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MarkInMKUK

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Everything posted by MarkInMKUK

  1. Normally people list the race mod as a pre-requisite, and list the author in the thanks section of their readme. It would be different if you extracted the race and bundled it with your own mod though.
  2. The "different body for each race" is something clever Drake put in - that guy's a genius. The thing with Khajiit subraces is - they probably deserve mesh tweaks as well - a tiger-based one should be heavier-set than a cheetah-ish one, for instance. However, first get ONE decent texture available to all :smile:
  3. Summary Statement: Currently we have: Argonians: (Thanks to Drake the Dragon) Body Textures: Male fullbody textures for Robert's Male Body v3.x, v4, v5 and Breeze's Defined Male Body. Female fullbody textures for TFF, Exnem/HGEC, BAB and Robert's Female (all constructed from ShadyTradesman's IABT) Plus support for the vanilla bodies. Scripted self-fitting feet. Scripted body-type replacement and Scripted clothing-shape replacement for upper and lower body, but only one or two trial meshes for footwear. Spiked tails for those who prefer them. Morrowind-style heads for those who prefer those shapes. Khajiits: Body textures: Assorted nice texture replacements covering mostly Exnems/HGEC and variantsm or Roberts male/female only. (Thanks to JazzJR) Non-scripted wearable feet in at least one style, for one body type, plus (if we can find them) feet from another modder. No Scripted body-type replacement. No scripted clothing-shape replacement, no meshes for footwear. Not yet discussed: Body Type Support Full range as already covered by Drake's Argonian mods as a basis? Varied skeletons for Argonians and Khajiit based upon Reneer's Varied NPC Mod which allows npc's to each have a custom skeleton. Would "tweaked" skeletons for the Argonians and Khajiits help with their "more realistic" appearance, or just lead to problems with clothing and the like? Support for other Khajiit-type races - how simple/complex does it have to be to add a second race to use the same body and feet, but it's own texture? Modder Requirements: Mesh adjuster to make whichever feet are judged to be the best fit with more body types. Mesh designer to create footwear styles to suit for both Khajiit and Argonian feet. Texture Tweaker to take stock clothing and armor types and make workable footwear using the above meshes. Also to adjust at least one decent texture for male and one for female to suit all body types. Scripter to make it all work. Install script writer to make it all install as painlessly as possible. PERMISSION to make use of other people's mods where we are intending to combine them. Someone(s) to kick my ass if I forgot anything important.
  4. Add paint.NET to the list for editing texture (.dds) files - it now has native support. And the translated and original Cursed armor mods have different plots - possibly the translator couldn't work out what the original plot was, or possibly it's just s/he preferred their own version using the graphical elements.
  5. Rawesyn - "Conflict" in the case of graphical mods probably means "About to change one texture for a different one, hopefully higher resolution". If you have QTP3 installed that has added new textures to replace some of the vegetation. Strangely enough, Enhanced Vegetation might just be trying to do the same. That's a conflict - two files named the same and one wanting to overwrite the other. If you have Better Cities, and Unique Landscapes, sometimes they both affect the same bit of ground. Again, that's a conflict. In the case of BC and UL, there are compatibility patches where the modders have got together and agreed a compromise, and made a patch to adjust the clash. That patch will, of course, conflict with both mods.
  6. Hi spelelogo, I guess if the Khajiit feet adaptation works, I can try and persuade whoever manages it to talk to you about doing the Roberts ones for BAB. Of course, we have to first agree on what we want the Khajiit feet to look like - it could take a little while :confused:
  7. I don't appear to have any mods requiring the patches themselves as resources or masters, so I'm going to see if I can bork my installation by combining them anyway - as long as the merged files have the original parent file name, it should all work ... and I get something like 15 ESP slots back! And, yes, I'm aware some installers look for the UOP files - if I find one it's a simple matter to reinstate the missing files from an OMOD back up of them, install the mod, then deactivate it and reinstall the OMOD of the merged esp. I'll report back on any non-predicted problems.
  8. theNiceOne - maybe a configurable "patience" modifier that drops the total experience gained for selling 100 as a batch by an amount based on the quantity - if set to zero then you get the full experience gain, otherwise a percentage is knocked off (0.1% x number of identical items = 10% reduction in skill gain or something like that - giving you 40 points for selling them one-by-one and 36 for selling a batch of 100). That way Ferryt could have her full experience gain, while others could have a "reduction for being impatient" factor.
  9. I guess I'm a bit of an interloper, but... I'm currently trying to pull together a set of body mods to put "proper" feet onto Khajiit bodies in the game. As party of this, we're aiming to include the BAB body as one of the options for the Khajiit race (my preferred look for a feline - slim and fit), even if it's not used for the other bodies in the game (and, yes, that DOES work. DrakeTheDragon has already done that option in his scripted Argonian feet setup). As part of this, are there any BAB using Kahjiit fans who can tell me which body textures they use, and whether they are good/bad/awful - and if there's someone who can do foot mesh modelling and can help us get the feet connected to the legs correctly for BAB (and other body mods) so much the better. There will also be a need for mesh replacement sets for all of the default game clothing and armor, and ideally all of the major mods (OOO/MMM/Frans), so any resource links would also be very useful (again, these are used on a racial basis). This is the discussion thread - please post any responses there or send to me via PM. Thanks for taking the time to read this offtopic post.
  10. Can't help with the missing mesh problem, but...there's a set of instructions up on the nexus to make a BAIN install of Frans, in case that's useful.
  11. Er ... would an update to this post be in order to announce the board is currently offline?
  12. Hmmm ... it seems I managed to misunderstand the criteria for merging mods - I thought a mod, plus it's patches, which affected IT and nothing else, would be an ideal candidate ffor merging. I'll give up on the whole notion I think.
  13. I may not have been 100% clear here - I was going to merge EACH DLC with the relevant UOP patch and SM Refurbish patch, and store under the DLC ESP name. So, for example, I would take DLCThievesDen.esp, and merge it with DLC ThievesDen - Unofficial Patch.esp and DLS ThievesDen - Unofficial Patch - SSSB.esp, and maybe DLCThievesDen Vwalk UOP.esp and save the result as DLCThievesDen.esp That way anything conditional on the DLC file would till have it, while I gain back 2/3 esp slots per DLC file.
  14. I'm thinking of learning how to merge ESP files. I have a few obvoius candidates, and I am looking for advice on whether they are a suitable starting point for learning. Currently I have all of the DLC modules on my install. I also have the Unofficial patches for them, and the SM Plugin Refurbish patches. Would it be sensible to attempt to merge the ESPs (which I have backup copies of) with the patch files and the SM files? Advice please. Oh, and would there be any advice on what bash tags to use, or just stick with the default ones for the DLC mods afterwards?
  15. Er ... that ain't necessarily so... Drake's mod handles that too - you can have a different body for each race covered. And given that Reneer has a mod to change skeletons too ... I think that statement is pretty much wrong. With Drake's scripted feet set up, I have one body (HGEC E-cup) for my female Humans and female Khajiit, and another (HGEC AA cup) for my female Argonians - but I could have installed any body mesh. I may well choose the BAB body for Khajiit females, and not yet decided for males, as slim and wiry suits my own interpretation of female felines. You have to install a matching clothing pack as well, but that didn't take much effort :thumbsup: Actually, thinking about it, apart from data storage space, there may be no reason why you couldn't give EVERY race its own body type - Muscular for Orcs and Nords, average for Imperials, slender for Bretons and elves, etc. Help! Anyone got a replacement can to put these worms back into?...
  16. The lowest hit versi9on of Qarl's texture Pack is the Reduced and redimized version. That has four install options depending on the reduction of texture size you select, so grab it, and start with the highest compression and see how that affects the game. Install the less compressed textures and try again, and so on. If it gets laggy, go back to the previous selection. If QTP3 reduced won't work for you, the full thing CERTAINLY won't
  17. If you put stuff in a folder marked Data, and the structure for the files looks right afterwards, then OBMM makes less mistakes when creating OMODs. If it goes wrong, you sometimes get a "Data" folder INSIDE the real "Data" folder and the contents of it have no effect. If in doubt, assume the PC is an idiot, and make it as simple as possible for it to do its job From looking at the files, the core components look like they are supposed to go into the main Oblivion folder. The other download stuff looks like it should into into the Data folder, as you have the usual Textures, etc, folders. I could be wrong, I don't use it myself yet. Hunt down the install instructions and read them.
  18. I quite agree on the body mods. Drake's Argonian mod covers several body types and the Khajiit should cover the same as far as I'm concerned. Limb structure on the HGEC actually looks better on the AA body for the Argonian females, but for "real" chests it can look a little ... er ... "enhanced by surgery and photoshop" shall we say? From Drake's readme... "Male fullbody textures for Robert's Male Body v3.x, v4, v5 and Breeze's Defined Male Body and female fullbody textures for TFF, Exnem/HGEC, Bab and Robert's Female, all constructed from ShadyTradesman's IABT" Plus support for the vanilla bodies. Sounds like a good target mix to me.
  19. It looks like a memory error - if you have two mis-matched RAM sticks in the PC it MAY be trying to run one of them at a faster than design speed. Also, have you overclocked the PC? That can sometimes cause memory glitches. Hunt down and try a memory stress test utility to see whether you have a glitchy RAM chip. I had a similar problem - at one point I had a PC-5300 stick and a PC-6400 stick and the motherboard was trying to run at the faster speed. Normally I was fine, but sometimes up popped the error.
  20. The plugin folder for OBSE is not created on install, you have to create it yourself the first time you add a plugin
  21. Try Inventory is a backpack. It puts your inventory in a droppable backpack that you can drop and run if needed too. Sadly it's a generic backpack - but it does at least give you feeling you're carrying the loot not just sticking it in a bottomless pocket
  22. You'd need to use something like 3DS Max to take the existing animations and make them take more frames - currently 1 second is thirty frsmes. Importing and exporting them is apparently not too hard. That would give you more realistic speeds. Tossing boulders needs a custom animation (obviously) which goes from slow to very fast, or maybe something more like a Bugs Bunny cartoon tree-catapult action in the movement.
  23. To the Drive-throughs - Hello - please stop, and join in, and (if you can mod stuff) we could do with your help!
  24. How to answer the question yourself: Look in the readme and the downloaded folder structure. (1) If the files are already located in a structure that starts with the data folder, then yes - just make the OMOD. (2) If the files are all designed to do into a subdirectory of Data, then yes but you'll need to create the Data folder and the subfolders, move the files, THEN make the OMOD. (3) If the files go someplace else outside the data folder, then probably NOT good to try and make an OMOD. That should answer the question.
  25. Once you have turned off Lock times, you need to run BOSS to adjust the load order to the latest recommended order. (BOSS = Better Oblivion Sorting Software). Then you may need to build your Bashed patch (There's a pictorial tutorial someplace but I don't have the link to hand). ... and my cats BOTH try to eat MY cheese - and cats are more vicious than rabbits!
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