-
Posts
25 -
Joined
-
Last visited
Reputation
0 NeutralNexus Mods Profile
About Richard123

Profile Fields
-
Country
Canada
-
Currently Playing
Oblivion
-
Favourite Game
Civ IV
-
Creating new BBB Stock clothing/armour replacers
Richard123 replied to Richard123's topic in Oblivion's Discussion
Nephenee, I noticed that you have started a "taking requests" thread, and then while reading it I saw that you did that first conversion in only 3 hours. I've been struggling for days to edit a single mesh (lowerclass 01 shirt) to H-cup from E-cup. Would you be willing (or able) to video yourself editing a mesh and posting it to YouTube so that I can see what you're doing and learn from your methods? I don't want to ask you to convert every single stock armour/clothing top, that's just waaay to much work to ask of someone. Also, your opinion please: I've gone through all the clothing replacers I downloaded, and none of them are as skimpy as I'd like. I'm looking for a kind of in-between point from the original clothing (rather dowdy-looking) and DMRA (perhaps just a teensy bit too much skin). Taking a look at the DMRA Skimpy stock clothing replacers, it seems that a lot of the removed cloth seems to just be vertices being deleted. Would you say that is correct, and I could do the same for my items? Just deleted vertices from the cloth until I have as much skin exposed as I'd like? Thanks Nephenee -
Creating new BBB Stock clothing/armour replacers
Richard123 replied to Richard123's topic in Oblivion's Discussion
Nice idea mpasteris, but it wouldn't work. File structure aside, Fallout is a modern-era game AFAIK, and so the clothing meshes would be for modern clothes. I'm only interested in the stock clothing sets for Oblivion (ie: "medieaval" style), and each piece of clothing is (normally) its own mesh. So, converting the Fallout meshes would actually be more work than just trying to edit the bust on the existing Oblivion meshes... -
Creating new BBB Stock clothing/armour replacers
Richard123 replied to Richard123's topic in Oblivion's Discussion
Oh. Alright then. Umm... How does one copy weights...? Any ideas about the spreadsheet bit? -
Creating new BBB Stock clothing/armour replacers
Richard123 replied to Richard123's topic in Oblivion's Discussion
Thanks for the face link Nephenee, that's fantastic. I'm gonna have to download and learn how to use WryeBash soon... Thanks also for the Blender instructions. Hopefully I have some time this weekend to try this out. Once I've got a stock of re-sized meshes, I can move on to adding BBB to them. A new question: Do you (or anyone else reading this) know of any way to extract an .esp to a spreadsheet or comma-delimited text format? I'm going to have a lot of edits to do to make this work as I want, and it would be much easier if I could just use a find-&-replace. Getting it into a spreadsheet would make things even easier, for organizing by race, among other things... Thanks! -
Creating new BBB Stock clothing/armour replacers
Richard123 replied to Richard123's topic in Oblivion's Discussion
Umm... Hmm, I seem to have not done a sufficient job in overstating my _lack_ of experience with Blender... First, how do I turn on X-axis mirroring? I assume it only works if the vertices on either side of the X-axis are already _perfectly_ symmetrical? Second, how does one increase the number of poly's? I presume that poly's are the triangles? I've tried splitting those up before, and gave up, as I couldn't make it work right... Third, what is proportional editing? Thanks for your help Nephenee. Oh, and since I brought up the face of your PC: do you know of any way to import a PC face onto an NPC? -
Creating new BBB Stock clothing/armour replacers
Richard123 replied to Richard123's topic in Oblivion's Discussion
Thanks Nephenee! First, about RHH: I haven't nodded any of the stock boots. Changing the foot shape was going to be too difficult for me. What I have done, is take a couple of existing high-heel mods (UFF as one example) and stretch out the calf-through-ankle region. It was easy to do (cause I'm only streching the vertices along one axis) and there were already several textures made for each boot (that still fit, cause changing the shape of the mesh doesn't affect the texture-mapping). Now, I do still have the monumental task of changing the existing stock textures to fit the new boots, but I felt that would be easier than trying to come up with a new foot shape. IF, however, there's a simple way of copying vertex-points from one mesh to another, then modifying the stock boots will be a snap. Looked at your conversions, love 'em. Have to ask, is that your PC? what skin texture are you using? And do your NPC's look that good? So, how does one go about converting a mesh from one body type (HGEC E-cup, for example) to another (HGEC A- or H-cup). Because I like Edhildil's "skimpy" look, I may use that as my base instead. Beautiful as it is, one must admit however, it is rather distorted. Would I still be able to recover a more "natural" curvature from it? And, would you say that the conversion process is fairly standard from piece to piece? Because if it is, maybe I can set up a macro of some kind and automate the process... -
Hello all, I've recently begun making a complete overhaul of the races and clothing/armour in Oblivion. At the moment, this is just for me, but once I'm done (assuming I can make it work), I think I would like to publish it. Here's the problem: All the body replacer or stock clothing/armour replacer mods currently affect all races unilaterally. You want DMRA Imperials? Well, you're gonna see DMRA on Argonians and Khajiit too. (aside from the bizarreness of having reptiles with mammary glands, why are the Khajiit's mam's on their chest? Shouldn't they be at their navel? But I digress...) Here's the premise: Different body types for each race. Applying different types to each NPC is doable, as near as I can tell, but I'm not ready to do that much work. So, Imperials with DMRA, Argonians with AA-cup's, Khajiit have C's, etc. The concept is achievable. I've already confirmed that I can assign a different body-shape to each race. So long as the NPC is unclothed, you can see the different meshes and enjoy a little variety. However, I don't enjoy seeing every NPC in the game naked 100% of the time. So, I thought to myself, "Well, I'll go through TESNexus and download every stock replacer I can find." And that's where things went wrong... Despite my best efforts, I have only been able to find three (relatively) complete libraries of stock clothing/armour replacers. We have: the various DMRA replacers by Edhildil, BBB'd by Saaya. (I won't list each mod here, that'll just take too much space...) The HGEC E-cup stock replacer by the EVE Project (again BBB'd by Saaya). and the C-cup stock replacer by Nikoli Grimm. Now, although those by themselves do give me a fair bit of variety, I was hoping for a few more: A or AA cup, which I don't think would actually need the BBB enhancement H-cup, and K-cup more Bouncing Butt meshes And that just covers the women!! The most recent version of Robert's Male Body (V5), gives up to eight different body types, from a massive "Ahnold-at-his-bulkiest" type (Orc, anyone?), to an ultra-nerdy wimp (hmm... Altmer? Breton?). AlienSlof even has on his page at Hall of Torque a nude replacer for Robert's Male Body (hey, I'm a purist. Ladies naked? Then men naked too). But, I run into the same problem as above. Having an unclothed body conform to a particular type does no good if I can't find clothing meshes to match that body type. Thus far, I haven't been able to track down any stock replacers for males... So, I've decided to bite the bullet and at least attempt the modification of all these libraries myself. I've just finished a project where I took a bunch of shoe and boot mods and fixed them so that they didn't truncate the calf, and the heel actually extended below the 0-line on the Z-axis, so that I can use them with Vipcxjs Real High Heels System (yes, I want to release that one too, just haven't gotten that far yet), so I have some experience with Blender. During my various searches and studies, I have also come across reference to a method of copying one set of vertex-points to another mesh, assuming I've understood correctly (always a debatable point). What I'm hoping for is some instruction on how to quickly and easily modify the existing stock meshes to fit the various body-types I have in mind. And of course, for the H- & K-cup equipment, I'll need to add BBB. Anyone wanna help me out with this...? :rolleyes: :whistling: :wallbash:
-
That is a phenomenal list on the first page. I can't wait to get home and check some of it out. While I'm here though, I'd like to ask if anyone knows of a tool of Oblivion that can extract an ESP into a spreadshet (or csv, etc), and then convert it back. I have some mass edits I have to do, and if I could work them in Excel, it'll take me maybe 20 mins compared with the week or longer I'm looking at going through TES4Edit...
-
Hi all. Could anyone direct me to a mod that makes the stock Oblivion and SI NPC faces more natural and beautiful? I've tried about a dozen different mods, and although TNR comes close, I'm looking for prettier women (and better textures too. While searching I found a great texture replacer for the Dunmer that was actually ash-coloured instead of the dumb green that comes stock. Unfortunately, it was female only, and didn't come with a head texture). I thought Beautiful People would do the trick, but it seems to only add new races (which do look absolutely gorgeous. Normal noses, cheekbones, and foreheads, oh my!) and doesn't effect the existing NPC's. I must have downloaded over 2gb of content by now, 20-odd different mods, and no luck... PS: Yes, I'm aware of colourwheel's work. While I enjoy it, I'm looking for something more along the lines of the "drop-dead-gorgeous" look evidenced in Saaya's and Edhildil's various screenshots. And I can't use savegames, cause it's not for my own PC (I play male), but rather for all the NPC's. Ideally, something that makes the male NPC's look good too would be great. Gorgeous females and weird-looking males isn't quite what I had in mind...
-
Thanks Striker. "Import NPC Faces" seems to be what I need. And several others look useful too. I gather from the way everyone is speaking of it that Wrye Bash isn't terribly difficult to use, it's just intimidatingly large and complex. I'll bury myself in the readme's for a few days and ser if I can't make sense of it. Nephenee, what exactly is the advantage of using BOSS? Thanks for your help everyone.
-
I've spent the last two weeks or so looking for and downloading new mods for Oblivion. I haven't installed anything yet, and Oblivion was working fine about a week ago. This morning, I went to load Oblivion so I could take a few screenshots for comparison, but it crashed as soon as it got to the loading screen. I want to reiterate, I have not installed any of my new content, nor have I changed any of my existing mods. The only thing I've done that directly touched the game was to extract all the clothing textures from the stock BSA. So, I've looked (fruitlessly) before, and couldn't find a crash log. But hopefully someone here can let me know where it's hiding. Cause I really don't want to tease out 50-odd individual mods thread-by-thread trying to find the bug... Thanks!
-
OK, that's perfect for my needs. Do you happen to know of a good how-to manual for WryeBash? I tried looking it up once, but I found the documentation to be, shall we say, "sketchy at best"? I'm more than happy to get in there and start writing my own Bash Tags, I just couldn't figure out how... Re the "gender differentiation," I had always considered this to be deliberate on the part of the game designers. If nothing else, it allows one to have two separate settings for male and female. Eg: Vanilla settings for the male, but one of Edhildil's tanline mods and Ozmo's oil highlights for the female. Two separate fur/scale patterns for male and female Khajiit and Argonians would be another example.
-
Can it do partial overwrites? Like, face data from Mod 1 will overwrite all others, but any other changes from Mod 1 will be discarded?
-
drat and fooey. OK then, now I have to start learning how to make a macro. Thanks David!
-
ugh... I was afraid of that. You suggest using TES4Gecko. Although I've used it before, I'm not seeing any (immediately obvious) means of setting one particular part of a mod as higher priority, while leaving the rest low. In my past experience, it will just take all changes from the higher ESP and mash them onto the lower. So, for example, if the higher ESP changes a particular NPC's face, let's say Jensen, while the lower changed her stats, the merged result would have only the face changes, and I'd lose the stat changes. You also mention "extreme mod cleaning". I'm not familiar with any way in TES4Edit to leave a <null> entry in a particular line for a given entry. As I recall, were I to try, I would get "0" instead of <null>, or it would default to stock Oblivion ESM entry. And I would still have to do it line-by-line, I can't do a mass edit. And (just to mention), I avoid using the CS. All it does is crash on me anyways, and the damn thing takes forever to save any changes you make, so I just avoid it. So, I guess I'm stuck, eh?