[RELZ/WIP] Cyrodiil NPC Remodeling Project

Post » Wed Mar 16, 2011 1:16 am

so, have you made any new progress?
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Krystina Proietti
 
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Post » Tue Mar 15, 2011 12:09 pm

Hi Shingouki

Loving your CNRP mod! It goes soooo well with XEO5!! I particularly like the handheld lamps that the guards use in Chorrol and other cities.

Could you share with us what resource or mod those great lamps came from? I would like to convert all of my NPC's to use these as they
are much lighter on FPS.

Thanks so much! Looking forward to your next addition!
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Emmi Coolahan
 
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Post » Wed Mar 16, 2011 3:16 am

Is there a certain order I should install these OMODs, if I'm doing them all? I noticed that some of them have the same texture, but when I activate the OMODs, I get the message:

"textures/such and such/so and so.dds already exists, and CRCs do not match. Currently associated mods: [insert one or more other CNRP omods]."

Does it matter if you just overwrite the texture in question with the new one, or will it cause problems?

Edit: Now I'm really confused. You stuck the readme for Fighter's Guild in the CNRP Cheydinhal OMOD, as well as the FG OMOD, so I'm not sure if there are special instructions for CNRP Cheydinhal (there probably aren't, but I'm troubleshooting a problem and I want to make sure). Would it be best to just deactivate the mod after bashing it, so it's simply imported?

Edit 2: N/M... I figured it all out.
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Bambi
 
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Post » Tue Mar 15, 2011 1:49 pm

Hi Shingouki

Loving your CNRP mod! It goes soooo well with XEO5!! I particularly like the handheld lamps that the guards use in Chorrol and other cities.

Could you share with us what resource or mod those great lamps came from? I would like to convert all of my NPC's to use these as they
are much lighter on FPS.

Thanks so much! Looking forward to your next addition!


BUMP :whistling:
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laila hassan
 
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Post » Tue Mar 15, 2011 11:23 pm

soo..any updates on this wonderful mod?
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Jeneene Hunte
 
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Post » Tue Mar 15, 2011 3:52 pm

soo..any updates on this wonderful mod?

Yeah, I'm dying for a new release! One of my fav mods!
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Jaylene Brower
 
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Post » Wed Mar 16, 2011 2:08 am

Has anyone else had problems with this and Better Cities? I installed 4.5.1, and I noticed that all the people in Chorrol suddenly reverted to vanilla appearance. I've got the stats imported like they should be, so I'm not sure what the problem is. The Fighters' Guild is okay, but I haven't checked Cheydinhal or Bruma yet.
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Cayal
 
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Post » Tue Mar 15, 2011 2:08 pm

Has anyone else had problems with this and Better Cities? I installed 4.5.1, and I noticed that all the people in Chorrol suddenly reverted to vanilla appearance. I've got the stats imported like they should be, so I'm not sure what the problem is. The Fighters' Guild is okay, but I haven't checked Cheydinhal or Bruma yet.


I don't use Better Cities, but if it makes changes to NPCs, my bet is that you'll need to import inventory from CNRP, else they won't have the new clothing at all.
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No Name
 
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Post » Tue Mar 15, 2011 2:43 pm

Did that. They're all imported (have the dot instead of the check). I'll post on the BC thread and see what they think.
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Franko AlVarado
 
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Post » Tue Mar 15, 2011 9:08 pm

I've just checked CNRP Corrol with BC installed - no problems.

Questions:
1. CNRP shares some Meshes and Textures with OOO, leading to a small conflict. Any suggestions on which ones to use? Are they the same?

2. Anyone been succesful in BSA'ing the Meshes and Textures from the CNRP mods? When I do it, there are always some invisible meshes on certain characters, like the missing torso on the guardsman standing on the left after your enter Bruma Castle.
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suniti
 
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Post » Tue Mar 15, 2011 6:16 pm

I've just checked CNRP Corrol with BC installed - no problems.

Yeah, it's not BC. I think it's Wrye Bash 2.80 not importing stuff like it should.

Questions:
1. CNRP shares some Meshes and Textures with OOO, leading to a small conflict. Any suggestions on which ones to use? Are they the same?

I would imagine they're the same. Since CNRP is an OMOD, I'd just let those ones overwrite OOO's - if you ever deactivate it, the others should return.

2. Anyone been succesful in BSA'ing the Meshes and Textures from the CNRP mods? When I do it, there are always some invisible meshes on certain characters, like the missing torso on the guardsman standing on the left after your enter Bruma Castle.

Can't help you there, sorry. A BSA would be quite helpful, though it'd likely be huge.
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stevie critchley
 
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Post » Tue Mar 15, 2011 4:01 pm

I would imagine they're the same. Since CNRP is an OMOD, I'd just let those ones overwrite OOO's - if you ever deactivate it, the others should return.


I use BAIN so I know they will return. :P

Can't help you there, sorry. A BSA would be quite helpful, though it'd likely be huge.


That's why CNRP are perfect for BSAs. Outside of the relevant cities the Oblivion engine would rarely have to look for those resources, but now they clutter the Data folder with the rest of the resoruces.

BTW, I use WB 279, so I guess that explain why I didn't have any problems with importing.
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Jon O
 
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Post » Tue Mar 15, 2011 3:57 pm

Does anybody if CNRP is abandoned...haven’t seen any activity by shigouki for some time

Really hope this project will continue to live
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amhain
 
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Post » Wed Mar 16, 2011 3:59 am

don't tell me this is dead!!
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John Moore
 
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Post » Tue Mar 15, 2011 8:18 pm

don't tell me this is dead!!

Say it ain't so
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Chloe :)
 
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Post » Tue Mar 15, 2011 7:36 pm

this is one of the mods im really immpresed with this is some fantastic work.
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Michelle davies
 
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Post » Wed Mar 16, 2011 3:19 am

I'm having some issues... I finally got into the DB sanctuary and took a look around - the NPCs have the modified faces, but no one's wearing the clothes they're supposed to have. I'm using the DB for OOO patch and I'm importing inventories through Wrye Bash, but they're still wearing their OOO gear. Any ideas?
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ezra
 
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Post » Tue Mar 15, 2011 8:03 pm

I'm having some issues... I finally got into the DB sanctuary and took a look around - the NPCs have the modified faces, but no one's wearing the clothes they're supposed to have. I'm using the DB for OOO patch and I'm importing inventories through Wrye Bash, but they're still wearing their OOO gear. Any ideas?


You're using an OOO patch in addition to CNRP-DB and not just the single CNRP-DB for OOO? Are both files tagged with Invent?
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meghan lock
 
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Post » Tue Mar 15, 2011 3:52 pm

You're using an OOO patch in addition to CNRP-DB and not just the single CNRP-DB for OOO? Are both files tagged with Invent?

No, no... sorry I was unclear. I'm using CNRP DB for OOO - just the one file. It's tagged Graphics, Invent.
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KiiSsez jdgaf Benzler
 
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Post » Wed Mar 16, 2011 12:50 am

No, no... sorry I was unclear. I'm using CNRP DB for OOO - just the one file. It's tagged Graphics, Invent.


I guess the problem is that OOO also gives new equipment to the DB NPCs, loads later and is also tagged with Invent. Untagging Invent from OOO and rebuilding Bashed Patch would probably solve the problem, but would most likely also cause other problems.
For my own game I just copy the NPCs into my own custom patch and chose myself their inventory.
CNRP has a couple of design choices I don't agree with, like making the Fighter Guild NPCs too uniform and Guards less uniform and many of them wearing extremely unpractical (for guards) helmets, so these issues I also solve with my custom patch.
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Andrew Tarango
 
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Post » Tue Mar 15, 2011 3:07 pm

I guess the problem is that OOO also gives new equipment to the DB NPCs, loads later and is also tagged with Invent. Untagging Invent from OOO and rebuilding Bashed Patch would probably solve the problem, but would most likely also cause other problems.
For my own game I just copy the NPCs into my own custom patch and chose myself their inventory.
CNRP has a couple of design choices I don't agree with, like making the Fighter Guild NPCs too uniform and Guards less uniform and many of them wearing extremely unpractical (for guards) helmets, so these issues I also solve with my custom patch.

Ohhh... I'm using all the OOO patches. That would explain a lot (like why no one's inventory shows up properly). I'll ask on the OOO thread about removing the Invent tag. Thanks!
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Laura Hicks
 
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Post » Wed Mar 16, 2011 6:00 am

Seems like this project is dead. :(

Anyway, I recently re-installed these mods using BAIN and I noticed there's lots of overlap in the resources used, but some are more optimized than others.

So my advice is to install them in this order:
1. Bruma
2. Cheydinhal
3. Chorrol
4. Dark Brotherhood
5. Fighters Guild.
6. OOO/FCOM/Armementariun - uses same resources but even more optimized.
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KiiSsez jdgaf Benzler
 
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Post » Tue Mar 15, 2011 9:01 pm

Gah. I wish I'd read this before I reinstalled that stuff last night... :facepalm:
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Robert Jackson
 
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Post » Tue Mar 15, 2011 2:44 pm

Hallo,
I tried to contact the author already at tesnexus, since I would like to publish a german translation of the CNRP mods available so far... if the author is reading this at some point, please let me know. The translations are already finished, because I made them for myself, but I would love to share them with the community.
Thanks for the great work.
Is the project completely abandoned now?
...
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Maria Leon
 
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Post » Wed Mar 16, 2011 5:22 am


6. OOO/FCOM/Armementariun - uses same resources but even more optimized.



Petrus you mean OOO/FCOM/Arm uses CNRP's resources, or that's there's a CNRP release (I haven't found it) enhancing OOO/FCOM/Arm?

Thanks :)
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Holli Dillon
 
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