I would recommend you add the NPC face full import tag to this plugin in Wrye Bash since it keeps replacing the facegen, eyes, and hairs changed by this mod to vanilla or incorrect facegen from other mods.
Edit: also needs NPC race tag, invent add and invent remove, and graphics tags. Wrye bash in undoing all the great changes this makes.
I like the diversity, good job with that! I noticed that the khajiit porter in Cheydinhal has an issue with his tail, specifically that it extends in a straight line down through the floor to a fixed point at the center of the earth. Is there a fix for that?
Thanks to TariCalaelen I fixed the messy beast tail issues and I'm endorsing the mod. Thanks again for making this, now to figure out how to get these rubes to stop following me around the building all the time like I'm a shoplifter, haha! Cheers!
I can confirm that is still in it because I'm having it. Tooks a few secs before I understand it was the khajit tail XD.
Edit: To fix yourself, open the esp in tes4edit, found the Cheydinhal Porter and change the record on the skeleton to use. \Characters\_male\Skeleton.nif should be Characters\_male\skeletonBeast.nif.
Don't forget to rebuild your bashed patch if you have one.
TariCalaelen: Thanks for posting that! I fixed the Argonian porter in Leyawiin and the Khajiit porter in Cheydinhal using your suggestion and everything looks great... Cheers!
I'm looking forward to trying this out; might actually join the FG for a laugh (ye gods, their missions are tedious!) One slight niggle - you have the wrong skeletons for the Argonian and Khajiit. They should use the beast skeleton. Easy enough to change in the CS, I've already done it.
I seem to recall the AFK Weye expansion adds bonemold armour to Oblivion. It uses a BSA file, but it should be easy enough to unpack the meshes and textures.
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Edit: also needs NPC race tag, invent add and invent remove, and graphics tags. Wrye bash in undoing all the great changes this makes.
Re-add the Repair service in the AI Data of 000947AA in ImmersivePorters.esp.
Is this compatible with Fighters Guild and Guild Advancement??
Thanks!
V2 is uploaded which changes the Khajiit and Argonian Porters to use the beast skeleton.
Is the issue @larose described fixed, by any chance?
Edit: To fix yourself, open the esp in tes4edit, found the Cheydinhal Porter and change the record on the skeleton to use. \Characters\_male\Skeleton.nif should be Characters\_male\skeletonBeast.nif.
Don't forget to rebuild your bashed patch if you have one.