I most likely missed including some stuff that I changed in description. There are few male elf NPCs in quests. But I already did this for female Elf NPCs, so I wanted to do the same for male as my main goal was to make them younger as in TW2 male Elves very around same age as female. For some reason in TW3 they look like old grandpas. So now there is more variants of background elf male NPCs (no more low quality heads). I tried to mainly keep them in elven clothes, as even tho they are near Novigrad, they still live mainly outside of it influenced by their own culture.
I also tried to make it so that elves do not repeat in quests (but they might/will in background)
Really disliked Hattori's shirt so he now has a different one. And a different one for when on mission for supplies.
Waldo now has elf shirt to fit more in their elven "circus".
This mod does NOT alter any more note worthy characters who have unique models (such as Elihal or Avallac'h)
There is quite a lot of human entities. Making all is just... near impossible. Most villages are made of nml_villager, I could make at least them in future. But as of now, I have no plans for it.
And for you other question. I'm not sure what BiA changes on these NPCs. So there might be some downfalls for it. But if you mainly care about the visual stuff, then simply give this mod higher priority.
This is one of my only remaining complaints about Witcher 3 that a modder hasn't tackled yet. Too many NPCs look too similar to each other; it can actually be quite immersion-breaking. CDPR did a better job addressing crowd variation in Cyberpunk. Hopefully, one day, a modder can solve that problem.
I do them seperatly, as it allows people to choose which they like and which they don't. Not to mention that each of the mods take a lot of time to make, and I usually don't plan them in advance. So I wouldn't be able to simply gather all and merge them as there might be something new coming soon, resulting in me having to update both mod and mod page again and again.
It also becomes quite a nightmare when having to work with this many stuff. One might argue, that if I do it for stand alone mod page, what difference would it make to do it all at once? When I keep these seperatly, I have around 10 to 15 images, somewhat short points of what is changed, short description and short name. If something is wrong, it's easier to find it and fix it. Not to mention the actual file size of all the uncooked stuff combined would take a lot of space.
With all this said, I did consider merging them all as one. And I do plan it. However, first I need to be sure everything works as intended, while split.
Thank you for merging them, you are helping us use them all because the game limit is merciless. If they were lighter mods, we would merge them, but it is good for such texture mods to be merged by their authors. Thank you for the desire, time and idea you have.
There is a mod by Perdita, Classy Courtesans , that does something similar to what your collection of mods does for NPCs, but with prostitutes. However, it has never been updated and has some issues when used in Next Gen. It might be a good idea to create a mod like Perdita's, reflecting the status differences of prostitutes in each place. Additionally, I think it's absurd that the vanilla prostitutes of Passiflora are walking around semi-naked in a part of the city that is supposed to be rich and decent. Dressing them elegantly would disguise the problem.
I actually did made a mod that does alter these kind of NPCs (both female & male). With few changes here and there to other stuff that revolve around them. I'm finishing some stuff on it, so it's not yet out. It is also probably my biggest overhaul so far. And it also isn't probably very classy. I did some changes that are around that field, but you'll see and judge yourself.
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I tried to mainly keep them in elven clothes, as even tho they are near Novigrad, they still live mainly outside of it influenced by their own culture.
I also tried to make it so that elves do not repeat in quests (but they might/will in background)
Really disliked Hattori's shirt so he now has a different one. And a different one for when on mission for supplies.
Waldo now has elf shirt to fit more in their elven "circus".
This mod does NOT alter any more note worthy characters who have unique models (such as Elihal or Avallac'h)
And for you other question. I'm not sure what BiA changes on these NPCs. So there might be some downfalls for it. But if you mainly care about the visual stuff, then simply give this mod higher priority.
Not to mention that each of the mods take a lot of time to make, and I usually don't plan them in advance. So I wouldn't be able to simply gather all and merge them as there might be something new coming soon, resulting in me having to update both mod and mod page again and again.
It also becomes quite a nightmare when having to work with this many stuff. One might argue, that if I do it for stand alone mod page, what difference would it make to do it all at once? When I keep these seperatly, I have around 10 to 15 images, somewhat short points of what is changed, short description and short name. If something is wrong, it's easier to find it and fix it. Not to mention the actual file size of all the uncooked stuff combined would take a lot of space.
With all this said, I did consider merging them all as one. And I do plan it. However, first I need to be sure everything works as intended, while split.
Can i use them together?