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221 comments

  1. Cooledbee824
    Cooledbee824
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    I'm having no issues with this mod, I love it, but I do have a question. 
    I'm working on a patch to make Armamentarium Armor default esk armors compatible with this mod. its for personal use, but i wouldnt mind posting it for others. 

    is this ok?
  2. GeorgeCorbul
    GeorgeCorbul
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    Wish someone made this for Argonians, because plantigrade Khajiit are fine, but not Argonians.
    1. onesBronson
      onesBronson
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      https://www.nexusmods.com/oblivion/mods/33396
  3. RyanLeoWildMoon
    RyanLeoWildMoon
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    I seem to have an issue no one else has mentioned having, where the Khajiit legs, indeed anyone with these legs, suddenly have underwear, in a style I've not seen before. I'm using HGEC, and I copy and pasted the HGEC NIFs from this mod over the base install, and the texture of the legs is correct, it's definitely looking at FootFemale for the Khajiit legs, but there's underwear there. I have my HGEC body replacer installed to not use underwear; any NPC with their normal legs are totally nude.

    I've tried to figure out where the texture for the underwear it's grabbing might be, figuring I could just alpha out that texture file and achieve what I want, since I can see if I angle the camera and zoom in very close that the underwear is its own mesh just placed around the normal, nude hips, but I have no idea where the texture is. It's not the normal HGEC underwear texture, or any that I recognize.

    So far, I'm quite stumped as to where that texture might be, I've tried all I can think of that I know how to do. I'm so close to having those more "realistic" legs on everyone; I've got Drake's excellent Argonian legs, I just need these to be able to give to all my Khajiit/Tabaxi/Similar companions and it's perfect.
    1. eliodenward
      eliodenward
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      I know that this comment is really old but I had this issue as well. To resolve it, I opened up the lowerbody mesh provided with this mod in nifskope and deleted the underwear. It's pretty easy to do.
    2. defnotathrowawayhehe
      defnotathrowawayhehe
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      @eliodenward any chance you (or anyone) would know how to replace it with the underwear included with HGEC? I can delete it (thanks for the tip!) but I would also prefer not to be naked either.

      edit: i was able to figure it out myself! i used nifskope to delete the weird floating underwear, then i opened the hgec wide lower body mesh (from EVE) and copied over the nice underwear, which fit perfectly since it seems only the calf area is significantly different.
  4. ASoCy
    ASoCy
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    Alright, after spending no small amount of time this evening fighting this issue myself, here's the fix for the invisible legs and feet. For both player genders, the mod looks for textures in Data > Textures > Characters > Khajiit > Male named as follows:

    • RTfootmale.dds
    • RTfootmale_n.dds

    It does not look for the default "footmale.dds" or "footmale_n.dds". Copy and paste your preferred textures into that folder following the above naming convention, and you should be set.
  5. BrianHavoc
    BrianHavoc
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    Is there any way to use the meshes and nif files of this to combine with the pc, npc auto-detect and apply script from Scripted Argonian Feet? Basically making a scripted "Khajiit Leg & Feet" just so it could work with the lower body and feet to at least instead use fur greaves.nif and boots.nif to Khajiit npcs that use clothing garments, it really bugs me when I see  armored Khajiits with digitigade feet and others with human legs because they wear clothes and shoes. 

    Edit: Nvm I just followed downloadmodssilently's method from this comment thread and made khajiit clothed NPC's use the fur, leather, and glass greaves and boots to low class, middle class, and upperclass respectively. Just remember once you paste the nifs to their respective folders don't forget to rename Greaves.nif into pants.nif and Boots.nif into shoes.nif overwriting the previous nifs... 
  6. DNBlitzkreg
    DNBlitzkreg
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    No matter what I do I can't get the mod to work I've tried everything.
    1. PeytonAnzals
      PeytonAnzals
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      I found manual install worked best. Copy the True Body Shapes mod into your Data folder, then KATS. Make sure it's active in the load order. Then follow the instructions in the Body Shapes file about installing in Kats. You have to do both the separate setup for NPCs and the PC, or it won't show.
  7. firehawk47
    firehawk47
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    Is this compatible with the vanilla body?
  8. MangoNut76
    MangoNut76
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    Hello, I am having issues with this mod, my characters legs are invisible and I can't figure out why.
  9. K1ngCraft
    K1ngCraft
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    I need some help, please.

    I've downloaded and installed both KATs and True Body Shapes with Wyre Bash.

    In-game I get the menu pop up to enter the body string and type "Khajiit". It says applying body in the top left and then when I take my clothes off to allow the new body to apply, the meshes for the body have disappeared from the weaist down. Just what appears to be paw pads and claws at the bottom.

    Does anyone know how to fix this? I'm also using OCO and the Seamless Robert mod.

    Thanks for any suggestions!
  10. ravensm785
    ravensm785
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    quick question, is "true body shapes" actually needed? can i just not use it? true body shapes seems like alot of work to get it working with any mod
    1. Tamah
      Tamah
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      If you're willing to put in some work, you can port it to Blockhead and a mod called "Mesh Extended Swap System" that you can find on Loverslab.
    2. dudeguy119
      dudeguy119
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      I'm actually working on a blockhead conversion. Seems easy enough, though right now I am having difficulty with the textures. I successfully got the meshes to work which is a good sign.

      Edit: The problem I'm having right now is that there were no textures provided by this mod. That leads me to believe that it uses whatever textures you're using with the Khajiit. This is good. However, Blockhead doesn't seem to see it that way and the textures I have don't appear.

      I'm not currently using Robert Male in my test project, so perhaps I'll install those textures and see if it changes.
    3. dudeguy119
      dudeguy119
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      Okay well, after trying it seems as though it isn't possible to make this work through Blockhead alone. Whatever true body shapes does for this mod, it probably has some to do with textures. These models don't seem to be looking for the texture paths (if I understand how it's normally supposed to work). True Body shapes probably assigns them somehow. Attempting to override with blockhead doesn't work, either.

      Moreover, it appears that Blockhead requires extra scripting in an esp (Oblivion doesn't do loose scripts) in order to override equipment meshes. These apparently have to be made specific to the equipment piece in question. This sucks because I had an outside hope that I could do it by equipment type. That way I could set equipment to be replaced by one of the stock ones in the event that the user is using mod-added equipment that doesn't have a conversion. So in any event, all equipment pieces have to scripted for individually (ugh). And what the script actually does is swap the equipped armor piece's model for one of another armor piece, which means I've got to create actual armor objects for each replacement (double ugh!). This is not something that can be done in one sitting, obviously.

      I'm still interested in making this all happen. I'm also going to work on merging it with the feet from Scripted Argonian Feet. However, this has suddenly turned into a much larger undertaking that will probably consume my winter holiday. I'll keep you guys updated if you like.

    4. PadhomeVanDarke
      PadhomeVanDarke
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      Tell us how it goes!
    5. DrakeTheDragon
      DrakeTheDragon
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      Yes, Blockhead alone can't really do most of what True Body Shapes does. It can very neatly and elegantly switch out custom body meshes per race (that is what you see when not wearing anything), but for clothing and/or armor meshes there's always a comprehensive (don't want to say complex) scripted solution needed so far. Else I would've thrown away my 2-3 big mods and converted everything to Blockhead ages ago.

      There's 1 thing though that all these mods/extenders, Blockhead, True Body Shapes, MESS and my own, have in common, and that's how the replacement/swap NIF files are made. They're always just like regular clothing/armor, i.e. wearable, items' NIFs, body part meshes never really point to the skin textures to use. That's not how this game operates.


      You can have a body part mesh inside a NIF point to an explicit texture and also make it so no other gets used, by changing the material entry from "skin" away to something else. But this will rip it out of the game engine's control and their textures and material properties will no longer align to the race selected or the skin-color settings made in CharGen. Without material "skin" it will be like a clothing item painted as skin, but it will never match the real skin's hue and color tone, and it will not change according to the race.

      If you want a body mesh inside a NIF file to be an actual body mesh, adapting to all race and skin settings from the actor wearing the item, its material absolutely must be "skin", and the -name- of its NiTriShape/Strips node must contain one of the body texture slot control keywords:
      "Upperbody"/"Arms", "Lowerbody"/"Legs", "Hand", "Foot", "Tail";
      They're case-insensitive and ":" can denote a remark, so the engine will ignore everything following after it, as in "foot:upperbody" ("foot" is the slot, "upperbody" is only for the onlooker to read) or the like.
      If the above is the case, then it won't matter what is given in the "NiTexture" property at all anymore. However, whatever is given inside there must still lead to an existing file or missing texture (flat purple) or normal map (pitch black or invisible) errors will ensue. Most body mods use "textures/Imperial/male/footmale.dds" for that matter, as this file will always exist.

      My own NIF files are all set up in that way (I found this rule out the hard way, so I couldn't possibly not abide by it), and I'm very sure KATS' files are as well. So I'm wondering and interested to know what texture issues you're encountering here.


      I attempted to create something similar to the afore-mentioned MESS myself with Blockhead's new equipment override event handlers some years ago for my own mods, before my free time died. But unlike the author of MESS my approach apparently never worked out so far, and I never got the time to properly debug those errors that made no sense to a programmer like me.

      However, from looking over the code of MESS I at least know it's not as many items you'll need as you made it sound. The slot-mask they cover has to match, but there's only so many different combinations of occupied slots this can be before you have them all, and you definitely won't need a new item for each swap file or even coming close.

      If you manage to create a working solution for using the KATS files as equipment replacements per race by folder automatically (as does True Body Shapes), you won't even need much further work to get other replacement files working for other races. They just need to be put into the correct race-named folder structure and in the correct place.


      Let me know when you intend to go on with my Scripted Argonian Feet. The currently available replacement/swap files my mod's got aren't really many, if any at all. But I'm in the possession of a complete(?) set of adapted NIFs for at least all(?) Vanilla clothing and/or armor items for some version of Robert's Male. (Though like I said, if you provide a script that works with KATS installed files through a source folder selected by race, it will almost definitely already work with mine without much or any additional work.)