Oblivion

29 comments

  1. readyfready
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    This is awesome - no less. Such beautiful handling of both the NPCs and the armor/clothing. You bring life to an old lady.

    !::! Fred
    1. callistofalling
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      :))) thank you so much!! I'm so glad to read this, it's a lot of fun to make retextures - actually, I totally forgot about it until you left this comment, but I have an update which includes more retextures and fixes in the works that I really ought to finish up and release someday, lol!
  2. Dispensation
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    Looks awesome. Thanks. Any chance of a module for distributing the new clothes and armors onto NPCs?
    1. callistofalling
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      thanks very much for the nice comment! :) I actually really like the sound of that, so the chance is very high! I think instead of being a separate module, it'll just be a different .esp option - like how you can tick the little box in the installers box of Wrye Bash - so that an .esp slot can be saved! I was also briefly considering making a version of SICR where it is an a .esm file instead of an .esp so that versions of other mods can be made that can have these new clothes and armors distributed to them as well, but I'm not sure how to "retrofit" other mods to have a new master file, so to speak?
    2. Dispensation
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      Well if you use the Construction Set Extender, you don't need to make an ESP into an ESM to edit it, if that's what you're asking. To be honest you or even I could probably just make a filter patch that distributes the new clothing and armor to new NPCs added by your mods (and even other Shivering Isles mods potentially).
    3. callistofalling
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      oh true, I only downloaded the CSE relatively recently so I keep forgetting it has features like that! to be honest, I don't know how to make a filter patch or anything of the sort, but I do indeed know you've made one before - so if this is something you are interested in, consider this me giving you permission to make it! the biggest reason I made this mod was ultimately to bring more diversity to the Shivering Isles, so having a potential way to bring these retextures to other mods (without having to put them there manually, haha) would be amazing :)
    4. Dispensation
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      It would just take a really long time and a lot of effort to add the new clothes and armour to all NPCs added by your mods and other mods, in a filter patch, if I did them one-by-one manually by hand. I'd probably have to create a script to make it an automated process.

      Or just give every NPC a relevant leveled list of clothing.
    5. callistofalling
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      ah that's fair, I didn't know such a thing would have to be done manually - well, I suppose I'll just keep thinking on another way to seamlessly add these retextures into other mods! I really do wonder why the SI clothes weren't split up by classes and article of clothing by default the way the normal Cyrodiil clothing levelled lists are, the fact that they aren't split up that way certainly makes things a lot more difficult than they need to be, lol
    6. Dispensation
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      Maybe if you created a leveled list for each outfit it'd be easier to do, so one would just have to assign one leveled list inventory entry to each NPC while removing their vanilla clothing.
    7. callistofalling
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      ooh that's a really good way of solving the problem, certainly a lot better than having to use the existing LLs and hoping for the best haha - would the "Invent" bash tag be the correct one to add in that scenario? I remember once having problems adding things to the inventories of existing NPCs because it kept conflicting with that NPC's corresponding race mod for some reason, lol. I always assumed it was improper bash tagging on my part, but I could never figure out exactly what the problem was/how to fix it?
    8. Dispensation
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      The NPC and creature inventory tags are Invent.Add, Invent.Change, and Invent.Remove ('Invent' is a deprecated tag now):

    9. callistofalling
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      interesting, that is good to know! I haven't updated Wrye Bash in quite a while - I saw those on the Wrye Bash page but didn't realize these new tags were implemented already, I assumed they were planned additions! guess this means it's finally time to update WB, lol
    10. Dispensation
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      Thanks for the update. I'd recommend next time though using the format 'Version 1.1' or 'Version 1.2', etc, so Wrye Bash can recognize its version data in the ESP's file description (currently the file description says "This is the 1.1 version." which Wrye Bash cannot recognize).
    11. callistofalling
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      ah, I always forget about that feature!! thanks for reminding me! :) next version will have it be like that - heck, hopefully the next versions of all of my mods will have it formatted like that haha! I hope you enjoy the update :)
    12. songlife
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      The distribution patch isn't really feasible considering the mods are all still curiously separate. I merged all of them long ago via the CSE and I've had no obvious problems other than an occasional npc walking into a wall briefly, but I don't know if that's just a minor pathgrid/AI issue with the mod, or a result of merging. That's a far more practical idea than using up 8 or 9 load order slots on all of them, but I notice the clothing distribution patch puts them separately as masters, which makes it worthless unless someone is actually using up all those slots on these relatively small & simple mods, which is incomprehensible to me since they can be merged.

      Hopefully sometime you'll merge them, like has been done with Better Forts, BC, UL, & others, so that whoever made the distribution patch can update it with one single master that will distribute to all the SI cities.
    13. callistofalling
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      I can understand that for sure! I agree, certainly some things become a lot easier when there's one large merged version when all the mods in question are largely complete, but that's exactly why I haven't made a merged version yet, is because I still have updates planned and mods unfinished! of course it's possible to re-merge all of them together each time you want to update a single module, but that's a lot more feasible and less time-consuming when you're talking about older mod series such as UL or BC, since it's not as common for them to receive large updates on a frequent basis - whereas with my mods, they're all in a constant state of being updated since I tend to go from project to project based on whatever I'm feeling that day, lol! anyway, I am very glad to hear that the merged version is working well on your end!! I'll be sure to give the pathfinding in the mods a onceover too, thanks for letting me know :)
    14. songlife
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      I merged all the cities & your Unmarked SI Locations mod again into one esp, this time including the clothing retexture mod but leaving out the New Homeowners, since that mod is a little different and probably best not mixed in with the rest. I used Merge Plugins this time which I'm told is the best way to merge since it checks for errors, and even lists what mods are in the merge on the final esp. It came up with a couple errors in one of the mods, I forget which, but they appear to be insignificant. I called the new merged esp the same name as the clothing retexture esp, just in case the distributor patch is ever updated to get rid of all those masters in favor of one merged plugin. As it stands right now I'm not using the patch, since it's only for people who use all the plugins separately, so the new clothes are not being distributed.
    15. callistofalling
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      huh, I didn't know Merge Plugins did such a thing, good to know! I think that when I eventually merge everything all together to make one overall mod, I'll probably just include the clothing and armor retextures in it so I can distribute them to NPCs by hand, so the distribution patch would be more for people who prefer to run these mods separately for one reason or another! :)
    16. songlife
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      Sounds like a great idea. By the way, Merge Plugins did a better job than merging via the CSE. With the latter, I noticed some npc AI & pathgridding was a little off, a few of them walking into buildings & walls occasionally, particularly when fighting. I also saw at least 1 shop sign misplaced. Those problems appear to be gone with my new Merge Plugins merge. I went through several locations and everything was perfect.

      So anyone else who wants to merge them to save a LOT of load order slots, do it, these mods work fine when combined. And they are really a sight to see, all the work that went into them, and they really add thriving life to locations which were barren before. When updates come out, just redo the merge - only takes a couple minutes.
    17. callistofalling
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      oooh really? I might switch to using Merge Plugins then - I always liked how doing it via the CSE means you can see what changes have been made (meaning you know for a fact that the merge succeeded), but it would be worth it change if it'll cut down on issues like the ones you mentioned!

      also, thank you very much for your kind words!! I really appreciate it! and I'm so glad you like the mods :)
  3. LenaWolfBravil
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    There are other Shivering Isles clothing retextures out there. Perhaps you could integrate them in your mod? They look good too. See this: Dark Mania Regalia and Clothing by M7. I have recently received permission from the authors to use these clothes in my mods, so I'm sure if you ask them, you'll receive a permission too.
    1. callistofalling
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      ooh, that is an interesting idea! it's good to hear you were able to contact the authors recently too, it's a bit of a struggle making mods for Oblivion nowadays since so many authors haven't been active in ages and thus can't be reached! so thank you very much for this comment :)
  4. GeorgeCorbul
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    Oooh! Can you make the new colour armours replace the Aureal\ Mazken leveled armours? You know Mazken armours all look the same by have different stats that correspond to vanilla light armor, whereas Aureal armours have stats that correspond to vanilla heavy armour.
    1. callistofalling
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      interesting, you mean like, the level 1 armors are one color, the level 5 armors are another, and so on until you reach the actual normal set of armor at level 20 or so? I like that idea - especially since the only different color armors there are in regular SI are the captains' helmets, and it always made them stand out so harshly because they didn't have actual armor to match with them, lol! I think in the future, I'll have a few separate .esp options for this mod, so that you can choose whether or not to have something like that distributed into the world like that!
    2. GeorgeCorbul
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      you mean like, the level 1 armors are one color, the level 5 armors are another, and so on until you reach the actual normal set of armor at level 20 or so?
      Exactly!

      I like that idea (...) I think in the future, I'll have a few separate .esp options for this mod, so that you can choose whether or not to have something like that distributed into the world like that!
      Cool :)
  5. Federica85
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    What a pleasant surprise, I didn't expect your mod to be ready so soon! Thank you very much, rose armors are my favourite!
    1. callistofalling
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      :) wow, thank you so much for the nice words and the nice image! the armors look so pretty on your characters! I'm so glad you like them :)
  6. ShaggyMonster
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    Hi callistofalling,

    Nice idea for sure thanks.  Any plans to use the seamless meshes for HGEC & Robert Male?  Would be a nice touch.

    Cheers
    Shaggy
    1. callistofalling
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      thank you for the nice comment, Shaggy! I'm glad you like the mod :)

      ohh, I didn't know those seamless meshes were actually different - for some reason I thought they were the same as the normal HGEC and Robert's Male? So I will see if I can include the seamless meshes in the next update!