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jswordsman

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  1. The problem is that female khajiits use the male foot texture by default instead of a female one. EVE has a fix for this problem.
  2. @ da mage I'm not sure how much scripting power it takes to scan all the npcs, but in general you can run large numbers of scripts at the same time oblivion won't have a problem with it. Basically NPC scanning consists of a GetFirstRef/NextRef loop, followed by storing the npc's in arrays. I also provide the option to distance check but this is disabled by default because GetDistance is notoriously CPU heavy. I have not noticed any difference in my computer's performance when using these functions but things will vary from computer to computer. The event handlers I use are the OnEquip and OnUnequip event handlers. You can find them on the obse homepage. These basically just check to see if an actor is about to equip or unequip an item. The cool part is that since they are called just before the event happens everything is completely seamless.
  3. @da mage I have the mod set up so that it also updates any time an actor equips or unequips something, done by using event handlers, which means that 'evp' should work fine. However, actors don't tend to update their 3D when they equip an item at the start of combat, which is something I am looking into. As a general warning: npcs do not like to be edited. If you edit large numbers of NPC's, be careful, or your game will crash.
  4. @da mage 1. Yes 2. You do need new meshes, but I don't provide any, you need to find them yourself. This is mod merely allows the large number of body replacers to be used at the same time. 3. Normaly the meshes would apply to everyone but there is a nice feature about the oblivion engine that I exploit: Actor's 3D data sticks. So I can modify the biped path, equip the item and then modify it back. The dummy items are merely used as a way to unequip items when I am processing new npcs i.e. when entering a new cell. I had originally intended for these to be cloneforms but that would cause save game bloat so I wanted to avoid it. They exist for about 1-4 frames before they are removed meaning you hardly ever see them. Sorry about script messiness. I added parts as I needed them and did not do a very good job of documenting what I was doing. If I have time I plan on trimming them down, but right now I concerned that everything would fall apart if I did. @mALX1 I renamed meshes created by Razorpony so that they would automatically be added to khajiits.
  5. I have just uploaded the newest update to my True Body Shapes mod on the nexus if anyone is intreseted. It includes the ability to automaticly use diffrent meshes for npc's based on their race and other factors, without the use of cloneforms. It is still buggy, but I do feel that it is a good representation of what could be done to add variation to khajiits and argonians.
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