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  1. nuska
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    Please read through this troubleshooting FAQ first and browse back in the comments before asking for assistance. I'm unable to respond to everyone and troubleshoot due to the high volume of traffic this mod gets, I plainly don't have enough time for it, so I need everyone to be proactive and double check your installations yourself before you comment.

    --

    Troubleshooting for common issues- check here before you ask for help!

    Problem: My characters have googly eyes!

    -> You have a conflicting cosmetic mod that replaces the default eye mesh with one that uses different texture coordinates. OCO needs vanilla eyes, so delete everything starting with 'eye' in the folder meshes/characters/imperial. If you have installed other mods via NMM, usual culprits are:
    -Beautiful People
    -Eye replacer mods
    -Eye addon mods


    Problem: I'm getting the 'Install Blockhead' error text even though I installed blockhead!


    -> You may have attempted to install OBSE and/or Blockhead through NMM or OBMM. Don't do this. Both of them have to be installed manually. Go over the instructions for both of them once over.
    -> You may be running a Steam copy of Oblivion. Check this for help.


    Problem: My heads are looking strange and nothing like the screenshots! / I have black eyes on every NPC!

    -> Run Archive Invalidation [info] in Oblivion Mod Manager, Wrye Bash or Nexus Mod Manager (and get in the habit of doing this every time you install or change something)
    -> Check for the presence of following mods:
    -COBL
    -Beautiful People / MBP
    -Hair addon ESPs (non-wig)
    -Eye addon ESPs
    -> If any of those are present, try moving OCO to the bottom of your load order. If things still look weird, remove the conflicting mods altogether (complete uninstallation needed)


    Problem: I'm getting an error from the ZIP archive / I can't open it!

    -> Sometimes Nexus servers do weird things and downloads can get broken on the way down. Try redownloading the mod - if you still get errors, come back a bit later when the servers have stabilized, there's nothing I can do about this.


    Problem: I downloaded this other mod that adds NPCs and everyone looks really weird!

    -> NPCs that have been made for vanilla head model chargen can have odd results with OCO - unfortunately in order to look on par with OCO's characters their heads would need to be manually restyled in the CS with OCO active. If you do this with a mod, please share the ESP if you can so others can benefit from it!


    Mod reuploaded w/ integrated tweaks

    Changes:
    -Merged eyelash and Khajiit texture pathing fixes into the main installation
    -Reduced bug-eyedness on Dark Elves
    -Added a better head shape for female Nords
    if you've been totally satisfied with your OCO setup prior, you don't need to download this. It's aimed at new users.


    If you see this



    it's an intentional error message and means you have an incorrectly installed or missing Blockhead plugin.
  2. Dunkeyori222
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    I am using the Steam version of Oblivion, and in the FAQ it says that this may cause an error. It links to a forum thread for help, but the link is dead. What am I supposed to do?
    1. lucasffg
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      They had a link for an alternative OBSE loader for Steam there. This one:
      http://media.steampowered.com/content/obse_loader.zip

      You can still see the thread here:
      https://web.archive.org/web/20170501222739/http://forums.steampowered.com/forums/showthread.php?t=900993

      Only use the alternative loader if you have a problem with the DLL method included in the newest OBSE.
  3. NordskiOfAtmora
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    Okay, so I clearly messed up with installing the HGCE and Roberts Male bodies patches. I know have body textures on sideways...

    What order should I be activating things in, to correct this?

    And will I need to reinstall the other mods first?
    1. Striker879
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      The correct order of installation is:
      OBSE
      Blockhead
      Body replacers (if you are going to use them)
      Base OCOv2 install
      Compatibility addons for any body replacers you have already installed

      Depending on the order you used to get your problem ... yes you may need to reinstall in the correct order. This order allows the correct files to be overwritten, while leaving the files that are required in place.
  4. JamestheFreak
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    Do you have to use NMM for the HGCE and Robert's male body addons or can you use Wrye Bash or do it manually?
    1. Striker879
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      Wrye Bash or manual is fine, in fact from what I've seen in the mod comments and forum posts leads me to believe that the latest iterations of NMM won't install this correctly (though I can't understand why .... copy the Data folder and paste into the Oblivion folder ... merge the Data folder contents ... true rocket science).
    2. JamestheFreak
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      I've always heard people saying NMM was crap which is why I never bothered trying it or plan to
    3. Kathartic
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      I have heard that NMM was built for games that came after Oblivion, and that despite many similarities between the games involved NMM cannot handle some mods file structures for Oblivion Mods.
    4. slygeezer
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      I strongly recommend Wrye Bash, together with BOSS, for mod management in Oblivion. It can take a bit of effort to figure out all the things Wrye Bash can do for you, but it is well worth the effort.
  5. wyattmark5
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    How do you install the nude version of Roberts Female Body V13?
    1. Striker879
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      Look in the Data\meshes\characters\RT\female\average\Nude folder and you will find replacement meshes for the nude body (as outlined in ReadmeFemV13.txt).
  6. HelmetBear
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    But my Blockhead Don't have a plugin :(
    1. Kathartic
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      Blockhead is an OBSE plugin so you need to read the readme and install the listed items into the OBSE/Plugins folder/
    2. Striker879
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      I give detailed step by step instructions for installing Blockhead that shadeMe graciously pinned at the top of the Blockhead mod comments.
  7. wyattmark5
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    Which version of Robert''s Male Body and Robert's Female Body are you supposed to use?
    1. Striker879
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      Use the latest version of each. Both come with a complete equipment replacer (important to avoid unusual ugliness on exposed skin areas while wearing clothes or armor).

      RobertMaleBodyReplacerV52 and Roberts Female Body v13 are the latest as far as I know.
  8. AlphaDirjtheUntamed
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    Hi i'm very new to modding on pc and have been wondering about the Robert's body replacer, so if I download both male and female replacers do I have to download some of Robert's body replacers to have his meshes in this mod? Or no? Please help me.
    1. Striker879
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      Yes ... if you want to use body replacers like Roberts male/female or HGEC you need to install those first, before you install this mod. After you install the body replacer (and check to confirm it's working in the game) you install the base install from this mod (Main Files ... top download link).

      You finish up by installing the appropriate compatibility addon for whichever body replacer(s) you have installed (Optional Files section).

      Before you even install body replacers I'd suggest you get OBSE and Blockhead installed and confirm they are working ... read through these comments for more info on that (OBSE and Blockhead problems are the most common question asked).
    2. AlphaDirjtheUntamed
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      Thank you for the help, and I really love the mod it helps me relive those rainy days that I would just play oblivion on xbox.
  9. Tuvenal
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    This problem really confuses me and I found some members here also had the same problem.
    OCO intends to make orcs dark green.But in fact only their faces become darker.The rest of an orc's body remains vanilla light green.The dds files provided by the patch should have overwritten the original ones but it seems never make a difference for me.
    By the way,Khajiit's body also has an annoying problem.Khajiit's "footfemale.dds" from OCO is a very strange file and it makes the female body quite ugly.
    Strangely,argonian's body looks fine.
    Does anyone how to fix what I mentioned above?
    1. Striker879
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      Disable (or preferably disable and delete) MaleBodyReplacerV5.esp ... this mod replaces that.
    2. Tuvenal
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      Thanks for replying.But I am afraid this is not the right solution.
      "foot(fe)male.dds" files from HGEC,Robert and Vanilla contain the textures of the whole body.However,in OCO,"foot(fe)male.dds" files actually contain the textures of one foot.
      Pretty funny,it seems OCO have divided the texture of the whole body into several parts.
      Ah,this problem has troubled me for a long time.Could you tell me in detail how did you install these mods,please?(I know this is a complex question and sorry for my bad English)
    3. Striker879
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      The base download is for the vanilla game. In the vanilla game the file footmale.dds and footfemale.dds are used to cover only the foot mesh.

      HGEC changes what the file footfemale is used for and in it footfemale covers all of the body except the hands (which still use handfemale.dds). The download HGEC texture compatibility addon must be installed if you use HGEC ... but if you don't use HGEC it must not be used.

      Roberts (both male and female) use footmale.dds (or footfemale.dds for Roberts Female) to cover the entire body including the hands (so everything except the head). The download Roberts Male Body replacer texture compatibility addon must be installed if you use Roberts Male, and Roberts Female Body replacer texture compatibility addon if you use Roberts Female. Again, don't use these if you don't install those body mods.

      I didn't address the Khajiit part of your question because I wanted to establish whether or not you had Roberts male installed and had MaleBodyReplacerV5.esp activated as a first troubleshooting step.

      The "Khajiit problem" comes from the vanilla game. Bethesda got lazy and decided to use footmale.dds for both male and female Khajiit. In the vanilla game it doesn't really cause much of an issue as footmale.dds only covers the foot mesh, and male feet don't differ from female feet at the mesh level.

      Once you use either HGEC or Roberts you get the "Khajiit problem" with female Khajiit.

      Notice in the downloads there is a download named HGEC female khajiit body texture fix but it is in the Old Files section. Part of the reason is because over the years since HGEC was first released there have been various attempts to "fix" the "Khajiit problem". If the version of HGEC you use is one of those that has tried to fix things it may not work when using the OCO v2 fix. Trying to fix the "Khajiit problem" is a minefield for mod authors ... there are many fixes out there.

      IF you use Roberts Male, disable MaleBodyReplacerV5.esp and report back. If you do not use Roberts Male then report that fact so we can move on to next steps in troubleshooting your problem.
    4. Tuvenal
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      Thanks very much!
      But I should apologize first.All the problems I came across were not caused by the mods themselves.They were caused by MO or Vortex.After I installed the mods through Wrye Bash,all the problems,except "Khajiit problem",were solved.
    5. Tuvenal
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      Hey,sorry to trouble you again.
      I installed "Female Body Retextured" which you recommended for another member. The body texture of redguard went wrong.
      The author of that mod provided a new body texture for redguard,but in game,my redguard character uses the body texture for imperial.I found many members had reported this problem in the comments and the author's screenshots look fine.
      Do you know why?
    6. Striker879
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      Both you and KarmaPowered have convinced me I need to look into this again (I went through trying to figure this all out a long time ago when I was getting OCO v2 set up myself ... I think my head still hurts from that experience).

      Something that Karma posted tweaked me in a way that hadn't happened previously when looking into it (the existence of the characters\redguard\male and characters\redguard\female folders in the base OCO v2 download). I did some poking around last night and think I may be getting onto what is happening.

      You'll both have to bear with me while I delve into this ... think a drugstore run will be my first step (stockpile a supply of aspirin).

      - Edit - Thank you for reporting back on the MO/Vortex involvement in part A of your problem (you wouldn't believe how seldom that happens).

      Further on the "Khajiit Problem" ... I use Khajiit Male Body for Oblivion Character Overhaul version 2 for my Khajiit males. There is Lunas OCO Khajiit Female Fix but I don't use it myself ... I have some HGEC female Khajiit texture that I found who knows where (and trust me I have searched and searched through all of the many and various HGEC versions I've downloaded over the years to try to find the source of these textures so that I can pass along the info).
    7. KarmaPowered
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      *comforts Striker879*

      Thank you very much for looking into this.

      I believe with reason that you're the most knowledgeable about OCO2 after Nuska and perhaps ShadeMe themselves. If someone can guide us through this issue, it has to be you. It wouldn't be such an issue either if OCO2 hadn't become the de facto cornerstone of many Oblivion mod builds. Plus, all other races work just fine from what I can tell (after Seamless treatment).

      I thought it could be a Blockhead issue, since it kept evolving after OCO2's release. Maybe did it work correctly when Nuska released OCO2, but stopped to do so with newer releases of Blockhead ? The "official" screenshots of OCO2 at release display a properly textured redguard female, and there are proper body textures in Nuska's redguard folders after all.

      Next, I noticed that Blockhead's PerRace settings require the "name" of the race to be used and not the editor ID (according to its manual), but for redguards they are both the same (capitalization excluded). Plus, name and editor ID are different for dark elves, but that OCO2 race works.

      Finally, I have been thinking about trying random folder names about where Blockhead could get its redguard overrides instead, but that didn't lead me anywhere either (getting purple textured bodies instead).

      Yes, this issue can be overridden by Blockhead with user settings, but I thought that OCO2's install procedure was already fairly complex as it comes for some users that we shouldn't have to add a "Blockhead overriding Blockhead itself" patch to get the mod 100% working for all races.

      Please do holler if there's anything we can do to assist.

      PS : @Nuska, we are missing you >.<
    8. Striker879
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      I haven't had a chance to dive into it, but that doesn't mean that this hasn't been bouncing around in my head from time to time all day.

      Something you'll notice if you read back through the earliest comments (and by that I mean a LOT of pages of the earliest comments) is that while Nuska was and is without a doubt very talented, the complexities of Oblivion's race system weren't at the forefront of the talents list. IkeCoast (how I miss you buddy) and I played some role in figuring out/pointing out how Oblivion itself was resisting all efforts to drag it into a future it was never designed for.

      My suspicions are that the characters\redguard folders (which are only present for the vanilla game version) are just leftovers from one of Nuska's early attempts at working the "Redguard problem" (hallmarked by Bethesda's use of Imperial textures and crushed tone/colour sliders). Once Nuska became aware of the Redguard problem no more effort was expended on that front (after all, in that same timeframe we were bringing up "the Khajiit problem", and probably other Bethesda race related issues).

      When you look at the entire picture, the scope of what Nuska had to work through with this mod is overwhelming, to say the least ... all done while holding down a full time job.

      Read the last 100 or so of Nuska's posts and you'll get the picture.
    9. KarmaPowered
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      I did a quick test (I want to help as I said!) :
      - installed just OCO2 and requirements (+ unofficial patches and Alternate Start, I hope you won't mind)
      - no body replacer, no textures overrides, no Blockhead overrides, no Oblivion Reloaded, no ENB, nothing else
      - created a checkered texture and called it "upperbodyfemale.dds"
      - placed it in "textures\characters\imperial\female" :


      - restored previous texture, and placed checker texture in "textures\characters\darkelf\female" :


      - restored previous texture, and placed checker texture in "textures\characters\orc\female" :


      - restored previous texture, and placed checker texture in "textures\characters\redguard\female" :
    10. KarmaPowered
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      Not blaming Nuska in the slightest. What we as the Oblivion modding community have received from this mod (and Blockhead) far exceeds any of the small bugs still sitting at the sides.

      In my mind, the only questions that remain are why does the mod work for non-redguard races (to know where we should be looking for something to fix), and what can we do about it ?

      EDIT : My gut feeling is that Blockhead either doesn't change the redguard settings as it does for other races, or it creates a setting that is not the expected one. I've unsuccessfully tried :

      - textures\characters\redguard\female\upperbodyfemale.dds
      - textures\characters\redguard\female\upperbody.dds
      - textures\characters\redguards\female\upperbodyfemale.dds
      - textures\characters\redguards\female\upperbody.dds
      - textures\characters\red guard\female\upperbodyfemale.dds
      - textures\characters\red guard\female\upperbody.dds
    11. Striker879
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      I have long thought that perhaps shadeMe created some "backdoor" for OCO v2 to use, while the rest of us had to use the "official" PerRace method. You have just given conclusive proof that this is NOT the case.

      Nuska utilises Blockhead for heads alone ... all else is simply using the vanilla game race rules and quirkiness.

      I know from following along on DrakeTheDragon's posts that texture assignments are completely controlled from the mesh. Meshes have material properties that can do certain things with the textures (e.g glossiness).

      Body parts use the material "skin" which allows a lot of things behind the scene. To do that they use "keywords" to identify different body parts, controlling what texture gets applied to what mesh. The very fact that the material is skin allows another very important function.

      Every race uses exactly the same male and female body mesh, yet when you look at a body mesh in NifSkope you'll see that the texture path for it is always pointing to the Imperial body texture. So how to Khajiit or Dunmer or any race that doesn't use (according to the Construction Set/TES4Edit) the Imperial body texture get the correct body texture applied??

      Skin ... the material assigned to the body mesh. The game applies the race textures to whatever it finds that is called skin.

      If you check out Redguards in the CS/TES4Edit you will see that they are assigned the Imperial body texture (including in Oblivion_Character_Overhaul.esp). Bethesda gave them their skin colour by use of extreme tone and colour slider postions. The vanilla game EGT files are supposed to transfer the slider position effects from the head to the rest of the body (in part that is what the Seamless series magic is doing, along with getting the head and neck meshes to actually line up). For some reason this will work for some NPCs and fail miserably for others.

      I use the EGTs from Seamless, head and body meshes from Seamless (for the most part), and yet I still have mismatched heads and bodies in some Redguards (whereas in others the match is close but not perfect). I attribute that to me using Female Body Retextured textures for some NPCs and not the official Seamless ones ( trying to explain why I never see "perfect").

      My gut tells me that the only way all NPCs are going to be of Seamless or close to Seamless quality is when somebody goes through each individual NPC and de-Bethesda-izes their colour and tone sliders. I think Bethesda's game plan was to make some variety between NPCs (avoid a clone army sort of thing).

      I've tried a little slider magic on a few NPCs I've added to the game in the past. It's not a two minute job ... per NPC!!
    12. KarmaPowered
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      Would a simple patch to the OCO2 ESP be sufficient to solve our redguard issues then ? Would it create other issues ?


      (redacted)

      This will have to be completed with every other female bodypart (except the head, as you correctly mentionned) and for redguard males of course. Just did a quick test again.

      EDIT : Just noticed that Nuska used :
      textures\characters\female\upperbody.dds

      while for other overridden races it's :
      textures\characters\female\upperbodyfemale.dds
    13. Striker879
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      I would lean more to the Blockhead method ... finding a "best fit" texture and assigning via Blockhead, but that will not do anything concerning the slider position issue.

      Redguards are not alone in that regard, some Dunmer and Orcs got tromped on hard too.

      The CS is a dangerous tool for editing race records ... look at the wrong thing and blink and you'll think you are in the original HalfLife game, with "Unexpected Consequences". I wonder if TES4Edit might offer a way to make a patch for the affected NPCs.

      - Edit - The upperbody.dds vs upperbodyfemale.dds was probably a mistake, but a mistake with no consequence because the race record for Redguards points to the Imperial body textures.

      In any case, those are directed at vanilla body meshes ... HGEC assigns body parts that have the "foot" keyword to use the footfemale.dds texture file (and if you look at femaleupperbody.nif you'll see the mesh NiTriShape is Foot:Body). Foot assigns the footfemale.dds texture and the Body part acts as a comment to what it is actually covering. The femalelowerbody.nif is Foot:Legs01 (in the EVE variant of HGEC), femalefoot.nif is just Foot. All are assigned footfemale.dds.

      Hands have a separate texture assigned in HGEC so femalehand.nif is Hand, which assigns handfemale.dds for a texture.
    14. KarmaPowered
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      Ok, here comes newest version of the patch :
      (redacted)

      I renamed
      textures\characters\redguard\foot/hand/leg/upperbody.dds
      to
      textures\characters\redguard\footfemale/handfemale/legfemale/upperbodyfemale.dds
      to be consistent with other races and male redguards.

      Added all the female and male parts, except heads, which were fine to start with, except... their textures :

      textures\characters\nuska\redguardheadhuman_f.dds
      textures\characters\nuska\redguardheadhuman_m.dds

      are clearly imperial textures in OCO2.

      So I had to install HGEC + Seamless + FemaleBodyRetextured, as mentioned in one of my previous posts, and the result is (NSFW) :
      Spoiler:  
      Show


      Is this not a workable solution then in your eyes ?
      If it was, we would still have to patch base OCO2 with redguard head textures, since the above belong to another mod.
    15. Striker879
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      OK, now do a placeatme 69ad5 (pretty certain that is one of the extreme slider Redguard females) and see how she looks.

      What you have in your spoilered picture is about as good as the best I can ever get using Monte's textures, but that will only happen with a few of the vanilla Redguard bandits/marauders.
    16. KarmaPowered
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      Here is the result (NSFW or whatever) :
      Spoiler:  
      Show

      Pretty dark, but then it was an interior, and I had no decent lighting either. I had to emergency-console in a torch too ^.^
      Anyway, I think it remains acceptable, since it's only a bandit, and players usually care more about their PC than any NPC.
      What do you think ?

      EDIT : I should mention that I had face mipmaps off during all my tests : bFaceMipMaps=0.
      It remains OK/good-looking even with bFaceMipMaps=1.

      PS : outstanding cooperation and support by the way, thank you. Made you a friend if you don't mind.
    17. Striker879
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      She is one of the darkest faced Redguard bandits in my game (with a pretty good measure of red added to the mix as well). What you have achieved is what I have had no luck getting ... a body that matches her head.

      With the mismatched head/body situation I could never make anything resembling progress with slider tweaks. The difference between head and body remained more or less constant as I tried to lighten her up (both getting lighter by the same amount, maintaining the huge difference).

      Big thumbs up from me Karma ... you're the persistent one. I had a bunch of hockey games to follow in between (keeping up with my hockey pool), while you were busy with the heavy lifting.

      When will we be able to download OCOv2 Redguards Vastly Improved (and not dipped in chocolate) by KarmaPowered?
    18. KarmaPowered
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      Well, if I did all the heavy-lifting (so to speak, I know I did nothing compared to the daily support you offer here and elsewhere, and I wouldn't have been half as motivated if you hadn't accepted to help), would you mind taking the last step (and the responsibility that comes with it, sorry) of hosting/providing the patch ?

      I can only play Oblivion on and off, and this mod deserves the best it can get. Since Nuska seems to be gone, it wouldn't be far-fetched in my opinion to get Nexus staff to give you admin access to this mod, at least to add a single patch we BOTH have worked on. You'd definitely have my support if you did ask, and my blessing to use the patch as you see fit. The current download will only last 30 days.
    19. Striker879
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      Lets agree to a good nights sleep on it, and see what path forward the light of the day tomorrow shows us then, alright?
    20. KarmaPowered
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      Sounds good to me.

      I won't change my mind though, so please give it a chance. I really would prefer it to be you rather than some random site or aspiring drama-queen, or worse getting lost to people who keep enjoying OCO2 (thanks in part to your support).

      Please be well.

      EDIT : Removed link as you requested.
    21. Striker879
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      I have the latest patch you posted downloaded if you wanted to take down the link. Sleep well (and not to fast) then Karma, and we'll hammer out the details tomorrow.
    22. Tuvenal
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      Amazing,simply amazing!
      Striker879,KarmaPowered,honor for both of you!
    23. Kathartic
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      Wow! So much work - thank you both for the fascinating exploration of how this game is structured and how this mod tries to improve it.
    24. Striker879
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      Don't worry Tuvenal ... you've played a part in this journey, and that will be noted. And sorry for so thoroughly hijacking your thread and turning it into our "development thread" ... hehe.
    25. Striker879
      Striker879
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      Current update:

      We have a mod page mostly ready and some of the texture files needed selected (which so far seem to be giving pretty decent results). We are waiting for somebody to tweak the OCO v2 body textures for vanilla body meshes to match the head textures we've selected (heads and current HGEC and Roberts male textures are Female Body Retextured Lighter Redguards ... we're also waiting to hear back from Montegris).
  10. konros
    konros
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    At present the mod seems to be completely messed up and cannot co-exist with any of Robert body replacers.
    The problem is this mod has been designed for the work strictly with nnm and robert's body replacers cannot work with NNM version 65.
    You can use them only with new OBMM mod manager where OCO2 does not work very well.
    After installation the male and female bodies are mixed up for example male body on female and opposite. Yet I did everything as it was instructed by the author.
    This mod also for some unknown reason overwrites the bodies with some blank textures and patches do not fix it.

    1. Striker879
      Striker879
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      The mod does work perfectly well with Roberts male and female.

      First step is to get those working using whichever install method works for you (I'm a manual install guy myself).

      The top listed download on the Roberts male Files tab, downloaded to a folder and extracted to that same folder will have a Data folder ... right mouse click on that Data folder and select Copy from the right click menu, navigate to your game's folder and right click on the game's Oblivion folder and select Paste. You'll be prompted that there is already a folder named Data ... select to merge the contents of the new Data folder with the existing one.

      The instructions for how to change which body type you finish with are in Readme V.52.txt along with a bunch of picture to help sort through the options.

      Roberts female is the same ... right click Data/Copy, right click Oblivion/Paste. It includes the full equipment replacer in that one Copy/Paste operation whereas for Roberts male you'll need to download the equipment replacer separately (but it's installation is a simple Copy/Paste with some options available for pants & greaves).

      Despite Nuska's warnings this mod is just as simple ... download/extract/Copy/Paste. First you do the base install and then you do the Roberts male addon and then Roberts female addon. Activate Oblivion_Character_Overhaul.esp in the mod manager of your choice (or vanilla game Data Files) but do not activate either of the Roberts ESPs (in fact I advise to delete them).
  11. Hellyea
    Hellyea
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    it's possible to make it compatible in someway with Dahyka's Vanilla Racials and Birthsigns Improved ? I mean via bashed patch or something else ?
    1. Striker879
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      I'm not familiar with that mod ... but if it is possible it will only be so with a bashed patch. Use BOSS to sort your load order and it will automatically add the required bash tags for you.
    2. Hellyea
      Hellyea
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      That mod don't have any suggested bash tags by boss, that's the problem.
    3. Striker879
      Striker879
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      No I meant that BOSS will add bash tags to Oblivion_Character_Overhaul.esp (I'm not certain, but I don't think nuska added any to the ESP itself). Having Oblivion_Character_Overhaul.esp bash tagged may allow the bashed patch to resolve any conflicts in a way that doesn't break OCO v2.

      Not sure how your Racials and Birthsigns might fare in the exchange. All you can do is try.

      I would be careful in examining the Racials and Birthsigns extracted download compared to OCO v2's extracted download, looking for potential file overwrites (but then again I'm a cautious experienced manual install dinosaur, who knows quite well where all the potholes in the roadway to success are found ... and the correct way to steer my way around them).
    4. Hellyea
      Hellyea
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      I've checked but it seems there's nothing i can do to let both of them convive because oco alters to many things (racial stats, spell etc)
    5. Striker879
      Striker879
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      Compatibility between mods that touch races is a long standing issue, without a doubt.

      The Rule of One is a tough thing to work around.
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