[RELZ] Cobl Races

Post » Fri May 27, 2011 2:07 am

With the pictures up there, it's hard to make an unbiased judgement simply because the eye textures are so much nicer in the Capucine version. I'd like to think that given the information, people would make a unbiased opinion, but it just isn't probable because Capucine's colors are so much nicer.
So or the poll, I think it would be better to have the comparison pics sport the same eye color, just differing positions. Do you know what I mean, Wrye?
Would it be as simple as adjusting the mesh (or textures) and then taking two comparison screens for you?
If so, you could send the adjusted ones over to me and I can take the screens if you'd like.

Also, Wrye, when you say you like the alternative version, do you mean the one already in the Races mod, or the more natural adjustment you're working on for us?
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DeeD
 
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Post » Fri May 27, 2011 1:09 am

I'll see about including that in future Cobl release (assuming permissions from bg2408). (Shawn, you just converted bg's mod, right?)


Yes, pure conversion, I added nothing. I just changed all the Formid of the new eyes and hairs with TES4Edit.
( but I changed some eyes that was not in Cobl, like Elveon eyes, by eyes supported by Cobl ).
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Stefanny Cardona
 
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Post » Fri May 27, 2011 9:37 am

[NPC diversity for Cobl]

Wheee! :goodjob: :foodndrink:

(No permission or anything needed. I've agreed to help with Cobl races, so people can make mods like this :). Although screenshots on the nexus would be nice ;).)

About the eyes: To be honest the screenshots are probably the most... problematic cases, where the new ones doesn't look that good. Although imho there's also the opposite in game - NPCs which look better with the new textures, but worse with the old ones. There are a couple of screenshots in my RBP release post, one with the old eyes, several with the new ones. May give a better impression :blink:.
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sarah taylor
 
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Post » Fri May 27, 2011 4:57 am

Can anyone who uses this mod tell me if it adds an ability or effect titled: Disentigrate Armor -- Flaming Bood (500)

I see this on my active effects tab and have no idea what it does or how to use it or if it is something active, etc.

It appears just like disease does and the "Flaming Bood" lead me to think it was a disease. However, a trip to the local chapel did nothing to it. I've tried to read both the readme's for this and RBP, but I must be missing any reference to this.

--Tom
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Jade Payton
 
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Post » Fri May 27, 2011 4:59 am

Can anyone who uses this mod tell me if it adds an ability or effect titled: Disentigrate Armor -- Flaming Bood (500)
Cobl Races does not add this :).
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nath
 
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Post » Fri May 27, 2011 1:15 am

Cobl Races does not add this :).


Thanks for the reply!

Hmmm.. the quest continues. I re-entered the game and inactivated all my weapons and armor items to see if this would clear it, but no change. I might now go to my little house and clear EVERYTHING out of inventory and see if it's inventory related.

Reason I thought it may be this mod was that Cobl Races was the last mod I added and I thought it may have been an additional ability due to altered race/birthsigns etc.

I had chosen Warrior as the birthsign for my new warrior-mage Dunmer character to play in an FCOM environment.

Can you or anyone else give me a little advice on when/how to use the ability to draw attention to oneself that comes with Warrior? Does it function similar to "drawing aggro" in an MMO where someone playing a "tank" character takes the beating while mages stand back and nuke with spells? If so, is this only useful with companion mods in Oblivion?

Thanks again,

Tom

EDIT: Also, I noticed that when I tried to look at the new races in the facegen section as I was creating my Dunmer, there were several races that had NO eyes what-so-ever, just empty holes I could see the background through and the Xivilai race just gave me a black screen. Am I missing textures or files that did NOT come with the Cobl races download?
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Danger Mouse
 
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Post » Fri May 27, 2011 2:03 am

Can you or anyone else give me a little advice on when/how to use the ability to draw attention to oneself that comes with Warrior? Does it function similar to "drawing aggro" in an MMO where someone playing a "tank" character takes the beating while mages stand back and nuke with spells? If so, is this only useful with companion mods in Oblivion?
Not necessarily. There are a lot of "escort" quests in Vanilla with mortal NPCs. Provoke helps a lot with them. Or when seeing that some other friendly NPCs (Maeve, anyone?) is in danger. Also, not really warrior related, it's also a good way to "protect" some of the more frail ranged summons (like Flame Atronach) ;).

EDIT: Also, I noticed that when I tried to look at the new races in the facegen section as I was creating my Dunmer, there were several races that had NO eyes what-so-ever, just empty holes I could see the background through and the Xivilai race just gave me a black screen. Am I missing textures or files that did NOT come with the Cobl races download?
Hm. Either you've forget to install the ~150 MB package coming with Cobl races, or... there's some bug here :blink:.
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Laura Ellaby
 
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Post » Fri May 27, 2011 12:02 am

Thanks again for the replies. I followed your suggestion and found that the attract attention worked quite well in keeping the Odil (sp?) boys alive. At level 2, I was pretty certain it'd take a bit to whittle down the opposition and keeping the goblins off the young hot-heads in the past used to be tough with the younger son usually buying the farm.

Regarding the 150mb+ file, I downloaded and installed it, however, it never hurts to reinstall again and maybe things will clear up. If not, I'll post a load order and/or anything else if it helps squash a possible bug.

So far, I've not found any more information on that Disintegrate Armor (Fire Blood) ability. Unlike the other abilities added by Cobl Races, mousing over that item in the list just reveals that it's an "Ability" and not what is causing it to happen such as the other abilities and bonuses added by the Warrior Birthsign and Race attributes.

Tom
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Justin Hankins
 
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Post » Fri May 27, 2011 3:47 am

New Version: Cobl 1.53: Includes Cobl TNR (aka NPC Diversity)
Thanks very much to veritas secreto, bg2408 and Shawn5150 for work on this.

Aside from that, new races are again unplayable by default. (Cobl Races.esp must be activated to make them playable.)

Plus, there's misc. other new goodness in Cobl 1.53, of course.

But nope, I haven't formalized the alternate eye set yet. Real soon now. :)
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jodie
 
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Post » Thu May 26, 2011 10:12 pm

New Version: Cobl 1.53: Includes Cobl TNR (aka NPC Diversity)
Actually ... well, only 1/6 of NPC Diversity. The original comes in two versions with three flavors: Vanilla or Better Redguard versions, each coming with the styles of Vanilla faces, TNR, and Beautification (a facemod done by a modder which name I unfortunately write always wrong. ntobmodfan, maybe?).
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Jordyn Youngman
 
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Post » Fri May 27, 2011 6:18 am

can I install Improved Facial Textures overtop of cobl races...any side effects?

the facial textures on the hidden elf have bothered me from back to mystic elves so I wanted to see if IFT helped with that


does Cobl TNR fully replace TNRShiveringIsles and TNRAllracesfinal?
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Richard
 
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Post » Fri May 27, 2011 12:32 am

can I install Improved Facial Textures overtop of cobl races...any side effects?
No, no problem installing them :).

the facial textures on the hidden elf have bothered me from back to mystic elves so I wanted to see if IFT helped with that
IFT only covers vanilla races. There are high resolution textures for Hidden Elves / Mystic Elves available, but due to their nature I was unable to get permission to include them. Hint: Some of the best face textures for them are in a HGEC High Rez skin pack ;).


does Cobl TNR fully replace TNRShiveringIsles and TNRAllracesfinal?
The original mod does. Don't know if this adaption does or not :blink:.
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Racheal Robertson
 
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Post » Fri May 27, 2011 3:12 am

Actually ... well, only 1/6 of NPC Diversity. The original comes in two versions with three flavors: Vanilla or Better Redguard versions, each coming with the styles of Vanilla faces, TNR, and Beautification (a facemod done by a modder which name I unfortunately write always wrong. ntobmodfan, maybe?).


If their is some requests, I will do them next week ( exam time right now <_< ).

does Cobl TNR fully replace TNRShiveringIsles and TNRAllracesfinal?


It has the dark seducers and the Golden Saints, so I think it includes SI.
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Nick Tyler
 
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Post » Fri May 27, 2011 7:06 am

does Cobl TNR fully replace TNRShiveringIsles and TNRAllracesfinal?

Yes, except that it does not remove helmets. IMO, a better way to handle helmet replacment would be to replace the original helmet definitions with more tiara style (helmets) e.g. like Kafeid has done. That could be done completely separately.
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A Boy called Marilyn
 
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Post » Fri May 27, 2011 6:14 am

thanks for the answers peoples much appreciated
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Rachel Cafferty
 
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Post » Fri May 27, 2011 12:46 am

I have a question: I'm playing a custom race based on Sheogorath (See my avie). He's built on BP at the moment, but I find I like how COBL races is set up better. The EE eye mesh really has done well for me, but I'm strongly attracted to the eye textures used here.

Oh right, question. How difficult would it be to make this custom race use COBL races instead of BP?
I suppose I could just clone and tweak a new race, copy Sheo's face onto it, and then change my character to this new one. Of course this wouldn't be for release...
What about the Boduka and Han races? How hard is it to switch these races to use COBL races?
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Zach Hunter
 
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Post » Thu May 26, 2011 11:35 pm

Okay, breaking this down... There are several issues.

Add more races to Cobl? I would like to add more. And Han (and/or another asian race) would be a good addition IMO. I'm fairly sure that I asked bg2408 about the possibility at one point and he said why not (permissions, maybe?) Anyway, it would be good to nail that down. I note that bg also has expanded RBP recently. Those look like nice additions and I'm wondering about following suit.

However, added races are a bit of work: permissions, getting all resources, making sure that race is not too unbalanced. Worrying about "balanced" vs. "unbalanced" versions.

Custom Races: Now for truly custom races (e.g. you sheo race, i.e. single use for particular companions, etc., not for general use), those won't go in, but they can certainly be moved from dependence on BP to dependence on Cobl. A good chunk of this can be automated. There's an unusued (and possibly broken) function in bash which allows you switch out formids in a mod. Tes4View has a similar function (which definitely works very well). The main hassle with this is that it requires that a formid mapper file be generated. However, that's not too bad, and can be done once and then packaged with Wrye Bash.

Updating Savegames: However, there's also the issue of updating existing references in a savegame from (say) BP to Cobl races. If you're going to remove BP, I think that this can be done fairly easily (with a little work on my part). The same formid swapping file would be needed and I'd need to add a new function to Bash to do the swapping.

But back to your original question: Should be fairly easy to to Sheo. Just adapt the esp that defines him -- this can be done by hand. Then you can update the ingame face to new eyes/hair through judicious use of in-game editing. (Maybe creating face in a new savegame, then using Wrye bash to copy it to your active savegame.) In other words, there are enough tools to do it now with a little creativity.
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Ronald
 
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Post » Fri May 27, 2011 1:23 am

Hint: Some of the best face textures for them are in a HGEC High Rez skin pack ;).


There is so much HGEC stuff out there it's mind boggling and I don't even know where to start if I'm just looking for some decent face skins.

Anyway, I found that face textures I did come across for female body mods don't match Robert's male body, which is pretty much the only real alternative to vanilla (yuck) for males. Since the faces get shared across genders and because it looks more natural and less porm/fetish to me, I use Robert's female also. That way if I match the faces to his male it also works for his female.

I'm not crazy about his face textures though, or for that matter any recolors based on them. I couldn't find exactly what I wanted so ultimately ended up making my own that were a mashup of the ones Luchaire put in the seam reducer (were those HGEC?), Enayla's second non made up version, and just a little bit of Robert blended in and then I color matched them to Robert's bodies. It involved a lot of loading and going back to Photoshop to tweak and then reloading but I got at least the Imperial/Nord/Breton/Wood Elf ones to the point where I am happy with them. I still need to tweak a little on the Dark Elves, Redguard (to match Better Redguards), Aureal/High Elf (since I use the seam replacer with your fix) and Mazken. I guess Hidden Elf too if I care enough to do that one.

But if you have suggestions for better face texture alternatives that match Robert's bodies I am certainly open to them. I like Cobl Races/RBP on the whole, but I am not so crazy about the face textures that come with it to be completely honest. *shrug*

As for Age Maps, I prefer Maboroshi's Natural Faces age maps over ShadyTradesman's Improved Facial Texture ones, but that's just a matter of taste I guess. I'd say try both. And you can always copy them over for custom races and then just rename them for that race. The vanilla age maps are pretty funky imo and I don't like using them.
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Matthew Barrows
 
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Post » Fri May 27, 2011 10:40 am

Has there been any thought to using http://www.tesnexus.com/downloads/file.php?id=4498? I find that the eyes included in this pack for the kitties to be not as nice as the human eyes. There's also http://www.tesnexus.com/downloads/file.php?id=7914 although the human eyes included with COBL are great. I'm considering swapping textures for the Khajiit though.
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kitten maciver
 
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Post » Fri May 27, 2011 3:18 am

Hmm, I noticed my TNR for Shivering was marked to import inventory data in the bash patch while the COBL TNR for Shivering was not. I did some investigating and tracked down BOSS as the source of that. I tend to just go with whatever Bash patch tags it recommends without really investigating too much. :P

-----------------------------------------------------------
Better Oblivion Sorting Software Load Order Utility
? Random007, 2008, GPL3
v1.0 (17 Oct 08)
-----------------------------------------------------------

Oblivion.esm date: Fri Mar 17 17:14:40 2006
FCOM not detected.


------------------------------------
Recognised and re-ordered mod files:
------------------------------------

TNR ALL RACES FINAL.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.

TNR - ShiveringIsles.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,Invent,NoMerge}} and deactivate.


I dug through the TNR for Shivering esp and didn't see anything but facial geometry and hair and eye color changes so I guess BOSS was wrong in this instance. I will have to start being more careful with BOSS's bash tag recommendations I suppose, although this one didn't seem to cause any harm, it just didn't actually do anything. I only noticed because I rebuilt my bash patch, unchecked TNR and TNR Shivering in import NPC Faces and checked the COBL TNR versions but noticed TNR Shivering was still hooked up to the bash patch somehow and found out it was the inventory import thing.
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Arnold Wet
 
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Post » Fri May 27, 2011 2:18 pm

Generally speaking, Cobl tries to expand, but not revise. I.e. we're not out to create the best race collection, rather we want a reasonable additions to races/cosmetics without changing what is already present. There's a fair amount of wiggle room in that policy, but still... that's the basic goal. For race mods, that (in part) means sticking with vanilla bodies and eye meshes, and not modifying facial textures.

The wiggle room is that for optional parts of cobl, more revision is allowed. So, e.g. maybe something with facial textures could be done there. OTOH, it's always possible for someone else to create something to load after Cobl and revise it. (To some degree I'm thinking about that now for things like Cobl Races TNR and Cobl Races Balanced. Maybe those are better off as separate mods/downloads?) Maybe later.

I probably should point out at this point, that I'm just not an expert in races. So my ideas in this area are not as set.

Specifically: Ethereal eyes for Khajiit. First issues is vanilla mesh. If they're not vanilla mesh, then they're not going in. Other than that, if there are equivlent eye shades in Cobl's existing eye set, then the ethereal eyes could be made into a replacer for Cobl eyes (i.e. override existing khajiit eye definitions). If they're vanilla eyes and there's a SUPER high demand, then I'd consider including them. But generally speaking, I don't want to add more eyes to Cobl.

Cobl TNR and Invent:
The original TNR SI removes helmets from the inventory of Dark Seducer and Golden Saints in order to better showcase their faces/hairstyles. Hence the Invent tag. Cobl TNR SI does not remove helmets, hence no Invent tag. Of course, all Cobl mods are already pre-tagged, hence they don't need tags listed in BOSS.
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Heather Dawson
 
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Post » Fri May 27, 2011 12:49 pm

More races to Cobl: As a side note, I'm currently including three new races into RBP for the next, for which permissions at least aren't an issue (already gained - and I asked regarding Cobl, too ;)). These are Ohmes (a Khajiit subrace which could be described as heavily tattooed elves, homebrewn), Sea Elves / Maomer (based on Capucine's Aquamer), and Daedra Seducer (based on Chingari's and Ismelda's Demon race). And body mod support isn't an issue, too, thanks to a specific community member :).

Although for including races like Han and other you'd have to ask someone else - they're http://www.gamesas.com/bgsforums/index.php?s=&showtopic=867983&view=findpost&p=13379193 to catch my attention ;). That is something which, in the end, you have to decide: Which races should be included, and which not? What are the guidelines for Cobl races, so to speak? I mean there are a lot of elf races out there, why many like to play ;). If you like I can send you a PM about my thoughts going through various races for the RBP update.

Ethereal Khajiit eyes: I like their look, and they're made for the D-mesh. Unfortunately the normalmap is made for the R-mesh?! Also the "light reflection in eyes" is extremely visible on them, much more than the ones on capucine's eyes. Hm. Undecided here.

Face textures: As I've said, I can only include what's there and for what (most importantly) permissions are there. That's the biggest problem :/. I know that some textures are not the nicest and that there are better ones available, but unfortunately... (and I can't even link from here, due to the download pictures of the high rez packs I've mentioned show nudity).

Maybe those are better off as separate mods/downloads?) Maybe later.
Don't think so. At least CRB not ;).
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CxvIII
 
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Post » Fri May 27, 2011 3:30 am

Updating Savegames: However, there's also the issue of updating existing references in a savegame from (say) BP to Cobl races.


How would I go about doing that? I'd like to switch from RBP + TNR to COBL, and my character is a Hidden Elf with a vanilla hairstyle and eyes from RBP. Changed attributes don't matter, since nGCD recalculates them from scratch anyway. Can I just remove the other 2 mods, add COBL and then call up the race/face menu by console to reset anything that might have been changed? I'not very far into the game, so I *could* restart, but I've done that a few times already and would prefer just to convert my saved game.
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Natalie Harvey
 
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Post » Fri May 27, 2011 2:25 am

I don't have an answer now, I'd have to research a bit more. The formid switching is relatively easy -- it's the abilities that are more complicated. I'll see if I can put some time into it this weekend.

Until then, you can try experimenting a bit, but it's probably simplest to start a new game.
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stacy hamilton
 
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Post » Fri May 27, 2011 10:22 am

Could be there incorporated race with source from "Elves of Lineage"? they are beauty ones, but should have rebalanced stats i think
I don't know about the eyes but they have its own body meshes and its additional race(s) (no any replace)

I know that there's need to contact the autor but resource is graphicaly pretty (i saw a few mods with the same resource (?))
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Rachel Eloise Getoutofmyface
 
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