[RELZ] Cobl Races

Post » Fri May 27, 2011 4:27 am

Blast the merging of values was radical enough of a change that it forces me to make a new character for the third time this month <_< o well and im going to pm you corepc can you send the eve foot texture with it? (Note: i use exnem's eye candy for female bodies if that may cause any problems.


EVE is considered a update to exnems eye candy and works with most eye candy clothing mods has well, I suggest the e cup / normal lower for exnems..from my testing so far..

I will package that up and send you the pm..and we can go from there..



Corepc
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Sandeep Khatkar
 
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Post » Fri May 27, 2011 2:31 am

In addition i use HGEC if that is a problem with e cup and thinner thigh size should i change it to the default thigh size
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Amelia Pritchard
 
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Post » Fri May 27, 2011 2:37 am

First off, just want to say thank you so much for all the hard work you've put into this mod and the contributions you've made to the community in general.

I'm have a pretty tricky issue with TNR, the Cobl Races TNR version, and the Khajiit eyes.

When using TNR - The Khajiits + Cobl Races TNR, the custom Khajiit eye texture I have in the characters/eyes/ folder doesn't show up; instead the game uses the default eye texture for the Khajiits (or something that looks very close to the default).

Oddly, when I delete TNR - The Khajiits and rebuild the Bashed Patch, the default eye is still there in the game instead of my custom eye texture. I've gone into the characters/eye/folder and checked and rechecked; eyekhajiit.dds is the right one, and it worked perfectly for months until I installed TNR and Cobl Races TNR...

Regardless of whatever details I'm missing in all this, the bottom line is that I'd like to use my custom eye texture for the Khajiits AND keep the TNR changes for Khajiits AND use Cobl Races TNR. How do I go about doing this?
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Gen Daley
 
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Post » Fri May 27, 2011 8:57 am

Regardless of whatever details I'm missing in all this, the bottom line is that I'd like to use my custom eye texture for the Khajiits AND keep the TNR changes for Khajiits AND use Cobl Races TNR. How do I go about doing this?


COBL Races add new eye to khajiit's..

? Does your custom eye texture have a esp or just a replacer..

if you mod has a esp and adding a new eye type then tag it has eye, and make sure that it show up in races section of bashed patch, load it before cobl races and see if that helps any?

if it replacer just a texture then make sure that named correctly ..

Else ask in RBP thread..maybe BG can help you?
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Red Sauce
 
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Post » Fri May 27, 2011 5:07 am

Could Elaborate Eyes be added to COBL RACES? I love how they look so much that in a choice between them I keep Elaborate Eyes, but I would truly like to use both. Please? I'm not good enough with mods to do it myself unless anyone can tell me how.
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Cayal
 
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Post » Fri May 27, 2011 11:46 am

Could Elaborate Eyes be added to COBL RACES? I love how they look so much that in a choice between them I keep Elaborate Eyes, but I would truly like to use both. Please? I'm not good enough with mods to do it myself unless anyone can tell me how.

I'd hazard a guess and say that's not going to happen :shrug:.

Elaborate Eyes conflict with the current Cobl races eyes (the much infamous googly eyes bug). to make them work together you need to essentially redo the textures in Elaborate Eyes so they'll fit the vanilla eye mesh.
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Lisa Robb
 
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Post » Fri May 27, 2011 10:29 am

If one is using the HGEC replacer, Do I use the "Install next IF using exnem bodies" ?


I also have beautiful people 2ch edition 1.8.0 installed, I noticed a lot of the textures/meshes are shared, should I overwrite?

this is in regards to the Cosmetic Resource pack
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TIhIsmc L Griot
 
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Post » Fri May 27, 2011 6:37 am

I'd hazard a guess and say that's not going to happen :shrug:.

Elaborate Eyes conflict with the current Cobl races eyes (the much infamous googly eyes bug). to make them work together you need to essentially redo the textures in Elaborate Eyes so they'll fit the vanilla eye mesh.


Or, Make COBL races use EE meshes(Tons of converting works may envolve).

If one is using the HGEC replacer, Do I use the "Install next IF using exnem bodies" ?


I also have beautiful people 2ch edition 1.8.0 installed, I noticed a lot of the textures/meshes are shared, should I overwrite?

this is in regards to the Cosmetic Resource pack


Unless you want to change cosmetic mod you use, I do not recommend to install COBL cosmetic resource over BP 2ch edition(hairs may be OK, but eyes can cause problems).
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Kelly Upshall
 
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Post » Fri May 27, 2011 12:31 pm

thank you, yeah this caused problems seeing double eyes.

and i read on another thread, it is OK to use Exnem's with HGEC
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Tamara Dost
 
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Post » Fri May 27, 2011 7:20 am

and i read on another thread, it is OK to use Exnem's with HGEC


Yes, just make sure to install the optional textures and meshes from "Install Next - If using Exnems Bodies".
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[ becca ]
 
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Post » Fri May 27, 2011 4:31 am

Retroactive Health Gain: I recently added my own (OBSE based) version to Wrye Leveling. AFAIK, there's a difficulty with doing a non-obse version in that it's difficult to know what the players starting endurance is, which is necessary to creating a true retroactive health. (See http://www.gamesas.com/bgsforums/index.php?s=&showtopic=853553&view=findpost&p=14006426.) For my version, I'd want to see it in practice a bit more -- I'm not sure that it's doing the right thing in response to damage/drain effects (or mayb it was working right, but it was a gradual drain, hmmm). I haven't looked at what bg2408 did.

So it's a possible future addition to Cobl.
If I remember right, retro active health gain was a feature of RBP (correct me plz if I'm wrong with this, I'm really not sure). I'm using realistic leveling and wanted to make sure I'm not using 2 retro active health gain scripts :)
Thanks, Spock
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ZzZz
 
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Post » Fri May 27, 2011 12:12 am

EE Meshes: Cobl races very intentionally does not use them. Bg2408 and I both agreed that the meshes were more than a bit of overkill. I really don't expect Cobl Races to change in this regard. That said, it's perfectly possible for someone to override Cobl's eye installation with a mod that converts them to EE meshes (same as such mods exist for vanilla eyes). There are a number of complexities in doing this (one should be very familiar with how the bashed patch handles conflicting eye meshes, know the various conflicting eye mesh issues, etc.), however it is doable. But it won't be done by bg or myself, and will (almost certainly) never be included with Cobl Races. (Even if someone did all the work and gave us the result, it still wouldn't be included -- it just causes too many problems for too little benefit IMO.)

Retroactive Health: Not a part of Cobl Races, so not an issue.
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Liv Staff
 
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Post » Fri May 27, 2011 12:06 am

EE Meshes: Cobl races very intentionally does not use them. Bg2408 and I both agreed that the meshes were more than a bit of overkill. I really don't expect Cobl Races to change in this regard. That said, it's perfectly possible for someone to override Cobl's eye installation with a mod that converts them to EE meshes (same as such mods exist for vanilla eyes). There are a number of complexities in doing this (one should be very familiar with how the bashed patch handles conflicting eye meshes, know the various conflicting eye mesh issues, etc.), however it is doable. But it won't be done by bg or myself, and will (almost certainly) never be included with Cobl Races. (Even if someone did all the work and gave us the result, it still wouldn't be included -- it just causes too many problems for too little benefit IMO.)

Retroactive Health: Not a part of Cobl Races, so not an issue.

Nice to see you around Wrye. Hope you're still enjoying retirement. I'm enjoying learning Bash - challenging, but very interesting, nonetheless.
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Ymani Hood
 
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Post » Thu May 26, 2011 10:02 pm

The Ohmes-Raht is giving me problems if I am using Robert's Male Body Replacer v5 beta, and Cobl Races. There's a pretty bad texture problem on the legs, and most of the Ohmes chest is colored furry red/brownish.

Is this a problem related to RMBR V5, or a problem with the meshes texture (since the Khajiit and other races look fine, plus the women Ohmes-Raht has no problem, using Fantasy Figures meshes)?

Would really like to know, since I'd like to use this race.

Great work by the way, Wrye!
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Pete Schmitzer
 
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Post » Fri May 27, 2011 4:00 am

Just dropping by to let you know I fixed the problem, so its documented.

The problem is with the difference in (what I believe must be) UV Mapping between V4 and V5 of Robert's Texture. To use his V5 body with the textures included, one must simply edit Cobl Races.esp and Cobl Races - Balanced.esp to point to the new Khajiit textures, using TESCS. This will effectively fix the problem!

Happy Cobling!
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Devin Sluis
 
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Post » Fri May 27, 2011 11:04 am

The Ohmes-Raht is giving me problems if I am using Robert's Male Body Replacer v5 beta, and Cobl Races.



The problem is with the difference in (what I believe must be) UV Mapping between V4 and V5 of Robert's Texture.


Thanks Soul Reaper Will have to remember that when I upgrade to RMB v5 still using RMB V4..
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Cheville Thompson
 
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Post » Thu May 26, 2011 11:37 pm

I used Slof's Playable Xivilai before to get her awesome work replacing the ingame Xivilai via the included OOO Xivilai Replacer. As her Xivilai is included in Cobl Races, I wonder if I can just use the Slof's Playable Xivilai.esp (made to also replace them) - or if that would screw things up somehow? The resources have the same paths.
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Rachel Tyson
 
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Post » Fri May 27, 2011 1:05 am

I used Slof's Playable Xivilai before to get her awesome work replacing the ingame Xivilai via the included OOO Xivilai Replacer. As her Xivilai is included in Cobl Races, I wonder if I can just use the Slof's Playable Xivilai.esp (made to also replace them) - or if that would screw things up somehow? The resources have the same paths.

I highly doubt that this will work, unless the replacer does not depend on the original race's .esp file.

Of course it's possible to remedy this with some FormID exporting / importing and other bash magic, but it would require some work on your part.
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Justin Hankins
 
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Post » Fri May 27, 2011 3:10 am

I highly doubt that this will work, unless the replacer does not depend on the original race's .esp file.

Of course it's possible to remedy this with some FormID exporting / importing and other bash magic, but it would require some work on your part.


Thanks. No, it replaces Slof's Playable Xivilai.esp with a new Slof's Playable Xivilai.esp, simply changing the Xivilai creature to use Slof's resources. So it doesn't depend on another master. I'm mostly worried about messing something up as I'm a bit wary of having different race mods. Here's the description:

"MADC AT'S OOO BADDIE REPLACER EDITION: Now replaces all creature spawns, summons, and the two named Xivs in Camoran's Paradise with Slof's Xiv Race NPCs! For use only with Oscuro's Oblivion Overhaul, V1.32 or higher."

EDIT: http://arkngt.googlepages.com/slofs_xivilai_summon.jpg with the summons at least. :)
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Charlotte X
 
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Post » Fri May 27, 2011 2:15 am

I used Slof's Playable Xivilai before to get her awesome work replacing the ingame Xivilai via the included OOO Xivilai Replacer. As her Xivilai is included in Cobl Races, I wonder if I can just use the Slof's Playable Xivilai.esp (made to also replace them) - or if that would screw things up somehow? The resources have the same paths.

Cobl Races is based on bg's Race Balancing Project, and Slof's Playable Xivilai works perfectly well with RBP - bg even mentions that you can use the two together in the RBP readme - so I don't see any reason why it shouldn't work with Cobl Races.

Eloise
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Eve(G)
 
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Post » Fri May 27, 2011 1:11 am

Just a quick question:)

I'm going to try Cobl Races out and was wondering if TNR is integrated into it for npcs so I wont need to install it?

Thanks!
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Ella Loapaga
 
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Post » Fri May 27, 2011 8:39 am

Just a quick question:)

I'm going to try Cobl Races out and was wondering if TNR is integrated into it for npcs so I wont need to install it?

Thanks!


It comes with Cobl Races TNR.esp and Cobl Races TNR SI.esp so you don't only get changed faces but changed eyes and hairs as well when using Cobl Races.
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Matt Bigelow
 
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Post » Fri May 27, 2011 4:40 am

Great, thanks :)
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tannis
 
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Post » Fri May 27, 2011 11:46 am

Ee meshes aren't there right. What about Capucine's glowing eyes?
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Ice Fire
 
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Post » Fri May 27, 2011 3:15 am

Elaborate Eyes conflict with the current Cobl races eyes (the much infamous googly eyes bug). to make them work together you need to essentially redo the textures in Elaborate Eyes so they'll fit the vanilla eye mesh.



EE Meshes: Cobl races very intentionally does not use them. Bg2408 and I both agreed that the meshes were more than a bit of overkill. I really don't expect Cobl Races to change in this regard. That said, it's perfectly possible for someone to override Cobl's eye installation with a mod that converts them to EE meshes (same as such mods exist for vanilla eyes). There are a number of complexities in doing this (one should be very familiar with how the bashed patch handles conflicting eye meshes, know the various conflicting eye mesh issues, etc.), however it is doable. But it won't be done by bg or myself, and will (almost certainly) never be included with Cobl Races. (Even if someone did all the work and gave us the result, it still wouldn't be included -- it just causes too many problems for too little benefit IMO.)



Ee meshes aren't there right. What about Capucine's glowing eyes?


read above about Elaborate Eyes and Cobl Races.

Capucine Glowing Eyes are included in Cobl Races

----------

http://www.gamesas.com/bgsforums/index.php?showtopic=1051762
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Life long Observer
 
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