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Posts posted by MarkInMKUK
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I don't think either of you need to worry. Morrowind has been out for several more years than Oblivion, and still has an active modding community. Just be a little patient. All the time the project is being actively discussed, it'll show up on the first page of the "mod request" forum so people who may only visit once a month or so will still see it.
If you want some idea of how long a project takes to get going, take a look at the posts in the Proper Khajiit & Argonian Bodyshapes & Animations thread, and see how long it was before people stopped talking and started working - then remember that some of them were already working on similar stuff.
My suggestion is - flesh out the mod more. In note form, identify where the various parts of the mod are based, what additions are needed to existing structures and loot, which existing NPCs would be modified to give information triggering the quest, how many new NPCs and monsters are needed and where they are, etc. By breaking it down, you may be able to get modders to work on individual parts of the mod rather than being frightened off by the size of the whole mod.
One point to work on and ask around about - you suggested a view of a "clockwork heart" visible in the companion's chest. IF you create a custom animated skin texture for the companion (Flame atronachs use one so I hope a companion can), you may be able to make it look as if they have animated cogs and gears and lights inside them :) Think of the effect of Data's head in Star Trek: First Contact.
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Use Bben46's guide to move your install location - there's a link in there for the forum post on shifting the Steam installation directory
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I feel a mod concept expansion coming on...
Currently, there are several mods to give the Khajiit the "look" of different big-cat types, including cheetah-like and snow-leopard-type. We know from game vids that Skyrim will have at least one mostly lion/tiger-like Khajiit race, but that doesn't preclude others. A Snow Leopard, for isntance, would tend towards bigger, wider feet for cross-snow travel, while a cheetah-like one would probably go for the narrow foot with "running spikes" for high speed on harder surfaces.
Would two/three different base foot meshes, with slightly different widths/claw positions, cover all the likely range? The mod scripting (if based on Drake's original) should allow different custom feet for other custom race forms (heck, it probably allows different male and female feet within a race too).
(Note this is an idea purely for a future expansion of the concept, not something to try to add now!)
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Practicalities:
There's a TEENY little problem with trying to sheath a 5-6 foot long weapon only 3 feet from the ground (or maybe only 2 1/2 feet if you're a Bosmer) - the choice of either ploughing a thin furrow about two feet deep through the road/rock/floor, or amputating people at the ankle when you turn around (depending on how he sword hangs from the waist).
Also, you'd need arms about the same length as the sword to draw it. Try it - take a garden cane of the correct length, thread it through the belt loop of a pair of jeans, grip it maybe 10 inches from the end (allowing for a two-handed grip) and try and draw it out like a sword! A start to combat by pulling the sword part-way out, moving your hand onto the blade, tugging it further, slicing a finger off on the edge and bleeding all over it as you do so, and repeating a couple of times to get it out of the scabbard, THEN transferring your slippery grip back to the handle end and trying to fight the person who meanwhile drew a sensibly-sheathed sword and hacked off your head is probably a little unlikely to succeed - Monty Python and "It's only a flesh wound" not withstanding!
Now imagine it also weighing 10 pounds or more, and trying to rotate it from the hip-side, point-down position to the in-front, point-up position one-handed (as the other hand is still holding the scabbard to stop it trying to come with the sword).
THAT is why long swords live on the back - and why people wearing them that way generally are't cloak wearers.
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This picture shows the black "surrounding fur" on a Tiger's feet - as you can see the claws themselves are totally withdrawn leaving just black streaks.
Nice view of the underside of a tiger's paws.
This one is interesting - a wet tiger - you can see the claw sheath construction where the fur has parted.
And this one confirms the claw colour - roughly fingernail shade.
From a bit of research, it appears that the only times you see a cat's claws are:-
(1) when it is using them,
(2) when there is sufficient pressure on the top of the paw to push them out, or
(3) when the cat is very ill or dead, in which case the tendons work to protrude the claws. There is a theory that this helps an injured cat to defend itself with less effort, but no-one really has a clue.
"Healthy" tiger tracks usually have almost no claw print, unlike a dog where the claws do not retract
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Given that "the team" seem reasonably ok with my own inane witterings, I think it's safe to assume that they will accept anything intellegible...
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Er ... Ooopsie! :wallbash:
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A good person to ask whether it is possible might well be DrakeTheDragon - he's been playing about with alternate body parts on a per-race and per-gender basis for a while on another project. Of course, then someone has to DO the job.
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Hi Candex - welcome to the thread!
Yes, please feel free to post pictures to help - I think I know what you mean but it's always best to clarify. I have all the artistic ability of a drunken warthog, so it's nice to have an artist aboard!
Warning - if you can use Photoshop , the GIMP, or Paint.NET, you may find yourself being asked to tweak the textures! :)
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I want separate armour pieces so that you have to collect sets bit by bit (unless you beat someone in a full set) ... especially for rare sets, making each set a mini-quest in itself..
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Just in case it's relevant - to patch Shivering Isles, you must NOT patch Oblivion first.
Assuming English OR American release discs (Run the game after EACH step to make sure it still works - it SHOULD be fine but things CAN go wrong):-
1. Install Oblivion, DO NOT PATCH
2. Install Shivering Isles, THEN the Shivering Isles English Language patch IF NEEDED - if you were using the Game of the Year edition it would automatically be patched to v1.2.0416 anyway, but other versions will need patching.
3. Install any DLC mods you want, especially Knights of the Nine.
4. Install the Unofficial Oblivion Patch (UOP)
5. Install the Unofficial Shivering Isles Patch (UOSP)
6. Install the Unofficial Official Mods Patch (UOMP)
7. Install the Unofficial Oblivion Patch supplementals.
Then back up your installation before adding other mods - I use mTES4 Manager to handle cloned setups which is pretty simple to use.
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John Howe is an armour expert - he actually designs stuff that can work (as they found out during making LotR) - every joint and flexible area is designed to allow you to actually fight in the darn stuff.
A little more inspiration for you
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One couple who need a decent backstory is Elragail and Thamriel. There HAS to be a reason why Elragail refers to Thamriel as "he" at one point...
Maybe we need a "Secret diaries of the NPCs" mod - so us sneaky types can wander around and pick up back stories
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I suggest you join the Claudia's Little Secret forum - it's very active and the mod originators all hang out there to help. Stuck cutscenes are just the type of thing that they are ideally suited to aid with.
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I spotted a mod idea labelled "Whip" near this ione on the forum - might be worth keeping tabs on it to see what they come up with for animations and the like.
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I certainly like the idea of the mod - it adds a new twist to the usual steampunkish additions
From your three ending scenarios, you could make the first option start an additional quest loosely based on the Tin Man in Wizard of Oz, searching for a "heart". Maybe the "heart" is found to be a way of using a Varla stone, maybe with additional enchantments found on a mysterious scroll somewhere unexpected.
For the second option, the "soulless puppet", you might want to add an option which turns down the "Frankenstein" road, where the companion eventually turns on it's creator (unless the creator is seen to be actively trying to improve the companion's lot by working towards the above restoration quest).
And have you no faith in the healing power of love? Depending on the choices made in dialogue, if you are showing you TRULY love the companion (as opposed to wanting a handy bed partner), maybe the realisation that you love him/her will cause something to change in the artificial heart ...
BTW - if you like the concept of a Clockwork Lady, the somewhat steampunkish direct-to-DVD Sherlock Holmes film has one in it, who displays unending loyalty.
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Counterstriking - I'm thinking a defensive parry with an immediate retaliatory strike - as level of enchantment increases you should have an increasing chance of managing a sneak hit as the opponent withdraws his weapon. Probably needs additional animations.
Extended reach - I'm thinking a mesh which morphs to become longer, maybe up to a maximum of 50% increased reach at the highest level. There should be an increased "to hit" chance as the opponent is expecting the sword to remain at one length, and may not be far enough back to avoid the longer attack reach.
Sonar - not as useful as life detect - you get an echo (which may be directional), but YOU have to work out where it came from, it's not going to emit a continuous noise. Each "ping" will cause another echo of course. Range increases with level.
Lash - I was thinking more of a whip effect with the sword blade forming the butt of the whip, lashing with maybe fire or shock damage.
GGhastly screeh - a combination of distraction and demoralize, yes - the implication being it's likely to make the opponent try to cover their ears and hence rather lose their defensive block ability.
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Argonian tail seems correct to me, agonians are aquatic reptiles, and use tail while swimming.
Crocodiles and alligators use their tails to swim, and their tails are very round and thick. Like this. The default Argonian tails seem way too skinny in comparison.
Looking at the picture posted, I agree that an alligator tail is quite thick at the base, but as you approach the tip is becomes narrow and tall, producing an effective flat surface to thrust with or to aid turning. Ocean crocodiles carry this modification to a higher degree.
However, while Argonians are relatively strong swimmers, and retain an ability to breathe water, they are not now primarily aquatic, but are bipedal land animals with aquatic ancestry. After many generations of land living, you would expect such body modifications to begin to be lost as they become less useful in the new environment. I think the tail which Drake uses in his AB mod are a good compromise solution.
I WOULD suggest, however, that as swamp dwellers one might reasonably expect hand/foot webbing, particularly between the toes, but maybe also between the fingers (but perhaps not the thumb).
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Please note that this site cannot help with modding console versions of the game
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Enchantments: How about
- taunting/insulting opponent (it CAN talk, I hope),
- counter-striking,
- extended reach (weapon morphs as you "hit" to make it longer, to strike a opponent too far away to hit),
- intercept magic/transfer magic (either a magic shield IF you block, or an Atronach ability if you block),
- summon magic sword companion - time-limited "companion" additional sword with increasing stats,
- improved butchery - better yield of meat from animals,
- "sonar" - sound of a sword strike is echoed from searby enemies,
- "lash" - magical whip effect from sword tip,
- "share enchantment" - casts time-limited matching enchantments on your companion's weapons,
- "ghastly screech" - imagine a sharpening sound, magnified, with an overtone of fingernails down a blackboard - to distract your opponents.
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I downloaded and double-checked the mod file from the site - the textures are included - they should install to Oblivion/Data/Textures/Armor/Tyrael Armor/. There are a total of 12 .dds files which should be at that location.
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OK - firstly, don't panic.
The probability is that you have either (a) fallen foul of the Windows Vista/7 UAC which has stopped the mod installing fully, (b) unpacked files to the wrong place somehow, or © may need to set up Archive Invalidation if you have not already been modding. Alternatively you may be missing a pre-requisite file - maybe it uses the textures from something else. Double-check the readme file.
If you are not missing a pre-requisite file, then please post the following information:
(1) Oblivion source - GOTY disc/Steam/Impulse/D2D/whatever.
(2) Additional installs (Shivering Isles/Knights of the Nine/Official DLCs).
(3) Game version number (starting screen, bottom left-hand corner).
(4) Unofficial patches applied, if any.
(5) Operating system version, and installation directory for Oblivion.
(6) Any Oblivion game utilities you may have installed, such as BOSS, OBMM, OBSE, etc.
(7) Link to the download location for the mod.
All of that information MAY be relevant, so please post it carefully, then we can try and work out a step-by-step set of instructions to fix the problem.
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The closest which you are likely to get is to be able to export your character's appearance and stats, and make your companions in another game look identical. Great for poses, but not quite what you had suggested.
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That's the one - there's a section there on rebuilding the Bashed Patch. Those settings as described worked for me, so I've stuck with them.
Male and female heads.
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