Oblivion

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Created by

dreamed1

Uploaded by

dreamed1

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About this mod

Adds a chance of having a cape or cloak to most human and elven NPC's

Requirements
Permissions and credits
Capes For NPC's


Overview


There are several mods that add capes that the player can wear. But what about all those poor NPC's? Never fear, now those same mods can give their capes and cloaks to NPC's as well.

Most human/elf NPC's will have a 50% chance of receiving a semi-random cape from the cape mods in your load order. Guards will have a significantly higher chance.

Requirements

  • This mod doesn't contain any capes in itself. Instead, it distributes capes from the mods you may already be using. So you will need one or more of the "Source" mods listed below to provide the capes or cloaks.
  • Capes from most mods will occupy the tail slot, so a utility mod like Tail-Slot Equipment Helper will be needed to make NPC's actually equip the capes.
  • WryeBash is required.

Installation

This mod works almost exactly like Item Interchange, so if you've used that the steps here should be familiar. Make sure you read and follow these install instructions or your game will likely CTD on launch. I promise it's easier than it sounds.

  • The archive contains 3 file: Capes4NPCs.esm, Capes4NPCs - Extraction.esp and Capes4NPCs - Placement.esp. Extract all files to your data folder.
  • The esm file MUST be ACTIVE. It should go in with any other esm's in your load order, after Oblivion.esm.
  • The Extraction file must be near the bottom of your load order. (I add it after Item Interchange in my load order). It must be tagged with the bash tags: "Deactivate" and "Filter". Do NOT activate this esp. It must be merged into your bashed patch. This will populate the lists of capes based on the active mods in your load order. See supported "Source" mods below for more info.
  • The Placement file should go just after the extraction esp in your load order. It must be tagged with the bash tags: "Filter", "IIM" and "Invent". Do NOT activate the esp. It must be merged into your bashed patch. This esp will actually provide capes to the NPC's; without it you will not see any changes in-game.
  • Rebuild your bashed patch. The Extraction and Placement esp's should now have '+' signs in the box next to them indicating that they are merged. They must NOT have a check-mark next to them.
  • Play. NPC's should start receiving capes after the respawn period or the next time they are freshly loaded by the game.

Supported Mods

"SOURCE" MODS
The following source mods can currently contribute capes:

Recommended:
  or found as part of All Capes Cloaks Clothes and Gloves
It is recommended that you use one variation of the Capes and Cloaks mod, as well as JaySuS' Capes, for best effect.

Additional supported "source" mods:

Note that you don't have to have any of these mods, but the in-game cape selection will depend on which if any of these you use.

"DESTINATION" MODS
In addition to the base game, the following mods are currently supported with NPC's that can receive capes:
  • Shivering Isles
  • All Official DLC's including Knights of the Nine

Additionally, more mods can be added so that mod-added npc's also receive capes.

Version History

0.1 - Initial Release, 12/21/14
- Initial Release, with support for Shivering Isles and all official DLC's
- Initially supports 8 source mods with variants.

Conflicts

This mod should probably not be used with Oscuro's Oblivion Overhaul or Hemingwey's Capes, as both of these have their own system of extensively providing capes to NPC's.

If you encounter any bugs or problems, please let me know.

Credits/Permissions/Legal

Big, big thanks to all the authors listed in the supported mods above for creating great mods and resources.
The logic and setup of this mod are founded on the system established by Item Interchange. Many, many thanks to Vacuity, Wrye et al for developing the system and tools for this setup.
Thanks to shademe for the CSE and ElminsterAU for TES4Edit, the tools that made this mod possible.
Thanks also to KadVenku for managing the Patch Request project and Death lok for the initial request that spurred this.
Credit to the great Oblivion modding community for inspiration, utilities, tutorials, etc.

You may do whatever you want with this mod. If you have suggestions or changes to recommend, please let me know. Especially if there are mods you'd like to see added to either the "Source" or "Destination" lists, let me know.