[WIPz/Cont.] Argonian Beautification #2

Post » Wed Mar 30, 2011 4:46 am

idk if its mentioned yet, but what're we supposed to do about slof's mods being gone? doesnt this require her Better Beasts mod? im an idiot and deleted on my other comp, before putting it on this one :facepalm: so am i just screwed?
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Alister Scott
 
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Post » Wed Mar 30, 2011 2:19 pm

idk if its mentioned yet, but what're we supposed to do about slof's mods being gone? doesnt this require her Better Beasts mod? im an idiot and deleted on my other comp, before putting it on this one :facepalm: so am i just screwed?

Drake have that cover. Its on one of his http://www.gamesas.com/bgsforums/index.php?s=&showtopic=929992&view=findpost&p=14119357.

Basically, in the download section, downland http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4100 or http://www.tesnexus.com/downloads/file.php?id=15469.
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Ymani Hood
 
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Post » Wed Mar 30, 2011 12:47 pm

:embarrass: thanx Qawsed, didnt see that... atleast im not the only one who did it! lol.
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Paula Ramos
 
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Post » Wed Mar 30, 2011 2:12 pm

As for SAF, now there are no changes done to any NPCs' inventories, everything happens ingame on runtime via scripts. There are no changes to any racial settings either. The only thing from Vanilla Oblivion that IS changed is the script for the Arena Raiments, due to the Vanilla script failing to detect "scripted equipping", a weakness of "EquipItem" and the "OnEquip" blocks. So again here's no need for any bash tags or load order, at least none that I could imagine right now, correct me if I'm wrong.


That's a very clever way to do it. I know of one mod that changes some Arena scripts not related to bypassing the week waiting period (http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=3268), but I'm not familiar enough with Oblivion's scripting to tell if it changes the Raiments though I suspect it may.

But you are aware that with the latest list of bash tags it is now possible to incorporate just about every change from Slof's BB into your bashed patch and it is thus unnecessary to merge them anymore? I haven't tried it myself yet, but if the tags do what they're told to do, it is.


I tried it, but I couldn't get it to work as Slof's changes would be overwritten by RPB inside the patch. If there are new tags I could be missing/misusing them (my last Bash version was 24x), but I found it easier just to follow bg's merging instructions. It did take a bit of forum hunting to find so I thought I'd repost it so it wouldn't be lost.
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sharon
 
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Post » Wed Mar 30, 2011 7:39 am

I'm having a problem with Scripted Argonian Feet. Although it appears to initialise properly (at least the pop-up says so), it doesn't appear to be giving the NPCs any feet. They aren't footless, they just have the normal human feet w/claws. I really like the new tails...those spikes look sharp!

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Nymph
 
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Post » Wed Mar 30, 2011 7:11 am

I'm having a problem with Scripted Argonian Feet. Although it appears to initialise properly (at least the pop-up says so), it doesn't appear to be giving the NPCs any feet. They aren't footless, they just have the normal human feet w/claws. I really like the new tails...those spikes look sharp!

did u tag it with Invent? if not, then be sure to do so and rebuild bashpatch
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Javier Borjas
 
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Post » Wed Mar 30, 2011 1:52 am

Care to share about what bash tags to use with Better Beasts?

Let me see... I didn't try it out myself yet, as already stated, but if everything works as expected,...
Better Beasts contains settings for which textures and meshes to use for both genders in the Body Data tab of the Argonian and Khajiit racial settings.
So "Body-M" and "Body-F" would be mandatory.
Then, I admit I'm not very fond of Scanti's Merged Teeth for the Argonians, as it was obviously created from the Bethesda default teeth, which clip with the lips and don't equally stand out. BlackWood created fixed meshes for these, but they're two seperate files again. As there are no things to occupy the vacant teeth slot in BB I prefer to use BW's meshes instead.
But anyways, Argonians as well as Khajiit (the whiskers) have some changes to the teeth slots in the Face Data tab as well, so "R.Teeth" would be advisable here.
Now, as far as I know there's nothing more altered in BB's ESP, so we would be done with those 3 tags.
I will give it a try myself soon... as soon as I get some time to actually play again for some minutes or less that is.

edit: Almost forgot about RBP having some of these tags as well and loading later into the bashed patch...
Maybe you could make BB load "after" RBP but only so it incorporates its changes into the bashed patch but isn't actually "loaded"? I was thinking somewhere along the line of "virtually active", but still I'll have to give it a try myself first before I can say anything definitively.

I'm having a problem with Scripted Argonian Feet. Although it appears to initialise properly (at least the pop-up says so), it doesn't appear to be giving the NPCs any feet. They aren't footless, they just have the normal human feet w/claws. I really like the new tails...those spikes look sharp!

Now, that's weird. If the pop-up occurs, it should be working, OBSE should be present and of a sufficient version and Pluggy should be present as well.
The only cause I can think of is, your Argonians are neither of the Vanilla race "Argonian" nor are they affected by the Vanilla Argonian racial ability "Immunity to poison". Those are the 2 properties I used to detect if an actor IS an Argonian. But I fail to see anything in your load order which could be causing this.
Make sure you have the latest release of SAF as well as the latest OBSE (at least 0016) and a fairly recent Pluggy. Though the array functionality I'm using from it is quite old already I assume. Make also sure your game is patched to 1.2.0416 and there are no plugins of a foreign language (non-english), as those might change your races' IDs and my scripts won't recognize them anymore. (This is what causes the silent dialogue issue as well btw.) I got reports about mysterious crashes whenever you came close to an Argonian, which were caused by the game not being properly patched, but I still wonder how my plugin could get started at all then, given it was created in the 1.2 CS in the first place.
Dammit, I really need to release my latest SAF scripts soon! I can't even ask you to try my debug functionality, as I don't even remember anymore if it's already inside the current release or still only dormant on my drive!

did u tag it with Invent? if not, then be sure to do so and rebuild bashpatch

If I know my own mod well enough, this shouldn't do anything, as there aren't any changes to NPCs' inventories at all. This is all done during runtime via scripts ingame, there shouldn't be anything mergeable or tag'able at all. It won't hurt trying, but I strongly doubt it will have any effect. Please correct me, if I'm wrong. :confused:
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Ice Fire
 
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Post » Wed Mar 30, 2011 5:46 am

I'll give tagging it with Invent a shot and report back.

The Argonian I managed to track down was on the Waterfront in Imperial City, talking to an orc on a horse. There really aren't many of them around that city so he was the only one I could find (although I could have sworn there was an Argonian shopkeeper in there...). OBSE.log has "OBSE: initialize (version = 16.3 010201A0)", Pluggy is DXTestVersionx33 (which is v122). The only other thing touching Argonians is RBP, and from what I can tell it keeps poison immunity intact. I've reinstalled SAF (redownloaded from PES for good measure, the first archive was from Nexus).
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Jade Muggeridge
 
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Post » Wed Mar 30, 2011 7:56 am

Well, I give up. I can't figure out why SAF won't work at all. Every time it's deselected/clean-saved/reselected it shows the "Scripted Argonaian Feet: Arrays Successfully Initialized" dialogue box but no feet show on the NPC Argonians (Amusei in the Waterfront in this case) or a PC Argonian player. Meshes are installed correctly. Invent Bash tag doesn't do anything. Doesn't matter if I load it early, load it late, load it at the very end after the bashed patch (the latter of which is especially puzzling as it SHOULD win out). Is there some way via console to manually force the quest script to run?
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brenden casey
 
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Post » Wed Mar 30, 2011 5:47 am

If I know my own mod well enough, this shouldn't do anything, as there aren't any changes to NPCs' inventories at all. This is all done during runtime via scripts ingame, there shouldn't be anything mergeable or tag'able at all. It won't hurt trying, but I strongly doubt it will have any effect. Please correct me, if I'm wrong. :confused:

oops, my bad, i was just skimming and thought he meant jdayT's Argonian Feet, sorry :)
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Kayla Oatney
 
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Post » Wed Mar 30, 2011 5:01 am

If you don't mind, MagicNakor, be my beta tester, sort of, and try http://www.megaupload.com/?d=URF9QXUG instead.
I managed to get a look into the currently available SAF scripts and was literally shocked... none of the functionality I was thinking about suggesting use of for debugging purposes actually is in there! I didn't know I changed them that severely until I got a look at the last released state!

I was planning on fixing a few things first before I upload the latest scripts, but considering the current speed of my progress (quite close to "zero") I think I'll just toss the latest ESP out there... it got already a few months past the line when I decided to release them ASAP... I don't want to let it last another few months... yet worse even until the end of this year!

If these too don't work for you, I'll be stumped and quite clueless... as those are really "the" latest state of art I possess.

The pop-up telling you that the arrays were initialized successfully means the quest script is already running, so it would be pointless to use "startquest ABraceQuest" to manually start it. But there is now some debug functionality inside the latest scripts I linked to above.

With "set ABraceQuest.debug to 1" you can turn it on and should get a lot of debug spam in your console.
"set ABraceQuest.debugShowRaceToken to 1" will make all Argonians under control of my tokens light up with shock damage magic effect shaders over their bodies until you turn it off again. (This would be the most crucial thing to check. Without these tokens running nothing will work.)
"set ABraceQuest.debugShowRevToken to 1" will make NPCs light up with fire damage magic effect shaders when they have a reverter token running on them, i.e. they got an adapted item and now it's going to be reverted back to normal so they can use it. Or every NPC will have one of these at least for a short while, checking for adapted items in their inventories... can't remember anymore. :facepalm:
"ABraceQuest.playerX" ("...Y", "...Z") should be constantly changing while you're moving, or most likely the ABraceScannerAura to detect Argonians in the vicinity and give them the controlling tokens, if they don't possess any yet, won't be permanently casted, thus nothing would work.

Now I hope these will help you to get it working, as so far I didn't have any "customer" who didn't get SAF working, at least in the end, as far as I know. :shrug:
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Wayland Neace
 
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Post » Wed Mar 30, 2011 3:03 am

I'd be absolutely delighted to help. Though I have no modeling or texture experience at the time, I could help with testing.

Daedra~
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Dalton Greynolds
 
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Post » Wed Mar 30, 2011 5:37 am

Well, the new .esp seemed to fix whatever the issue was. I wrote down the debug info:
SAF: done reverting 65.000000 items, quitting or suspending 10.000000 frames
SAF: quitting/removing myself


It just repeated those lines. Shaders worked fine, everyone was on fire except the Argonians. Loading games with the previous .esp version updated normally, clean saves initialized properly. I got one crash while creating a new PC but haven't been able to replicate it. weOCPS had this to say:
Sat Apr 18 17:00:09 2009 OCPS build 2009-03-28 prevented crash at offset 0x00002205 (eip: 0x00402205, sub_402190). Link to 0x0a890c04 is faulty!
eax=032e531b ebx=00000001 ecx=0a890c00 edx=0a890c00 esi=0a890c00 edi=00000000 esp=0012f770 ebp=00000001

Sat Apr 18 17:00:56 2009 OCPS build 2009-03-28 prevented crash at offset 0x000021e0 (eip: 0x004021e0, sub_402190). Link to 0x03422238 is faulty!
eax=0342033c ebx=00000000 ecx=03422234 edx=00000000 esi=03422234 edi=00000000 esp=0012d710 ebp=00000001


After that initial hiccup, everything appears to be running fine.
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Reanan-Marie Olsen
 
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Post » Wed Mar 30, 2011 10:06 am

Great! Glad it's working now.

So this means I have to officially release this ESP as soon as possible, as the currently released one (as of SAF v0.4b) might still be a bit buggy or faulty... oh well...
I didn't know I fixed and improved that many and crucial things since 0.4b... but then I didn't even know what's in 0.4b anymore either.

Ok, I think this calls for an intermediate release of only the ESP (as of SAF v0.5b then) soon for the time being, until I finally get enough time to fix and update all the adapted meshes in the package for the real release. This lack of free time lately renders all my projects rather dormant... it's disgusting...

Well, ok, at least now everybody stumbling across this thread (or the few regular visitors) can update their SAF with the ESP linked above, so they finally get at least the latest scripts I possess. Then after an official release of these via my usual hosts I can finally concentrate on improving and fixing them further, without having to worry about you not being up-to-date with my latest scripts and thus missing out on a lot of improvements towards stability and safety.
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noa zarfati
 
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Post » Wed Mar 30, 2011 5:34 am

*taps foot* This gonna have the forced unequip removed from the scripts? *wants her Argonians to be perfect* :P
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Nick Jase Mason
 
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Post » Wed Mar 30, 2011 6:05 am

*taps foot* This gonna have the forced unequip removed from the scripts? *wants her Argonians to be perfect* :P

Uh, thanks for reminding me! That's one very important thing I wanted to change before any release.
The link posted above is just my current ESP as is, so still forced unequipping in this one. However, now that you reminded me, the officially released script update definitely "should" have this finally removed... it's not like this'd be hard to do or a complex thing anyways... so yes, I guess it will be in then. :embarrass:
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Alexx Peace
 
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Post » Wed Mar 30, 2011 12:42 am

I've come across a little quirk with Scripted Argonian Feet and the Dark Brotherhood. The Argonian members in Cheydinal (and possibly elsewhere but that headquarters is the only place I've been yet) are naked (but with feet). Removing SAF lets them wear their armour again, but with human feet.
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Charlotte Henderson
 
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Post » Wed Mar 30, 2011 3:29 am

I've come across a little quirk with Scripted Argonian Feet and the Dark Brotherhood. The Argonian members in Cheydinal (and possibly elsewhere but that headquarters is the only place I've been yet) are naked (but with feet). Removing SAF lets them wear their armour again, but with human feet.

That's a well-known weakness often discussed in my threads and part of what Nivea was aiming at.
By its current state my script will automatically force-unequip every armor/clothing item that isn't adapted to be worn with the feet. I removed this restriction already from the lowerbody items, so you can still wear regular pants, grieves, skirts etc. and the script will use the adapted foot items at a location trying to "better" (as in "not perfectly") align with them.
However, there are some items ingame which I call "combined-slot items", so they occupy more than 1 slot at once. The Arena Raiments and the Dark Brotherhood Armors are the most prominent of these, yet not the only ones.
Now, as those cover the feet, they will give the actor human-shaped feet when worn, so they're a no-no in my script's current way of thinking, thus they get forcedly unequipped. Then when they don't wear anything in the next run, the script will force-equip the Argonian Feet as usual but of course leave the legs naked, as they were already naked when it came across them. That's what you and so many others experienced. And that's why the forced unequipping should be removed as soon as possible.
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Hayley Bristow
 
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Post » Wed Mar 30, 2011 3:30 am

Well I look forward to the new scripts I think I will put them to use with some of my other races as well, but yes no naked Argonians will be nice... not that I mind them naked.
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Justin Bywater
 
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Post » Tue Mar 29, 2011 10:09 pm

This looks really cool. I'm surprised that I hadn't looked into it earlier.

I'll be trying this out in a while.
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Taylor Thompson
 
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Post » Wed Mar 30, 2011 9:50 am

That's a well-known weakness often discussed in my threads and part of what Nivea was aiming at.
By its current state my script will automatically force-unequip every armor/clothing item that isn't adapted to be worn with the feet. I removed this restriction already from the lowerbody items, so you can still wear regular pants, grieves, skirts etc. and the script will use the adapted foot items at a location trying to "better" (as in "not perfectly") align with them.
However, there are some items ingame which I call "combined-slot items", so they occupy more than 1 slot at once. The Arena Raiments and the Dark Brotherhood Armors are the most prominent of these, yet not the only ones.
Now, as those cover the feet, they will give the actor human-shaped feet when worn, so they're a no-no in my script's current way of thinking, thus they get forcedly unequipped. Then when they don't wear anything in the next run, the script will force-equip the Argonian Feet as usual but of course leave the legs naked, as they were already naked when it came across them. That's what you and so many others experienced. And that's why the forced unequipping should be removed as soon as possible.


Dang. I had a modified Dark Brotherhood set to fix this problem but it mysteriously vanished off of my computer. I used it for a while, then one day opened it up for a minor tweak and it was gone. There are two solutions to the Dark Brotherhood problem, though.

1.) Make a full suit with adapted boots like the Arena Raiment like how I had done mine

or

2.) Make a duplicate of the full Dark Brotherhood suit minus boots.

My only gripe with the mod is likely something that's entirely my fault, and that's the TFF feet don't match up with the TFF body at all. jdayt used Corwyn's alpha and the body in its current form has undergone some physical changes. The ankles don't fit. The problem exists to a much, much smaller degree with Robert's as well.
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jadie kell
 
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Post » Wed Mar 30, 2011 2:36 am

An adapted NIF file for the Dark Brotherhood Armor is planned, shouldn't be too hard to do, considering I did it already for the Arena Raiments.
Once this file is present in your folders there won't be anymore troubles with Dark Brotherhood Armors on Argonians.

However, the DB Armors and Arena Raiments aren't the only equipments of that kind, especially not when you take mods into consideration as well.

That's why the forced unequipping has to be removed for these kinds of items. I even had some more thoughts about this and I'm now going to make it "optional". That is the user can decide if he want's forced unequipping for reality's sake or disregards it for more convenience. I will also let you decide individually if you want to keep human shaped foot items equipped or if the soon-to-be replacer templates should take their place instead.

As for your second issue though, that the Argonian feet don't align with TFF, is not at all your own fault. It's not even really a "fault" per say.
It's a simple matter of fact, I seemingly have to repeat at least once each month, that feet standing tip-toe and high-heeled like these, with the ankles being far above where the ankles on human feet are, will never "align" with regular human legs, which end far below the heels by the way, if you haven't noticed yet.
The proper legs for those feet, which DO align perfectly, were created by jdayT specifically to this purpose and to give Argonians "slightly bent" legs, closer to like they were in Morrowind.

That thing with jdayT having used Corwyn's "alpha" meshes was no longer valid after I created new slightly bent legs for TFF from the latest TFF "beta" meshes to eliminate all seams and gaps between the upper and lower body. There are no alpha meshes used in any AB mods.
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Brad Johnson
 
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Joined: Thu May 24, 2007 7:19 pm

Post » Tue Mar 29, 2011 10:51 pm

How come there is no esp? am i supposed to add them to argonians in the cs by myself? I am not trying to complain or anything, i am just confused.
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Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Wed Mar 30, 2011 12:38 pm

I use my Morrowind Style Argonains mod in conjunction with Argonian Beautification and I gotta say, it makes them SO much cooler, thanks for all your effort.

If you would like to merge MSA into argonain beautification you definitely may
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laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Tue Mar 29, 2011 11:42 pm

Ratdruid, this is not mod content as per usual mods. Its meshes and textures only, replacing default stuff to look better. Dont need an esp as its activated by Oblivion.esm ^^
Unless you want those claws to work, then you need the requirements package, look among the Optional Files at Nexus.

*Edit: Im being about as clear as a sunday morning fog, sorry. Check the readme in whatever package you download, thats easier tbh. jdayT's Argonian Feet is needed pre-installed, and the optional files package is for the claws.
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Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

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