MidbossVyers Posted January 5, 2012 Share Posted January 5, 2012 (edited) Can someone please make a Gray Cowl of Nocturnal sized for x117 characters? But furthermore, could someone make it so that it actually allows the wearer to become the Gray Fox? I have a version that makes the wearer's bounty and infamy 500 and 100, respectively, but Thieves Guild members only recognize the wearer as a thief and guards will not have the dialogue to arrest the Gray Fox, but only to arrest an infamous criminal. Furthermore, wearing the one that I currently have, I can successfully go on pilgrimages, rather than getting the message "The gods are not mocked! They require an honest heart, not one hidden behind a false face." Edited January 5, 2012 by MidbossVyers Link to comment Share on other sites More sharing options...
Septfox Posted January 5, 2012 Share Posted January 5, 2012 Eh wut? Should be as simple as scaling the cowl's mesh up to x117 size. I'll look into it, gives me an excuse to not go and re-sort the alpha layers again in the hair I'm working on :\ Back in a few. Or many. Either. Link to comment Share on other sites More sharing options...
MidbossVyers Posted January 5, 2012 Author Share Posted January 5, 2012 Copying (as to keep the original Cowl the same) and scaling isn't so bad, but apparently people have had trouble keeping the script. As in keeping the whole script, which includes the bounty, the infamy, and the recognition by both people and gods. Link to comment Share on other sites More sharing options...
Septfox Posted January 5, 2012 Share Posted January 5, 2012 (edited) Well, I did just scale it to 1.1 (for a somewhat snugger fit): http://www.mediafire.com/?co3op7udgrz34lb, goes in meshes\armor\cowlofthegrayfox\ But then, I thought you merely wanted a replacer. Creating a copy and working on that shouldn't be too hard, though, surely the script isn't too complex. I'll take a look-see. Edit: I'm not seeing anything in either the enchantment or the script that is equipment specific; you could attach them to a pair of shoes and it'd probably work. Likely all the Gray Fox stuff is done via conversation stuff. I'll dig a little deeper, but be aware that if it's hard-coded like the Vampirism effect, there's probably not a lot that can be done. Edited January 5, 2012 by Septfox Link to comment Share on other sites More sharing options...
MidbossVyers Posted January 5, 2012 Author Share Posted January 5, 2012 (edited) Well, if you wear the Cowl that you made, do people recognize you as the Gray Fox (as in do they specifically say that you are the Gray Fox)? Also, if you are doing a pilgrimage to the way shrines, during the Knights of the Nine quest line, do you still get the message "The gods are not mocked! They require an honest heart, not one hidden behind a false face."? If so, all you need to do is make a copy of that (keeping the original the same size) and place it somewhere; let's say, place it in the chest at the foot of the bed of the Thieves' Guild master. Or really anywhere you want, just tell me. Edited January 5, 2012 by MidbossVyers Link to comment Share on other sites More sharing options...
Septfox Posted January 5, 2012 Share Posted January 5, 2012 All I did was edit the nif, if you put it in the folder I pointed out it'll override the original model when the game runs. So the normal Cowl will function properly, but it'll fit your character's head. You would need a proper vanilla Cowl though, not one added by a mod, since the construction set ID is what everything looks for when it determines whether or not you're wearing the Cowl. Sure did say Cowl a lot there. Cowl Cowl Cowl. On the other hand, if you want a standalone version (in the event that you have a non-x117 character you want able to wear the original-sized version), I can go through and modify the various conversation topics and scripts so they check for the standalone version in addition to the standard. In summary: download that file and put it into \meshes\armor\cowlofthegrayfox\, deactivate whatever mod you're using to add the modified/dysfunctional Cowl, load up your game and add the Cowl to your character if you don't already have it (baseid is 00022E81). It should work perfectly, since it's essentially the original with a scaled mesh.OR,Let me know, and I'll go manually edit all the conversations and scripts I can think of, which will work just as well and leave the original Cowl alone so non-x117 characters can use it. Link to comment Share on other sites More sharing options...
MidbossVyers Posted January 5, 2012 Author Share Posted January 5, 2012 I'd prefer to have a standalone Cowl with the conversations and scripts, in the event I decide to play through the Thieves' Guild quest line again and have Corvus Umbranox wearing the Cowl. Link to comment Share on other sites More sharing options...
Septfox Posted January 6, 2012 Share Posted January 6, 2012 Alright. As soon as TESsnip gets done loading so I can find all the things I need to edit, I'll get started. Shouldn't take too awful long to get everything added. You'll be the one to test it when I'm done though; I've not touched any guild quests, and adding in the Cowl purely for testing isn't a proper test in my opinion. Hope you're ready to be a guinea pig. Link to comment Share on other sites More sharing options...
MidbossVyers Posted January 6, 2012 Author Share Posted January 6, 2012 So first I'll test if the 2 Cowls are indeed 2 separate items. Then I'll talk with people and way shrines. Link to comment Share on other sites More sharing options...
Septfox Posted January 6, 2012 Share Posted January 6, 2012 A problem has arisen. Wayshrine behavior is part of the Knights of the Nine plugin, which I lack. Since the plugin modifies how the shrines affect you (removing all infamy at a given fame level), you can't wear the Cowl while activating them because...well, it'd make the Gray Fox less infamous. Literally. Anyway, I would need either the plugin itself or a copy of the script for each shrine type to modify...on the other hand, I could modify the vanilla scripts, but that'd override whatever Knights of the Nine sets up, probably screwing up the plugin's quests. That aside, I believe I've successfully added the standalone version of the Cowl to all conversations. Whenever a guard catches you, they should be all "HURR I AM GET BIG PROMOTION NAO", and people and beggars and whatnot should recognize the awsm leaking from your pores. Etcetera. http://www.mediafire.com/?dw1aup56o15j4z5Extract to your Data folder, overwrite as necessary, you know the drill. The Cowl should add itself when you load your game, give it a few seconds. Also it might crash the game when you try to equip it, since I didn't re-conform it to the x117 head, I just scaled the nif up. One way to find out :v Link to comment Share on other sites More sharing options...
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