flyingskunk Posted November 12, 2008 Share Posted November 12, 2008 I run a mod called "Better Redguards" which makes the skin tone of my Redguard PC look much more natural than the default tones. However, with some on the Reguards in big mods that I use (eg. Kvatch Aftermath) look horrible. The area around their eyes and forheads are gray and green. Is there a mod that allows me to change/manipulate the faces of NPCs? If so, would it work on mod created NPCs or just default Oblivion NPCs? I've look through a loooong list of mods of several sites and so far I only have found programs that allow me to change my PC, but not NPCs. Any help/advice? (I'm hesitant to turn "Better Redgaurds" off because I have the slightest idea what it would do to my beautiful Countess at this point). Link to comment Share on other sites More sharing options...
BobSob2020 Posted November 12, 2008 Share Posted November 12, 2008 I run a mod called "Better Redguards" which my the skin tone of my Redguard PC look much more natural than the default tones. However, with some on the Reguards in big mods that I use (eg. Kvatch Aftermath) look horrible. The area around their eyes and forheads are gray and green. Is there a mod that allows me to change/manipulate the faces of NPCs? If so, would it work on mod created NPCs or just default Oblivion NPCs? I've look through a loooong list of mods of several sites and so far I only have found programs that allow me to change my PC, but not NPCs. Any help/advice? (I'm hesitant to turn "Better Redgaurds" off because I have the slightest idea what it would to my beautiful Countess at this point). I can't help to think of a spell that would randomize NPC faces with same attributes that are used in the character creation. However I believe this is quite far from what you wanted. Could there be a possibility to someone limit the extreme values of the highlights of redguard skin tone to less than gray and green without effecting the other characters. Should there be maybe relative x value added or subtracted from the redguard tone making it relatively closer to the actual skin tone, or limit the highlighting so that the color can not exceed certain values when one of the color value is 255 (or 0), preventing the game to create a "white" (or green) as a color of highlight? Can anyone keep track of my babbling? Link to comment Share on other sites More sharing options...
flyingskunk Posted November 12, 2008 Author Share Posted November 12, 2008 I can't help to think of a spell that would randomize NPC faces with same attributes that are used in the character creation. However I believe this is quite far from what you wanted. Could there be a possibility to someone limit the extreme values of the highlights of redguard skin tone to less than gray and green without effecting the other characters. Should there be maybe relative x value added or subtracted from the redguard tone making it relatively closer to the actual skin tone, or limit the highlighting so that the color can not exceed certain values when one of the color value is 255 (or 0), preventing the game to create a "white" (or green) as a color of highlight? Can anyone keep track of my babbling? I dont know anything about values and sliding scales and exceeding colors (like that girl said in "Gone With The Wind"... "I dont know nutting 'bout birthin' no babies"). However, I gather you are trying to help! So thanks! :) I have all my citizens dressed up in nice mod clothing...my PC looks great.. but when I run into Redguards.... ewwwwww...so I'm obsessed with fixing them! :) Link to comment Share on other sites More sharing options...
BobSob2020 Posted November 12, 2008 Share Posted November 12, 2008 I dont know anything about values and sliding scales and exceeding colors (like that girl said in "Gone With The Wind"... "I dont know nutting 'bout birthin' no babies"). Well, actually I think I explained it too vaguely therefore I presume I should explain it trough out. For the basics (that you probably know) the digital colors use color mixing by light, meaning the base color are red, green and blue, that is used to mix all the colors the computer displays. All of them may be given a value between 0 and 255 (giving every color 256 options, and therefore giving 2563 possibilities for different colors). These values are usually determined by two character hex (from 0-8 to A-F) values (i.e. 00 for 0 and FF for 255, and as lined, they are in the form of 6 characters) therefore value 0,0,0 (#000000) is black and 255,255,255 (#FFFFFF) is white. While mixing colors, one creates color by giving different values for the tree base colors, and determining it's lightness by adding or subtracting from, or to, every color (sliding the values therefore towards either black (#000000) or white (#FFFFFF). The limitation that this creates is the fact that the color value may not exceed either end, therefore if your color is, say, #88BB44 (somewhat near to dark poison green), you may lighten it to #BBFF88, or darken it to #448800 without changing the base of the color. However, if the color is lightened too much, it may become #FFFFBB, that, you may observe, is not the same color (poison green) anymore, but very light yellow, as well as the color transforms when closing the 0. The oblivion blends the highlight color bit to the background (calculating a sort of average to the color), darkening it therefore gray from white. But what we want to do is to give a cap to the lower values when the highest value equals to FF (255), and maybe (black blends more nicely) when the lowest value equals to 00 (0), so that the color the highlight is, stays the "same". The other possibility (that actually is more probable) is that the Oblivion uses the same highlight tone for every race, and changes only the occupancy, making every highlight eventually white (works with nords, elves, high-elves etc. but is dreadful with redguard, khajit, argonians and orcs). Therefore one should create a mod that overrides the default of "light skin pink" highlight-tone when working with non-white characters. So, as I am not a programmer, I can't know for sure which option does the oblivion use while highlighting skin, however I may strongly assume that these are the only options, and with both possibilities, there are too easy chance to make dreadful highlights, and we can only hope that this can be overrided. Link to comment Share on other sites More sharing options...
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