Not sure if its this mod or the patches but the tail disappears when equipping a cloak again. This was a common problem with the original cloak mod so ill see if i need to overwrite that tail patch with this patch to see if it works.
This mod is just the cloak meshes. Tail functionality is handled in the original cloaks of skyrim esp and illustrious' esp. Quoted from that page:
"Give me back my tail!" instructions:
You'll need the Creation Kit for a start. Open it up. Go to File - Data. Double-click on Skyrim.esm and Update.esm. Then find the Cloaks.esp you use in the list, and double-click that also. Also, with the Cloaks file selected, hit "Set as Active File". Hit OK and wait for it to load up. Hit "Yes to All" on any warnings that pop up in the meantime.
You'll need to edit two different entries for each cloak/cape you'd like to use. Firstly, go to ArmorAddon in the list. Scroll down until you find the Cloak entries (they'll have names like CloakBlackAA). Right-click, Edit on the one you want. In the centre of the window, you'll see a list headed Biped Object, with numbers and names for body slots. Click on 40 - Unnamed so it un-highlights it. Click OK.
Secondly, in the main list again, go to Armor, and again find the Cloaks. They'll be named with CloakAshlander1, etc (there should even be a separate cloaksofskyrim tab if you expand the armor list that'll take you straight to them). Open up the entry (right-click,edit) of the cloak you want to use and again you'll see the Biped Object section in the centre of the window. Do the same again - unhighlight 40 - Unnamed. Click OK.
Repeat for any other cloaks you wish to edit. And all done! Save and exit. Next time you fire up Skyrim and equip the edited cloak, the tail will be visible again.
You'll probably need to do this for the illustrious esp, since the cos cloak is replaced by the illustrious model for the player.
Well, the functionality comes entirely from Illustrious's esp. Maybe there's some useful info at that mod's posts section, I don't know Alternatively, it may sound silly, but what happens if you craft it, drop it and then pick it up? I mean picking it up is as enters-into-players-inventory as it gets, maybe you could try and see if that triggers the swap?
Possibly, but I'd advise against that, details a couple of topics below. It might work, but it would also hand out hdt cloaks to every npc, putting terribly huge stress on your machine, and thus leading to all kinds off issues (depends on your machine of course, if you know it can take it, then sure).
I spotted crazy cloaks behaviour, like if it was a plastic bag on the wind. Also they stretch like gum to the horizon. Don´t know why. Maybe there is some conflict with "Realistic Ragdolls and Force" or "Dead Body Collision Fix"?
It's an issue carried over from the original mod, it's called mesh stretching, afaik any hdt mesh is susceptible for it. (I've seen it happen with cloaks and hair so far.) You can reduce how often it happens by making some changes to your hdt-pe xml files. (If I remember correctly, angular velocity values are not at 255, and that should be corrected). If you google it there's some forums about what to do.
Otherwise, just unequip and reequip the stretching item and it's solved. If it's an npc and you can't make them do this, then just go through a load door, that solves it too usually. (Or select them in the console and type "resurrect". That forces to reequip every item they have, including the glitched one).
I've had good success with "HDT Invisibility fix" (the same issue that causes hair to stretch, can cause NPC's to become invisible). After installation, if I remember correctly, the mod checks all your HDT mods and corrects any XML values that are incorrect. So it's very easy to use. It got rid of stretching and invisibility for me.
Here's the Mediafire link to download it: http://www.mediafire.com/file/4zc68botnz2z6ix/HdtInvisibilityFix_0_11_beta-77815-0-11beta.7z/file
Yes, in extreme cases mesh stretching will cause the npc to turn invisible.
My experience with that fix mod is quite different, that's why I didn't mention it. It might work for you regardless of that, so please try and see, I'm really just sharing what I've seen: for me it didn't fix it and introduced CTDs all over the place, most notably every time I would turn into a werewolf, so I ended up not using it and living with occasional stetched meshes, having to reequip stuff at times.
Oh, I see! I've never played a werewolf or vampire, so I wasn't aware of any such problems.
Reminder: it's a good practice to keep a backup of your game before you install a new mod during a playthrough. That way you can go back to the old save if you have to uninstall it.
For SE, you already have Artesian Cloaks, which does this even better. ;) It has better physics that's enabled for more cloaks (like the daedric), and it can use ElSopa's textures too. Zeridian said it will soon get backported to LE too. The only advantage of my patch is that doesn't require HDT-SMP (only -PE), and it doesn't require XPMSE or FNIS.
OK, I wasn't aware of Artesian Cloaks, but it definitely looks like something I am interested in. Thank you. My first delving into cloaks of any kind because I am trying to flesh out my game. Do I need both the main files, or will the FOMOD suffice if I want to use the retextures, ie is it in the FOMOD as well?
I think you'll get a better answer asking on that mods page, I'm sure Zeridian will help But I'm quite sure that the ElSopa patch is not included in the default fomod installer because it was updated in 2018, so you'll definitely need the "Cloaks of Skyrim Retextured SSE HDT-SMP" file. But I don't know if it requires the fomod file, or if it's a standalone main file.
These are just meshes, the functionality fully comes from Illustrious HDT Cloaks, which introduces an HDT counterpart for each cloak, and when a CoS cloak enters the player's inventory it will change it to the HDT one. So cloaks distributed to NPCs by Cloaks of Skyrim.esp are non-HDT, but any cloak that enters the players inventory is HDT. Therefore if you give a cloak to your followers, it will stay HDT of course. To make the swap possible for all NPC, you'll either have to use an outfit mod that lets the player hand out clothes to any NPC (Simple NPC Outfit Manager comes to mind) and then hand them out one by one. Alternatively, you could try to tweak the swapping script. I didn't take a look at it yet, so I don't know how difficult this would be, but I might try in the future, I too like the idea of having all distributed cloaks being hdt from the get-go...
I don't know if that would work... you can certainly try, but maybe you'd need to make changes to the xml files then as well, since the meshes will have a different name. Idk, I'm not an expert with meshes and hdt. Let me know what happens if you do try it.
I checked the swapping script in the meantime, yeah, it's not just a trivial edit, it needs a different approach. I might still take it out for a spin in the future, but no promises.
Keep in mind that having a bunch of NPC's with HDT enabled cloaks may not be a desirable situation, due to the strain it would place on some systems. YMMV of course.
Ok, I use XP32 Maximum Skeleton Extended - XPMSE. Now I think maybe this is run animation issue cuz I use vanilla anims with 360 walk and run. I mean elbow clipping.
Hmm, xpmse is newer than xpms, so that shouldn't be a problem. I haven't used 360 walk and run, so that may indeed be the cause, but I don't know how it works so I can't be sure. :/
Thanks for fast reply. Chill, I make fast test and now I know it depends on the running animation. If I right upper part of cloaks dont have a collision with elbow.
42 comments
Tail functionality is handled in the original cloaks of skyrim esp and illustrious' esp. Quoted from that page:
You'll probably need to do this for the illustrious esp, since the cos cloak is replaced by the illustrious model for the player.
thank you
So yes, if you craft one at the tanning rack, it will be hdt.
Edit : Ha I found this: Fix For Illustrious Cloaks of skyrim. I will try with
Alternatively, it may sound silly, but what happens if you craft it, drop it and then pick it up? I mean picking it up is as enters-into-players-inventory as it gets, maybe you could try and see if that triggers the swap?
You can reduce how often it happens by making some changes to your hdt-pe xml files. (If I remember correctly, angular velocity values are not at 255, and that should be corrected). If you google it there's some forums about what to do.
Otherwise, just unequip and reequip the stretching item and it's solved. If it's an npc and you can't make them do this, then just go through a load door, that solves it too usually. (Or select them in the console and type "resurrect". That forces to reequip every item they have, including the glitched one).
Here's the Mediafire link to download it: http://www.mediafire.com/file/4zc68botnz2z6ix/HdtInvisibilityFix_0_11_beta-77815-0-11beta.7z/file
My experience with that fix mod is quite different, that's why I didn't mention it. It might work for you regardless of that, so please try and see, I'm really just sharing what I've seen: for me it didn't fix it and introduced CTDs all over the place, most notably every time I would turn into a werewolf, so I ended up not using it and living with occasional stetched meshes, having to reequip stuff at times.
Reminder: it's a good practice to keep a backup of your game before you install a new mod during a playthrough. That way you can go back to the old save if you have to uninstall it.
SE.
SE.
SE.
SE.
SE.
Zeridian said it will soon get backported to LE too.
The only advantage of my patch is that doesn't require HDT-SMP (only -PE), and it doesn't require XPMSE or FNIS.
But I'm quite sure that the ElSopa patch is not included in the default fomod installer because it was updated in 2018, so you'll definitely need the "Cloaks of Skyrim Retextured SSE HDT-SMP" file. But I don't know if it requires the fomod file, or if it's a standalone main file.
Secondly, Artesian Cloaks are getting ported to LE ? Is this real ?! Because Winter is Coming needs some HDT love too !
Does this work for all NPCs or for player only?
If it´s just for the player, how can we make it work for all the NPCs?
So cloaks distributed to NPCs by Cloaks of Skyrim.esp are non-HDT, but any cloak that enters the players inventory is HDT. Therefore if you give a cloak to your followers, it will stay HDT of course.
To make the swap possible for all NPC, you'll either have to use an outfit mod that lets the player hand out clothes to any NPC (Simple NPC Outfit Manager comes to mind) and then hand them out one by one.
Alternatively, you could try to tweak the swapping script. I didn't take a look at it yet, so I don't know how difficult this would be, but I might try in the future, I too like the idea of having all distributed cloaks being hdt from the get-go...
I don´t know much about modding, but maybe overwriting the Cos meshes will force the HDT ones into the leveled lists.
I checked the swapping script in the meantime, yeah, it's not just a trivial edit, it needs a different approach. I might still take it out for a spin in the future, but no promises.
Thanks by the way! Your work is gold!
Maybe it's a skeleton issue? I use xpms.
Anyways, Thanks for doing this patch.