[RELZ] Cyrodiil NPC Remodeling Project: Dark Brotherhood

Post » Wed Aug 26, 2009 8:54 am

The Cyrodiil NPCs Remodeling Project: Dark Brotherhood

First Release!

Download Here: http://www.tesnexus.com/downloads/file.php?id=28027 Don't forget to rate!

Enjoy the new look! Please let me know of any errors. I usually keep things well monitored overall. But let me know if there are any NPCs
walking around with pink textures or invisible bodies.

I made a new thread hub so you can monitor the mod's total progress. Check it here: http://www.gamesas.com/bgsforums/index.php?showtopic=1053707
Or here on the Nexus: http://www.tesnexus.com/downloads/file.php?id=21627

Everyone involved with the Dark Brotherhood (with the exception of a few NPCs) in this release are changed. So from the very beginning of your introduction to the Dark Brotherhood, until after the Questline's completion, you'll meet citizens and denizens of various looks, features, and makes. I strived to make the player's runthrough as immersive as possible, and even I had fun immersing myself in the changes I made in game. Hopefully the experience is enjoyable for you all as well!

Please be sure to let me know what you think of this release; feedback is always helpful in my future releases and for improving anything with the current ones. I am open minded and I love to get feedback so let me know your reactions!
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marie breen
 
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Post » Wed Aug 26, 2009 2:38 am

Screenshots!

Antoinetta Marie: http://i23.photobucket.com/albums/b355/ShinGouki2002/antoinetta.jpg http://i23.photobucket.com/albums/b355/ShinGouki2002/antoinetta2.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/augusta.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/atraena.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/baenlin.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/caelia.jpg showing off the custom Leyawiin Armor I made =].
http://i23.photobucket.com/albums/b355/ShinGouki2002/gromm.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/mathieu.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/mraajdar-1.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/nels.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/nordinor.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/nordinor2.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/perennia.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/pirate2-1.jpg?t=1257296979
http://i23.photobucket.com/albums/b355/ShinGouki2002/pirate3.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/pirate4.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/piratefirstmate.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/primo.jpg?t=1257297126
http://i23.photobucket.com/albums/b355/ShinGouki2002/prisonguard1.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/redmaw.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/ungolim.jpg
Vicente Valtieri: http://i23.photobucket.com/albums/b355/ShinGouki2002/VicenteValtieri3-1.jpg http://i23.photobucket.com/albums/b355/ShinGouki2002/VicenteValtieri4-1.jpg
http://i23.photobucket.com/albums/b355/ShinGouki2002/Teinaava1.jpg
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R.I.p MOmmy
 
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Post » Wed Aug 26, 2009 12:45 am

Very cool! I'm going to download and try these when I get home from work today for sure.
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Erika Ellsworth
 
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Post » Tue Aug 25, 2009 10:35 pm

Okay I packed it up into an omod, but it reports a few fiile mismatch conflicts with your other CNRP's. Is it safe to overwrite the files with this?
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Micah Judaeah
 
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Post » Tue Aug 25, 2009 11:46 pm

Okay I packed it up into an omod, but it reports a few fiile mismatch conflicts with your other CNRP's. Is it safe to overwrite the files with this?


Yup! I should have noted before that I'm constantly trying to improve on previous models/textures. The conflict might have been me changing a previous model in an attempt to make it better (while also reusing it on another npc). I believe one such item is the tuxedo that Fafnir and Dulfish gro Orum use.
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sarah taylor
 
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Post » Tue Aug 25, 2009 11:38 pm

Okay I see. But doesn't that mean that unless I install them in the right order, I'd lose out on some changes?

Also, how compatible is this with an FCOM install? I know you had some patches for your others, would that be coming along soon if needed?
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Trish
 
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Post » Wed Aug 26, 2009 1:47 am

Good question. Considering the other ones out there, what order should I install them in? Or does it matter as long as this is last?
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Sara Lee
 
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Post » Wed Aug 26, 2009 1:34 am

Good question. Considering the other ones out there, what order should I install them in? Or does it matter as long as this is last?


It shouldn't matter as long as the most recent one is last. I don't reuse things TOO often, just in a few instances, like the example I gave earlier with the clothes Dulfish wears. In the future I think I'll try to keep a pool of resources, or BSA that I update regularly. So I can implement these changes more freely.
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Loane
 
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Post » Wed Aug 26, 2009 2:38 am

Cool. If my wife and son ever let me on the computer I'll install all these tonight. I already went through the DB and FG quests but a revisit should prove interesting.
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Franko AlVarado
 
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Post » Wed Aug 26, 2009 12:16 am

Cool. If my wife and son ever let me on the computer I'll install all these tonight. I already went through the DB and FG quests but a revisit should prove interesting.


My FG release doesn't have as much love as I'd like, I'm redoing that one altogether soon to fit my vision, but the Dark Brotherhood should prove to be very fun to go through.
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Thema
 
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Post » Tue Aug 25, 2009 10:08 pm

I got them all downloaded. Nice to see BOSS knows about them (I place the DB one right after the others usin OBMM).
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flora
 
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Post » Wed Aug 26, 2009 8:12 am

Very good so far but one issue. I'm in Chorrol. Some of the houses have disappeared but the doors are still there. It's not any of my other mods so I'm assuming it's a load order issue.

Any tips/help?

BTW, the countesses, WOW. Very nice! love the Tyr stuff too. Saerileth never looked so good.
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Jessica Colville
 
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Post » Wed Aug 26, 2009 12:48 am

Very good so far but one issue. I'm in Chorrol. Some of the houses have disappeared but the doors are still there. It's not any of my other mods so I'm assuming it's a load order issue.

Any tips/help?

BTW, the countesses, WOW. Very nice! love the Tyr stuff too. Saerileth never looked so good.


Thanks for the support on the countesses but, Saerileth? Tyr? Houses? Are you sure you downloaded my mod? xD

Also, if there's any problems you might just need to use Wrye Bash; there might be some compatibility issues with other mods.
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k a t e
 
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Post » Wed Aug 26, 2009 4:33 am

On restart everything is now there.

I was in Castle Bruma and this woman of Tyr appears, I thought it was your mod but then I realized I finally found another mod I had activated long ago. I found myself following the Countess of Chorrol up the stairs. Uh...huhuhuhuhuh. :drool:
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Nancy RIP
 
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Post » Wed Aug 26, 2009 6:28 am

I found a serious issue. These mods, at least one or more of them render Viconia silent. It's her Return to the Underdark version. Saerielth is fine so it must be a conflict with the Underdark. I need to load it all in TES4Edit and see what the issue is.

I restarted Viconia from the beginning and she had the same costume as the Countess of Bruma even though her inventory said otherwise.
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Ryan Lutz
 
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Post » Wed Aug 26, 2009 1:49 am

I tried checking things out in TES4Edit but I can't find anything but I'm not an expert.

I tried unchecking TNR. No luck. Viconia's voice is still gone. I unchecked all of your esps. No luck and tried again. Still no voice. It has to be tied to something else as the Bruma mesh is still showing when I summon her for the first time.

I'm going to have to restore my entire Data folder to back this out. I don't know what is causing the conflict.

We need to resolve this because I suspect other companions will be affected as well. Otherwise I will have to recommend my users not use these mods. Let's try and figure this out. Viconia uses High Elf Female voice folder.
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An Lor
 
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Post » Wed Aug 26, 2009 10:57 am

Shingouki, this is a mod I've considered downloading for awhile. I've followed it for a decent span of time, so I've wondered about something. I remember you once that alot of the time in this mod is simply adding resources, and removing the ones you don't use. So, I have to ask...if you haven't already done so, why not implement a .esm file for the various resources you use? That, combined with a .bsa file can help a huge amount in improving organization and (possibly) compatibility. It also might make it easier to upgrade your mod in the future.

It's your mod, so I'm just offering a suggestion. If you've already done something like that, I wouldn't know, since I haven't downloaded your mod yet and added it to the game (I had Chorrol and Bruma at one point, though. No .esm or .bsa files then. I got rid of them when I reinstalled Oblivion, and haven't yet reinstalled them, despite how I like the idea of the mod.)

I hope you continue to work on this mod!
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Eve(G)
 
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Post » Wed Aug 26, 2009 12:30 pm

So even after the optimized texture version - is there going to be an OOO/FCOM compatible version made - like with the other CNRP mods?

thanks
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jadie kell
 
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Post » Wed Aug 26, 2009 10:06 am

I found a serious issue. These mods, at least one or more of them render Viconia silent. It's her Return to the Underdark version. Saerielth is fine so it must be a conflict with the Underdark. I need to load it all in TES4Edit and see what the issue is.

I restarted Viconia from the beginning and she had the same costume as the Countess of Bruma even though her inventory said otherwise.


I tried checking things out in TES4Edit but I can't find anything but I'm not an expert.

I tried unchecking TNR. No luck. Viconia's voice is still gone. I unchecked all of your esps. No luck and tried again. Still no voice. It has to be tied to something else as the Bruma mesh is still showing when I summon her for the first time.

I'm going to have to restore my entire Data folder to back this out. I don't know what is causing the conflict.

We need to resolve this because I suspect other companions will be affected as well. Otherwise I will have to recommend my users not use these mods. Let's try and figure this out. Viconia uses High Elf Female voice folder.


I'm not really sure what would be affecting your mods, Sulteric as the only thing my mod affects (and I really mean ONLY), is the inventory of specific NPCs and I guess at best the graphics. But the only things that should be grabbed from the graphics tag though are changes to a few specific creatures(Schemer, two dogs, and Redmaw) but perhaps this tag is what is causing you some errors. Try removing the Graphics tag in my Dark Brotherhood release and rebuilding the patch in Wrye Bash.

...wait you ARE using Wrye Bash to merge these things for compatibility right? >_<;; Let me know.

Shingouki, this is a mod I've considered downloading for awhile. I've followed it for a decent span of time, so I've wondered about something. I remember you once that alot of the time in this mod is simply adding resources, and removing the ones you don't use. So, I have to ask...if you haven't already done so, why not implement a .esm file for the various resources you use? That, combined with a .bsa file can help a huge amount in improving organization and (possibly) compatibility. It also might make it easier to upgrade your mod in the future.

It's your mod, so I'm just offering a suggestion. If you've already done something like that, I wouldn't know, since I haven't downloaded your mod yet and added it to the game (I had Chorrol and Bruma at one point, though. No .esm or .bsa files then. I got rid of them when I reinstalled Oblivion, and haven't yet reinstalled them, despite how I like the idea of the mod.)

I hope you continue to work on this mod!


I've actually asked around to try to figure out how to do this but I have absolutely no clue. If you or anyone knows how I might be able to do this I would love to implement it (for my own sanity as well haha).

I'm doing a large portion of the work on this myself so I'm learning as I go(100% all me on Dark Brotherhood release); I'm far from a pro and for me its just for fun. So if you can help me there it would be much appreciated ^_^



So even after the optimized texture version - is there going to be an OOO/FCOM compatible version made - like with the other CNRP mods?

thanks


The person who worked on FCOM/OOO compatibility patches I haven't actually heard from in a while so I cant say. I don't have access to FCOM/OOO anymore myself so I can't really tinker up anything either. But perhaps he will show again and you'll have a version, but for now I dunno.
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Gwen
 
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Post » Tue Aug 25, 2009 11:05 pm

No, I didn't use Wrye Bash. I stay away from Wrye Bash because I've had bad experiences with it in the past.

I reinstalled Viconia and that fixed it so something overrode something in Viconia's mod. Not sure what it was. If people using Viconia RttU have the issue I did all they have to do is reinstall RttU and they'll be all set. I'll update my ReadMe for her. Saerileth was fine,, which is weird.
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bonita mathews
 
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Post » Tue Aug 25, 2009 11:44 pm

I've actually asked around to try to figure out how to do this but I have absolutely no clue. If you or anyone knows how I might be able to do this I would love to implement it (for my own sanity as well haha).

I'm doing a large portion of the work on this myself so I'm learning as I go(100% all me on Dark Brotherhood release); I'm far from a pro and for me its just for fun. So if you can help me there it would be much appreciated ^_^


http://cs.elderscrolls.com/constwiki/index.php/Esp_vs._Esm has some detail when it comes to .esm and .esp files. I believe all you really need to do is create a .esp file and add in all your resources (just the resources, armor, weapons, stats, etc.) and don't place any of those items anywhere. The only thing you modify is the actual item data for the items you add in. Then, using Tes4gecko, tes4edit or Wrye Bash, change the .esp file into a .esm file. After that, you would use your new .esm file as a master for the new .esp files you make.

Pros:
- You don't have to stockpile and add in resources when you create new .esp files everytime. You would have one, single file where you can pull all your item data from.
- It may help with compatibility, as the new resources you add in would only influence the game via the .esp files you have, possibly making it easier to fix issues.

Cons:
- It may take a large period of time to actually add in all those new resources into the .esm file for you to use.
- If you don't know what you're doing, something may go wrong (as with any situation).
- It's an extra plug-in file that the game loads, encroaching upon the 255 hard cap.

Anyone, please correct me if I'm wrong about anything. I've never created a .esm file before, so this is only information I've gleaned from a slight bit of research, and personal experience.
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Robyn Lena
 
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Post » Wed Aug 26, 2009 7:24 am

No, I didn't use Wrye Bash. I stay away from Wrye Bash because I've had bad experiences with it in the past.

And I thought I was all alone...I never use wrye bash either, because of bad experiences.
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keri seymour
 
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Post » Wed Aug 26, 2009 9:03 am

When I'm dealing with supporting my mods and someone has an issue it's one of the first few questions I ask. Do you have a bashed patch? It's not that it doesn't work, it's that it's easy to screw up if you really don't know what you're doing. I leave it alone.
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Kelly James
 
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Post » Tue Aug 25, 2009 11:59 pm

When I'm dealing with supporting my mods and someone has an issue it's one of the first few questions I ask. Do you have a bashed patch? It's not that it doesn't work, it's that it's easy to screw up if you really don't know what you're doing. I leave it alone.


I never started using Wrye Bash until I wanted to install FCOM, and I was told it was required. So, I was forced to learn how to use it. Simply creating a bashed patch isn't all the difficult, though it may seem intimidating. I'm very familiar with the process, so I could probably rebuild it my sleep, but I wasn't always that way.

Still, I think rebuilding the patch is a fairly straightforward process. You right click the bashed patch.esp in Wrye Bash, select rebuild patch, select the options/tweaks and then build it. The only (possibly) hard part is knowing which tags go on which mods, however, BOSS would do that perfectly fine for a beginner. So where's the issue? Besides, even if it was hard, the ability to merge changes definitely outweighs any possible difficulties.
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Sherry Speakman
 
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Post » Wed Aug 26, 2009 12:31 am

I've never needed it to be honest. I have the most mods I've ever run right now and it's not over 30. Being in software QA I'm a firm believer in keeping things simple and not complicating things if I don't have to. Trust me, I can't do what I do without that tool. I love it. I just use other parts of it.
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T. tacks Rims
 
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