[WIPz] *E.C.F.R. Clothing Replacer/Additions

Post » Sun May 02, 2010 10:47 am

Togas for Imperial officials.

Doo eet.
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Katy Hogben
 
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Post » Sun May 02, 2010 6:05 am

And there was also Wizbang's Clothing (and armor) Randomizer for which there does not seem to be a current link.
I have a copy.
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Emily Shackleton
 
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Post » Sun May 02, 2010 7:12 am

Killing and resurrecting NPCs breaks almost any quest that they're involved in, though.
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Kanaoka
 
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Post » Sat May 01, 2010 11:03 pm

:celebration: :celebrate: :mohawk: :woot:

Exactly! :clap:

I've wanted to see something like this for a very long time, I'm so glad you're planning on doing this, Westly. I, too, would be glad to help with placing the clothes on the NPCs, if you need it; I actually have a fair amount of free time at the moment, and my skill level with the CS is perfect for tedious simple tasks. :lol:
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Esther Fernandez
 
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Post » Sun May 02, 2010 8:11 am

Killing and resurrecting NPCs breaks almost any quest that they're involved in, though.


Yes and no. It really depends upon how the quest is set up, what dialogue conditions are used, etc. Also the point in time in relation to the quest would be a factor. But that's why I mentioned using dialogue-filtered conditions to determine who would be affected. So quests and such would be entirely taken into account.

The biggest reason I suggest doing it in such a way rather than using scripts to change the clothing is to allow for simple addition of mod added items. Using leveled lists it would be a very simple matter to drop in resources from a HELLUVA mod for example. It would make everything dynamic in the way that MCA is.

But I didn't intend to hijack this thread, merely to add my idea for consideration with Westly's. However, after some more thought on the subject, I think it could easily be made compatible after the fact...so I'll work on it later and see what I can come up with.
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Sammykins
 
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Post » Sun May 02, 2010 2:50 am

Killing and resurrecting NPCs breaks almost any quest that they're involved in, though.

It would also mess up those "universal companion share" type mods since it would reset the inventory. I can also foresee possible issues with the Dialogue Request mod since you can basically make companions of sorts out of the vanilla NPCs and telling them to guard something only to have them "forget" because they were reset to change clothing would be aggravating.
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Sudah mati ini Keparat
 
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Post » Sun May 02, 2010 9:33 am

That's why the one of the dialogue filters would check for whether or not the PC has interacted with the particular NPC.
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Kirsty Wood
 
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Post » Sun May 02, 2010 1:15 pm

That's why the one of the dialogue filters would check for whether or not the PC has interacted with the particular NPC.

So any NPCs we talk to won't change clothing anymore? That sort of takes away from the effect since I like talking to people.
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Isaac Saetern
 
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Post » Sun May 02, 2010 7:08 am

Until the 72-hour "bug" kicks in and resets them anyhow.

But like I said, I don't want to hijack this thread. If you have anymore complaints about my idea, take it to PM please.
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Erin S
 
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Post » Sun May 02, 2010 9:28 am

Btw, this is a terrific mod idea, Westley. I'm glad you'll be releasing it incrementally.
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Jonathan Windmon
 
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Post » Sun May 02, 2010 1:26 pm

Is this going to override the changes to NPCs made in the MPP? If I recall correctly it changes the race of a couple of them.
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Ezekiel Macallister
 
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Post » Sun May 02, 2010 3:59 am

Sounds really cool Westly! Now I'll have another mod I shall anticipate with endless thread-checking for updates. :sad:
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Jennifer Munroe
 
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Post » Sun May 02, 2010 7:39 am

How about having certain commonalities in clothing for people from same city / region?
I.e. commoners in Vivec are likely going to look more affluent than those from Seyda Need, irregardless of their faction or house.
Otherwise I am afraid that each place you visit will become a cacophony of different robes and clothes, with no distinct feel to it.

Either way, it's a great idea that would definitely add to the game immersion. (Especially if randomization is implemented as well :))
Best of luck with it, Westly
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christelle047
 
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Post » Sun May 02, 2010 9:19 am

You shouldn't have posted this, cos we'll kill you if you don't do this. Seriously, man. I love you.
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Robert
 
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Post » Sun May 02, 2010 2:15 am



If you wanted to make an add-on once the mod is finished (or even for the modular bits) then that would be fine with me :) .


Is this going to override the changes to NPCs made in the MPP? If I recall correctly it changes the race of a couple of them.


MPP?
IF changes are made to NPCs, then the mods will conflict in some way (just like head
replacers do not necessarily play nice together when use of the CS comes into play (pluginless
replacers aside). Though, with WRYE or the Enchanted editor, such conflicts can be resolved
AFAIK :) . Now if character ID's have been altered; well, there is not much I can do about that :).

How about having certain commonalities in clothing for people from same city / region?
I.e. commoners in Vivec are likely going to look more affluent than those from Seyda Need, irregardless of their faction of house.
Otherwise I am afraid that each place you visit will a cacophony of different robes and clothes, with no distinct feel to it.

Either way, a great idea that would definitely add to the game immersiveness. (Especially if randomization is implemented as well :))
Best of luck with it, Westly



Perhaps the scope of this project is not clear (so allow me to do this [clarification for everyone's sake, even mine] :twirl: ):

The goal of this is to clothe the NPCs of Vvardenfell with unique clothing
(or armour) that can identify their ethnicity, class, faction/house affiliation, and also
geographic "appropriateness". So, for example, if there is a Ranger
who happens to be in the Ashlands, then he/she will recieve the Ashland
Ranger attire. The same on Solstheim will recieve the Snow Ranger gear
(and so on). There will be no cacophony, as I would never let that get
out of hand/get to that point (like I am just placing clothes on NPCs will-nilly
without a certain amount of foresight or planning; such is not true, as I rack my brain
at times just to make sure it is all cohesive). So, for example, one will
find more NPCs in the Foreign quarter canton that wear clothes that represent
the Ethnioc sets, while, say NPCs in Ald-Ruhn, would be wearing more
Ashland friendly/Redoran attire :) .

Rest assured, I have thought is all through, so no worries ;)

EDIT: I should add, that in many instances there will be NPCs that will
not recieve a change (like many "Commoners"). This way, they can
still show the original Bethesda designs (so that BC users will
still replace the clothing with BB versions of the originals). This
mod will not alter the original clothing (ID wise), but some of the
unique items might receive a unique version. And, of course,
this will be a BB clothing/armour mod.

Later :wave:

Take Care :angel:
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koumba
 
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Post » Sun May 02, 2010 4:38 am

What's this doing back here? This needs to be around the front page so people can support this idea. Or intimidate you to finish it. Whichever works.
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NO suckers In Here
 
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Post » Sun May 02, 2010 9:46 am

Very nice concept. :)
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saharen beauty
 
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Post » Sun May 02, 2010 2:28 am

Sounds like a daunting ideaa, but if any modder can pull it off its you :) Id love the idea of more "ethnic" clothes for each area of morrowind (which the houses idea itself seem to cover) like a more arabian look for places like Suran, or a bit gaudier for Telvanni members for example
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Harry-James Payne
 
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Post » Sun May 02, 2010 9:18 am

Looks like http://www.tesnexus.com/downloads/file.php?id=21627 is already being done for Oblivion, btw.
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Kit Marsden
 
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Post » Sun May 02, 2010 3:13 pm

Aye, similar but different (I am doing the footwork texture-wise, and where there
is not a resource mesh that is just right, then I will cobble a new one/alter one to fit) :twirl: .

Like I said, I am gathering meshes ATM, and have cobbled a few new ones (like scarves with
hanging parts over the shoulders, "Temple" shirts (shirts that have a look similar to the temple
robes [with the large shoulder pieces]), lots of clothes with additional 3-D belt parts. new "collars"
for some shirts, and so on).

I am looking forward to begin the textures, but I want to make sure that I have a wealth of
specific meshes first, then a few concepts to ground myself stylistically. Once that is done,
then I will begin to show articles of clothing/armour in game/nifskope.

As I said before, I think I will start with a few guilds first (maybe the Mage's Guild first), and then
hop from guilds to houses. Once those broader areas are covered, then I will focus on more specific
details for NPCS (classes). This way, there will be a change at first that is seemingly more general,
but then moves forward toward the diversity that is the goal of this mod :).

'Til Later :angel:
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Josephine Gowing
 
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Post » Sun May 02, 2010 1:24 pm

How about also some method of NPCs knowing what the player is wearing and commenting (since I'm sure the player will gain access to this gear)? I doubt house redoran would be too impressed if you walk in in your best Telvanni robes, they could really tell you where to go and stick your robe.....
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Charleigh Anderson
 
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Post » Sun May 02, 2010 5:27 am

How about also some method of NPCs knowing what the player is wearing
and commenting (since I'm sure the player will gain access to this gear)?
I doubt house redoran would be too impressed if you walk in in your best
Telvanni robes, they could really tell you where to go and stick your robe.....



This would be a very fine addition to the mod, as it would add even more
to the gameplay advancement. Perhaps, even, if one speaks to an opposing
faction when wearing an article, their disposition actually lowers a bit (*totters
off in deep ponder mode...).
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suniti
 
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Post » Sun May 02, 2010 1:15 am

How about also some method of NPCs knowing what the player is wearing and commenting (since I'm sure the player will gain access to this gear)? I doubt house redoran would be too impressed if you walk in in your best Telvanni robes, they could really tell you where to go and stick your robe.....

That's a brilliant idea - it would make the game a hundred times more immersive. If disposition increases/decreases based on clothing were implemented, it could even help you solve quests using 'disguises' - e.g. Telvanni members might be more friendly towards you if they assume they're dealing with a fellow Telvanni.
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Laura Elizabeth
 
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Post » Sun May 02, 2010 2:20 am

This would be a very fine addition to the mod, as it would add even more
to the gameplay advancement. Perhaps, even, if one speaks to an opposing
faction when wearing an article, their disposition actually lowers a bit (*totters
off in deep ponder mode...).

Check out the description for TES IV mod http://www.tesnexus.com/downloads/file.php?id=13638. It has a very detailed description, maybe it would be possible to replicate the scripts in the CS or with MWSE (Fliggerty mentioned he was working on a new version, you could PM him to see if it has the ability to do what you need). :)
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Russell Davies
 
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Post » Sun May 02, 2010 1:58 am

Good idea in good hands ;)
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Andrew Lang
 
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