I'm having an issue with guards being duplicated in all cells touched by other mods. Already tried loading YAGD lower in the order. Anyone know a good solution for this?
Are you by any chance a user of the Beautiful Cities of Morrowind mod? Currently, the 'patch' provided by this mod is just a copy my mod (an outdated version), instead of an actual patch that makes our mods compatible.
I've previously been in contact with the author of this popular mod about this, and I’ll follow up again soon to help prevent situations like this and ensure that people can play the latest version of both our mods.
No, I do not use BCoM. I have decided to overhaul my towns/cities individually to my taste. So, unfortunately I don't think a BCoM patch will work for me. :(
EDIT: It may be worth noting that I am trying to run it on OpenMW .47 (for tes3mp), so it may be that the merging tool designed for it, Delta Plugin, is screwing things up.
Buckmoth imperial guards wearing masks(11th image) would be a fitting addition imo
also theres this "little secret" dialogue mentioning Telvanni guards and their helmets that i think could be a very neat detail!
They say a vampire can hide among us? Nonsense. One look at the face, and you know a vampire. You can't disguise that. You can wear a helmet. But here in Morrowind, we don't trust anyone who won't take off a helmet in public. In Morrowind, someone like that is looking to spend some time in a big, hot fire. What? Well... now that you mention it, I don't think I've ever seen a Telvanni guard with his helmet off. Hmm...
Thanks for the suggestions! Not a bad idea at all to create patches for these kinds of mods. The more diversity, the better!
I had no idea there was actual lore/dialogue about Telvanni guards always wearing their helmets. That’s such a cool detail! Definitely gonna tackle this in an upcoming update and make sure no more helmet-less variants are running around. Appreciate the heads-up!
I love your mod. Until now I was running the modular versions on imperial/hlaalu/redoran, both because I like the ordinators to wear their uniforms (or at least the masks) and because I vastly prefer the full cephalopod armor from RR mod series.
Now that you've provided a patch to include the RR assets into your YAGD telvanni guards I was thinking about maybe switching it up to full YAGD. When I tested YAGD "Better Telvanni Cephalopod armor" it turned out the telvanni guards were exclusively using the vanilla model (updated by HiRez Armors - Native style) as helmets instead of the RR asset helmets. Ive attached a screenshot:
https://imgur.com/a/s9OMHM8
It is certainly nitpicky, but there is a slight clash in style and in colour and I prefer having the guards wearing their RR helmets. Is this intended? Or is it a technical issue on my side and the helmets should be RR models?
Indeed I'd love a version compatible with RR's :( No biggie I'll just run the modular version but you know I should learn to merge esps if that's even possibile lol
Thank you for the feedback. After testing, I confirmed that "Yet Another Guard Diversity - Full Cephalopod" is compatible with "RR Mod Series - Better Telvanni Cephalopod Armor" when loaded in that order, aside from the soft conflict with the helmet you mentioned. I’ve made a simple fix and will upload it to the files section, along with updating the mod page description.
By the way, this also applies to the Yet Another Guard Diversity - Telvanni (Full Cephalopod).ESP (modular version).
@hal11 Thank you for the cephalopod helmet fix. Now the mod has pretty much finished being updated, would you consider releasing a fully uniformed/masked Ordinator alternative or patch? I'm currently using one of Sigourn's old patched versions but for others those are no longer listed and I'm unsure what other effects it may have on the rest of the mod, if any. It seems to be an idea with some traction though and would be great to have an official option on the main page.
You're very welcome! And yes, I definitely plan to have the Ordinators wear their helmets by default. I'll also take a closer look at the male-female ratio, introduce some rare Imperial Khajiit guards, and include Fort Frostmoth in the mod.
Awesome! I love the Ordinators having unique equipment and even different armour pieces (makes them more like medieval knights) but the mask is important. It's like Stormtroopers—helmeted they're a monolith, without it's like Luke and Han sneaking about in their uniforms.
Started a new game and using the Regular version and the guards in Seyda Neen are all the same with the some models. I saw someone mention this in 2019 but its not getting fixed for me. I double checked the mod is active in MO2
This shouldn’t happen in a new game, so that’s definitely unusual. I don’t have much experience with MO2 myself (though it’s a great tool) so it’s hard for me to say what might have gone wrong. Maybe double-check your load order or try reinstalling the mod? This mod works best when loaded later in the list. Let me know if the issue persists!
Just some comments for those who might be running into issues:
If you get some form of "I am Imperial Guard, Guard" (or whatever) as I did after installing, it was fixed by moving the mod to the end of my load order. I suspect there may be some incompatibility with the various dialogue/topic mods I have (such as Django's Dialogue) but I haven't exactly confirmed which mods cause this.
For those who use Protective Guards and find that some guards do not, in fact, protect you: add the relevant classes to that mod's configuration. For example, YAGD adds Imperial Archers to towns -- by default, they do not intervene on your behalf. Add the class "Imperial Archer" and they will.
(This might be worth pointing out in the description?)
Something I noticed during a "test run" is that Fort Frostmoth is seemingly unaffected. The guards are just "Guard" (i.e. not Imperial Guard) and are, naturally, rather lacking in diversity. Is this on purpose? Also, I've yet to see a Khajiit. Are they missing from the Legion? I understand that for various cultural reasons they would probably be very unusual, but nothing sans skills/stats stops a player from joining the Legion as a Khajiit ;-) (also +1 the two other comments on having Ordinators always wear their helmet.) (and -10 on the people wanting less women.)
Thank you for the feedback. I’ll update the descriptions accordingly.
You’re correct that Fort Frostmoth is unaffected. I initially chose this because several mods, like Anthology Solstheim, alter Solstheim’s geographical placement. However, upon reflection, that’s not a strong justification, as patches for such mods can easily be created.
As for Khajiit guards, they’re indeed missing since they weren’t included in SkoomaPro’s original mod. I’ll add them in an upcoming update.
Its around 50/50 which i also dislike. More realistic ratio would be 80/20... There are far more men than woman in police and army in real life and that level of realism should be applied in this mod IMO.
I am curious about where the previous commentator quotes his figures from. To my knowledge, the breakdown is:
Hlaalu: 44%
Imperial: 28%
Ordinators: 50%
Redoran: 38%
Telvanni: 30%
On average, you end up with 38% of the guards being women. That is slightly higher than the percentage of women in the Dutch police force (34,7%). I could adjust the percentages (Hlaalu and Ordinators are outliers), but I won't make a version without women. The premise of this mod is diversity, after all.
I haven’t gotten around to it yet, but it’s definitely on the schedule. Updating Patch for Purists is the current priority, so it will be addressed after that.
Here is a little oddity. Some Imperial Guards die when I enter the cell. I was using the full/regular version. Now using the modular and not selecting the imperial esp. I am lazy and use the testool just fix it option. Examining the log I see that this mod has a flag of 00000008 but morrowind.esm has a value of 00000018. When merged via testool just fix it, the value 00000008 is retained. In the merge, this mod, morrowind.esm and Wares_npc_purist.ESP are compared. Wares_npc_purist.ESP also has the flag value the same as morrowind.esm, 00000018. This is for FNAM Allian Carbo. Testing was 1, regular Carbo dies. 2, without merge objects testools Carbo lives. 3, modular without imperial and with testool just fix it Carbo lives. Now please understand, I am not saying this mod is the issue, I am merely poking around the logs to try and find the cause of death lol. It took me a long time to make my way to Darius, only to find a handful of his men die when I entered the cell. Unfortuately the dead included Darius himself, you can imagine my disappointment on not being able to join up! oh and he dies immediately on resurrect so that is not a fix. A free wall of text, YAH! :)
I know at some point I had only Telvanni guards at Sadrith Mora. Yet every time I go there now, no matter where this mod is in my load order, I get a mix of Telvanni/Hlaalu. Was this updated to do that?
edit: NVM I fixed it, I just have another mod spawning one random Hlaalu left. Is "tc_05" your guard? I didn't think so but I could be wrong.
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I've previously been in contact with the author of this popular mod about this, and I’ll follow up again soon to help prevent situations like this and ensure that people can play the latest version of both our mods.
EDIT: It may be worth noting that I am trying to run it on OpenMW .47 (for tes3mp), so it may be that the merging tool designed for it, Delta Plugin, is screwing things up.
also theres this "little secret" dialogue mentioning Telvanni guards and their helmets that i think could be a very neat detail!
I had no idea there was actual lore/dialogue about Telvanni guards always wearing their helmets. That’s such a cool detail! Definitely gonna tackle this in an upcoming update and make sure no more helmet-less variants are running around. Appreciate the heads-up!
I love your mod. Until now I was running the modular versions on imperial/hlaalu/redoran, both because I like the ordinators to wear their uniforms (or at least the masks) and because I vastly prefer the full cephalopod armor from RR mod series.
Now that you've provided a patch to include the RR assets into your YAGD telvanni guards I was thinking about maybe switching it up to full YAGD. When I tested YAGD "Better Telvanni Cephalopod armor" it turned out the telvanni guards were exclusively using the vanilla model (updated by HiRez Armors - Native style) as helmets instead of the RR asset helmets. Ive attached a screenshot:
https://imgur.com/a/s9OMHM8
It is certainly nitpicky, but there is a slight clash in style and in colour and I prefer having the guards wearing their RR helmets. Is this intended? Or is it a technical issue on my side and the helmets should be RR models?
Thank you for all your great mods!
No biggie I'll just run the modular version but you know
I should learn to merge esps if that's even possibile lol
By the way, this also applies to the Yet Another Guard Diversity - Telvanni (Full Cephalopod).ESP (modular version).
- If you get some form of "I am Imperial Guard, Guard" (or whatever) as I did after installing, it was fixed by moving the mod to the end of my load order. I suspect there may be some incompatibility with the various dialogue/topic mods I have (such as Django's Dialogue) but I haven't exactly confirmed which mods cause this.
- For those who use Protective Guards and find that some guards do not, in fact, protect you: add the relevant classes to that mod's configuration. For example, YAGD adds Imperial Archers to towns -- by default, they do not intervene on your behalf. Add the class "Imperial Archer" and they will.
(This might be worth pointing out in the description?)Something I noticed during a "test run" is that Fort Frostmoth is seemingly unaffected. The guards are just "Guard" (i.e. not Imperial Guard) and are, naturally, rather lacking in diversity. Is this on purpose?
Also, I've yet to see a Khajiit. Are they missing from the Legion? I understand that for various cultural reasons they would probably be very unusual, but nothing sans skills/stats stops a player from joining the Legion as a Khajiit ;-)
(also +1 the two other comments on having Ordinators always wear their helmet.) (and -10 on the people wanting less women.)
You’re correct that Fort Frostmoth is unaffected. I initially chose this because several mods, like Anthology Solstheim, alter Solstheim’s geographical placement. However, upon reflection, that’s not a strong justification, as patches for such mods can easily be created.
As for Khajiit guards, they’re indeed missing since they weren’t included in SkoomaPro’s original mod. I’ll add them in an upcoming update.
- Hlaalu: 44%
- Imperial: 28%
- Ordinators: 50%
- Redoran: 38%
- Telvanni: 30%
On average, you end up with 38% of the guards being women. That is slightly higher than the percentage of women in the Dutch police force (34,7%). I could adjust the percentages (Hlaalu and Ordinators are outliers), but I won't make a version without women. The premise of this mod is diversity, after all.10/10
edit: NVM I fixed it, I just have another mod spawning one random Hlaalu left. Is "tc_05" your guard? I didn't think so but I could be wrong.