This cost me a huge amount of time to make. It's something I wasn't passinate about so it was more of a chore. I tried my best anyway.
I added over 200 new appearances (not all included in screenshots).
I tried to recreate some deleted stuff and also make new (mostly just versions of clothes with pattern) I was bothered by seeing Ingrid & Sasha's face everywhere, so now no crowd NPC shares the exact same face texture as they have. I didn't add any new head or new textures for heads (only for Nilfgaardians) as you usually don't pay that much attention to background NPCs anyway.
I made blond hair version for 3 of the hair/hat combos as it always was slightly weird to have only dark hair women wear stuff on their head. I also love the straw hat so now it has also options with blond hair or braid.
All appearances for each group are made to fit the theme overall vibe that was in unmodded version = some poor women don't have shoes, deal with it. But every NPC has legs. And I most likely did miss some things in the details for changes; there are few changes that you just forget to remember once you do them.
I also didn't include Skellige villagers as they would not share most of the new clothes variants, but would require a new different variants. I also already got quite big and I wanted to share it.
It is also quite a lot of additional appearances with as many different looks as possible. In short - if you happen to be using older PC, I suggest you to lower your crowd density in settings.
If you want to support me, you can buy a an idie game on steam or you can consider (once it is the time for it) KCD2 for Game of the Year. If you wish for more of these kind of mods, be nice. If you'll be rude I won't make any more. If you have any requests or wishes, you can write them in commets, I'll most likely not do any of them anyway (it's a time thing, not that I wouldn't want to do it)
I do plan on adding this mod in my Community Overhaul Mod in future (no eta), but first I need to make sure it does its job. I playtest my mods, but it's better to know that even others find it working well with no minor bugs and there are no further changes requred (such as decreasing the amount of appearances). Once I'm sure everything is as it should, I will add it there.
With version 1.1, made more quest characters retain their original appearance, but made similar looking copies for crowd/open world. Most of appearance info is saved in game save files, so most of it will not look as intended unless new playthru or you travel on same map far enough. 'Why chose to keep named NPCs appearance?' We all know what Glenna, Margit, fisher's wife look like. So to let them be what we know them. But the was I approached it was to copy their original appearance as a new and simply alter the original. That's why in old playthru their appearance will be changed to what is not intended.
Hello, can you please tell me why I have mostly female NPCs in red dresses when using your mod? I have Succubus NPCs Overhaul, Community NPCs Overhaul, Priest and Medic NPCs Overhaul mods installed. And to avoid this, I have to disable your mod.
It has been already discussed in these comments. It's few commens lower. It's always good to look at the other comments to seek if what you're looking for is already there.
You have to give this mod priority over mods such as BiA, CommunityRestored and Dynamic Appearances Project. Beware! BiA patch inside of Dynamic Appearances Project, which seems to be the main issue causing this conflict. You have to get rid of that patch for it to work.
Good night - after I wrote to you about my problem, a little later I read about the same problem from another user and couldn't delete the comment (as there is no such option on Nexus). And you say that your mod should be prioritized over BIA mods (I don't use other mods). The priority above was over it, but I don't quite understand how priority over mods is supposed to work (from what I understand, it looks like this - first mod - has priority one, second mod - has priority two, etc). And could you please guide me to the script in BIA-mod that needs to be removed for your mod to work? I would be very grateful.
If you use only BiA, then there is no need to delete anything as its source is from DAP. No DAP means nothing to delete.
About the priority. I guess you're not using Witcher 3 Mod Manager. So in vortex there is Load Order (which mod loads last). It should be in Plugins. If I'm not mistaken, making sure this mod loads after BiA should make it work.
Hello - I've been using Mod Manager ( W3 ) since the beginning, once I learned about mods and prioritization - my start looks like this - https://imgur.com/a/tpdJnw0 and your mod is above - https://imgur.com/a/90y3CzB. Maybe I just need to recompile all scripts (recompile from all mods), or maybe I need to prioritize properly in Script Manager (still a problem for me with priorities and how to prioritize them above mods etc).
If I'm not mistaken, Mod Manager works the other way around. The lower the number, the higher priority. So in that case you should have the mod you want to be prioritized to have lower number.
Okay, I'll try to prioritize in reverse order and see what happens (I hope it does). You were right, I put your mod in priority 2, before all other mods, and surprisingly it worked. Thanks for your opinion (you weren't wrong)!
Are there meant to be NPCs in Velen with bright red dresses? I've noticed a lot of characters with distractingly bright clothes, I suspect this is probably a compatibility issue with something but wanted to check.
I’ve run into the same issue. It’s certainly a conflict with another mod. I tried running this one by itself and the red clothes were gone. I haven’t figured out which mod is causing the conflict yet, though.
Whenever you run into NPC having red clothes, it's always a conflict issue on your side.
If you have hard time figuring out which mod might be in conflict, you can share your mod list here or DM me. But from top of my head, the mod that I can think of that would cause this is CommunityRestored or maybe/most likely BiA has some conflics.
Karkulizin, thanks a lot for your awesome modding work! You're right—both CommunityRestored and Brothers in Arms turn the NPCs' clothes red when used with this mod. Dynamic Appearances Project does the same and seems to affect the same NPCs as Brothers in Arms. Even after adjusting the priorities of these mods, it seems the issue still persists.
That is unfortunate. I'd expect this mod to work fine when given priority over BiA. As for CommunityRestored, this one would literally rewrite parts of the mod which alter female NPCs.
Sadly there isn't really anything I can do to make it not be in conflict :(
Thankfully I'm not using CommunityRestored but was surprised that I had to set this mod's priority so high. Nevertheless, it seems to have worked. Thanks again.
I really love the mods you’ve worked on. Would it be okay to delete the three conflicting files that show up in Script Merger? I don’t know how to make mods or create compatibility patches, so I’m not sure if that’s a right way to go about it. Sorry if this isn’t a proper approach.
You could delete the q107_peasant_women and nothing serious would happen. But if you were to delete the other two, you would lose all the new appearances for White Orchad and Velen NPCs. It would still effect some of the crowd NPCs. But anything related to NPCs used for story (even if not in cutscene, some NPCs are part of the story as 'crowd'.
If I'm not mistaken, BiA only effects these two .w2ent files just to fix missing color entries. My mod has fix for this as well. So if you can't give my mod higher priority, than you can try deleteing it and try and see.
I seem to have found the source of the issue. It turns out I missed removing the Dynamic Appearances Project patches for Brothers in Arms. This means CommunityRestored and Brothers in Arms weren’t actually the cause of some NPCs’ clothes turning red, and placing your mod's priority above theirs is fine. I’m really sorry for taking up your time and causing any unnecessary confusion.
Exact same thing happened to me but i didint have the dynamic appearance project BIA patch. I just had to remove its prio still in my prio list file and it fixed the red dress issue.
Exact same thing happened to me but i didint have the dynamic appearance project BIA patch. I just had to remove its prio still in my prio list file and it fixed the red dress issue.
You have done a tremendous job, which took a lot of time and effort, but the result turned out to be excellent, it will be even more pleasant to visit familiar places in the game again and see new faces!I appreciate your hard work and patience, thank you so much!
By the way just asking for out of curiosity so feel free ignore my message if you don't want to reply still I noticed in HoS expansion pack this NPC didn't changed. Is this intentionally made? Or is there any specific reason why you didn't include her? Sorry if this question sounds odd as I said just asked out of curiosity
As the vanilla appearances weren't any bad I mostly just added new ones (and did some tweaks to colors to better match for the already existing ones). So a lot of NPCs during story still look the same as they did in vanilla. eg. Glenna or Margret.
As for this one NPC; I didn't play HoS enough times to remember most NPCs as that DLC has its own entity (appearances) for crowd characters, I had no idea there was anybody using the vanilla game's appearance. And I usually don't alter DLC appearances.
But I'm glad for the feedback, I'll look at this NPC to see what its role is and tweak it with next update (no eta on it, as I need to see what more NPCs from quests make sense to reappear in open world and which don't - like Margret)
40 comments
I added over 200 new appearances (not all included in screenshots).
I tried to recreate some deleted stuff and also make new (mostly just versions of clothes with pattern)
I was bothered by seeing Ingrid & Sasha's face everywhere, so now no crowd NPC shares the exact same face texture as they have.
I didn't add any new head or new textures for heads (only for Nilfgaardians) as you usually don't pay that much attention to background NPCs anyway.
I made blond hair version for 3 of the hair/hat combos as it always was slightly weird to have only dark hair women wear stuff on their head.
I also love the straw hat so now it has also options with blond hair or braid.
All appearances for each group are made to fit the theme overall vibe that was in unmodded version = some poor women don't have shoes, deal with it. But every NPC has legs.
And I most likely did miss some things in the details for changes; there are few changes that you just forget to remember once you do them.
I also didn't include Skellige villagers as they would not share most of the new clothes variants, but would require a new different variants. I also already got quite big and I wanted to share it.
It is also quite a lot of additional appearances with as many different looks as possible. In short - if you happen to be using older PC, I suggest you to lower your crowd density in settings.
If you want to support me, you can buy a an idie game on steam or you can consider (once it is the time for it) KCD2 for Game of the Year.
If you wish for more of these kind of mods, be nice. If you'll be rude I won't make any more.
If you have any requests or wishes, you can write them in commets, I'll most likely not do any of them anyway (it's a time thing, not that I wouldn't want to do it)
With version 1.1, made more quest characters retain their original appearance, but made similar looking copies for crowd/open world.
Most of appearance info is saved in game save files, so most of it will not look as intended unless new playthru or you travel on same map far enough.
'Why chose to keep named NPCs appearance?' We all know what Glenna, Margit, fisher's wife look like. So to let them be what we know them. But the was I approached it was to copy their original appearance as a new and simply alter the original. That's why in old playthru their appearance will be changed to what is not intended.
You have to give this mod priority over mods such as BiA, CommunityRestored and Dynamic Appearances Project.
Beware! BiA patch inside of Dynamic Appearances Project, which seems to be the main issue causing this conflict. You have to get rid of that patch for it to work.
If you use only BiA, then there is no need to delete anything as its source is from DAP. No DAP means nothing to delete.
About the priority. I guess you're not using Witcher 3 Mod Manager. So in vortex there is Load Order (which mod loads last). It should be in Plugins. If I'm not mistaken, making sure this mod loads after BiA should make it work.
I've noticed a lot of characters with distractingly bright clothes, I suspect this is probably a compatibility issue with something but wanted to check.
If you have hard time figuring out which mod might be in conflict, you can share your mod list here or DM me.
But from top of my head, the mod that I can think of that would cause this is CommunityRestored or maybe/most likely BiA has some conflics.
As for CommunityRestored, this one would literally rewrite parts of the mod which alter female NPCs.
Sadly there isn't really anything I can do to make it not be in conflict :(
Thankfully I'm not using CommunityRestored but was surprised that I had to set this mod's priority so high.
Nevertheless, it seems to have worked.
Thanks again.
But if you were to delete the other two, you would lose all the new appearances for White Orchad and Velen NPCs. It would still effect some of the crowd NPCs. But anything related to NPCs used for story (even if not in cutscene, some NPCs are part of the story as 'crowd'.
If I'm not mistaken, BiA only effects these two .w2ent files just to fix missing color entries. My mod has fix for this as well.
So if you can't give my mod higher priority, than you can try deleteing it and try and see.
As for this one NPC; I didn't play HoS enough times to remember most NPCs as that DLC has its own entity (appearances) for crowd characters, I had no idea there was anybody using the vanilla game's appearance. And I usually don't alter DLC appearances.
But I'm glad for the feedback, I'll look at this NPC to see what its role is and tweak it with next update (no eta on it, as I need to see what more NPCs from quests make sense to reappear in open world and which don't - like Margret)