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Posts posted by MarkInMKUK
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I am searching for an armor, I don't care if its converted to bbb or not. However, it isn't slofs armor like it says in the video, I don't have a clue, if anyone else does it would be awesome since i can't locate it lol.
The video poster is more or less correct. It's Slof's Giger armour, but presumably tweaked to have BBB. If it's the variation I suspect it is, it's not hosted here and linking to it would get my knuckles rapped at the very least. Hope you can read Japanese.
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Sounds useful - I'll post a link to this thread for info from there. One obvious advantage of the script approach is no need to modify every esp file you have, but your alternative would certainly be more efficient processor-wise.
A suggestion for your tool - the ability to tie in clothing variations is useful, so you can have (for example) a BAB body and clothing for one race, and HGEC C-cup with clothing for another. Obviously that would require the appropriate clothing mods as a resource, but if you are going to play with body types anyway that would be a necessity, I feel.
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It's the shape of the head that bothers me, reminds me too much of the DnD Halflings. >_<
That means you'll need a new head mesh, changing the basic shape which the sliders work on. You now have an identifiable thing to work on, rather than "create me a race". Have a search with "head mesh" in the "contains" box, and see whether any mods show up. Look at the meshes if any are for orcs. Decide on the good and bad points, and you'll have a better idea of what you want that is different.
Then you can come back, and say "I like the jaw from head A, the skull shape of head B, and the nose from head C, but none of them have the eyebrows quite right", and modders can hopefully work from that. If you can't find meshes, then revert to pictures if you can find any, stating what is "right" and "wrong" for each of them.
The more specific you make the work you want done, the easier it is for someone to decide whether they want to help you.
How about the rest of the mod? Is that more-or-less what you had in mind?
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Try the Playable Uruk-Hai mod perhaps?
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Argonians and Khajiit are already being "enhanced" with proper feet, see the thread on Proper Argonian / Khajiit bodies and animations. Nobody is tinkering with Orcs currently, to the best of my knowledge, but I can't see any reason why a similar set of mods cannot be done (presumably mainly based on face/head and skin texture changes). Come up with some concept artworks, and maybe one of the more experienced modders will be inspired.
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@MarkInMKUK
Maybe start with something more simple :P Sounds even more complicated than I thought.
We should try it out on one house, see how it looks by day & by night, then see if it's worth applying to more :)
Maybe Wawnet Inn? That has a couple of windows to use. the problem may be having identical windows that are not synchronised - otherwise they'll flicker in time and the shadows will pass in time too.
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That's pretty much correct. Having said that, the game may still be playable but without some of the cosmetic enhancements and CPU- (as opposed to GPU-) based eye candy. You might also need to run at a lower resolution or with the viewing distance turned down a notch. But, realistically, if you are used to a 3.0GHz single core or thereabouts, you'll notice quite a drop when shifting to 2.2GHz. Skyrim will, hopefully, be fine though.
Having said that, it's worth making all our usual recommended tweaks if you DO want to try it - separate sound card is a must, and having at least 4GB of RAM (and using the 3GB patch); Defragging daily, and using Windows 7's readyboost to effectively gain a fast RAM disk for virtual memory; Tweaking your antivirus to avoid "on access" scanning; and don't go for "power user" mods like Better Cities and Unique Landscapes where you are pushing the processing power WAY over its original limits.
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1. Magic. You probably want to look at LAME (Less annoying Magic Experience) as a starting point. You want to also differentiate between "common cantrips" like the healing spell, and more complex magic which would require a book, and the advanced stuff that would require training and experience - or you are just over-powering every character rather than enhancing gameplay. Not everyone in THIS world can build a laser on their kitchen table (which is perfectly possible - I've done it), but there's nothing fundamental other than training and knowledge to stop them - same should apply to magic.
2. Towns and NPCs. There's a slight problem. Oblivion is a single-core program, which means you can't just hang more and more onto it by upping the processor power, only the speed affects it. It's also a non-64-bit application, which means you get about 2GB to play in, then the rest of your RAM is more-or-less useless (OK, 3GB with the memory patch, but that's it). Compared with programs written for multi-core, and potentially 64 bit, it struggles with extra npc's actually DOING anything. You can increase the total number of npc's animated at any point a little, but an ini file tweak, but you're still limited to how many will actually be active at any point, and hence if you make more crowded cities you see a few npc's "frozen" in place til the numbers drop. The complex AI and interactions you mention COULD all be scripted, but you'd be into a massive task - and without voice acting for your add-ons it would seem somewhat of a letdown.
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Just one more question, For all the HGEC enhancements it is to my understanding that I have to use HGEC armour, and clothing to suit the enhancement. Im I correct?
Correct, but incomplete. You need HGEC armour, and clothing, of the correct cup size for your character, or she'll vary from Tara Palmer-Tomkinson via Dolly Parton to Lola Ferrari when changing clothes. The clothing sets the cup size, not the underlying body.
Tara - "A" Cup-ish http://img.dailymail.co.uk/i/pix/2007/04_01/taraREX0604_468x550.jpg
Dolly - "E" Cup-ish http://images.askmen.com/galleries/singer/dolly-parton/pictures/dolly-parton-picture-2.jpg
Lola - "K+" Cup-ish http://frogsmoke.com/wp-content/uploads/2008/01/lola%20ferrari.jpg
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Hi garjian,
Could you please post what your problem and solution was - that way others can learn from it without needing a crystal ball :)
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First - READ Oblivion Mods Common Questions And Problems.
Once you have checked EVERYTHING you did agaianst that, post the following information:
Version of Windows.
Install path of Oblivion.
Version of Oblivion, including where it came from (Game of the Year / Steam / D2D / Impulse / whatever) and which expansions you have installed.
Whether or not you have the Unofficial Patches installed.
Whether or not you have OBMM / Wrye Bash / OBSE / OBGE installed.
Then people may be able to help you.
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Hi SoggyWaffle,
You've obviously highlighted a lack in the existing stock items.
May I suggest you try and collate a list of what is and isn't already covered, further split into with and without BBB (no point on BBB for the solid armour like steel, of course ... but skimpy variants would need it), and post a list of those items still needing to be done? That way modders who are interested can work on (say) light armour, and once done you can update the list - that way everyone knows what is going on and you don't get two people working on the same item, while neglecting something else.
If you ask the originators of the existing mods, they may be willing to have those packed as part of a "whole stock clothing for F-cup" update later, and it would be a single downloadable resource instead of bits and pieces.
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You're missing the point, LFact - the OP is asking for a save game and asking you to use the HGEC, NOT the Roberts one because they know they will have problems.
And I can't help as I don't have dea Obscura installed - sorry.
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The only good recent stuff I've seen for 3DS Max is at the Claudia's Little Secret forum- there's a stage-by-stage walkthrough for rigging animations (of a somewhat adult nature) over there. You'll need to sign up though.
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Thanks for this detailed description of your thought process.
Basically, you've got the idea in the following way:
1. You've got inspiration from another game (Morrowind) or mod (Drake's)
2. You were not satisfied with something in the original game and thought of something that you would rather put there instead.
You added value to the mod by:
1. You started the thread where you explained the main idea. Other people provided their own opinions for what annoys them regarding that thing and what would they like to see rather. The more points of view the higher chance that the mod will be interesting or popular.
2. With help of others, you found appropriate resources that other people made that you can use for that particular project.
3. Other people's ideas for how to solve something if you don't have necessary skills or appropriate solution.
4. Motivating all people involved into the project to give their best by publicly mentioning them being involved or giving them specific compliments for the thing you most appreciate in their work (not general compliments, like: "you dude are the best modder ever")
Yes, that pretty much summarises it - but the bald summary wouldn't have given any idea of the work those poor souls have put in on my hair-brained idea!
I forgot to add another point - if you want to attract people to help, a title which piques their interest really helps - "gr8 l337 mod" is lacking in information AND gives (to me at least) the feeling that trying to translate the details into English will turn out to be one more uber-armor or uber-sword or mega-castle mod with no actual thought, just a demand to "make it NOW!". I ignore posts in txt msg or l337 spk.
One thing you may find is that there's a slight split in motivation, between people (like me) who want to try and improve the realism of the game world, and those who want to expand it with what I, personally, would class as extraneous and/or anachronistic items. I'd be interested to see how THOSE mods are conceived.
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I can't answer many of the questions, because the mod is currently not even at alpha testing stage, but...
Firstly, so you can follow the evolution of the idea... WIP Thread - Proper Khajit and Argonian bodyshapes / animations
(1) I was initially looking at the Argonians, and comparing them with the almost kangaroo-footed characters in Morrowind. I posted the first post when I also realised that Khajiit had been bodged in the same way. The post was, at first, a request for information on the feasibility of the changes.
(2) I'm no modder, but what I am is a fairly voracious reader. So I started looking at other work being done or already done which was related. I found assorted work for the Argonians, especially Drake the dragon's Argonian Beautification project, and his Scripted Argonian feet, not to mention his Anthro Dragon Race work.
(2a) At this point I (inspired by Drake's work) looked at what coverage would be needed to make the mod as near universal as possible. Drake's Argonian work allowed for ANY one body type to be used for the Argonian race, ignoring which body you had installed for other races. He had then worked to cover the main body variations (vanilla / HGEC / BAB / Roberts female / TFF) and I stated in a poist that I was aiming for this mod to cover the same range (I personally used the HGEC AA-cup variant for my female Arginisn, while running HGEC F-cup for other races - made a very noticeable change and helped a lot with the racial variation feel. I'll probably use the BAB body for the Khajiit eventually, as I think the lean marathon-runner look suits a feline race beautifully. Extra kudos there to Drake for working out how to do it :) ).
(3) It appeared that others were interested in working towards the same goals, and luckily some of them had already got some advanced modding skills. Razorpony posted a link to some work on the Khajiit paw types, and was obviously inspired enough to want to stick around and help (translation - do ALL the main donkey work). Drake the dragon also joined the thread, and offered his insight into the scripting needed, and two or three others have added plenty of help.
(4) More research followed, plus (my only real contribution) a few slightly tangential ideas which gave the experienced modders some food for thought, such as the idea of skeleton swapping based on Reneer's work for varied npc's
The mod is progressing well, and a first test release is darn close. Once that works, conversion to other body types will be needed before it meets my stated targets, if it ever does.
I'd say the stages needed for a team-based mod to reach this stage are:-
A. A reasonably inspiring idea. Originality or near-originality helps.
B. Someone to steer the mod, even if by suggestion only, and who is (even if not capable of the individual tasks themself) capabl;e of thinking what MIGHT be doable and suggesting approaches to handle it. Project management skills always help to make something end up where you started aiming for.
C. Clearly defined target(s), even if these DO evolve during the course of the mod. "Goalpost-moving" should be by sgreement with the mod team so involves discussion.
D. Dedication from the modders involved, as they have to want to see the end result at least as much as the originator of the idea.
E. Regular updates, even if it's in the form of a question to see how something is progressing, or an additional idea / photo / video.
And, of course...
F. Appreciation by the originator of the effort being put in by the team. If you don't appreciate theior effort, and SAY so, then expect the effort to fizzle out.
The team are (whether they realise it or not) Razorpony, Semtex, Ferryt, hellchosen, DrakeTheDragon, Rebel O Connor, schijnn, da mage, lidarian, and kiitan, with additional thanks to everyone who looked in and bothered to post a comment, whether positive, or critical, it ALL helps people to feel that they are doing something which people are noticing :)
PS Quick plug: Any mesh or body conversion experts who'd like to help porting the adaptations from HGEC to other body variants, I'm sure Razorpony would love offers of help.
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Useful resource for playing with mod setups - mTES4 Manager. It clones Oblivion, and automates the swapping between setups, and then allows more clones at whatever point you like. It also clones your BASH Installers directory :)
One proviso - when you swap clones DON'T change your mind and immediately click another clone, go and have a cup of coffee, then start using it - the Manager says it has swapped but the HDD light still works like crazy for a couple more minutes and if you swap again in that time, you screw the folders.
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Shiana - take a look at the thread on "proper" khajiit and argonoan bodies/animations. The work being done there covers a lot of species and gender-based physical changes, including skeletal variations. I have no idea whether it would be of use to you to see how they have done stuff, but it would be a real shame if their work and yours turned out to be incompatible.
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Being a teeny bit more practical...
Window glass (up until the advent of float glass) was pretty poor stuff. Now add in the usual interior light level for an Oblivion-style building...
Trying to look through it in daylight, when the interior is way darker than the outside, and see an interior with any kind of useful information would be nigh on impossible unless you were VERY close. So you can, more or less, ignore daytime for immersion unless you have your nose pressed against the window.
Nights are a little different.With back-lighting, using a mod such as the AWLS, you would expect to see several effects. To begin with, the windows should flicker as candles or primitive oil lamps always do. Next, at random intervals, you would see shadows pass across the window, as people moved around. However, unless they were pretty close to the window, then you'd have a tough time distinguishing gender or size. Finally, if the occupants tunred in, the lights probably should go out.
While heavy on scripting for the light on-off section, and using animated meshes to give flicker, the first and third point MIGHT be do-able. Not sure on the second - the shadows.
Over to someone who knows how to mod.
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Well, they DO have to spell things differently for Americans ... and some sales execs think that stuff has to be dumbed down for the US too (Example - first Harry Potter book - US had to rename it "sorcerer's stone" as someone thought they couldn't grasp the "Philosopher's Stone" idea... guess we're lucky it didn't end up as "Hank Potts and the odd rock"
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I suggest you try it with a small village someplace, and upload the mod - let others test it and see how it affects fps
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SiMMeR - I think the idea of the horse not being moused, is that horse combat should let you turn in the saddle and fight. However, whether that works I have no idea - I don't generally ride horses and never fight from them
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Edit - <snip>
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A couple of points which haven't yet been covered.
(1) Oblivion is a single core game. Dual/quad core processors will make very little improvement at the same clock speed, and if they are lower clock speed will run worse than a fast single core.
(2) Defrag using a decent defrag program - I use Defraggler. Made a noticeable improvement over Windows own defrag.
(3) Swap/page file - if you have more than one HDD, move it to the most used partition on your least-used drive. That may help as it's not trying to mix swap file access with data file access on the same physical drive, with the drive heads going nuts trying to do both simultaneously.
(4) RAM Spec - if you can fit more RAM, do - it reduces the need to use the swap file. Then try the 3GB patch for Oblivion to allow it to USE memory above 2GB. Your mileage may vary - some people say it helps, others don't. To use more than 3.5GB you'll need a 64-bit Operating system.
(5) If you have an on-board sound card, add the "Quiet feet" mod, or tick the "silent feet" option in Wrye Bash. Amazing how much it can help. Souldn't make much difference with a separate card.
(6) If you installed Streamline, remove it. It helps a lot on low-end systems by making framerate consistent. However, it nobbles high-end systems if they EVER get a frame rate drop. Once it's removed, delete the Oblivion.ini file, and restart the game to remake it, then re-do all the other changes.
Note on antivirus: Oblivion accesses dozens of files all the time when running. OBSE will also access files frequently. Most (good) antiviruses have "on-access" scanning and they will scan EVERY data file, EVERY time it is accessed. I set my own antivirus to exclude the Oblivion and OBSE processes from that scan, and got a massive jump in fps (I do, of course, scan ALL the data and process files overnight - it's only the on-access for those specific programs which I nobbled).
Also check for "funnies" if you have ffdshow installed - the latest version seems to be fine, but earlier ones generated huge numbers of orphaned processes as every creature seemed to create its own sound process, chewing up memory. On win7 this shows up as hundreds of the same icon in the system tray IF you temporarily set it to "show all notifications and icons, always".
Oblivion Mod Detectives
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