Oblivion

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The Elder Scrolls IV: OBLIVION

==================
Capes 4 NPC's
v 0.1
==================

By dreamed1
12/21/2014

1. Overview
2. Requirements
3. Installing the plug-in
4. Detailed Changes
5. Version History
6. Save games
7. Conflicts/Known Errors
8. Credits/Permissions received
9. Contact and Information
10. Legal Stuff/Disclaimer

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1. OVERVIEW
===============

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

The mod works in a very similar fashion to Item Interchange: It will take the capes and cloaks from the mods you are using and apply them to the NPC's from the base game and potentially other mods. See below for more details.

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2. REQUIREMENTS
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Requires Wrye Bash.

You'll need one or more of the "Source" mods listed below to provide the capes or cloaks.

Also, since most capes occupy the "tail" slot, a mod like Tail-Slot Equipment Helper (http://www.nexusmods.com/oblivion/mods/44527/?) or equivalent is required to make NPC's equip tail-slot items.

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3. INSTALLING THE PLUGIN
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Make sure you read, understand and follow these install instructions or your game will likely CTD on launch.

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.

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4. DETAILED CHANGES
====================

This mod doesn't contain any capes in itself. Instead, it distributes capes from the mods you may already be using. Specifically it takes capes from the "Source" mods listed below and systematically distributes them to NPC's in the "Destination" mods also listed below. Most human or elven NPC's will have a roughly 50% chance of receiving a cape or cloak. Guards, for example, will have a significantly higher chance.

"SOURCE" MODS
The following mods currently contribute capes:
Recommended:
Capes and Cloaks http://www.nexusmods.com/oblivion/mods/4539/? by someone1074
or found as part of All Capes Cloaks Clothes and Gloves http://www.nexusmods.com/oblivion/mods/10568/?
JaySuS Capes by jaysus http://www.nexusmods.com/oblivion/mods/17525/?
It is recommended that you use one variation of the Capes and Cloaks mod for best effect.
Note that while I recommend JaySuS' Capes, I also recommend deleting the Meshes/Armor folder from that mod as it replaces cuirasses with caped versions.

Additional supported "source" mods:
Animated Capes by zmajtolovaj http://www.nexusmods.com/oblivion/mods/34030/?
Magic Elven Capes by Lyriath01 http://www.nexusmods.com/oblivion/mods/19240/?
Lost Paladins of the Divines by Jerros http://www.nexusmods.com/oblivion/mods/10505/?
Forestheart by klarre http://www.nexusmods.com/oblivion/mods/5852/?
Paladin Equipment by pale_rider http://www.nexusmods.com/oblivion/mods/13591/?
Underdark by Underdark devteam http://www.nexusmods.com/oblivion/mods/23153/?

"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

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5. 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.

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6. SAVE GAMES
===============

Perfectly safe to add or remove this from save games. Be sure to rebuild your bashed patch any time your load order changes.

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7. CONFLICTS / KNOWN ERRORS
============================

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.

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8. CREDITS / PERMISSIONS RECEIVED
=================================

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.
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.

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9. CONTACT AND INFORMATION
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Contact me by PM at Bethsoft Forums or at the Nexus.

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10. LEGAL STUFF/ DISCLAIMER
===========================

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.