Oblivion
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Petrovich

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fallen20

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11 comments

  1. singjai108
    singjai108
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    The boots look great, but when I drop 'em I get the WTF missing mesh graphic. Something's not right.
  2. Striker879
    Striker879
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    Using existing meshes as the opposite type (armor as clothes or vice versa) is what I was talking about. Until I moved the meshes from Data\meshes\Armor I wasn't able to use the vanilla leather boots as clothes for example (well first I had to extract them from the BSA). From that point on I was creating a new form, so what you're saying would apply. I'll need to do some experimenting with some mod added armors. Thanks for the heads up.
  3. AlfredTetzlaff
    AlfredTetzlaff
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    The folder that the game finds the meshes in determines whether it considers something armor or clothing (i.e Data\meshes\Armor\JoesCoolArmor\... vs Data\meshes\clothes\JoesCoolArmor\...). If it finds it in clothes it will be considered clothing or armor if it's found in armor. The CS has the same limitation, which is why you can't just change clothing to armor or vice versa.
    *snip*


    Sorry, but that is not true. There is no such limitation. The type of an object is determined during creation in the CS. Means if you create an new object in clothes, you will get clothes and so on. That has nothing to do with the File System paths. And of course you can use meshes from the armors folder for your clothes.
  4. Striker879
    Striker879
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    The folder that the game finds the meshes in determines whether it considers something armor or clothing (i.e Data\meshes\Armor\JoesCoolArmor\... vs Data\meshes\clothes\JoesCoolArmor\...). If it finds it in clothes it will be considered clothing or armor if it's found in armor. The CS has the same limitation, which is why you can't just change clothing to armor or vice versa. Using Windows Explorer make a renamed copy of what you want to switch (I would change Data\meshes\Armor\JoesCoolArmor\JoesCoolCuirass.nif to Data\meshes\clothes\MyJoesCoolArmor\MyJoesCoolCuirass.nif). Then in the CS create a new form (unique formID) and point it to your renamed and relocated nif file. Something to keep in mind is that the paths to the textures and ground meshes, as well as the icons will need to be specified, and if I recall correctly will need to match the original unless you use NifSkope to change the texture paths. If you're editing the original esp you'll need to tinker with the advice a bit ... if you're adding this stuff to your own 'MyExtras.esp' then you'll need Oblivion.esm, JoesCoolArmor.esp and MyExtras.esp loaded (with MyExtras.esp marked as the active file).

    You may have noticed that my examples were going the opposite direction that you want to go. That's because I'm always wishing the 'bikini armor' wasn't armor (doesn't look like armor), so that companions will switch to it when dressing casual. I also like to have some of the nicer looking armor as clothes so that my character doesn't have the armor penalty for magic effectiveness. Clothing enchanted with shield gives the same protection, with the added benefit of not needing repair or having less protection when damaged. If you enchant with elemental shield sigil stones you get two for the price of one (e.g. a transcendent fire shield sigil stone gives 25 points of fire shield plus 25 points of shield). You can easily max your armor rating without giving up spell effectiveness.
  5. Phelaran
    Phelaran
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    I wasn't expecting much after the severe clipping issues with Petrovich's "HGEC Boots" mod, but these look just great. No foot distortion, no clipping (using Fighter/D-cup/M). No adverse affect on the game itself (not turning the Arbo into a "dummy cell", or causing crashes/freezes, or anything like that) and easy to find. But: zero weight, zero monetary value, no inventory icon, and clothing? If you'd ever owned boots like these, you'd know they weigh a couple of pounds, and actually cost something (I don't believe in getting something for free, so I sell these "dumped in a box" mods to a merchant for cheap and then buy them back, which can't possibly work here). I know they're supposed to be fashion footwear, but it wouldn't be unrealistic to give them an armour value of at least Fur and possibly Leather (especially considering the vast number of mods that have "teeny bikinis" with the value of a full set of Daedric). I can fix the value and weight issue in the CS, but I've never figured out how to transform clothing to armour and vice versa, so that I can't fix. No icons just makes the mod look incomplete. This makes the whole mod incomplete IMO, but they surely do look nice. Great modelling, incomplete coding and implementation. Would love to see a companion gloves/gauntlets mod, and a version of this that is armour.
  6. Grizzlies1
    Grizzlies1
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    So I've searched all over the Imperial Arboretum and can't find the chest. I know I installed it right and I'm not missing anything. Where is the chest at? Thanks
  7. Darkasus
    Darkasus
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    Can u add an auto add esp file?
  8. 900custom
    900custom
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    Holding off the endorsement until I figure out what the problem is. It turned the Arboretum into a 'dummy cell' and now crashes the game when trying to enter.
  9. Viperswhip
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    Well, lol, not many boots work for the fighter body, at least, not for me. They look great though. I will hold on to them in case I ever change to the normal HGEC body.
  10. marsbars
    marsbars
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    Excellent boots. And really nice to see they don't have 5 inch heels, much more practical and gorgeous. Thankyou for your work.