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MarkInMKUK

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Posts posted by MarkInMKUK

  1. From a realism point of view, the cities need the people. Sadly, they don't have places to put them - no living space!

     

    Most cities had a fixed population, plus an influx of traders and the like on a daily basis. THAT is what *I'd* like to see represented - the queue at the gates when the city opened, and people pouring it to trade and work.

     

    Can't see it happening yet though

  2. I'd suggest a beta release once you have dating working, which will keep people interested and hopefully attract feedback about good/bad bits. Make each update a new beta, and eventually we hope you'll get there.

     

    Good luck.

  3. (1) Check pre-requisites. Ensure you have the latest Oblivion patch installed (1.2.0416) - and pick the RIGHT patch version depending on Oblivion or Oblivion-with-Shivering-Isles.

    (2) Check it's properly installed - if your Data folder has a Data foilder in it, SOMETHING isn't installed right.

    (3) Check load order for ALL your mods. Did you remember to tick the mod ESP in OBMM / Wrye Bash?

    (4) If all else fails, ask on the official comment thread for the mod - Goranga is still active here and ahould respond. However, READ the thread first - if he's already answered the "how to fix" ten times before, he's possibly going to be quite blunt if you ask again without checking.

  4. @Goranga. I think the x117 race may use a custom head mesh. However, it MAY be possible to use Reneer's method to change the skeleton for each character and thus alter body proportions. You might EVEN be able to use Growlf's body resize mod and some scripting to make them grow gradually, rather than in growth spurts. Beyond that, I don't know the details of how things work.

     

    The more complex problem would be the way face SHAPE alters with age, as the facial parts of the skull expand relative to the brain casing. I have no idea how you'd manage to represent that - noses get bigger, and so do ears, and the whole head chages shape around puberty, especially for males.

  5. Note on BBB conversions - solid cuirass-based sets wouldn't bounce - so there's no point.

     

    Leather or chainmail will, and glass at least SHOWS the bounce.

     

    Also you haven't specified which body type and what cup size - each is a separate conversion.

  6. For the kids, can you do the trick with messing with the race height and width?

     

    Then again, I've never tried to make kids, just dwarves.

     

     

    Yeah, but female children will have boobs. This thing that Slygothmog mentioned with HGEC AA, A, B can simulate female children growing up. I need meshes for NPCs with clothes for those body types (and permission from author to use it).

     

    Also, the problem is the size of the head to the rest of the body, because children have slightly bigger head. There are also other proportions that are different in children than in grown people. It would be nice if someone solved the whole issue. I remember this one mod that adds children and more NPCs, but I forgot the name. I don't know if author used some special meshes or just resized the body. However, I can't find it.

     

    Changing size is option for male children.

     

    Most stock clothing exists in AA/A cup, C cup, E-cup, H cup and Oh-my-goodness-how-does-she-stay-upright-cup sizes - look for stock replacers.

     

    The X117 race has the head oversized relative to the body, which giveds a childlike appearance when used. the "x117" is the scaling of the head, it's "normal sixe x 1.17"

  7. We're having a slightly related discussion over on our realism thread Keeping it "real" - discussing Khajiit and Argonian eyesight and senses. While not directly related, if you are remaking the Khajiit physically, an addon that adjusts their night-eye shaders to a "more catlike" effect might be relevant, and Argonians might have a reptilian heat sense - as might the Dragon Anthro race that Drake's making
  8. Hmm, my tabbies liked to play a game of follow the finger, and they definitely had good peripheral vision. It may depend on breed? Their parents were feral, too.

     

    I thought the reptile information was pretty fascinating.It would be pretty neat if Argonians could move their eyes independently, and Khajiits blinked one eye at a time. I wonder if that's possible if it only worked on NPCs. It would certainly make them feel less human. :)

     

    Our girl cat is a tortoiseshell, and the boy cat is a tuxedo - so no tabbies at our end. The boy cat's parents were also black-and-whites. However, his black fur shows a tabby pattern underlying it from certain angles in sun, so maybe that's why his eyesight is better.

     

    For the reptiles, trying to mimic their viewpoint would be interesting. We have to assume that Argonians have something close to human colour vision because they use all colours from red to blue colour for facial markings (although maybe not violet), but adding a heat sense would overlay warm-bloods with a localised heat haze on some areas. That would also tend to work through thin solid objects, but given most stuff is either stone or thick wood we can probably discount it in practice for out-of-sight creatures. At night, Argonians would tend to "vanish" unless in light, but warm-bloods should show up as heat sources. They should certainly have the equivalent of night vision for warm-blooded animals, although a dragon or a fire might shut that sense down due to overload.

     

    I'm not so sure about the independent eye movement or blinking - I think that would just end up looking disturbing.

  9. Hi Telyn,

     

    That's some really interesting info.

     

    Maybe I'll pass that on to Razorpony and DraketheDragon - they're re-making the Khajiit and Argonian races at the moment and that would be a very fitting expansion to the idea - the characters not only LOOKING better, but also seeing the "right" things

     

    As for the limits of vision for cats, they have a little less peripheral vision than humans because their eyes are more forward-facing - maybe 10-15° less. Also that varies from cat to cat - the younger of our two cats is actually long-sighted and loses stuff if it's too close to her. Her older brother is pretty much normal-sighted for movement, but I have no way of telling on static stuff. On the other hand, he can see a sweetcorn kernel on the floor at 40 feet and head for it so maybe he's pretty good long-sight-wise as well.

     

    The shader I was thinking of using has an option to blur the out-of-front-view area rather than a total cutoff - that way you'd still see movement in the peripheral area. Maybe that's the best choice.

  10. i made this from a Type3, for FO3 and New Vegas:

    http://www.ld-host.de/uploads/thumbnails/d9dab1edefcdba42c0360fb01f055499.jpghttp://www.ld-host.de/uploads/thumbnails/e7c8c5a105b89baeef0fe61d48af5bd8.jpg

    >> the SKINNYbody-Replacer:

    http://www.fallout3nexus.com/downloads/file.php?id=15223

     

    as i never found the way into Oblivion myself, i never tried to convert it ... nor do i know if it would find users; would it?

     

    greetz freddo

     

    Well, it might be suitable if someone wants Posh Spice as a player character ... but it's too skinny for my tastes.

  11. Other mods added:

     

    Attack and Hide (because I'll be doing a lot of that once into the main game - no sniper should be without this mod!)

     

    SM Combat Hide - if you run and hide you might get away - compatible with the above

     

    Spell Deflection - lets you "bounce" some spells off your shield - maybe even reflect them back at the sender or his allies!

     

    BFG'd Enhanced armoury Realism - add wear and tear, and if armour breaks replaces it with the clothing that should have been underneath.

     

    Locked Doors and Knocking - Always seemed silly that you couldn't do what a normal person would do.

     

    SM Encumbrance and Fatigue - seems the most wide covering of the fatigue mods.

  12. In real life you may have to pay a tariff for that, but in front of your own computer you can be whoever you want to be!

     

    That... sounds sorta depressing. No wonder I have no real life.

     

    Real life is an illusion brought on by lack of computer access. Books are an alternative to computers if you get desperate - I recommend anything apart from Robert Jordan (which is the literary equivalent of an endless pointless dungeon crawl).

  13. I'm an old-time Diablo player. Having thought about it, I tended to play a Rogue 99% of the time on Diablo, and now I have a character generator to play with I STILL tend to end up with a female, redheaded, archer. I tried playing a hack-and-slash type - and tended to get too badly hurt as my coordination isn't marvelous and blocking wasn't something I could do while fighting. When it came to magic, I get confuzzled by the options once I have more than half-a-dozen spells, so I don't play mage-types. Apart from the occasional assassin (a Diablo II class this time, and, yes, they tend to be female with shortish dark hair), I still end up playing a Rogue.

     

    I guess I play as a Rogue most naturally, and the female character just saves me having to be inventive. And she's WAY prettier than the blokes to look at if I do swap to 3p view.

     

    Having said that, I'm going to give a mage-type character a go again soon. A guy called Harry Dresden... (well, I liked the books AND the TV series)

  14. It's not clear from the above whether you have installed Shivering Isles before trying to patch, or after.

     

    The procedure is as follows:

     

    (1) Install Oblivion (in c:\Games\Oblivion if on Vista or Win7)

    (2) Install Shivering Isles. If using the Game of the Year edition, this will patch your Oblivion AND Shivering Isles to v 1.2.0416 and you don't need any other official patches.

    (3) If it was NOT the Game of the Year edition, then apply the SHIVERING ISLES version of the 1.2.0416 patch, NOT the Oblivion version. The Oblivion only patch will NOT work.

    (4) Install any of the Bethesda DLC files if you have them.

    (5) Apply the various umofficial patches to remove the remaining bugs - one for Oblivion, one for SI, one for the DLC modules.

     

    If you have the steam version of Oblivion, the same procedure (more or less) applies. If you have impulse or D2D - then it's beyond me, but modding may well be almost impossible, especially mods which use OBSE.

     

    And if you are using a no-CD crack, THAT is why your patch fails. Remove it and do it legally.

  15. OK, COBL goes on. It replaces having to find something to give the automatic racial characteristics, and hopefully the hunger and thirst mod too. Beyond that we will see as we go along.

     

    Edit:

    COBL is now installed. I've ticked the option for COBL Races and will see what that alters. I'm intending a run-through with a Khajiit to see what effect their night-eye has on a dungeon run, but I will probably use one of the alternate shaders to make it a tunnel vision style view, as that would make sense for a cat-evolved predator - looking straight at the prey with no distractions to the side.

     

    Enhanced Economy is also installed ready for loot trading - it also saves playing about on the "haggle" slider. I'd prefer a verbal-based haggling system, like real trading in the middle east, but failing that a "you have already haggled your best deal" will do for me.

  16. First questions:

     

    (1) Do you have the unofficial Patches installed? They do a lot of bugfixing. One for Oblivion, one for Shivering Isles and one for the Official Mods.

     

    (2) Do you have Winston Earle's Oblivion Crash Prevention System (weOCPS) and Fastexit installed? You'll need OBSE for thosem and the former really helps stability a lot on my system.

  17. Beds in Oblivion have some lovely covers ... but no-one gets under them

     

    So, I was thinking... If a new set of animations was made for a character getting in and out of bed, with a script that equipped them with a dummy bed-cover covering the existing one, the animation them lifts it and they get on the bed, pull up the cover. The mesh of the item then shows their body shape through all the sleep animations, and then a reverse animation to get out of bed at the end, at which point the dummy cover is removed from their inventory.

     

    OK - is anything approaching that even doable?

     

    Thoughts please

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