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currently testing a patch ive made that among several other things allows for uwe, reactive world, living world and gen mod with recruit-able prisoners and including support for many modded races.
Anyway, thanks for the fast reply!
My mod list now:
Hachigane for Shek
Ninja Mask (Undumbed)
Crab Armor Icon Fix
Fixing Clipping Issues
More Plastic Surgeons
256 Recruitment Limit
Let's Talk
Racial Diversity (Formerly Multirace Bandits).
Very simple.
I've thought about making a patch for all the skeleton models around, but never got around to it.
Speaking of immersion breaking, I know you're aware of the non-human hungry bandits being left alone by the Holy Nation guards, and how you said that you really couldn't do much to fix it, but I just had a thought. Have you ever thought of adding bounties to non-human bandits around holy nation territory? Or maybe even all non humans could get a bounty added to them. That could maybe end up working interesting for players allying themselves with the Holy Nation. They could go out and turn in heretics for some cats. Just a thought anyway.
https://steamproxy.com/sharedfiles/filedetails/?id=2412290714
That said I do understand why it's happening now. Because in vanilla the bar thugs are human only, so the other mod added them to the HN without issue. I randomized the race of the faction, which means when the mods work together you get this scenario.
Can't really make a patch per say, since I don't know the conflicting mod. But I could make a quick little mod that forces bar thugs specifically to be human, which would resolve the issue in the meantime.
https://drive.google.com/file/d/1yC3IKnJq1v7xn4ljsykDxxhnMMnz80aQ/view?usp=sharing
I don't see load order affecting much at all with this mod specifically. Unless another mod was doing the exact same thing, then the only affect position would have is which mod's chances to use. Otherwise changes should merge seamlessly.
As for the Tweaks and Fixes thing, that's something that gets brought up a fair bit. In my opinion the guide is wrong where that type of mod should go. It is correct that mods lower in the list override mods higher in the list, but that is what you want to happen for compilations of small changes like that. If they are lower in the list, the numerous things they touch can often break other mods. While if they are higher in the list, a few of their changes might not work, but overall the mod will be fine.
By the way, I am Importing (Without Dead NPCs) after every change I make to the load order while troubleshooting this. I'm also using this load order guide here https://steamproxy.com/sharedfiles/filedetails/?id=1850250979
Curiously the guide says to put your Tweaks and Fixes mod at the bottom of the load order, while your mod page says to put it at the top. Would the guide be incorrect on this issue? The guide says that mods load from the top of the list to the bottom of the list, with the bottom overriding the top. When you say that your Tweaks and Fixes mod needs to be near the top, do you mean bottom of the load order? AKA: Loading Last?
My problem now is that in at least one of the three Holy Nation cities there is a vagrant group that contains a Shek. Removing this mod seems to fix the issue, but I can't attribute that to this mod alone. I'm sure there's a conflict somewhere in my load order, but I'm not sure where. It's not apparent to me, anyway. Regarding conflicts with other mods where should this go in the load order? I've tired putting it pretty far up top, before other race mods, but never before your
Steam\steamapps\workshop\content\233860\766462696
we've defeated
r a c i s m
As a result, you might find more than normal that end up in recruitable situations. But none will be directly recruitable with this mod, only via freeing from slavery, or other special dialog cases.