[WIPz/Cont.] Argonian Beautification #2

Post » Wed Mar 30, 2011 12:22 am

Well, well, look at that... who would have thought one of my threads would ever hit the postcount limit? :o
I'm feeling like... "part of the whole" right now. :lol:

Oh well, I keep this thread up mainly for those interested and regularly post updates on my progress of development for the mod projects Argonian Beautification and Scripted Argonian Feet.
Whatever I invent new or plan to add in the future, I post about it here.
But also this is the place for any and all questions regarding my mods, whether it are troubles getting something working, informational help you might need, technical insights or background knowledge.
For posting suggestions about things I could add, things I'd have to keep in mind/look out for or compatibility requests to some other mods this is also the right place.
And last but not least, this was, is and will always be one major source of ideas and inspiration for me... whatever it is you deem worthy to throw in here, just tell me. -_-


----------------------------------------
I'll now maintain a little ticker here to keep track of the big v3.0 (final) update run, as this is supposed to be the last update to the main packages, thus "final" state.
So all out-of-date information below ignored for now, following packages are now at v3.0 and thus will only receive one last update once I can create OMOD conversion data again, which is currently missing:
  • AB Robert's Male
  • AB Robert's Female
  • AB TFF

----------------------------------------


Here's the current (for packages listed above partly out-dated) readme of the main project in question, so you new to my WIP threads know what it's about:
*==========================================*Elder Scrolls IV: OblivionArgonian Beautification - combined and altered resourcesoptional Scripted Argonian Feet - modder's resource(seperate archive file)by Drake the DragonYou can read more about this topic and my other projects here:[src="http://forums.bethsoft.com/index.php?/topic/929992-wipzcont-argonian-beautification-2/http://www.drakeslair.net"]http://www.drakeslair.net[/url]or on the official gamesas forums here:[src="http://forums.bethsoft.com/index.php?/topic/929992-wipzcont-argonian-beautification-2/http://www.gamesas.com/bgsforums/index.php?showtopic=929992"]http://www.gamesas.com/bgsforums/index.php?showtopic=929992[/url]*==========================================*############## DESCRIPTION#############I altered many argonian resources to make them better fitting each other as well as better looking ingame. This is a release to share them all.- Slof's Oblivion Better Beasts: Argonian Spiked Tails and Claws, fitting all supported bodies- optionally keep the normal tails of your bodies, but still add the claws- jdayT's awesome Argonian Feet, adapted to all supported bodies- 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)  All features from this compilation can be used with all of the above mentioned bodies.  All features are OPTIONAL to mix'n'match! Though feet and spiked tails will look strange without replacement textures for every other body than TFF!############## REQUIRED PLUGINS (or replacements for them won't work obviously. Without these you won't see many of the features ingame!)#############Slof's Oblivion Better Beasts (http://www.slofshive.co.uk/index.php?page=modarticle&modarticle/id=5ifgqqku2oc)	For the Claws and/or Spiked Tails!	Will also be needed for the tails to show up when using Robert's Male Body V4, as it points to a completely uncommon folder for tail meshes!	Claws Textures now also mandatory for the claws on Argonian Feet and spikes on Spiked Tails! Get either from Better Beasts or from one of Slof's Claws for Demons releases.jdayT's Argonian Feet (http://jdtgraph.4shared.com/ in the folder "Data Argonian Legs" the archive "DataArgonian.7z")	Needed ONLY if you want to have his feet and underwear options applied to vanilla NPCs!	NOT needed if you use Scripted Argonian Feet instead!You must have these installed BEFORE installing mine, or if you do it otherway round THEY will overwrite MINE!############## IMPORTANT INFORMATION FOR USAGE OF jdayT's MOD#############Due to the archive not containing any readme and quite a bunch of questions regarding this mod directed to me already, here's a quick summary of what jdayT wrote about it in his WIP thread some time ago.The way this plugin "ArgonianFeets.esp" provides the Argonian Feet to Vanilla NPCs (and ONLY Vanilla, no NPCs from any mods are affected) is by removing any shoes and boots and sometimes even pants from their inventories and adding equippable Argonian Feet and often also hand-selected underwear options.That's why it's recommended to have it load AFTER any other mods also altering NPCs' inventories in your load order, as otherwise those might revert jdayT's changes and remove the feet again.Also this plugin doesn't automatically add the feet to an Argonian Player. If you want to use the feet on yourself or an Argonian Companion, there are some equippable feet and feet with legs (don't worry, they have underwear)in an Ayleid Cask in the water below the footbridge in front of the IC Prison Sewer Exit where you first entered Cyrodiil.Let me add that my mod once installed replaces the files from jdayT's mod with ones fitting the respective bodies right away and also including my improvements and fixes to the Argonian Feet.It might also be important that this is currently the only alternative for people NOT using Robert's Male Body and TFF female body to get those feet into your game.My Scripted Argonian Feet Add-On currently does ONLY support those 2 mentioned bodies it was designed for!But I'm already working on conversions for the other bodies, so hang on.############## RECOMMENDED PLUGINS#############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 textureArgonian New Face from Blackwood for your teeth to no longer hide behind your lips(take care that as far as I know Better Beasts uses a merged teeth mesh created from the "old" versions, so they will be hidden behind the lips again. This was done to free a slot for additional features but there are none, yet. So just change it back in TESCS to use the seperate teeth from BW again.)Morrowind Style Argonians from Jjiinx for this, well, more Morrowind style shape of the headNivea recently released an awesome alternative male skin for Robert's Male Bodies. It is fitting really well to the female IABT textures and makes a nice alternative to male IABT.(http://www.tesnexus.com/downloads/file.php?id=22844)############## MORE INFORMATION AND INSTALLATION#############This is only a compilation of resources, i.e. replacements for other things. You should by all means make backup copies before overwriting anything!By now it won't overwrite anything by just copying into the data folder.---Manual Install:--Textures:-IABT textures for female bodies are inside their respective folders in "\textures\characters\argonian\female\" just copy those for your body into "\textures\characters\argonian\female"-IABT textures for male bodies are inside their respective folders in "\textures\characters\argonian\male\" just copy those for your body into "\textures\characters\argonian\male"-If you use the Argonian Feet, rename the files "footmaleforfeet.dds" and "footmaleforfeet_n.dds" into "footmale.dds" and "footmale_n.dds" and copy them into "\textures\characters\argonian\male" the same goes for female-If you use the Spiked Tails from Better Beasts, rename the files "tailspiked.dds" and "tailspiked_n.dds" into "tail.dds" and "tail_n.dds"--Meshes: (found inside "\meshes\characters\argonian")-If you want to use spiked tails for males or females, copy the files from the respective "\SpikedTails..." folders for your body into "\meshes\characters\argonian"-If you don't want to use spiked tails for males or females, copy the files from the respective "\NormalTails..." folders for your body into "\meshes\characters\argonian" (TFF bodies MUST use spiked tails though)-If you use the Argonian Feet, rename the files "tailforfeet.nif" and "tailfemaleforfeet.nif" into "tail.nif" and "tailfemale.nif" (this removes the disturbing toe-claws not fitting the argonian feet)-The files for the different bodies to replace jdayT's Argonian Feet are in their respective "\Feet..." folders, just copy them into "\meshes\characters\argonian"---OBMM OMOD conversion:The archive comes OMOD-ready with OMOD conversion data. In OBMM just click "create" in the bottom row of buttons and select "Add archive".If you're asked to import the information from the conversion data, answer yes, and after this is finished and you see the fields filled in, click "Create omod".If you activate the OMOD, you are asked step-by-step which features you want and which not. The script handles the rest. If you're missing a required mod you will be warned.---Important general notice:The mods you want to use replacements from this compilation for must already be working together with each other, or some features will not appear.Mods with racial changes most likely overwrite each other. I recommend using TES4Gecko or Wrye Bash to merge them.With Better Beasts it might be necessary to directly merge it at least into your body mod via TES4Gecko, Wrye Bash is known not to help much in this case.Also if I use anything YOU created without your permission, it's definitely not on purpose. Just tell me if you want to get credits or if I even should remove your work from my compilation immediately.############## UPDATES#############v3.0 added support for Robert's Female and thus completed the list of requested bodies. Once all packages are updated to v3.0 this could be considered "final".v2.9 further texture improvements, removed some huge unneccessary texture files, improved and rerigged Argonian Feet meshes with seperated sharpened claws and Spiked Tails meshes with seperated spikes, AB Robert and Breeze textures now completely Robert V5 compatible!v2.8 reworked some textures and redid the normalmaps from scratch, this time blending them "the right way"v2.7 added support for Biu's Adventuress Body (Bab)v2.6 added support for Exnem's and HGEC bodies, meshes and textures, should be fitting all body typesv2.5 normal map texture overhaul, optional standard tails, spiked tails and claws now better fitting all bodies, reorganized folder structure and changed omod scriptv2.0 new UV mapping for male argonian feet, feet and legs made fitting to all planned bodies, textures for all planned bodies, all gaps and seams removed, ankle area rough edges smoothedv1.51 fixed the very obvious seam around the waist, made claws use the whole nail texture sectionsv1.5 released 1st version of re-UV-mapped female argonian feet, compatible with all texturesv1.4 added IABT retex for Fantasy Figures, currently not compatible with the female Argonian Feet!v1.3 added reworked versions of jdayT's Argonian Feet together with fitting texture (still WIP!)v1.2 added replacement meshes for the male spiked tail from Slof's Oblivion Better Beasts, male and female version without toeclaws provided as well for jdayT's feetv1.1 minor bugfix or rather adaption to changed conditions, created a new feet texture from scratch that fits Robert's meshes again, old version is still supplied just in casev1.0 initial release, only male argonian body retex, yet############## CONTACT#############If you have questions, comments or suggestions for improving this resource, you can reach me by sending a PM to Drake the Dragon at the Bethesda Game Studios forums.############## CREDITS#############ShadyTradesman - As I only created a fullbody texture by compiling the seperate highres body textures from IABT, all credits for this go to him who allowed me to release it. Many thanks for your awesome work.AlienSlof - For the male spiked tail I only adapted the UV-mapping to use the tail section in Robert's footmale.dds or my replacement, all credits for this go to her and the respective creators of the meshes she used,Loth DeBonneville and SickleYield for the claws,TeamFF for the original female spiked tailand JClyde who adapted it to male for Slof.jdayT - For the awesome Argonian Feet all I did was renaming them all to Foot in NifScope and assigned material Skin for them to always match your skincolor automatically and reworked the UV-mapping of the feet so they don't need a separate texture anymore but use the fullbody texture instead, all credits go to him.I'm also giving credit to the following persons, jdayT used their work with his feet (different underwear options):Aleanne - Most of the undies originate from his Morrowind mod.Corwyn, Eshme, Biu, Growlf, Alienslof, Acidrain226, JClyde6108 - For making them useful for TFF (UFF Aleanne Clothing)Also this is NOT a Modders' Resource! If you want to do anything with it you don't need MY permission (for the things I did I gladly give it anyways), you need THEIR's.

Currently all released packages apart from Vanilla Female are up to v2.8 or higher. Work on support for Robert's Female is still in progress, textures are done, meshes cause some headaches, nothing vital though.

Now, in the http://www.gamesas.com/index.php?showtopic=822223 there was an ongoing discussion which got interrupted by the closure, so let's continue here and get these issues sorted out. I hope I opened this up just in time. So... back to topic, will we?

edit: Huh, I can't even edit my first and last post over there to add a link to here... can't keep up my threads always being interconnected... now I'll have to rewrite and re-upload every readme in those packages just because of the url!
Ah well... a "lazy" dragon is a bad thing. :rolleyes:
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BaNK.RoLL
 
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Post » Tue Mar 29, 2011 11:24 pm

Well just poping in to say that the problem I was haveing isnt because of the _ABfeet thing not working, for some reason if I used the console resurrect command when the mages would
respawn they had the feeted robes on...
Werid XP
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Philip Lyon
 
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Post » Wed Mar 30, 2011 10:47 am

Not as weird as it may sound. I think there's a small weakness in the currently released scripts somewhere... I had it happen for me once that some totally fine NPCs didn't exchange their shoes into something rather "argonian" and wondered why. Others however were still working flawlessly. However the little trick I'm already quite used to, to disable-enable them for their scripts to somehow "re-initialize" internally, mostly helps in these and related cases.

I found out it's related with my "improvements" done to save on FPS. You know, the current scripts don't run alot when nothing is changed. That however means that some NPCs "might" be totally fine for their scripts to run around in non-adapted clothing, because it will only get "checked" again when something "changes" among their equipment.

That was a dumb thing and I had it fixed quite quickly as soon as I finally found out what it was... took me like 3 weeks to figure out and only 3 minutes to fix... that sort of "quickly". :lol:
But the series of dumbness goes on as I decided to release it together with all the other fixes and improvements once they're done... which they still aren't yet right now. :facepalm:

Well, if I don't get around to finish this up soon, I will have to consider a release "without" the last flaws fixed... Leaving you all around with that massively outdated scripts and many already solved bugs certainly isn't a situation I can live with, that's for sure. :stare:
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Michael Russ
 
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Post » Wed Mar 30, 2011 6:54 am

Just dropping by (yeah, I know, I do this quite often lately) to announce the release of the promised Merged Ghogiel Normalmaps I showed off here quite some time ago.

http://www.gamesas.com/index.php?showtopic=932709

Again I have to thank you, Ghogiel, for telling me about the right way to merge normalmaps. Without you there wouldn't have been this v2.8 update avalanche. :bowdown:

Now I just need to get permission from Breeze also, so I can release the Merged Breeze Vascular Normalmaps as well next. ^_^
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Sammie LM
 
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Post » Wed Mar 30, 2011 1:49 am

I must have done a big mistake somewhere between creating the last pictures of AB textures for different bodies. You know, I wrote I exchanged the meshes in the base body part items of SAF into ones for the particular body mod, only to have "complete" bodies to show. Now, I don't know when it started, but to revert those changes I simply re-installed the SAF OMOD each time... big mistake!
Though I noticed it only recently, I technically "lost" all changes and improvements to the SAF scripts and plugin since the 0.4b release! :banghead: ... Now why didn't I think on that? Where was my mind? :facepalm:

Oh well, so much to my seemingly neverending stupidity... fortunately though I was able to recreate every little detail of improvement from scratch again in just a couple of hours yesterday.
"You can be a bit stupid, Little Dragon, but you need to be able to fix it afterwards!" :lmao:

Now, that was close... and a warning to me... to finish and release these scripts as soon as possible! (... or to consider making backups :embarrass: )
I prefer the first though.

Apart from the usual cause for laughter about my stupidity this is just a heads-up to tell I'm still working on it and hopefully will release this update soon.
I will remove the forced unequipping of clothing which occupies more than 1 slot right next and implement the "replacer template" approach right away then.
It won't hurt using only the few meshes I have now for the several cases I mentioned... replacing the files later is no concern to my scripts after all.
This will hopefully get me back on track to finally implement the work-around for this last known flaw of them... not to forget some security measures for better compatibility to related mods.

Have a Happy New Year, everybody I haven't wished it yet! ^_^
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Red Bevinz
 
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Post » Wed Mar 30, 2011 1:15 am

Uhm, no updates since January the 3rd! :sad: ... I almost let this thread die :shakehead:

Well, ok, then it's just fine there's quite a bunch of 'em this time, I guess.


I decided to release my scripts in their current state together with all other adapted items I have lying around in my data folder (the completed ones, male AND female, at least) next, before continuing with the last fixes and improvements... this will take some time, so why not giving you at least what I currently have for the time being until I finally fixed everything up?
Well, preparing this step I wanted to improve the rigging on all existant adapted items first. Mind you, I didn't even touch the rigging after I reshaped the meshes!... Ok, that was at a time I didn't know anything about rigging at all, isn't that a nice excuse for lazyness? :huh:

That was when I realized some strange rigging issues on the Argonian Feet themselves, which I was quite sure (and proved later) weren't present on earlier versions.
I quickly checked through all my .blend files and it appeared as if these issues were "increasing" with each iteration step of improvement. I have a good guess this is the result of the NIF Scripts always telling me that XXX amount of vertex weights got lost during export... but I don't know... :shrug:

http://img153.imageshack.us/img153/2664/riggingissuesargofeet1qb4.jpg, what I was just about going to release, imagine that!
Mind the red-framed sections of distortions.

I gave it a quick work-over already and http://img408.imageshack.us/img408/1622/riggingissuesargofeet2zc4.jpg.
Notice that in the green-framed sections everything looks fine again now. Can't guarantee it will stay like that after export though... but it's as good as it can get, I guess.
The yellow section is still a bit troublesome. I'll have to give it a manual work-over and see that I get this spike to move more realisticly with the bending foot.

The same is the case for the female feet as well, of course... talking of which...
here's http://img91.imageshack.us/img91/5677/newfemaleargofeetgd8.jpg with seperated and sharpened claws in NifSkope.

When the weight-fixing is done I'll use these new meshes as a basis for another run through Bone Weight Copy to get the adapted items to better align with the feet in motion... then there'll hopefully never be any clipping visible anymore... apart from when using "extreme" bending animations, of course.


Now on to a different topic I might need some suggestions or preferences from you.

Collaborating with Nivea to give her new skin textures full support from my AB meshes, I realized that I totally forgot about repositioning the spikes' UV sets for the male spiked tails. I just left them where they were in TFF's texture, somewhere spread far across the legs, which of course was bound to cause trouble sooner or later... Maybe it was looking fine with "my" textures, but that's no guarantee for it to still look fine with "other", completely different textures... I wanted to fix this for a long time, but never got around to doing it, and then some day finally totally forgot about it. :facepalm:

Well now, reminded of that fact by some issues with exactly these spikes and Nivea's textures, I quickly took the opportunity and came up with a long-delayed improvement.
I seperated the spikes' UV map from the fullbody texture completely and redirected them to use an own seperate texture instead. I made them use material "EnvMap2" like the finger claws and claws on feet already do and made them use the texture from Slof's Claws (as, you guessed it, the claws do as well). This resulted in them matching perfectly with the claws and everything got this nice metallic black shine.
http://img249.imageshack.us/img249/8606/newtailspikes1wd9.jpg

http://img215.imageshack.us/img215/1919/veyondcave02fz6.jpg

Now I imagine some people might prefer the old look over the new, so I'm a bit hesitant to replace the tails once and for all, but always adding alternatives will only bloat my packages... so, what do you say?


And on a third topic, I created those meshes as some sort of improvised Argonian Leather Footguards for my Guardian Equipment set:
http://img441.imageshack.us/img441/7135/argoleatherfootguards1tl9.jpg
http://img502.imageshack.us/img502/1512/argoleatherfootguards2oy1.jpg

What do you think... adding proper retextures... could these work out useful for light armor adaptions or replacer templates? -_-
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Add Me
 
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Post » Wed Mar 30, 2011 2:37 am

Well I personally like the new tail spikes so I vote for them to replace the old ones, but then again maybe I am biased XD
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Jade
 
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Post » Wed Mar 30, 2011 11:37 am

The new spikes look nicer to me.
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Anna S
 
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Post » Wed Mar 30, 2011 9:00 am

New spikes!
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danni Marchant
 
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Post » Wed Mar 30, 2011 12:30 am

I like your mod, great that it's all optional 'cause I don't like all of it.
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Joe Bonney
 
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Post » Wed Mar 30, 2011 12:10 am

Sorry it's been so long since I last posted here, but I'm quite busy in RL, lots of financial trouble for myself and health issues in family... that sort of "busy"... doesn't matter.
The few free time I got I was tempted to rather play around with something new for my dragon race, but still this was my first project and it's not yet done... when it will ever be "done" that is.

Anyways, I made some nice progress lately and am about to release 2 or 3 packages with updates, just a few meshes to finish/fix and some textures to give the final touch. If everything works as planned, these will get released during next week at latest.

The project will thereby reach v3.0 finally, which apart from some more add-on packs might very well be considered the "final" state... or as final as it gets.

I almost finished AB Robert's Female which was the last one on my list of requested support for body mods, and this time the connection between feet and legs worked out just wonderful.
Now that I got this finally done, I can really appreciate the simplicity of creating good looking textures for Robert's UV maps. I'd even consider AB Robert Female as the best results in conversion to a female body mod I ever achieved in AB, judging by the overall looks of it.
I only have to adapt the few underwear items from jdayT to this new body now and the work will be done.

v2.9 was the improved Argonian Feet meshes with seperated claws and seperated spikes on tails,
v3.0 the addition of Robert's Female to the list to complete my planned collection

depending on my progress AB Robert Female might as well be the first pack released at v3.0, as AB Robert and Breeze v2.9 still need a little bit more work in redoing the spiked tail meshes and Argonian Feet for Robert's V3... I almost forgot about this. :facepalm:

Until further support for yet another body is requested (which I'm somehow afraid of, to be honest) there will most likely only be further add-ons to replace existing files of AB packages, like the Merged Ghogiel Normalmaps for Robert's and Breeze's and things along this line.
I also haven't forgotten the request of "plated upperbody" textures and am still quite interested in it myself. Those will also come as said "replacement add-ons" so I won't bloat my complete base packages with texture options you likely won't use anyways... if only I think on up- and download times I can save by this... :rolleyes:

The release of my current SAF scripts in their latest constellation should be following closely, together with the new feet meshes in the few adapted items I bundled.
The feet meshes are done so far, I just have lost track about the adapted items to put them into and rerig to them... better to do it all right the first time than to suffer the consequences later.

Not having much free time currently doesn't help the progress of all this, as you might imagine... but I think somewhere around next week for some releases is a good estimation... now I only hope I can keep my schedule... and this promise. :angel:

Best regards from your friendly but quite busy Little Dragon. ^_^
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aisha jamil
 
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Post » Wed Mar 30, 2011 1:44 pm

...talking of which...

http://www.gamesas.com/index.php?showtopic=962648.

I hope those who were waiting for it with anticipation will forgive me my lazyness with this one. :bowdown: ...but it turned out being "the" best results I ever achieved in the end, for what it's worth...

I also updated the readme in the first post, as it got a huge workover to cover some issues people were having... of course with other people's mods, not mine, but as mine depends on those, why not providing every help I can give? :angel:

AB Robert's update to v3.0 is coming up next.
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Franko AlVarado
 
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Post » Wed Mar 30, 2011 5:15 am

While I must confess I never really understood the whole "boobs-on-a-reptile" thing, the rest of this project looks stellar. Good job sir. :goodjob:
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Sherry Speakman
 
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Post » Wed Mar 30, 2011 1:48 pm

While I must confess I never really understood the whole "boobs-on-a-reptile" thing, the rest of this project looks stellar. Good job sir. :goodjob:

Thanks. ^_^

Well, the "boobs-on-a-reptile" thing is due to the engine only using one and the same body mesh for ALL races. So it is either "boobs-ALSO-on-reptiles" or "no-boobs-at-all".
Apart from that you can still argue with the lore department about how much "reptile" an Argonian really is anyways.
But one thing's for sure, people have different tastes, and I'm trying to serve them all.

Also there are no boobs in Argonian Beautification, those come from your respective body mod, AB only serves the textures.

On the other hand, my female Argonians don't have any boobs anymore, as I'm using the upperbody-control option of my SAF scripts in conjunction with a set of Stock Clothing and Armor Replacers for a body called "GGC blind" (a TFF derivative), which is quite flat-chested, to prevent exactly that. A little renaming of all upperbody clothing and armor files was everything I had to do and now only my Argonian females use the meshes from GGC blind, it's as easy as that.
Also my male Argonians don't have genitals either, which you would see, if they wouldn't wear underwear. However, because every clothing or armor item brings its own body meshes, you will still easily end up with male genitals on your Argonian when you won't provide "adapted" files with it removed for those items as well. -_-
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GEo LIme
 
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Post » Wed Mar 30, 2011 3:26 am

Alright, it's 5:48 in the morning now over here and I'm really tired and about to hop into my bed and get a quick nap.

Due to this an official release thread will be postponed till tomorrow (no, it's actually today already) evening, but I didn't want to let you wait.
So I'm using my WIP thread to quickly and formlessly announce the release of the Argonian Beautification Robert v3.0 update.
I guess more than a few people were eagerly waiting for this, so here you go! ^_^

If you happen to find anything out of the ordinary, it's probably caused by me falling asleep while packing it up, so please tell me and I'll fix it right away. :bolt:

Enjoy!

edit: uh, ehm, almost forgot... guess TFF is next... or maybe Breeze's?
(...sleep, Little Dragon, sleep is next, and nothing else! :snoring: )
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Campbell
 
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Post » Wed Mar 30, 2011 1:14 pm

Just shortly dropping by to announce that all further work on this is currently on hold until I fixed the issue with Slof's Better Beasts, a required mod, no longer being available to the public.

I hate this step, but now I have to include an ESP and with it lots of "inevitable" conflicts...

I'll also try and create my own claw textures to substitute Slof's, as I never asked for permission to "include" them. My attempts will be far inferior of course compared to her artistic quality, a loss is a loss... but at least you won't get "missing texture" errors this way. :shrug:

Lucky me I have copies of most of her work... there's quite a lot I missed though... ah, it's a damn shame! :flame:
The wrath of the dragon come over those bad excuses for mankind! ...what to call "humans" with a total lack of "humanity"?
...now I wish I was a dragon in RL more than ever... just to not be of the same species as those!

...erm, sry... excuse my rambling. <_<


..oh and please don't let this thread get locked for continuation of this topic.
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Leah
 
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Post » Wed Mar 30, 2011 7:14 am

Woah, it's been a while since I last posted here. (Where did I read this sentence already?)

I finally got the time needed to create and pack up a little emergency fix to the missing requirements for people not possessing Slof's Better Beasts.
Thanks to AlienSlof giving me permission to include her claw textures into my project you won't even have to live with substitutes of inferior quality done by myself... lucky you...

If you ever happen to read this, Slof, thank you very much, you're still as kind as I got to know you. I will dearly miss all your works of art, especially those I couldn't acquire in time.
My best wishes to you and get well soon!


There's also the dreaded ESP included, together with proper bash tags, so I hope it won't be as bad as feared.
It's not much at all, almost only Vanilla settings, but it's all that's needed for AB's textures and meshes to work.
It's nothing else though either, as it is no Better Beasts after all, nor is it intended to substitute it!

It's available from the usual sources, TES Nexus or Planet Elder Scrolls, as part of Argonian Beautification. Just look out for the seperate download "Argonian Beautification (or AB-) Requirements". Should be hard to miss.

It should work the way I intended it, but if you happen to find any bugs, please tell me!... especially when it comes to the correct function of the bash tags I assigned.


Now I can finally continue with the planned work on this project, or so I hope... at least if I get the free time needed to do so in the future that is...
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Scott
 
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Joined: Fri Nov 30, 2007 2:59 am

Post » Wed Mar 30, 2011 7:50 am

should we use slofs better beasts with the new esp? like at the same time?

currently i got it set up as so:
some mods
slofsbetterbeasts(merged)
ArgonianBeautification(merged)
somemods
RBP
some mods
Argonianfeets(has invent tag)
bashpatch
...
seem right? ill see if this works alright tomorrow :)
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Sebrina Johnstone
 
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Post » Wed Mar 30, 2011 12:27 pm

You better shouldn't. One will override the other, even when included into the bashed patch.
Besides, why would you? This new ESP is meant to be used by those people who don't possess Slof's Better Beasts, to provide the necessary Argonian racial settings for AB which otherwise would have been introduced by Slof's BB. It's some sort of substitute, there's no difference between its settings and Better Beasts' settings. Using "both" is completely pointless.
:grad:
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Big Homie
 
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Joined: Sun Sep 16, 2007 3:31 pm

Post » Wed Mar 30, 2011 10:08 am

aye, but i thought slofs mod also made changes to kahjit...or am mistaken?
great mod btw :)
EDIT: wait a tic, nvm lo, i see now...i just wont use you new esp and ill stick with slofs :goodjob: gotcha
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Roy Harris
 
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Joined: Tue Sep 11, 2007 8:58 pm

Post » Tue Mar 29, 2011 10:16 pm

I can't find slofs better beasts. It's void on all sites.
Edit: sorry missed your post.
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Shirley BEltran
 
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Joined: Wed Jul 26, 2006 4:14 pm

Post » Tue Mar 29, 2011 11:16 pm

I can't find slofs better beasts. It's void on all sites.


Here some info:
It's available from the usual sources, TES Nexus or Planet Elder Scrolls, as part of Argonian Beautification. Just look out for the seperate download "Argonian Beautification (or AB-) Requirements". Should be hard to miss.

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Christie Mitchell
 
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Joined: Mon Nov 27, 2006 10:44 pm

Post » Wed Mar 30, 2011 10:31 am

You've come an awful long way on this Drake, well done! I'm reinstalling Oblivion at the moment (well, the installation is complete but the mod-installation/setting isn't) and am now at the race-mod stage. I'm using FCOM, Better Beasts and RBP. I've merged Better Beasts and RBP using bg's instructions, which work beautifully.

Here's how to do it:
1. Download tes4view from tesnexus, rename it to tes4edit. Start it. Select both RBP and Slof's better beasts.
2. Rightclick on Khajiit (+ other affected beast races) in RBP's esp, select copy as override into. Choose a new file. Give it a name.
3. Now look in this new file. Select the race, rightclick -> hide no conflicts. Then you should easily see some changes to meshes and textures. Drag&drop them from Slof's .esp into the new patch.esp.
4. Close tes4edit, select that it should save it's changes, and enjoy!


Now, to add Argonian Beautification/Scripted Feet onto that, are any special steps necessary (merging, bash tags)? My idea for load order is this, although I'm unsure if it is correct:

RBP
RBP + Better Beasts patch
Argonian Beautification
Scripted Feet


Obviously your mod will overwrite Better Beasts' Argonian edits as is intended. I'm unsure about Scripted Feet as I'm not too familiar with how it works. Does Scripted Feet merge into the bashed patch (allowing it to be virtually active), is it partially incorporated (NPC inventory changes added but .esp still needs to be loaded), does it just sit happily active and does nothing with the bashed patch?
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Melanie Steinberg
 
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Joined: Fri Apr 20, 2007 11:25 pm

Post » Wed Mar 30, 2011 4:25 am

That's a clean and easy way to get RBP and BB working together, nice find.
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.
(talking of which... I need to rearrange my load order, dammit... many ESPs I created to work around conflicts are no longer needed now!)

Well, if you're already using Better Beasts, every setting for Argonians is properly set up. There's no need to use my "emergency fix ESP for people who don't possess Slof's Better Beasts" in your case. It's settings are the same as Better Beasts' settings for Argonians. And apart from this AB doesn't have any ESP, thus load order doesn't matter for it. (As for bashed patch tags, I already tagged the ESP properly according to the latest list of tags on Wrye's site.)

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.
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Juanita Hernandez
 
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Post » Wed Mar 30, 2011 11:42 am

Care to share about what bash tags to use with Better Beasts?
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Gisela Amaya
 
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Joined: Tue Oct 23, 2007 4:29 pm

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