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MarkInMKUK

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Posts posted by MarkInMKUK

  1. It's a little outdated, but there's a good guide here for improving vanilla Oblivion step by step. I suggest read it in conjunction with the suggestions here and try things out step by step.

     

    @dallen86 - I hadn't spotted the inclusion of AWLS with All Natural - maybe I have an earlier AN version. I know it has the Natural Interiors system - are you sure you're not thinking of that?.

     

    Natural Vegetation is part of the Natural Environments setup, but All Natural replaces all of the other bits with more stable and currentl;y supported versions, Natural Vegetation is the only bit that isn't replaced.

     

    I also have Real Lights installed (from All Natural) for indoor lighting realism. I know there are alternatives to this, but I haven't yet investigated whether any are better, and Real Lights seems to be stable

  2. My personal selection to improve the visuals is:

     

    One of the imperial city retexture mods - they vary from a very white version to a dark and dirty one.

    Qarl's Texture Pack 3 (I use the reduced and redimized version as my system would struggle with the full monty)

    All Natural

    Natural Vegetation

    one of several improved water mods - try them out to check which one you prefer

    one of the improved night sky mods

    Darnified UI (I use the dark version)

    Animated Window Lighting System

    some degree of improvement to the "viewable when distant" settings - several levels of mods for this

     

    Take a good look through the texture and mesh mods - there are some which patch specific textures or meshes to improve things like tiling on grass. There are "better" grasses and trees available too, but they should be tried one-at-a-time.

     

    Remember, if you are going to want to add other mods later, there's a limit to 255 active esm/esp files, so you may want to select mods with just one esp rather than ones with dozens of options in separate esp files. An example would be adding Better Cities and Unique Landscapes, and the myriad compatibility patches for other mods. Visually stunning, but they soon chew up the esp limit. The "All in one" Better Cities takes up far less than the modular version.

     

    I'd also suggest texture replacers for the clothing, armour and people, but that's a whole new can of worms...

  3. Given FCOM can cover a multitude of possible mods, I'd suggest posting a full mod order (in spoiler tags) as it's obviously not a simple fix. Also check how you have built your Bashed Patch - I based my FCOM patch on the instructions given for the FCOM Superpack installation (check their forum for the settings)
  4. The Roberts Male body has an "underwear" option, install the files for that option to the Khajiit / Argonian / Orc locations. You'll have to look at the directory structure to work it out, but it should be fairly straight forward.
  5. I believe you can already do this for the orcs and some of the custom races using Ozmos hi-res HGEC texture replacer packs - you may have to hand-install some of the underwear versions rather than using the global "everything nude" or "everything underwear" options, or run the installation twice with the relevant options selected or unselected to cover all versions. There are separate texture packs already available for Khajiit and Argonians so those should be easy.

     

    If you wanted to do assorted human races individually you might be ok with the texture packs too, but I vaguely recall some of the races use the default imperial skin texture and so whatever you do to the imperials will happen to them too

  6. If the above doesn't help: I'm not familiar with the details of the mod, but check for effects from things like the Hypothermia mod, as I would expect a chill or a fever to add shivering effects, which in turn SHOULD affect your sneak skill badly.
  7. Drifting a little off-topic, but...

     

    Comments on the historical style of Oblivion, and a few notes to give you a feel for the medieval period in England/Europe:

     

    Economy: The wages above would be way over-the-top for a medieval-ish real life setup - typically a skilled craftsman was on 3-5 copper coins (pennies) a day, of which maybe a copper's worth was food and drink for the day. At that earning rate, plus paying for replacement stuff for your job, it would take months to save for a semi-decent sword. That's one reason most people had a general purpose small dagger/knife as their main weapon. Also that explains the appeal of weapons such as a quarterstaff (cut down length of hard wood) or a simple bow (split and shaped yew, gut for a bowstring, straight pointed sticks with feathers for arrows). Of course, the cost of items was tied to wages too - a blacksmith would take a day to make (say) 100 horseshoe nails, so they would cost around a days wages for him - 3 coppers. There's no simple equation for seeing how prices have changed as so much these days is automated, but you could probably get some idea of prices from time taken. A farmer has to trade his crop, less enough for his family to eat from, for enough to buy next year's seed supply, so that's going to trade at (say) 500 coppers or 50 silver or 5 gold for a year's work. That level of wages would be enough to encourage characters into dungeon exploring in the hope of finding even a silver coin or two (equivalent of 10 coppers or so), let alone gold. Of course, that would mean that anything you found which was actually WORTH having would be out of the price range of most itinerant and low-class merchants - you'd be relying on those who supplied the middle/upper classes to be able to trade in gold.

     

    Character ages: While there were a few exceptions, especially among the rich and the upper clergy, the typical maximum age for a human in the 13-1400's was 45. An "adult" population would be mostly in the 18-30 age bracket, which is why it's actually not unrealistic to run a mod which makes most of the characters younger than you might expect.You'd expect beggers to be young too though, but either injured (lost hands/fingers/eyesight/whatever) or diseased to prevent them being forced to work at the menial jobs like gongscouring (mucking out the guarderobes or sewers). Veteran soldiers wouldn't be begging unless they were too badly injured to be of use. The only exception to this might be mental disability, but even then menial labour would be more likely than begging.

     

    People and animals: Generally, humans were shorter in the Medieval period - typically a male would be well under 5' 6" (1.65m) tall, horses were smaller (until the breeding programs that created the destriers and the like for knights to use) and cattle were MUCH smaller - maybe half the size of modern domestic breeds. Sheep were still uncommon - the move over to sheep farming came around the time of the Black Death, and whole villages were cleared of people where it became more economical to turn the land over to sheep farming for the wool. You probably wouldn't want to try and arm-wrestle with a swordsman though - unless you are a blacksmith you probably wouldn't have the sheer muscle bulk that someone training to swing a broadsword since age 11-12 would have built up. Crushing handshakes were probably the norm then, just because they expected other people to be a fit and strong as they were. Fighters tended to be bulky with muscle, traders were probably sometimes a little on the well padded side, and the lower classes were lean and stringy due to lots of work and not much to eat.

     

    Buildings and structures: The churches in Oblivion are somewhat Gothic in style, the pointed arches being a later development than the more simple arches seen in a lot of the human buildings around the game. This would be somewhat anachronistic in a medieval setting, as the gothic style came in later. The ships are also not shaped like medieval cogs, but are more like Elizabethan or later styles - in fact considerably later given how top-heavy ships such as the Mary Rose were.

     

    To make a little more sense of the setup in Oblivion, it's probably more Tudor in style than medieval. Post Black Death, the economy changed a lot as people became a valuable resource, and typical wages rose somewhat. The old class structures were revamped and people generally became richer. Wool brought in more money from overseas, boosting the economy too. Weaponry moved towards the longbow and crossbow, and heavily armoured knights, so horses were bred to be bigger and heavier. The beginnings of industrial processes for things like forging were creeping in, and things like swords became cheaper in real terms. Maybe a comparison with the time of Henry 8th or Elizabeth 1st is a better basis for any "real feel" mods, maybe even later.

  8. As we'd be doing custom animations / skeletons on a per-race basis, would it make sense to put any custom racial stuff into "meshes/characters/_maleKhajiit" or "meshes/characters/_femaleArgonian" or whatever? Then it's nice and logical, and other people can use the same directories for add-on resources without needing to do additional esp files, as the script should check these default directories for any override stuff first. I always find working with a subject in a file name easier to remember than a modder's name - of course if said modder prefers to have their name engraved in the file structure for posterity then obviously that's a consideration.
  9. It's nice to see so many people working on this while I'm internet-deprived. Allegedly I'll be online again on Thursday and can catch up properly instead of squinting at a mobile phone screen. Razorpony - I *REALLY* like the new footwear. Drake - glad you have joined the thread as you inspired me to believe it was all possible.
  10. Just from an animation point of view, and not in any way implying that Oblivion is capable of doing it ... for multi-skeleton animations, you're probably talking about working in something like 3dsMax. You'd need to create lots of animations - the ones that spring to mind are:

     

    Player mounts first, npc follows

    Npc mounts first, player follows

    Player already mounted, NPC mounts second

    Npc already mounted, Player mounts second

    ... then the matching dismounts

    ... then the riding animations as speed of horse changes.

     

    Then, of course, all the ones I didn't think of.

     

    Then you have to script the lot of it, and make the characters do what you want, when you want.

     

    You also have fun when the scale of player and npc varies - imagine an Orc and a Bosmer, and the changes that would make to the animation positions

  11. Obvious point from the readme file for the Tabaxi race

     

    2. You will need Robert's Seamless Male body replacer and one of these female body replacers: Fantasy Figures or Exnem Eyecandy. No support (at this time) for vanilla or other body replacers!

     

    Note you have to install the male body replacer as well as the female one. It's worth installing those before doing anything else, as the problem may disappear.

  12. Well, it's fairly obvious that the Japanese are going to be taking a long hard look at Nuclear energy at this point, when they have to decide how to replace the reactors. Maybe geothermal energy would work for them - they're on a thermal hot-spot so have heat not too far down, and are surrounded by the ocean to act as the "cold" end. The Japanese could really set a new environmental target up for the rest of the world that way. And if you get a quake, the worst that happens is the geothermal stuff breaks - no toxic or dangerous substance leaks (apart from typical machine-levels of oils, etc.). Expensive? Yes. Efficient? Well, maybe. Free power once it's built? Almost. Green? Apart from "heat pollution" into the ocean, certainly.

     

    And "Peak Load"? In the UK most of our peak load isn't air conditioning - we use windows most of the time! The power use chart is directly linked to TV channels - when one of our soaps (Coronation Street) finishes at night, the peak power soars as several million kettles get turned on for a cup of tea.

  13. It sounds like you have a fairly fundamental problem with your setup if you also (from the other thread) don't see the results of a working ESP in your setup. If you are on Vista or Win7, did you make the usual error of installing Oblivion in the default location? that'll make all sorts of things fail to work correctly.
  14. You actually need a few more divisions in the boob size before hitting the end, as HGEC covers AA,A,B,C,D,E,F,H, K cups, then there are the "pair of perambulating boobs with a tiny parasitic human" ones at the far end.

     

    Also the cup size preferance may depend on the race involved ... big burly nords and orcs tend to look better with proportionally sized boobs. So an Orc may look best with D/E cup while a similarly proportioned Bosmer would only be a B cup.

     

    However I shall be very interested to see the end result!

     

    (Personally I like busty girls, within the "real" range, so C to E cup for a girl of average height and build)

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