yes, that is expected - there is currently no replacement for vanilla weapons. This will be coming though!
Unfortunately that issue with Hadvar is unavoidable (there are a few other niches cases like this where outfits are changed by scripts, which occurs after SPID has already distributed).
Hey so i am hoping you could help me out maybe since i am not sure if its this mod doing it or Sentinel, but i noticed that the Imperial Battlemage armor from that mod just doesn't get distributed at all and i think it might be this mod though i can't be entirely sure - its probably not a big issue really its just a bit of a headscratcher on my end what exactly is causing that to not show at all. it leaves all the battlemages naked minus a hood sometimes
281 comments
As of 11-11-24, a major update for New Legion (and Heavy Legion, which can be installed for increased variety) has been released. SkyPatcher is now a requirement, as it injects the equipment sets into shared lists for maximum compatibility.
Authentic Legion and Arise Son of Cyrodiil have not yet been updated.
Outfits not being equipped?
Please try out SPID 7.2.0, which as of 11-11-24 is experimental, or roll back to SPID 6.8.2.
Is this mod compatible with the above mod?
I didn't see anything in the description or changelogs about this being intended, so I'm guessing this is a simple oversight. Just wanted to give you a heads-up for your next update.
PS: I love how your mods add some extra variety to the game without needing to deal with a lot of patches. Please keep up the great work!
And no problem, glad you enjoy them! :)
Anyway, will a version of New Legion RMB be made in the future that uses New Legion Standalone and extended?
As far as I am aware, the meshes/textures are identical even in those conflicting cases - could you possibly let me know specifically which ones you're seeing issues with?
It is also compatible with my adaptations of Authentic Legion and Heavy Legion, in the event you want even more Imperial Armor diversity.
P.S.: are the changes in New Legion Fixes included in your esp? It doesn't come as a patch but rather an replaces the main esp and thus can't be used with your distribution mod
New Legion Fixes and similar aren't needed, as the ESP is largely rebuilt (dirty edits, vanilla edits, and more are removed).
https://imgur.com/a/0793Hz3
However, the lack of gauntlets is not intentional - and I will see if I can get this adjusted.
In older versions of this mod (and the current version of your SPIDified Guards Armor Replacer at the time of writing), you had an .ini file for distributing outfits to named NPCs. I enjoyed messing with this file to get the unique NPCs to wear exactly the armors I wanted them to.
It appears that file hasn't survived the updates, so I'm curious if there is still a way to control the outfits going to named NPCs? Specifically, I'm trying to remove Tullius from the mod's coverage (I have another mod I want to take over his outfit), and I want to give Rikke his 'General Armor.'
For Tullius, you can give him the "isSkipGlobal" keyword - this makes all of my content skip him (it is a keyword specific to my SPID mods).
For Rikke, the following should work:
; Rikke
Outfit = 0x83F~RMB SPID - New Legion.esp|NONE|0x132A1
; CWBattleRikke
Outfit = 0x83F~RMB SPID - New Legion.esp|NONE|0xD0573
I gave it the following content:
Outfit = 0x83F~RMB SPID - New Legion.esp|NONE|0x132A1
Outfit = 0x83F~RMB SPID - New Legion.esp|NONE|0xD0573
Keyword = isSkipGlobal|NONE|0x1327E
Keyword = isSkipGlobal|NONE|0xD0577
Neither Tullius nor Rikke appear affected though. Both are still wearing their normal gear from this mod. I tried renaming the file to load first just to check (armb_named...). As expected, that didn't help. I also tried cutting the content from the previous .ini file (rmb_2_shared_legion_outfits_DISTR.ini) and pasting it into mine just to make sure mine was loading. Everything looked the same, so it appears the new .ini file is loading properly.
Try:
After you change the file name/s and re-launch, be sure to use "resetinventory" or "resurrect" on the target NPCs to refresh them.
Edit: I also see you're using SPID 7.1.3, which lacks outfit force-equip. Please use 7.2.0 (recommended) or 6.8.2.
On 6.8.2, they start with their New Legion outfits and resetting their inventory has no visible affect (I assume they immediately get the exact same outfit and re-equip it). This is regardless of how my .ini is named or whether it has any uncommented content at all.
On 7.2.0, they start with their New Legion outfits but resetting their inventory reverts them to vanilla outfits. Further resets maintain their vanilla outfits with the exception of your SPID cloaks mod. Every reset gives them a new cloak. "showinventory" does not show any New Legion equipment in their inventory after the first reset.
This is somewhat off-topic, but I've been similarly messing with your Guard Armor Replacer mod, and it looks like 3(+?) guards in Dragonsreach (and 1(+?) guy in the Blue Palace) are in the 'Rural' group which struck me as odd. I'm at the point where I have a modlist of just your mods + requirements for checking these things, so I really don't think any of what I'm seeing is a conflict.
For the Dragonsreach guards - this is actually due to a vanilla bug. I haven't fixed it in that mod, but I may put out a file at some point fixing it for anyone that wants it. Basically the cells those guards are placed in lacks an exit location, meaning they aren't seen as actually being part of the Whiterun city (just hold).
Unfortunately that issue with Hadvar is unavoidable (there are a few other niches cases like this where outfits are changed by scripts, which occurs after SPID has already distributed).
EDIT: nvm. I still get naked spawns randomly, but you can fix it by using resurrect a few times on the npc but it's just a band-aid fix.
Edit: Looks like it was a simple fix - please give it a check!