I found a compativility problem, in this directory: C:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\Characters\_Male you use a file named skeletonbeast.nif, there is another mod that changes it (i dont remember what one) so you could change the name.
Also in the next release try putting all in one rar file (updates included) cuz i feel unconfortable overwriting once and once again because i have bad memory.
That's not only a compatibillity problem, it's a full-blown incompatibility, just as mentioned in the readme.
But the problem lies not within my choice of filename at all. There's not only another mod that changes it, there are literally dozens.
@Bleizk
skeletonbeast.nif is what Drake's race initially uses. The skeleton and skeletonbeast.nif in his mod must be used. Any other mod that alters either of those will conflict with the dragon race. As for the packaging, I was just trying to be nice and fulfill a simple request for someone.
To further emphasize on this, the two skeleton files are the ONLY ones the player or NPCs will ever use (well, there are ways to change that, but it's nothing too commonly used). Even if I would rename them, there would be "no" way (no sane one at least) to tell the game to use these instead of its own.
I "have" to use these files or I can't have custom bones in my skeletons at all to begin with.
As for all contents being spread into that many seperate download archives, that would be me to blame rather.
But please keep in mind, the "next" release you're talking of (whenever it will be) will actually be the "first" one. I haven't yet released anything really officially. The project is still not even in beta testing stage. I just uploaded those packages "as is" because I had no other choice.
I'm still without a PC, can't install the game (not on the netbook I'm stuck with) and can't even run the CS (it won't run without the game). So there's no creating or modifying of plugins, there's no testing of my stuff myself before uploading it anywhere, heck, there's not even debugging!
All I can do is mess around with Blender, NifSkope and Paint.NET to create new meshes, textures, animations and the like, only resources, nothing else.
But even then those downloads are seperate, also because they're "optional upgrades" after all. The main 0.0.7 package plus the Cloth Wraps Complete to fix the mesh issues is everything needed to get a working dragon race already. Not everybody might like the new wings, not everybody might like the new claws, and especially not everybody might want to clutter his drive with that many unused "scaly" textures (they aren't really small in filesize after all).
Well, actually the very first real beta release will most likely contain all this, so then they wouldn't have a different choice. But until then why should I "force" anybody to use something he just might not like?
On a different topic, scruggs figured out where those elongated loading and saving times some people encountered are coming from.
Nasty little string_vars need cleaning up in some other scripts as well! Now, that's savegame bloating!
Anyways, now that I know what I have to do to get rid of it, the beta shouldn't have this issue anymore. I'll simply clean up everything OBSE-datatype-related, regardless of the script it's created in, for maximum cleanlyness. It's just the same procedure I already did in those user-functions in the latest yet-not-released scripts. Unfortunately this could very well mean these saves will keep taking that long to load and save unless the stuff in their .obse files is got rid of. Unfortunately that would mean the array data would be lost as well and that's literally the same as doing a clean save without my mod activated anyways. Then you will still have savegame bloating, but I guess a few cloneFormed item records never-to-be-accessable anymore won't hurt as much as those literally billions of string_vars (after some hours of game play) each cast of the token-provider area spell creates and doesn't dispose of afterwards. :banghead: