NOTE: This is a modder's resource. TEXTURES NOT INCLUDED!!! Instead of asking, "Where are the textures?", you can get textures off of my Seamless OCOv2 Heads OR replace the headmeshes of OCOv2 with the ones included here if you don't like some OCO heads. All you need to know is how to replace and rename files.
Alternately, you can make your own seamless textures. Please share them with others.
I have a similar concern as the last poster. I'd like to use Ren's Mystic Elves and replace the meshes with the ones from the Classics pack. However when I look at the files, they don't seem to match up. Here's what I'm seeing:
Can anyone tell me how I would go about making the Seamless meshes work with Ren's? If I just copy them into the same folder, I imagine Ren's esp wouldn't recognize them. I can tell by the file sizes approximately which file corresponds to which, except there's four extra Classics files that I don't know what to do with. Are the ..._50.egm & ..._50.egt files Ren's "F" files? I'm at a loss here. Thanks for any help!
Do you have Blockhead? If so, then you can just dump all the files into the folder as they are. By default, Oblivion uses the same head mesh for both males & females, which is why there's only Ren_Head001 and Ren_Head002. Blockhead changes that so that if there are files named the same except for a _F or _M on the end of the filename, then Oblivion will use _M for males and _F for females instead of the default.
If you're not using Blockhead, just renaming all the files named Ren_Head0001_F or Ren_Head0001_M should do the trick, and same with Ren_Head0002.
What does one do when their player/character is an Abriael Human? In the Abriael Human folder are Ren Meshes including both a Ren_head_50.egm and egt file...what about those? Help!
There are some head meshes not covered here(most of them are minor variants of vanilla/classic head meshes).
- Ren's head mesh #3 (only Ren's Strangers and/or Strangers Refine use this head mesh) - Corean head mesh #4 with closed mouth (Nec's Karla uses this head, I think) - And some more I can't recall well
I love your mods, they work flawlessly :) Now im trying to fix a custom race I have (uses head06), and while I was able to match the vertex normals using 3ds max, I can't import it back into the game without having the blinking animations messed up. Do you know why this could happen? I work directly with the .nif file and NifTools. Thanks!
Sorry for the late reply. Was out of modding for a long time.
Blinking gone wrong is usually a problem with the tri file or your 3ds max changing the vertex order. Probably the latter in your case. Make sure your 3d modelling program doesn't reorder vertices or delete doubles when exporting. Head06 must have 3515 vertices.
Like the decription says this is for vanilla face right out of box. If you are using OCO2 with HGEC then you should download that instead and all its requirements. Again, this is for vanilla and classics only. Classics meaning Ren's Head, Corean Head and other varieties that are derived from these heads. Hope that helps.
Edit: So download these: http://www.nexusmods.com/oblivion/mods/45859/? http://www.nexusmods.com/oblivion/mods/45864/? http://www.nexusmods.com/oblivion/mods/45858/? and optionally this http://www.nexusmods.com/oblivion/mods/45855/? only if you have the mods like BC, Kvatch Rebuilt and other major quest mods installed.
Hirtel is the Kvatch refugee that tells you about the attack on Kvatch as you approach Kvatch. He then runs to Anvil and hangs out at the Flowing Bowl. If you are using a main quest delayer then he may not appear until you trigger the main quest.
I had an issue with the same character, only more extreme, when using an OBSE plugin that I think was called "face color unlocker" or something like that. It came with a cosmetic mod that was very hard to track down the culprit due to having done a manual install. I believe it had to do with altering the egt files.
If you look back in the OCO v2 mod comments you'll see that Nuska used a number of resources when developing OCO v2 (and I believe this was on the list of resources that was looked at or used ... the comment is back a year or more).
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The author has locked this comment topic for the time beingAlternately, you can make your own seamless textures. Please share them with others.
However when I look at the files, they don't seem to match up. Here's what I'm seeing:
Ren's Beauty Pack v1.1 Classics-RenHeads v1.1
Ren_Head001.egm Ren_Head001_F.egm
Ren_Head001.egt Ren_Head001_F.egt
Ren_Head001.nif Ren_Head001_F.nif
Ren_Head001.tri Ren_Head001_F.tri
Ren_Head001_50.egm Ren_Head001_M.egm
Ren_Head001_50.egt Ren_Head001_M.egt
Ren_Head002.egm Ren_Head001_M.nif
Ren_Head002.egt Ren_Head001_M.tri
Ren_Head002.nif Ren_Head002_F.egm
Ren_Head002.tri Ren_Head002_F.egt
Ren_Head002_50.egm Ren_Head002_F.nif
Ren_Head002_50.egt Ren_Head002_F.tri
Ren_Head002_M.egm
Ren_Head002_M.egt
Ren_Head002_M.nif
Ren_Head002_M.tri
Can anyone tell me how I would go about making the Seamless meshes work with Ren's? If I just copy them into the same folder, I imagine Ren's esp wouldn't recognize them. I can tell by the file sizes approximately which file corresponds to which, except there's four extra Classics files that I don't know what to do with. Are the ..._50.egm & ..._50.egt files Ren's "F" files? I'm at a loss here.
Thanks for any help!
If you're not using Blockhead, just renaming all the files named Ren_Head0001_F or Ren_Head0001_M should do the trick, and same with Ren_Head0002.
- Ren's head mesh #3 (only Ren's Strangers and/or Strangers Refine use this head mesh)
- Corean head mesh #4 with closed mouth (Nec's Karla uses this head, I think)
- And some more I can't recall well
Just saying if anyone wonders about this.
Now to update OCO and finally release my head06 stuff!!!
Now im trying to fix a custom race I have (uses head06), and while I was able to match the vertex normals using 3ds max, I can't import it back into the game without having the blinking animations messed up. Do you know why this could happen? I work directly with the .nif file and NifTools.
Thanks!
Blinking gone wrong is usually a problem with the tri file or your 3ds max changing the vertex order. Probably the latter in your case. Make sure your 3d modelling program doesn't reorder vertices or delete doubles when exporting. Head06 must have 3515 vertices.
Or this is for the out of the box vanilla game without any mods?
Thanks.
Edit: So download these: http://www.nexusmods.com/oblivion/mods/45859/?
http://www.nexusmods.com/oblivion/mods/45864/?
http://www.nexusmods.com/oblivion/mods/45858/?
and optionally
this http://www.nexusmods.com/oblivion/mods/45855/? only if you have the mods like BC, Kvatch Rebuilt and other major quest mods installed.
*Plays Game*
**face palms**
http://gyazo.com/365c10debb3c56b4b42dc566ca65fe6d
Wow such Neckseams
http://i.imgur.com/oyIHxmE.jpg
That means:
1. You didn't install it right.
2. Your textures are wrong.
http://i.imgur.com/GRNfaJC.jpg