[WIPz/Cont.] Argonian Beautification #2

Post » Wed Mar 30, 2011 9:57 am

This assumption was right. SAF will not require anything without telling about it in the readme. And as far as I remember Argonian Beautification is not listed under "Requirements".
Now it could be there are some old or not-up-to-date versions of the readme around, even in the v0.4b archive maybe, but still if it would require AB or jdayT's mod, I would have mentioned it.

If you remember, I was going to look into BAIN. But Wrye Bash can't even be started without the game installed, so this was an immediate show-stopper by then.
Maybe I can create BAIN packages without Wrye Bash, different to OMODs which I can't without OBMM, but I'll have to look into it first.

As for the last question, yes, there are. This was actually answered the same countless times before, but at so many different places and with so much time between each answer and the next question, that even I can't tell anymore when I answered it last.
Once there were support packages planned for almost all bodies AB supports. Maybe this list will shrink a little when there's no need for some of them. But first I wanted to at least "be done" with my two main body mods, before I attempt yet more conversions.
Although said conversions themselves aren't really that difficult. All body meshes needed are already delivered to you inside the replacement files for jdayT's mod. Basically it's just copy&paste for the first 2/3 and then some maybe-necessary clipping-issue-removals between body parts and clothing in Blender afterwards. Though for the lowerbody clothing it could be preferable to start fresh from the Stock Replacer of the respective body instead. This way the clothing should be much more fitting in with the body shape.
(Between us in here :whisper: : All I usually did for lowerbody clothing was rotating the thigh or calf bones about a certain amount of units to create the slightly-bent-legs effect, applied the deformation to the geometry, reset the armature pose so the bones were back at their usual places, parented the now-bent geometry to the armature anew, and rectified all clipping afterwards, if there ever was any. Of course all human bodyparts were removed from the file and proper Argonian bodyparts were inserted already, else legs and feet won't line up.)

As you can see it's not really "difficult" or complex... it's just the sheer number of files this has to be done for over and over which is driving me back until at least 1 set of adapted meshes is completed.
This and my still very limited amount of free time made me never even start with this endeavour yet. I hope you can understand this decision. :angel:
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Ross Thomas
 
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Post » Wed Mar 30, 2011 7:44 am

Ok sorry to ask questions already asked.

So it worked! Yay!

But it also removed the crotch added by Roberts male nvde. errr. Didn't know that was going to happen.

anyway sending link in PM to the new updated BAIN package - all the work is done with regard to BAIN.
This included updates of today to.

BAIN likewise is not that complex if you understand folder/file structure of the game.
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Jordyn Youngman
 
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Post » Wed Mar 30, 2011 5:52 am

No need to be sorry. I told you not even I remember anymore "when" it was last asked. So how could I expect you to know "that" it was asked already? -_-

Hmm, I just realized the currently downloadable SAF readme is missing vital contents I very well have written down already in a not-yet-released new SAF readme on my drive.
Now that's a fine place, on my drive... where oh so many downloaders can of course read it at every time! *sarcasm off*
Well, here's the line that "should" be in there. You will notice it was written with a future update in mind, because there is no "alternatives" folder yet. But the files it's talking about are all to be found inside the "argonian" folder, so it's still valid.
By default these will be underwear option 2 (the vanilla loincloth) for Robert's and Worksafe-Linen Underwear for TFF.
If you opt to use nvde lowerbodies (mammalian or reptilian) or just another underwear option from Robert's, you'll find those inside the "alternatives" folder.
Simply copy the ones you prefer into "\meshes\characters\argonian" and rename them to replace the defaults (make backups in case you reconsider later).
Their names should be self-explaining, the numeration of underwear alternatives matches the numeration Robert uses.

So yeah, here we're back at the dreaded "renaming" business (even dreaded by myself now for obvious reasons).
Maybe you could create another alternative sub-package for each of the alternative "malelegs..." (or "femalelegs..." for that matter) found inside there. But is it even a valid step to do this for single files?
The file "malelegs_ABfeet.nif" is the only one the ESP will use. The others were just added on request for a little variety, public convenience and to be able to make the undergarments (if any) of your Argonians matching to your other races'. "malelegs" is the name, "_ABfeet" the tag for my scripts to recognize it as "adapted", and any rest is just telling which alternative it is.

edit: Almost forgot, you're telling your crotch went away, as in not covered by underwear either? Damn, why does this happen that often?
The default (I quadruple-checked again and again) is Robert's underwear option #2, requiring textures from a folder "textures/clothes/rt".
I also quadruple-checked that this folder and the required textures indeed are part of a Robert's V4 install. So how can it be so many people think they're using V4 but aren't, because the textures are missing and thus the underwear is invisible? The last one having this was using V3 but thought it was V4. Thank god in the V5 install I got they are where they should be... else this would become a nightmare quickly.

Regarding your BAIN archive, I see only folders with content in there, no extra data, instructions or anything. So I take it BAIN is simply working from the numbers in front? If so, then I know why it got so popular on a large scale. That's as simple to create as any other sort of archive.
The only grain of salt I'm seeing with your choice of alternative folders is that in AB "everything" is optional, and I mean it, literally!
You have your BASE folders which contain the IABT textures and the regular tails with Slof's Claws for now. That would be "forcing" the user to use both or none. But if you move the regular tails into their own seperate folder, there would only by the textures left in the BASE folder, and even they are "optional", so why having a BASE folder at all anyways?
Now if you move the regular tails with claws out of the BASE into their own folder "... - Normal Tails" (on the same level with "... - Spiked Tails") having the BASE folder as a "requirement" for the most bodies will be fine. Without the IABT textures those features will look odd. But for TFF for example the default textures from the body mod will look totally fine on them. If you use Nivea's retex, you won't want to install the IABT textures either, and so on.
I hope you see where I'm coming from.

Now, I don't want 8 alternative folders for every possible combination, and then repeated for every supported body... isn't there an easier way? Maybe somewhat closer to my new manual installation instructions?
I doubt it can't be done with something the Monkey God created. Oh well, I guess I should go reading about it already, then I wouldn't have to ask stupid questions your links already answered... just didn't get around to do it yet.
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Krystal Wilson
 
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Post » Wed Mar 30, 2011 1:45 am

Ummm - kinda lost me there.

Wait ???? are you saying your mod access the RT folder from Roberts Male Body? So then I double checked my robert's install and as I have it the RT folder is not accessed by the Roberts mod at all (it is just a repository for optional meshes for nvde, clothed, and type of clothed) - hence my bain package for Roberts doe not maintain an RT folder on my hard drive because all those options are now BAIN subpackages. So If I chose nvde options for Roberts male then then used the clothed option for SAF that may have caused the missing crotch - it just looks like flesh with missing parts is all.

Otherwise I'm not sure what alternatives folder you mention - I didn't see one in the SAF folders.

Do you mean the folder containing the malelegs_ABfeet.nif type files?

I'll try renaming the nvde versions to see if that works (don't recall that from the readme).
also it might help reducing the confusion in stating what all those alternatives are - such as the mammalian one???
I did post before asking if the SAF meshes folder was good to go as is.

====================

Now in terms of BAIN. Well yeah I geared the packages to go from being the IABT textures with tail for AB up to that plus SAF and Spiked Tail. Of course you can renumber/rename endlessly and even break things apart more and more. check my thread for how I did the World Textures as an example of how obsessive it can get. But that is just me - I've yet to download a package that can get as complex as the ones I make - Animated Windows Lighting comes close though.

Yes it is based all on numbering. Imagine each folder with a number in front of it has a check box you check which folders will install and within each package the higher numbers (or letters - it is alpha numeric) will overwrite the content of the lower numbers.
I tend for more content - so for me the idea was to have all the base content in the BASE folders and then each higher numbered folder would overwrite only what it needs to to install that feature and keep the lower parts intact.

Then with BAIN you also can manage your entire install order for all mods installed with BAIN. So that each package has an install order and if you change the numbering of the package it will readjust what amongst the conflicting files will win in the install heirarchy. No more uninstalling and reinstalling of OMODS. That pocess is called annealing.

So yeah they could be repackaged so that every option is a choice. I don't see 8 folders though I see only 5 for each body mod - like this.

10 IABT textures
11 Slof tails and claws
11 Spiked Tails
12 SAF + Normal Tails
12 SAF + Spiked Tails

And earlier than that you couold have 3 folders for SAF like so:

10 SAF Clothed
10 SAF nvde
10 SAF Upper Body Clothed BETA
10 SAF Upper Body nvde BETA

Or even make folders for all those as of yet arcane and mysterious meshs that are not used.

will check back if the above worked.

[edit] yes worked - all that was needed was renaming the meshes in the SAF folder.

[edit 2] oh yeah hey http://www.gamesas.com/bgsforums/index.php?showtopic=1059546&view=findpost&p=15523976 about how to add the Argonian hair/horn styles from those mods to RBP - can't seem to get it. Any ideas?

thanks much
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Euan
 
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Post » Wed Mar 30, 2011 1:07 am

Well, first off, I'm glad you got it sorted out on your own.

Now let me just answer your questions for reference or whatever.

Wait ???? are you saying your mod access the RT folder from Roberts Male Body? So then I double checked my robert's install and as I have it the RT folder is not accessed by the Roberts mod at all (it is just a repository for optional meshes for nvde, clothed, and type of clothed) - hence my bain package for Roberts doe not maintain an RT folder on my hard drive because all those options are now BAIN subpackages. So If I chose nvde options for Roberts male then then used the clothed option for SAF that may have caused the missing crotch - it just looks like flesh with missing parts is all.

As written in the post above the underwear on the clothed lowerbodies is matching the options in Robert's V4 body replacer. I even kept the numbers Robert gave the several options, for recognizeability(is that even a word?).
Now those files technically "include" the exact same underwear meshes from Robert's V4 (maybe I had to fix some clipping now and then), thus they will of course need the "underwear textures" from Robert's V4.
In a valid Robert's V4 install these will be found inside "textures/clothes/rt". In Robert's V3 they apparently were somewhere else, thus some people got "missing textures" (in most cases "missing normalmaps" somehow overruled and made the underwear "invisible"). So I thought that would be the case for you, too.

Now if your BAIN package left out those underwear textures because you chose the nvde meshes, then this explains it. Mystery solved.
You just using the nvde alternative from SAF was the ideal solution in your case. Everything's fine.

Otherwise I'm not sure what alternatives folder you mention - I didn't see one in the SAF folders.

Do you mean the folder containing the malelegs_ABfeet.nif type files?

Repeating my last post:
Hmm, I just realized the currently downloadable SAF readme is missing vital contents I very well have written down already in a not-yet-released new SAF readme on my drive.
Now that's a fine place, on my drive... where oh so many downloaders can of course read it at every time! *sarcasm off*
Well, here's the line that "should" be in there. You will notice it was written with a future update in mind, because there is no "alternatives" folder yet. But the files it's talking about are all to be found inside the "argonian" folder, so it's still valid.
QUOTE
---
By default these will be underwear option 2 (the vanilla loincloth) for Robert's and Worksafe-Linen Underwear for TFF.
If you opt to use nvde lowerbodies (mammalian or reptilian) or just another underwear option from Robert's, you'll find those inside the "alternatives" folder.
Simply copy the ones you prefer into "\meshes\characters\argonian" and rename them to replace the defaults (make backups in case you reconsider later).
Their names should be self-explaining, the numeration of underwear alternatives matches the numeration Robert uses.

---
So yeah, here we're back at the dreaded "renaming" business (even dreaded by myself now for obvious reasons).
Maybe you could create another alternative sub-package for each of the alternative "malelegs..." (or "femalelegs..." for that matter) found inside there. But is it even a valid step to do this for single files?
The file "malelegs_ABfeet.nif" is the only one the ESP will use. The others were just added on request for a little variety, public convenience and to be able to make the undergarments (if any) of your Argonians matching to your other races'. "malelegs" is the name, "_ABfeet" the tag for my scripts to recognize it as "adapted", and any rest is just telling which alternative it is.

I'll try renaming the nvde versions to see if that works (don't recall that from the readme).
also it might help reducing the confusion in stating what all those alternatives are - such as the mammalian one???
I did post before asking if the SAF meshes folder was good to go as is.

As written the explanation should have been inside the readme already but never got there.
Although... I always thought it would be rather ovious what a "mammal" is in contrast to a "reptile"... especially regarding their genitals.
Alright, guess I will just rename "mammalian" into "human" next and it hopefully will get more clear.

(I must be nuts for wanting my reptiles to have reptilian anatomy below, why I even started creating this "neuter" lowerbody alternative... oh, my) :nuts: :lol: (in case it's unclear, no offense given or taken, just ridiculing myself here)

Oh, I hope the purpose of those meshes is no longer "arcane and mysterious" to you now. ^_^

Yes, BAIN seems to be quite a worthy alternative to OMODs. And as you can of course even create an installation script using the BAIN folders (folders are folders, eh?), they're also good to go "together".
Variety... I love it! :dancing:

As for your question in the RBP thread and why following this guide you linked did not work...
well, first of all, it's mentioned in the RBP readme as far as I remember that even the few cosmetic options nowadays in it are actually just "left-overs" from a time when there was no merging with Wrye Bash. So I can perfectly understand it, if bg never even considers adding in more of these.
However, you doing it yourself did not work because you missed out on the secret that is called "mod isolation". You cannot just use an ESP as a master for another ESP with the CS. It's a bit more tricky.

By putting the hairstyles from this one mod into the Argonian racial definition you made RBP require this other plugin as a master. This "will" work when this other plugin gets "ESMified" via Wrye Bash first.
Actually the difference between an ESM and an ESP is just a little flag in the header telling "Hey, I am an ESM!" or not. So ESMifying is as simple as a single click in Wrye Bash's context menu.

Once it is an ESM you can open RBP, which now has it as master, and will have all those hairstyles. However, if you turn it back into an ESP (likewise just a click in bash), and you open RBP ever again, the hairstyles will again be missing. Keep also in mind that not all ESPs can really be used as ESMs "in the game". Some contents might conflict with other ESMs and there is no real rule to which one will win then.
I'm using this quick "ESMify masters" - "open my plugin in the CS, do the changes, save and close" - "ESPify masters again" workflow for a few things myself already. It's really easy once you got a hang of it.

Alternatively you could of course just move over the hair records themselves from the one ESP to the RBP ESP first, save, close, open without the other ESP as master (all hairstyles should be part of RBP now anyways) and then put them into the lists for the Argonian race. But that might of course get quite complex easily, considering the number of different hairstyles there are.
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Danny Warner
 
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Post » Wed Mar 30, 2011 1:22 am

Yeah I figured the mammalian meshes were what I was looking for.
Hey lizard men with hands and all - why not an emphasis on some parts being humanoid - don't want to activate a castration anxiety :( ... Besides then Khajit would also not have that same shape.

Still what is not clear is what the purpose of all the other meshes in that folder - that will confuse others too.

and using the RT file path when Roberts Male doesn't even use it is going to confuse people too. Even if I were doing an all manual install - after I got my version I wanted I'd likely remove the rest as clutter.

====

for the hairstyles - how do I add those hairstyles to the RBP esp (even as an esm) when I open the CS with both mods active and then look at the hair menu they are there but nothing to click to make those options remain in the RBP esp.
I tried that (the last option you gave) - opened RBP then dragged each of the CT hairstyles into the argonian race body data and saved the RBP (which was the active file) and then exited and reloaded and the CS threw an error that the hair was missing. Now, mind you it worked fine for eyes from the hair mod and those had replacers that had to go in (but they were only dds files not nif files).

So as I understand it I tried the final option you gave me and no go.
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GRAEME
 
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Post » Wed Mar 30, 2011 8:14 am

Ehm, Jan 12th, 10 PM? How did that answer drop under my radar again?! Ah, well, here goes.

Yeah, everybody has his own preferences and that's good. I'm just trying to cater all of them, thus the options.

As for this continuing "rt" folder misunderstanding and the purpose of the other NIF files I explained in several posts now, I guess I just still didn't explain it the right way yet. Let's try it a 3rd time.

Now these are the lowerbody files in Robert's Male V4 folder "meshes/characters/rt/male/musc/cloth":
"lowerbodyPants1.nif" - a simple slip with a small band, using texture "textures/clothes/rt/rtloincloth1b.dds"
"lowerbodyPants2.nif" - a retroshort of sorts, using texture "textures/clothes/rt/rtloincloth2.dds"
"lowerbodyPants3.nif" - a tight-fitting pant with legs down to the middle of the thighs, using texture "textures/clothes/rt/rtloincloth3.dds"
"lowerbodyPants4.nif" - the same slip from #1 with a broad belt added, using texture "textures/clothes/rt/rtloincloth1a.dds"
"lowerbodyPants5.nif" - the slip again, a triangular loincloth over it and the broad belt on top, using texture "textures/clothes/rt/rtloincloth1a.dds"

And these are the legs files you find in SAF "meshes/characters/argonian":
"malelegs1_ABfeet.nif" - exactly the same underwear as "lowerbodyPants1.nif" from above
"malelegs_ABfeet.nif" - exactly the same underwear as "lowerbodyPants2.nif" from above (this was my personal favourite by this time, so sry for making it the default)
("lowerbodyPants3.nif" by the time this archive was created was too difficult for me to adapt, so it's equivalent is missing in here)
"malelegs4_ABfeet.nif" - exactly the same underwear as "lowerbodyPants4.nif" from above
"malelegs5_ABfeet.nif" - exactly the same underwear as "lowerbodyPants5.nif" from above

What the "malelegs_nvde_mammalian_ABfeet.nif" and "malelegs_nvde_reptilian_ABfeet.nif" are containing should be well-known by now.
Why there are 2 files "malefeet_ABfeet.nif" and "malefeet_ABffc.nif" with different tags for the feet is documented in the readme (even in the included one, I checked it this time).
"ABfeet" is for perfect alignment with also-adapted leg items. "ABffc" is for when you're wearing regular, unfitting leg clothing. It aligns a little better, still not perfectly though.
There are always those 2 for adapted foot items.

Now, I hope there finally is no more confusion about what's the purpose of those files.
And as for this "rt" folder I was initially talking about, which you're seemingly always confusing with the folder inside "meshes/characters/_male", as you can see it's the "textures" folder. It is "required" for the underwear to have textures and not be purple or even invisible ingame.
It's of course not needed when the user doesn't use underwear on his game. But then he will have to make the Argonians use the nvde files as well.
That's really all about it.

I already apologized a few times for still not having updated this damn readme, so it is still missing the section telling you all that, which I already posted twice now in the last posts. But I couldn't possibly know that all this crap would be going to happen when I was planning a very soon official release of a v0.5b update... which up to now, for hopefully obvious reasons, still didn't happen.


Now for the hairstyles. It seems you got me all wrong on this either. Or I didn't get your descriptions right.

For the first method you mentioned, did you really ESMify the CT plugin before opening it together with the RBP ESP?

And for the second method, which you called "last option", I told you to get "the hairstyles themselves" over to RBP, not to just put them into the Argonian race's hairstyles list like you tried before already.
I can't really recall correctly anymore, but I think this can be achieved by first renaming an entry to something different and then renaming it back to its original name. When you do this for all entries in the "main" list of hairstyles (I think it was to be found in the "world" menu, but maybe also I'm just talking nonsense here and there is no "world" menu at all), again this is not "the race's list", then you should basically have moved all hairstyles over to the RBP ESP.


Well, last of all, please don't take any of my wording as offensive or in any other way negative. I'm told to have an angel's patience, so you can rely on this. It's almost impossible to annoy me by not understanding something I'm telling. Some things are easier to me than to others, and vice versa. I just want you to really understand what I'm telling you in the end.
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Ann Church
 
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Post » Wed Mar 30, 2011 2:26 am

Talking about 0.5b, it doesn't support the upperbody slot yet, does it?
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Causon-Chambers
 
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Post » Wed Mar 30, 2011 6:21 am

No offense taken - although I'm getting the impression that perhaps English is not your primary language.

The phrasing is odd - not bad just odd, to me.

The leg mesh issue is now crystal clear ... I was under the impression that you trying to say that your mod SAF used the RT folder in its filepath - as in accessed that folder. I notice that with many mod makers today there is a tendencyto move away from leaving extra files floating with no purpose on the data folder - that is except for Body Mod makers who still expect people to leave folders full of option in the data folder.

I may get to retrying the horns thing again tonight - thanks for elucidting - I'm no CS wiz so any help ... helps.
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Campbell
 
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Post » Wed Mar 30, 2011 12:45 am

Talking about 0.5b, it doesn't support the upperbody slot yet, does it?

Actually I just checked it, and it does. I wasn't sure, but it's in there.

It's just not enabled by default. It's the exact same thing I had in the "upperbody test add-on". You need to switch a little flag by typing "set ABraceQuest.enableUpper to 1" into the console and then the scripts will control this, too. The current release is just missing the resource files for the default bodyparts in this case, I think, but the items are included in the ESP already and in the scripts. You could get the files from the "upperbody test add-on", but it was just for proof of concept and is anything else than finished for serious use.

Psymon, I'm very glad to read that. With written text you're never going to know what the other one will think of you after reading it.
You're right, English is not my mother tongue. According to the info below my avatar on the left I'm from Germany. :embarrass:
I think I'm sometimes falling back into German phrasing way too often when writing English texts.
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-__^
 
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Post » Wed Mar 30, 2011 8:00 am

Following this: http://forumplanet.gamespy.com/oblivion_cs_general/b49686/19642029/p1/?1 I was able to add the argonian hairstyles directly into RBP manually.

Took work was tedious. Hopefully will now see them on other Argonians though through magic of RBP bashing.
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Madison Poo
 
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Post » Wed Mar 30, 2011 8:50 am

And here's the long-waited-for release of the AB Robert Male update to v3.0!

http://www.gamesas.com/index.php?showtopic=1074201

Psymon, you could do me a favor and have a look at it to check if it is really BAIN-friendly now.
Everybody else, if you feel like it, tell me if the new folder structure helps in installing it and making it user-friendly, especially the new manual installation instructions in the included readme.

Oh, and while I was at it, I gave AB Robert Female and AB TFF the same new hopefully-BAIN-ready folder structure and readme work-over.
So it's now 3 packages at "final" state, 4 more to go all in all... if I counted right that is.

Anyways, AB Exnem/HGEC is next.
Have fun! And give me feedback, if you like.
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Mélida Brunet
 
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Post » Wed Mar 30, 2011 8:59 am

Alright so I have finished (I hope) my Robert v5 clothing replacer for scripted feet, now I need a few people to test it out for me. Keep in mind this replaces all clothing and robes with v5 average body as well as adds SAF support to all items except all the closed feet shoes.
I am still working on shoe ideas but I really need feed back on the upperclass shoe replacers mostly, so please test and get back to me so I can release them :)

Beta Robertv5 SAF:
*link removed since I get no feedback from this forum I wont post beta here anymore*


TY Drake for letting me post the beta here :)
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Khamaji Taylor
 
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Post » Wed Mar 30, 2011 5:51 am

Now I know 10 people have downloaded this mod, I do expect some feedback :P
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m Gardner
 
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Post » Wed Mar 30, 2011 5:09 am

Question: Does this work with IABT and IAFT?
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Cedric Pearson
 
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Post » Wed Mar 30, 2011 4:18 am

Uhm... this was a rather... unexpected question.

Well, the short answer would be "yes".

But I'm not the person for short answers.
So let me quote from the mod's description:
- Male fullbody textures for Robert's Male Body v3.x, v4, v5 and Breeze's Defined Male Body
and female fullbody textures for TFF, Exnem/HGEC, Bab and Robert's Female, all constructed from ShadyTradesman's IABT
- Re-seperated textures from these for Stock Bethesda Bodies
(not that seamless, though, but stock bodies themselves are not seamless)

and from the "recommended plugins" section of the readme:
I highly recommend using the following mods as well to further enhance visual appearance of your Argonians:

IAFT (Improved Argonian Facial Textures) from ShadyTradesman for highres face textures fitting the body texture


Please forgive my schooling(is that even a word?), but I hope you understand why your question was rather... unexpected.


@Nivea: Subtract 1, that was me being curious. If I "was" able to play the game, I'd definitely give you feedback of course. :angel:
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Eileen Collinson
 
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Post » Wed Mar 30, 2011 9:01 am

Well sadly no feedback means no releaseing yet, maybe when I finish the female versions then.
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Shelby Huffman
 
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Post » Wed Mar 30, 2011 12:01 am

I can't believe you got no feedback at all on this yet!
I can understand when I myself don't get that much feedback in my threads... after all not everybody is interested in Argonians.

But I had a closer look at it and a little to my surprise it's a complete Stock Clothing Replacer for Robert's V5, just with added files for Scripted Argonian Feed support for most of them!
(I admit, having read your post another time with this knowledge in my mind now I should have known this right from the start, but somehow I was expecting it to be only the files for SAF.)
I can't believe nobody was interested in testing a complete Stock Clothing Replacer for Robert's V5 from you!

From what I can make out with NifSkope and without the textures BSA, I really like what you did with those special robes and the feet in them, and just using different textures on existing meshes makes those upperclass sandals really "upperclass" already, if you ask me. I especially like the sandals meshes I haven't seen before (or can't I just recall it anymore?). They're really well done and fit into the big picture.
I could imagine similar solutions for the missing middleclass and lowerclass shoes would just work fine already.

It's a shame you not getting any feedback on this is holding back the release of this great package. It's a loss to the community no doubt. :shakehead:
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Elena Alina
 
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Post » Tue Mar 29, 2011 11:43 pm

Just how it goes I guess, I got some feedback on just the Robert items in a couple different communities but no one has given me feedback on the scripted feet part. Which is why I thought surely people who are in this thread would be useing scripted feet.
I will work some more on the rest of the shoes, I got a couple more opened shoe ideas for lower and middle class... hopefully when I am done none of the shoes will not have a SAF counter part.
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Captian Caveman
 
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Post » Wed Mar 30, 2011 5:30 am

Well, I would've loved to give feedback. However, switching to Robert v5 seems to require more effort than I'd like to devote. I mean, not only does it not come with omod scripts to simplify setup and let me pick average build (as opposed to masculine which seems to be the status quo) but a lot of what I already have is painfully configured for Robert v4 in the first place.

I wouldn't take it personally, though. Body mods are just a pain to switch around. :/
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Austin England
 
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Post » Wed Mar 30, 2011 6:26 am

Just how it goes I guess, I got some feedback on just the Robert items in a couple different communities but no one has given me feedback on the scripted feet part. Which is why I thought surely people who are in this thread would be useing scripted feet.
I will work some more on the rest of the shoes, I got a couple more opened shoe ideas for lower and middle class... hopefully when I am done none of the shoes will not have a SAF counter part.


PM me a link I'll grab Tsk Tsk and work on the feet. You're ok with a female Argonian yes?

I don't actually have a male, but if you're ok with a hatchet job standing in the testing hall, I'll give it a shot anyway.
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+++CAZZY
 
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Post » Tue Mar 29, 2011 11:55 pm

Hi, I'm having some trouble getting my Argonians (and Khajiit) beautiful and hoping someone could help.

I feel like I'm overlooking something obvious, but I've tried all combinations of Argonian Beautification (Roberts male and female), Slofs Better Beats, and Scanti's Merged Teeth -all installed via Wrye Bash, run through BOSS, and Bashed Patch rebuilt at every try. I can get Khajiit whiskers, but no claws on either Khajiit or Argonians, and no Argonian tail spikes or feet.

The new tail mesh files are showing up in my Data directory, but for some reason don't seem to be used (yes slof's esp has been activated, and I've tried putting it at the end of the load order). Actually, I'm not so sure my whiskers are working correctly either as they are black in-game as opposed to photos online. Any thoughts on what step I might be missing?
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Dragonz Dancer
 
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Post » Wed Mar 30, 2011 8:20 am

This is very odd. Roberts v4 installs tail.nif into meshes/characters/argonian/male/. Both Slofs Better Beasts and Argonian Beautification (using the package for Roberts), however, place their tail.nif into meshes/characters/argonian.

Manually moving the tail.nif up clears up my problem (it turns out only my male Argonians weren't beautified). So unless I've done something really stupid with my BAIN packages it looks like Argonian Beautification has the wrong path for the Roberts tail meshes.
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TWITTER.COM
 
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Post » Wed Mar 30, 2011 12:25 pm

This is very odd. Roberts v4 installs tail.nif into meshes/characters/argonian/male/. Both Slofs Better Beasts and Argonian Beautification (using the package for Roberts), however, place their tail.nif into meshes/characters/argonian.

Manually moving the tail.nif up clears up my problem (it turns out only my male Argonians weren't beautified). So unless I've done something really stupid with my BAIN packages it looks like Argonian Beautification has the wrong path for the Roberts tail meshes.

That's a well-known issue I'm already aware of. It actually caused a hell of a lot of headaches already trying to figure out something more useful.

The thing is, Robert's Male Body V4 is the "only" plugin ever using this "male" subfolder for the tails' location, no other body mod nor Vanilla Oblivion does this. They all use "meshes/characters/argonian" directly.
That's why using Slof's BB or my AB Requirements plugin is required after all. They rectify this location mismatch. But of course, if Robert's V4 plugin superrules in load order or with help of the bashed patch, you're still screwed.

Coming to think of it now I can't really tell why I didn't just put these files into the "male" subfolder in the AB Robert's package (better yet the V4 subfolder of it, as all other Robert's bodies didn't have this out-of-the-ordinary location either). But then perhaps people using Slof's BB alongside Robert's Male V4 would be screwed again, because they now have the proper folder structure but AB doesn't anymore... :ahhh:
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BaNK.RoLL
 
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Post » Wed Mar 30, 2011 1:15 am

The thing is, Robert's Male Body V4 is the "only" plugin ever using this "male" subfolder for the tails' location, no other body mod nor Vanilla Oblivion does this. They all use "meshes/characters/argonian" directly.
That's why using Slof's BB or my AB Requirements plugin is required after all. They rectify this location mismatch. But of course, if Robert's V4 plugin superrules in load order or with help of the bashed patch, you're still screwed.


Glad to know I wasn't going crazy or something. Perhaps a reason for me to upgrade to the "beta" Roberts5.

How does Slof's BB work to solve the location mismatch? I was using BB and still encountering this problem (presumably because of improper load order / bash patching - though I've been using the BOSS suggestions).

Thanks for your work on this mod!
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David John Hunter
 
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