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MarkInMKUK

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Posts posted by MarkInMKUK

  1. Part of the problem is that a normal torch is not a weapon, so you can't throw it using a "throw weapon" mod. There are several different droppable torch mods, so have a dig as I vaguely remember one of them allowing you to target where the torch lands.
  2. Here kitty, kitty - Oblivion realism with a Khajiit

     

    Starting with the install from the post above, I was expecting the Auto Night Eye mod for Khajiits to save me a lot of work. Well it did, sort of - but at the expense of feeling like a rabbit in a headlight!

     

    The problem is that the mod makes the game look like your character is carrying a massive floodlight, and waiting until it is dark enough that you can't see, then turning it on full and momentarily blinding yourself. I've tried all of the "different night-eye shader" variations I can find, and they all have a massive jump in brightness as the effect cuts in.

     

    So what am I actually after? What I was hoping for is a brightness setting somewhere around "average" for a vanilla cave, with a desaturated image (colours should not show in the dark), which FADES IN as the area becomes darker. In bright light you would see colour, and as it reaches the threshold you would gradually lose colour in the view, while it remained more-or-less constant in brightness.

     

    In addition to the above, it would be ideal if, once the area dropped below (say) 5% light, the view would fade to black as you approach 0% light - after all, cats can't see in the dark, they can just see in dim light six times better than we can. That would also leave dungeons which are DESIGNED to be pitch black as challenging for a Khajiit as for other races. This would, of course, involve a racial ability which is a modified "Night Eye" - as the existing spell should remain as it is for all characters to use.

     

    Comments please?

  3. Eeep! Can you edit that and put it in spoiler tags? My poor mouse wheel nearly fell off scrolling!

     

    I'd certainly suggest downloading the patch to upate Oblivion to v1.2.0.416 - you're back on v1.1.0.425. That may help

     

    Remember Oblivion alone needs one patch, for the correct country, and Oblivion with Shivering Isles requires a different one. Don't use the Oblivion only patch on a Shivering isles install

  4. Part of the point of the post was trying to break what needed to be done down into individual parts - it's often easier to look at each part and decide whether it is possible rather than looking at the whole and just feeling overwhelmed. As far as animation goes, I know that Grumpf_be used 3DSMax a lot for the Claudia's Little Secret animations - so maybe that's a better tool (sadly, not a free one). Sadly, a spare (and free) mo-cap studio is somewhat hard to find :(

     

    Maybe someone who has tried the various mods can advise on anyplace they have SEEN existing animations which could work. I believe the Thieve's Arsenal has a blackjack weapon, so maybe there are new animations in that?

  5. I'm back on my Realism quest - this time with a freshly-created Khajiit character - Crouching Tiger (what - you don't think that's original? Nor do I - but I'm crap at naming characters. Maybe I should have called him "Next of Kzin"...)

     

    Starting with a vanilla install of Oblivion, I'm trying as near as possible an all-BAIN installation, which you can follow here. The next post will add the "basic" realism mods I used before, but there is (currently) one addition - the Auto Night Eye mod for Khajiits. As soon as the light level drops enough, night-eye kicks in automatically (as it should) Currently it's a little bright for my tastes, but some hunting for an alternate shader should help that. I'll add in the same "dropped torch" mod as before, but only to check for potential clashes, as I obviously don't need one now :)

  6. ...I had no idea what obse was at the start which is kinda wierd. I always mix obse, obge and obmm up.

    OBSE - OBlivion Script Extender

    OBGE - OBlivion Graphics Extender

    OBMM - OBlivion Mod Manager

     

    Don't worry - it'll all make sense after a few more weeks :)

  7. Also, from one of the mission from Bruma where you have to fetch Akaviri artifact, you meet the ghost of Akaviri soldier. The ghost look nothing like a serpent.

    The Khajiit and Argonian races in Oblivion look very little like they should too - unlike Morrowind where they had beast-like proportions to their legs at least. In oblivion they look like cheap "man in a suit" creatures. I'd take that as somewhat imprecise evidence - they wouldn't waste animators' time on one creature for one small quest if they couldn't even get the beast races correct...

     

    I'm not disagreeing with you, it's just the evidence has to be filtered through the time spent on some aspects of the game.

  8. Starting with the Lore:Akavir page...

     

    "Tsaesci is translated as "Snake Palace", and was once the strongest kingdom in Akavir. It is home to the Vampire Snake people who ate the men of Akavir long ago. They are described as beautiful, with golden scales, a human upper body and a snake like lower body."

     

    If we compare this description with the description of a centaur, there are certain similarities - the man-shaped torso linked with a beast body. In the case of centaurs, it is likely they are inpsired by the early mongols, who were one of the first to ride horses in combat and shoot bows from them, also leading to the centaur reputation for superb archery. Now, given that thought, is it likely that the Tsaesci are, in fact, humans who wear golden scaled body armour and ride giant snakes?

  9. That's a very sensible addition to the game. You'd probably need a cosh (near enough a miniature club) to do the attack well, or use a "% chance to hit too hard" modifier if using a standard club or mace.
  10. I'm sure I spotted a post a while back with someone using unused off-hand animation slots for extra weapon animations.

     

    I was having a think about weapon types, and combinations, and trying to break down what would be needed to make them look even vaguely "right". This is what I came up with for basic thrown weapons.

     

    Dagger (single):

    Additional animatioms to add throwing:

    Flip dagger to hold blade (at this point you script a change so the weapon is treated like a bow and arrow)

    "Fire" dagger at target (dagger drawn back over shoulder, and thrown at target blade first [i know it SHOULD tumble, but straight blade first is far easier]).

    Flip dagger to hold hilt again (resets to default dagger behaviour)

     

    Scripting:

    Toggle "bow/arrow" mode

    Chance to hit and bounce off, drop to floor, 100% retrieval but maybe variable damage to cover blade hitting stone or whatever)

    Dagger "stuck in" target like a used arrow.

    Fallen dagger should revert to being a "vanilla" dagger.

    Retrieved "Thrown Dagger" scripted to become "normal dagger" in inventory.

     

    Shuriken / Throwing Knives:

    Additional Mesh/texture:

    Replacement for quiver (offhand quiver?) - bandolier of some sort

     

    Additional animations to add throwing:

    Draw dagger and hold by blade.

    Dagger: "Fire" dagger at target (dagger drawn back over shoulder, and thrown at target blade first [i know it SHOULD tumble, but straight blade first is far easier]).

    Shuriken: "Frisbee-type" throw but just using wrist action. "Spinning" shuriken as morphing mesh?

    Re-sheath dagger.

     

    Scripting:

    Chance to hit and bounce off, drop to floor, 100% retrieval but maybe variable damage to cover blade hitting stone or whatever)

    Shuriken "stuck in" target like a used arrow?

     

    Sling:

    (I am lucky enough to have found a few video shots of a world champion slinger in action, trying to duplicate the David and Goliath feat of hitting a target the size of a forehead on an armoured man. I can probably edit these out of the whole programme if any animator can use them)

     

    Similar animation to the thrown dagger, but the sling might need to be an animated mesh to give the correct effect.

    Sling stones - should bounce off for retrieval unless it's a fatal shot, in which case count it as "lost".

     

    Edit: While I was writing this, someone posted a request for a knock-out mod- the ability to use the hilt of a dagger as a cosh would add another level of realism (and increase the complexity again - I know).

     

    Edit 2: Daggers are also useful in some swordfighting styles as a blocker. More complexity :(

     

    I'm hoping this is making sense - it does to ME, but then I'm no modder.

  11. When building your Bashed Patch, check through the options when building it. One is "Import Actors:AI Packages". Ensure that "Reneer's Guard Overhaul" is ticked in the right-hand box, and that "Import Actors:AI Packages" is ticked in the left hand box.
  12. I've finally bitten the bullet, and am attempting to do a full reinstall of Oblivion using as many BAIN files, and as few others, as possible. I'll be publishing a stage-by-stage list of what I do and in what order, so people can learn from my (hopeful) success), and avoid any pitfalls I hit.

     

    Without further ado - Day 1 - with swearing edited out.

     

    System: AMD Athlon dual core 3GHz, nVidia FX1700 workstation graphics card, Windows 7 Ultimate edition (32 bit), 2GB RAM.

     

    Blow dust off my Oblivion DVD cover (I'm going to need the Shivering Isles disk which is stored there)

    Find the backup folder with my DLC modules on my spare CD.

     

    Work through Bben46's uninstall procedure and clear up the registry.

     

    1. Install Oblivion (GOTY edition, from DVD). Install to C:\Games\Bethesda Softworks/Oblivion to avout UAC problems.

    2. Install Shivering Isles / Knights of the Nine.

    (Note - check whether it is possible to extract them to different places and install as mods rather than from disk - might make patching less annoying if I can pre-patch the addons)

    3. Run Oblivion, set graphics res, and exit - to check patched to 1.2.0416 and to make ini file.

    4. Install BOSS v1.8

    5. Install Wrye Bash v291

    6. Install OBMM

     

    I am intending to make the DLC modules into individual "standard" mods with the relevant SM Refurbish esp attached, so if I want to uninstall one I don't have to play about with child esps. Hence the next couple of stages...

     

    7. Extract the files from the official DLC installers to separate sub directories, and clean them with TES4Edit. Clean Knights.esp.

    8. Download SM Refurbish and extract the individual esp files to the matching subdirectories. Make dummy subdirectories for Shivering Isles and Knights of the Nine.

    9. Create Simple BAIN files for each DLC, and the two extra plugins.

    10. Copy BAIN files to ../Oblivion Mods/Bash Installers

    11. Select each in turn, beginning with Shivering Isles, then Knights of the Nine, right-click and install.

     

    12. Download OBSE v20. Create OMOD installer. Install with OBMM.

    13. Download Fast Exit and weOCPS. Create OMODs and install with OBMM. (Yes, maybe BAIN would work - but OBMM won on sheer ease that time)

    14. Download Unofficial Oblivion Patch v3.2.0. Delete the UOP Vampire Face Fix esp - going to use Bashed Patch options for that.

    15. Create simple BAIN file for UOP, and install.

    16. Download Unofficial Shivering Isles Patch v1.4.0.

    17. Create simple BAIN file for UOSP, and install.

    18. Download Unofficial Official Mods Patch v15. Delete Thieves Den SSSB patch on advice from BOSS.

    19. Create simple BAIN file for UOMP, and install.

    20. Download Unofficial Oblivion Patch Supplementals v3.3.6.

    21. Create simple BAIN file for UOPS, and install.

     

    So far, so good. Next batch will be adding in my startup realism mods - Cava Obscura, droppable torches, etc.

  13. I'm currently starting a totally fresh install using Wrye Bash and BAIN rather than OBMM wherever possible.

     

    OBMM should be used for Shaders, and any mod which adds files to the Oblivion directory rather than the Data directory. Everything else, I'm attempting to use BAIN.

     

    Once you get it working - which is 99% doing what it says and not skipping steps, and 1% sticking to v291 on Windows 7, Wrye Bash is incredibly powerful. I'm certainly no expert, but I expect it to save me a lot of problems in the future.

     

    Of course, converting mods from OBMM to BAIN format is just VERY tedious.

  14. First, if you are running Windows 7, install the game to c:\Games\Oblivion - if it is installed under c:\Program Files (or c:\Program Files (x86) ) you will have major problems adding mods later.

     

     

    Wrye Bash VERY basic walkthrough. Start with Wrye Bash v291 (at the moment) - v292 and onwards seem to have a couple of glitches.

     

    Wrye Bash is not a totally "Stand alone" program, it uses another program (or set of programs) to work. The main bulk of the background work is done, currently, by "Python", which is what is called a scripting language interpreter. You write a series of instructions in a form Python can handle, and it uses those to automate various tasks. An example might be to tell Python to look through a list of files, and wherever the list told it to, change the file type from ".esp" to ".esp.ghost". You COULD go through several hundred files yourself to do that, but you'd be almost certain to make a mistake, whereas if you write the script it is to follow correctly, Python will not make any errors no matter how many times you do the job.

     

    The upshot of this is, that running Wrye Bash at all relies on Python being correctly installed first.

     

    OK, so, we will assume that you have a correct Python install, and have installed Wrye Bash, and BOSS as well. There SHOULD be a shortcut labelled "Wrye Bash Launcher" on your desktop if all went well. Double-click it as you would any other desktop shortcut, and Wrye Bash will pop up a small window while starting, then its main window.

     

    At the top of the Wrye Bash window is a series of tabs labelled "Installers", "Mods", "Saves", etc. Make sure the one labelled "Mods" is selected - the others can be ignored for the moment.

     

    Next, look right at the bottom of the window. You should see a series of icons, including a pale green and pale pink aquare, and the familiar Oblivion icon. Depending which other Oblivion-related programs you also have installed, you may see icons for paint.NET, Blender, Bink Video utilities, and plenty of programs which I also don't have installed. The one to look for is the word "Boss" in black lettering.

     

    If you have both of those, you are well on your way to building a "Bashed Patch". Next - a little bit of setting up...

     

    Firstly the second column on the screen currently shows something like "Lo...". In the same way you would if using a spreadsheet, hover your mouse next to that label until you find the vertical bar separating it from the next column (labelled "R"). Click and drag that to the right, until the header says "Load order". Once you can see that, release the mouse click, and then click ON the words "Load Order". The column below, and the associated mods, should organise themselves into numerical order, starting with "00" at the top, and increasing as you go down the column. With me so far?

     

    Secondly, right-click anywhere on the bar with the "File" and "Load Order" labels in. A pop-up menu should appear. Remove the tick from "Lock Times" if there is one, and make sure there are ticks in front of "BOSS disable lock times" and "Always update BOSS masterlist prior to running BOSS".

     

    Now, click the BOSS icon at the bottom of the screen. There will be a small popup while the Masterlist updates, and BOSS runs, and then a window will open with the "Better Oblivion Sorting Software Log" in it. Read down it, and you should see familiar mod names, along with some arcane comments about "Bash tag suggestions". Check through the whole list for anything labelled "Error" or "Warning" - these need to be dealt with (or at the very least, understood) before trying to go further.

     

    If you close the BOSS log and go back to the Wrye Bash window, you may well find that mods have changed order in the window. BOSS has used its Masterlist to determine what it thinks is the best load order, and adjusted the date and time stamps of the files so that they load in that order.

     

    Now, left-click on ANY one of the mods, and press Ctrl+A to select all of the mods. They should all be highlighted. Right-click the highlight, and select "Mark Mergeable" from the Pop-up. After a few seconds, a window will pop up giving a list of the files that Wrye Bash believes can be merged, either partially or fully, into its Bashed Patch file. If they weren't alredy, you may now notice that the text has changed colour for some of the mod names, and the boxes to the left of the names may also have changed colour.

     

    Scroll down towards the bottom of your mod list. Ideally right at the bottom, you should find a file marked "Bashed Patch, 0.esp". If this is not present, follow the instructions in the Wrye Bash readme to locate it and copy it (NOT move it) to the correct place, then re-run BOSS.

     

    Once you have a Bashed Patch" file, the next stage is to USE it. Right-click the file, and select "Rebuild patch". Another popup will appear (unless you, for some reason, have no mergeable mods)...

     

    "The following mods are mergeable. While it is not important to Wrye Bash functionality or the end contents of the bashed patch, it is suggest that they be deactivated and merged into the patch; this (helps) avoid the Oblivion maximum esp/m limit."

     

    There will then be a list of mod files, followed by

     

    "Automatically deactivate those mods now?"

     

    Click "Yes".

     

    The next popup has DOZENS of options in the left-hand window. The one we are interested in this first time through is the second item on the list, "Merge Patches". Put a tick in the box next to it, and then tick all of the files which appear in the right-hand window by selecting the "Select all" button. Now click the button marked "Build Patch". A popup will tell you that the program is working, and give you a progress bar.

     

    Once completed, another popup will tell you what it did, so just hit "OK". It will probably prompt you to "Activate the Bashed patch" - do so by clicking the box next to it, and a tick will appear. The ticks in some of the other boxes will have disappeared now, or been replaced with + or dot marks. This tells you what their new status is.

     

    You may now close Wrye Bash, and run Oblivion, and the whole things SHOULD work just as before, but with less files active, so a smaller load list.

  15. You might want to have a browse on the "Proper" Khajiit and Argonian Bodyshapes/Animations thread too - while not specifically changing the main textures, we ARE changing the foot meshes and so a set of your textures to suit what we are doing would be very relevant.

     

    Remember also that to maximise downloads you need to support several different male and female body replacers, with options to suit each.

     

    Having a range of Argonian body colours would be nice, certainly, and green skin ifs very traditionally lizard-like, but think about what range of colours you'd get with the colour changers on the RaceSelect menu - make sure that you can still get a range from the yellows and oranges of some desert lizards through to the bright colours of some tropical ones- after all, there are anvironments of most types across Cyrodiil and the argonians should reflect that.

     

    As for the Khajiit - the more "big cat" variants the better. The Skyrim trailer shors a much more tiger-like one, so maybe that would be a good choice. Head mesh may need some work though.

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