Huh, it should be in the unusual box in the Shrine of Sithis room. It could be you using a mod that be conflicting with this object's ID?
For if looked in like TES4Edit the default ID of it is 010151D1, though depending how many addons you have installed, if the mod is deactivated & was added in a bashed patched through Wrye Bash, etc., the "01" in the ID might be different for you, for example for me it's 0A0151D1 instead base on the addons/mods I'm using, it's recommend to check IDs in like TES4Edit.
I went & did made a new game & coc to LairVile01 in the console, & ran to the shrine room & the hood is still in the unusual box witht he Crimson Eviscerator dagger. For the hood has no special requirements (unlike the raiment suit) to make it appear, it will just be there.
Nice mod. However I noticed couple issues with textures: VLCSaccessory_n.dds - lacks mipmaps vlcrimsonscarf.dds and vlcrimsonscarm.dds in OPTIONAL Dead47 red DB texture have empty alpha channel - they should be saved as DXT1, not as DXT5. Also Dead47's Dark Brotherhood Armor Extended contains suitable red icons, why not to include them in your mod?
I'll check & fix that. The reason I didn't add any icons for it wasn't on my mind of at the time, speaking of, at the time I got permission from Dead47 to use their textures, I don't believe they had the red icons yet during their v1.0 release of their mod? For I downloaded their red texture back in April 2023 when they first released their red textures. So yeah, I'll update soon then.
Update: added mipmaps to VLCSaccessory_n.dds For I already had permission from Dead47 before I added & their red icons. Of vlcrimsonscarf.dds and vlcrimsonscarm.dds I updated to the ones from Dead47 v2.0 update from the v1.0 ones this mod was using as a optional before, I didn't bother to check their alpha channel if they were exported as DXT1 or DXT5, not my problem.
Update seems to turn the esp unmergeable. Previous one was green in Wrye Bash and didn't need to be active... this one is black and apparently needs to be active? Maybe the invent.add tag made it unmergeable, I don't know.
Thanks for clearing that up for me; thought either I or Wrye Bash made a mistake. I'm sticking with the previous version for now, as I need the load order space.
Okay, added a download like the old one that it doesn't has the hood, & the ESP with the Deactivate & NoMerge bash tags, , it still has the Dark Minion having the Raiment armor but it should merge.
The 00 core +vanilla DB meshes Sub-Package of the Revamp Raiment of Crimson Scar file is missing a comma in between its bash tags in the ESP description field:
{{BASH:DeactivateGraphics,Invent.Add,NoMerge}}
Should be a comma between Deactivate and Graphics.
Yeah I know, actually I was thinking of making a hood to go along with it, but never got around making one. I'm kinda in the middle of patch editing of another mod (Mage Equipment 21), I'll try to get around making a hood for this when I have time.
Yes, what specifically you going to change on them? if like, you going to replace the textures just be sure whatever the new textures are has the same filename, dimensions, texture layout almost as the previous, or you end up invisible meshes in game.
I was just going to follow the instructions laid out by the Unreasonable Variant. I'm not really interested in the super skimpy stuff, the body suit part of the armor is just a little unappealing to me.
From the included readme it looks like I just have to replace the DB meshes and textures with the variation I want, plug and play, as it were.
I'm already using Vanilla Gear Redux, and the version of this mod that matches it.
Okay, I think I got you now, changing the actual VGR Dark Brotherhood meshes (or any other modded meshes replacing the vanilla Dark Brotherhood armor) won't interfere with this mod. For the edited reasonable VGR DB armor theme choices & others from this mod to be as the Crimson Raiment has their own separate meshes & textures that's in their own folders located within the Dark Brotherhood armor folder.
They should've gave Rowley the "LairVileCrimsonScarRaiment20" ID instead making that "RowleysRaiment" ID, would save me the trouble. Beside the 9999 health instead the standard 750, & the 2600 rating instead the standard 2400, it's basically a more health, unplayable, LairVileCrimsonScarRaiment20 that still has the same weight & value stats.
Of that mod, while checking it Rowley keeps sitting down when I tell him to follow, but in the load order after when I put it's esp under the Bashed Patch esp he does follow. Did elderscrolliangamer forgot to add a specific bash tag?
EDIT: Ignore this, find the problem. After I clean the new capable esp for their ESP, that one got cleaned alongside it. Now he's following me.
The NoMerge tag is helpful to have. It will make sure that the ESP should not be merged even though it is technically mergeable, so that only the Graphics changes are imported. This makes the mod more compatible with other mods that modify the same records.
I was rushing when copy & pasting the texture file path into the meshes & didn't notice the non-BBB one Arms & UpperBody:0 texture paths are by themselves. For a fix right now in NifSkope for it's Arms & UpperBody:0 go to their NiSourceTexture & for the File Name copy textures\armor\darkbrotherhood\vlcrimsonscar\vlcrimsonscarf.dds & paste it for them & save.
It's okay I was just testing all of the packages and wasn't using it in game for real. Maybe when you update the mod, you can include the loose files instead of the BSA, or provide a loose files alternative, to merge into the bashed patch.
I updated the mod & removed the BSA & kept the updated bash tag ESP you done. Thanks for helping me out, I also found the Wrye Bash Pictorial Guide to get a bit more understanding of BAIN as well.
Thanks for your hard work on this. You're right, a crimson raiment should be red! By the way, do you know what cup size the "BBB HGEC More Revealing Mesh" is, and is that the only one with BBB?
It’s identical to the non-BBB one by Duddly01, it’s a E-Cup size & it’s not the only one Saaya converted of Duddly01 meshes to have BBB. If you read the credit/sources clicked on Saaya’s name in that section you can find more.
49 comments
For if looked in like TES4Edit the default ID of it is 010151D1, though depending how many addons you have installed, if the mod is deactivated & was added in a bashed patched through Wrye Bash, etc., the "01" in the ID might be different for you, for example for me it's 0A0151D1 instead base on the addons/mods I'm using, it's recommend to check IDs in like TES4Edit.
I went & did made a new game & coc to LairVile01 in the console, & ran to the shrine room & the hood is still in the unusual box witht he Crimson Eviscerator dagger. For the hood has no special requirements (unlike the raiment suit) to make it appear, it will just be there.
If obnly the suit, has you purchase the upgrades for Vile Lair to my the dresser to appear?
VLCSaccessory_n.dds - lacks mipmaps
vlcrimsonscarf.dds and vlcrimsonscarm.dds in OPTIONAL Dead47 red DB texture have empty alpha channel - they should be saved as DXT1, not as DXT5.
Also Dead47's Dark Brotherhood Armor Extended contains suitable red icons, why not to include them in your mod?
For I already had permission from Dead47 before I added & their red icons.
Of vlcrimsonscarf.dds and vlcrimsonscarm.dds I updated to the ones from
Dead47 v2.0 update from the v1.0 ones this mod was using as a optional before, I
didn't bother to check their alpha channel if they were exported as
DXT1 or DXT5, not my problem.
{{BASH:DeactivateGraphics,Invent.Add,NoMerge}}
Should be a comma between Deactivate and Graphics.
And it's compatible with my mod Vile Lair DLC - Tweaks and Fixes.
Or would it cause issues?
From the included readme it looks like I just have to replace the DB meshes and textures with the variation I want, plug and play, as it were.
I'm already using Vanilla Gear Redux, and the version of this mod that matches it.
Ah well, thanks for all the replies!
To also affect Rowley Eardwulf's raiment.
EDIT: Anyways, updated.
Of that mod, while checking it Rowley keeps sitting down when I tell him to follow, but in the load order after when I put it's esp under the Bashed Patch esp he does follow. Did elderscrolliangamer forgot to add a specific bash tag?EDIT: Ignore this, find the problem. After I clean the new capable esp for their ESP, that one got cleaned alongside it. Now he's following me.
I just added BAF - Beast Argonians Forever Early Version to the LOOT masterlist, and made use of the NoMerge tag in a similar situation.
By the way, do you know what cup size the "BBB HGEC More Revealing Mesh" is, and is that the only one with BBB?