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MarkInMKUK

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Posts posted by MarkInMKUK

  1. Good luck razorpony! We're rooting for you! :thumbsup:

     

    Scripted armor specific to Khajiit would be a natural outgrowth of the stuff Drake's version already does - if that functionality is kept a "tribal" pack can be added later with little difficulty.

     

    I guess ideally we'll end up with one mod to handle BOTH races, but that may be asking too much. One esp per race isn't too bad as an overhead - I can always remove something else :)

  2. I'm no scripter, but based on usual programming, would this work?

     

    scn ITSMSCLightPuzzleDoor

     

    short open

    short busy

     

    begin gameMode

     

    if (rtutlight1.getDisabled && rtutlight2.getDisabled && rtutlight3.getDisabled && rtutlight4.getDisabled && rtutlight5.getDisabled && rtutlight6.getDisabled)

    ;i.e. anything non-zero in all of those

    ;Conditions check to ensure the lights in the scene are disabled.

    disable

    ;disables the door mesh (out of players view)

    else

    enable

    endif

    end

     

    Of course, I could just be displaying my ignorance ... but if it's like C, the bracketed function should be faster and less memory hungry than the previous version

  3. One additional point - unless you are willing to spend a fair amount of time on not-yet-finalised mods, you are also stuck with your Argonians and Khajiit having the same body shape as your humans and elves and orcs. So if reptiles with huge melons upsets your sense of what is right, choose your female body replacer wisely
  4. Hi stars2heaven,

     

    We have a few clues on the wiki page about the intended quests. We also have our own fertile imaginations - so anything could happen. What I want to try and avoid is turning them into conventional go, get and come back quests, and having a "evil" alternative route for the quest would be fun.

     

    Unrelated to the unfinished quests, you might want to take a look at a few "evil" mods which have been done - there's one where you get a second stab at the mythic dawn storyline and can end up running it I believe.

  5. The reason I hadn't mentioned any race mods is, personally, I don't run any new races. Some of them look as if an amazing amount of work has gone into them graphically, but tattoos / massive pointy ears / Anime Big-Eye syndrome faces put me off, and that covers about 90% of the new races I've seen. I'm also not happy about sacrificing ESP slots for something I'm not going to make use of, so unless it's done as part of something like the Race Rebalancing Project where there are other reasons to install, I *PERSONALLY* wouldn't put an additional race in.

     

    This does NOT mean i don't want to see people praising the work of race creators if they DO use them of course. And I also have to say I was most annoyed that Nehrim had taken the MALE version of Ren's Mystic Elf head mesh to use as the basis for one of their races, it makes the female characters extremely tough to generate of you don't want to end up with the look of an elderly transvestite.

  6. I think we're at a consulting stage on the clothing mods.

     

    Re the boots - if anyone has objections to the shinguard/exposed paw idea, we're going to need sketches of how you envisage the alternatives looking - even if it's the screen shots from the post above modified with some lines in Paint.

     

    Regarding other armor - we are using a standard body replacer which SHOULD work fine, apart from any leg adjustments we make which may do odd things to skirts (I think trousers will shorten ok, but am willing to be proven wrong). Customising armor to make Khajiit variations look "more tribal" is beyond the scope of what I originally set out to get done, but if anyone is talented that way I certainly have no objection to a "tribal armor pack".

     

    Comments/suggestions please?

  7. can we do better than Bethesda?

    That, my friend, is a large insult! :P Haven't you seen all those quest mods out there

     

    Yes of course I have. I guess I could have phrased it better.

  8. Thanks for the comments Kjkirimi, and I agree with you about some of the marvelous non-Nexus modders. I very much look forward to some happy hours Googling based on the list you gave, and hopefully some others will too. I'm hoping to make this thread a list of modders where there are no negative comments or political omissions, at least as far as forum rules allow - but no links in case one ends up getting the thread locked.
  9. Maybe this should be called "My personal favourite modders" - if they aren't on the nexus list them anyway if you like their work. No links please as some sites may infringe forum rules.

     

    I'm starting this thread for people to post public appreciation of some of the modders out there who go "the extra mile" - the ones who produce the best mods, or the cleverest, or the ones who pstand by and support people using their mods and improve them based upon feedback.

     

    My personal starting list is:

     

    Drake the Dragon - for his awesome work on the Scripted Argonian Feet and the Argonian Beautification mods - responded rapidly to a moron (me ) making a mess of installing and talked me through the process - well done Drake!

     

    Razorpony - for picking up my ideas on reworking the Khajiit race with "proper" feet and making it already look so much better - and that's before it is even ready for testing.

     

    AlienSlof - for the horses and the robes - the new job is greatly deserved.

     

    Grumpf_be - for Claudia's Little secret - one of the most complex mods technically that I've seen, and his entire testing team for that matter - a great job done by all.

     

    Colourwheel - for making Oblivion into an eye candy fest :)

     

    The Better Cities and Unique Landscapes teams - for the incredible amount of impressive work they've done - and they are still actively working/improving stuff.

     

    Oscuro for OOO :)

     

    and

     

    All the people who worked on the Unofficial Patches, and OBMM and Wrye Bash.

     

    Also a special mention for slygothmog who has been reliably cheery when greeting me ijn chat - even when I *DO* ask some silly questions.

  10. For me, Lore is the bit that differentiates the Elder "crolls from other "D&D Clone" RPGs,

     

    Having said that, one recurring annoyance is Bethesda failing to stick with their lore in some very obvious ways when they bring out the next game. The modding community have spent (and continue to spend) thousands of man/woman/elf/orc/whatever hours remaking Oblivion from the ground up to put back the lore that was dumped or just accidentally/deliberately left out. It has taken years to get to the point where some of the cleverer modders can now put the correct feet onto the Argonians and Khajiit, for instance, after Bethesda took the shortcut of using the human bodies and feet without anything but cosmetic changes. We are just hoping they haven't done something equally obvious when they bring out Skyrim in November.

  11. One file that proved problematic for me was the Better Cities equivalent of "ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp". Certainly it caused problems til after I re-ran the TES4LODgen, so that may be worth running.

     

    If you look at the FCOM Superpack forum page, and find the installation instructions, they deliberately disabl;e OOO in one or two of the Wrye Bash merges to make things play nice - again, try it and see what happens.

     

    Nothing blindingly obvious though :(

  12. Arrows are tagged to disappear because every single one takes processing time to render. A few dozen arrows soon adds quite an additional burden, especially on lower performance systems. You can tweak the arrow fade time in Wrye Bash but not make them permanent
  13. Re UAC - The usual recommended location is install on Windows 7 is c:\Games\Oblivion. However, moving an install is a horrible process, probably involving delving into the registry. With the Impulse version that may be further complicated, I have no idea. Generally, Impulse and Direct2Drive are almost impossible to stabilise because of the .exe encryption, and any recommendations to deal with that would be banned by the forum.

     

    My recommendation would be to buy a copy of the game on disk or get the Steam version, as they are both compatible with OBSE - sadly I see no way other than that of improving things.

  14. Have you tried the other head-related slots - I know the head is rendered in a different way than the body, and it may be that you have to use something like the teeth or tongue or whatever slot. Those would, of course, be covered up by a mask so are probably fair game.
  15. Hi Razorpony -

     

    Those look to be a great start - MUCH more realistic for a cat-based rear foot. I also like the exposed foot + shinguard approach, however for some boots it may make sense to have some kind of sole (for example, if a boot adds electrical resistance or heat resistance, the sole is the obvious place for that to act). I know Drake's got a few Argonian meshes for things like the arena sandals so maybe it would be a good idea to look at those

     

    With Drake's script, you install a specific pair of body replacers and armor/clothing replacers for the Argonian race - male and female can have different base models (I use Robert male and HGEC AA-cup female). The meshes and textures for the clothing are renamed with a suffix and stored separately from the main clothing. If a renamed footwear mesh exists, that will be used by the character, otherwise the bare foot will be used.

     

    I was thinking on the stock footwear side, and it might make sense to have the Khajiit bare footed for normal shoes. Females, however, might tint their claws to the colour of the footwear - so black and gold shoes would become black nails with gold tips - is that doable? If it is, could the fingernails also be tinted for females to match their upper body clothing where that seems appropriate - using the same method that I believe some robes do to have integral gloves. Knowing how some women love their nail art, that could be quite fun (although a fair bit of work - time for me to learn how to do textures I guess). Gloves might become fingerless, to show the nails, or have integral nail sheaths to give a clawed glove effect where that seems appropriate.

     

    Trying to get my internet back today - one final company to contact and i *hope* to be back online from home.

    Edit: <curse, swear> Another seven to ten days before i have the net back at home - don't you just LOVE British efficiency?

     

    Mark

  16. If you have JUST Oblivion installed, use the Oblivion patch (being sure to get the correct version - either UK or US - they ARE different!) - if you have Shivering Isles installed then get the Shivering Isles version, and ONLY install that, do NOT install the Oblivion one.

     

    The general recommendation then is to install the Unofficial Patches for Oblivion, shivering Isles, and whichever official mods you have (Knights of the Nine, Horse Armor, etc., etc.) There's also a supplemental update to the Unofficial Patch which sould be applied AFTER all that lot.

     

    I downloaded them all, and made it into one big OMOD file so it's easy to reapply

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