[RELZ] Hemingwey's Capes v1.0

Post » Thu Dec 24, 2009 12:37 pm

Thank you for the rating - indeed, GoK is my most underrated mod on Nexus (it fares a bit better on PES), which is funny, since I consider GoK on the same level with The Forgotten Shields (btw, you didn't like those?).

And thank you especially for the screenshot, it is the only one with the new armor, F version. I will do some cleaning on Nexus at some point. Do you mind if I upload your screenie on PES as well? I doubt I will ever be so patient/skilled and take a better shot... ;)

Cheers,
PKR.



PKR:

You are certainly welcome to make whatever use you wish of the screenshot/collage I made of the GoK armour. :)

I haven't yet gotten around to playing Forgotten Shields. :embarrass: My primary character (when I find time to stop making capes and other stuff and actually play Oblivion) for the last year is the female holy warrior type in the screenshot. For her I use a "heavily modified Shield of Morihaus"...swapped out the meshes for one of my choice (a grinning lion being her charge) ...and, of course, modified the enchantments and ratings on the whole set to suit my own tastes...you know how it goes once you start modding..."I think I want it this way..." :D

Regards,

Hem
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Gavin boyce
 
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Post » Thu Dec 24, 2009 10:13 am

Awesome Warlord Cape's,

At this rate with all the ones are you doing, I may have to expand the capes to more than just Boss types npc, but Adventurers and Smugglers has well..


Glad you like the new design.

I am not sure I will continue at this pace...so Hemingwey's Capes version 2 might not be ready for a bit, as I am hoping to have 28 additional capes (including color variations) in the new release (for a total of 100).

Moreover, there are alot of things I want to do with the mod, besides add a slew of new capes...such as develop the NPC vendors a bit...quests, etc. However, I am already deciding to move some plans into the "version 3" category. :shifty:

Regards,

Hem
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emma sweeney
 
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Post » Thu Dec 24, 2009 7:01 am

Hi there and sorry for the slow reply. I believe it was the Sunburst Cape (A) that I bought in Chorrol. While I did look at the readme file I had the impression that that was the correct one as I took the (T) variants to mean "keeps the tail visible" rather than "utilises the tail slot"! That's applying mods late at night for you. :) The issue that I had with the Akaviri "Jade" Cuirass was indeed that it unequipped when I put on the (A) cape - although by chance I came across a Dwarven Cuirass in the meantime and I put the old cuirass into a Guild Storage chest and don't have it to hand to retest. The Dwarven Cuirass with a (T) cape works fine though so I do put down my troubles to something in the way that particular 3rd party piece of armour was implemented. Thanks for bearing with me!

I'm also interested to hear of a KOTN cape as I just started my hunt for the relics. Please keep up the good work!



Following up on MisterBenn's issue with the Sunburst Cape. I checked the .esp entries and tested in game. The Sunburst Cape (A) and Sunburst Cape (H) utilize only the amulet slot. The problem may be with the Akaviri Jade Cuirass, if it is flagged to occupy the amulet slot... (?) or might be some other bug... or "random" weirdness.

My first rule of playing modded Oblivion "Weird stuff just happens sometimes." :D

Regards,

Hem
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Donatus Uwasomba
 
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Post » Wed Dec 23, 2009 10:18 pm

Hi there and sorry for the slow reply. I believe it was the Sunburst Cape (A) that I bought in Chorrol. While I did look at the readme file I had the impression that that was the correct one as I took the (T) variants to mean "keeps the tail visible" rather than "utilises the tail slot"! That's applying mods late at night for you. :) The issue that I had with the Akaviri "Jade" Cuirass was indeed that it unequipped when I put on the (A) cape - although by chance I came across a Dwarven Cuirass in the meantime and I put the old cuirass into a Guild Storage chest and don't have it to hand to retest. The Dwarven Cuirass with a (T) cape works fine though so I do put down my troubles to something in the way that particular 3rd party piece of armour was implemented. Thanks for bearing with me!

I'm also interested to hear of a KOTN cape as I just started my hunt for the relics. Please keep up the good work!


I forget to respond to this about Armamentarium or Artifacts armor some of it set to hide amulets

If you use bash and select option for armor to show amulets then it will work..

Following up on MisterBenn's issue with the Sunburst Cape. I checked the .esp entries and tested in game. The Sunburst Cape (A) and Sunburst Cape (H) utilize only the amulet slot. The problem may be with the Akaviri Jade Cuirass, if it is flagged to occupy the amulet slot... (?)

Hem


Read this post..

You need to use Bash has alot of Armamentarium and Artifacts Armor hide amulets..

else I already made a patch that need both Armamentarium.esm and Artifacts.esm that will show the capes..(made a quick patch with bash and tes4edit)

Corepc


I can still make that patch if people really needed, if they do not use bash..
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Juan Suarez
 
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Post » Thu Dec 24, 2009 4:24 am

I forget to respond to this about Armamentarium or Artifacts armor some of it set to hide amulets

If you use bash and select option for armor to show amulets then it will work..



Read this post..



I can still make that patch if people really needed, if they do not use bash..



Corepc:

I may have misunderstood MisterBenn's issue. I understood him to say that when he equipped the cape, it *unequipped* the armor (and vice versa).

Regards,

Hem
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Breanna Van Dijk
 
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Post » Thu Dec 24, 2009 3:58 am

This morning I uploaded to http://www.tesnexus.com/downloads/file.php?id=29012 a preview screenshot featuring some "mostly finished" ? capes from the forthcoming "Knights of Cyrodiil" series for Hemingwey's Capes Version 2.

The Knights of Cyrodiil series will include at least 3 more capes. (And I may do a matching cuirass and shield for each cape at some point.)

Regards,

Hem
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Batricia Alele
 
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Post » Thu Dec 24, 2009 12:37 am

Might I make a (not so) small request?

In addition to the capes, could you also do skirts, or "Hip Capes?" That use the same texture but are placed on the hips?

http://www.projectcoe.com/Quickstart/ImageLib/features/microsoft/swrc9.jpg
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Alexandra Ryan
 
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Post » Thu Dec 24, 2009 6:22 am

Might I make a (not so) small request?

In addition to the capes, could you also do skirts, or "Hip Capes?" That use the same texture but are placed on the hips?

http://www.projectcoe.com/Quickstart/ImageLib/features/microsoft/swrc9.jpg



Rylasasin:

I am not sure what one would call that garment, but it is an intriguing idea.

Unfortunately, making "hip capes" would require either an existing mesh/model for the item or that I create the same, and I have not yet learned to create meshes/models.

Also, I don't think just using my existing cape textures would produce visually appealing results. Most of the cape textures are designed/laid out specifically to be compatible with the quirks and nuances of the large cape mesh from the original Capes and Cloaks mod.

Hemingwey's Capes started out around early August of 2009 with me cutting and pasting part of the vermillion robe texutre into a copy of the black cape .dds file from the Capes and Cloaks mod in an effort to make a special cape for one of my characters. Prior thereto, I had never so much as attempted any kind of graphic design or to create any mods. The spark became a flame and the result was ultimately the 72 capes (and other stuff) in version 1 of Hemingwey's Capes.

For the time being, I will file this idea away under "things to think about if/when I learn how to make models." :D

Regards,

Hem
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His Bella
 
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Post » Thu Dec 24, 2009 8:10 am

Speaking of requests...

I would enjoy seeing some screenshots of other players' characters wearing Hemingwey's Capes. So...while it may be alot to ask, I would appreciate very much anyone who takes the time to make a screenshot of their Oblivion character wearing one of Hemingwey's capes and uploading the same to the Hemingwey's Capes page at http://www.tesnexus.com/downloads/file.php?id=29012. :)

Regards,

Hem
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asako
 
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Post » Thu Dec 24, 2009 1:21 am

Thank you for the mod, and downloading now. :)




This is precisely the sort of unexpected gem that causes me to drop everything and sink hours into oblivion.
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no_excuse
 
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Post » Thu Dec 24, 2009 6:13 am

Greetings:

After much trial and error, I *think* I have finished the textures and normal maps for the initial "Knights of Cyrodiil" series of capes for Hemingwey's Capes version 2.0. If I ever see another "crenelation," it may be too soon. I have posted the results in screen shots on the Hemingwey's Capes page at http://www.tesnexus.com/downloads/file.php?id=29012. (If you previously perused the initial Knights of Cyrodiil Capes screen shot I posted earlier this week, you should be able to see marked improvement in the three cape designs I shared therein.)

The new capes include:

A. capes bearing the insignia of Orders of Knighthood not found (so far as I know) in Elder Scrolls Lore (and possibly the subject of future expansions or companion mods for Hemingwey's Capes, which I hope/plan will involve quests) --

1. Knights Gryphon Cape (Red)

2. Knights Wyvern Cape (Teal)

3. Golden Boar Knights Cape (Black); and


B. capes drawing inspiration from existing Lore --

4. Knights Dragon Cape (White)

5. Knights of the Horn Cape (Blue) (the design of which constitutes the beginnings of a companion mod I am contemplating and which would replace the banners, armor, shields, rugs, bed linens, etc. in the Battlehorn Castle DLC)

6. Knights of the White Stallion Cape (as I thought the Knights of the White Stallion needed their own, modified insignia, though one which draws from Leyawiin's emblems and colors for its design)


My current intent/plan is that plain versions of each "Knights Cape" will be available for purchase in Hemingwey's Capes version 2 (and I will likely turn out a few more color variations); however, the capes shown, bearing the charges of various Orders of Knighthood, will likely have to be obtained in other ways.

I also have a notion (and, indeed, some saved WIP files) that (at some point) capes based on various historical (i.e. Elder Scrolls history) Orders of Knighthood just might be found as loot in the darkest corners Cyrodiil... Capes of Maran Knights, Circle Knights, Iron Knights, Scarab Knights, Hawk Knights, Owl Knights, Rose Knights, etc. (All this digging around in old Elder Scrolls lore has me musing about starting a new game of Daggerfall and putting this mod on the back burner for awhile! ;) )

Now...as I feel substantial justice has been done for "tin cans"...back to work on capes for all manner of villains, wizards, priests, barbarians and bandits...

Regards,

Hem

P.S. I received a few messages inquiring as to when I expect to release version 2. While I very much appreciate the interest, I really have no idea...next week...next month...tomorrow...when I feel I am ready, I suppose. :shifty:
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Euan
 
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Post » Thu Dec 24, 2009 1:25 am

I would like that you release 2.0 now, even if you'd released 2.1 tomorrow. In my opinion it's better like that because if you're creative (which we know that you are), you'll always get new ideas and 2.0 will never get finished. :)
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Michael Korkia
 
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Post » Thu Dec 24, 2009 7:15 am

Back...not so long ago...when I first released Hemingwey's Capes version 1...Magirock suggested a cape based on Mannimarco's robes. Well, I finally figured out how I wanted to craft such a cape. The results are posted in a screen shot I have uploaded to the Hemingwey's Capes page at http://www.tesnexus.com/downloads/file.php?id=29012.

Presenting: the Cape of the High Necromancer.

Enjoy.

Regards,

Hem

P.S. About 10 more new capes and I will have enough new designs/textures to work on the rest of version 2. Therefore, release will likely be in the not *too* distant future.
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Elizabeth Davis
 
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Post » Thu Dec 24, 2009 2:24 am

:thumbsup: on the high necromancer cape

can't wait to add those version 2.0 capes onto npcs and see all of them in game,

just let me know if you need assitance once again or you want to pick my brain.. :whisper:

I think 100 is going to be more than enough,

What about SI? any plans for that in future?
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Yvonne
 
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Post » Thu Dec 24, 2009 7:07 am

Rylasasin:

I am not sure what one would call that garment, but it is an intriguing idea.

Unfortunately, making "hip capes" would require either an existing mesh/model for the item or that I create the same, and I have not yet learned to create meshes/models.

For the time being, I will file this idea away under "things to think about if/when I learn how to make models." :D


You could always put in a [REQz] for one. Then again so could I, but as an author of a semi-popular mod, I'm sure your REQz would hold more weight than mine.
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Stephanie Kemp
 
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Post » Thu Dec 24, 2009 12:07 am

:thumbsup: on the high necromancer cape

can't wait to add those version 2.0 capes onto npcs and see all of them in game,

What about SI? any plans for that in future?

Quoted for truth! The Necromancer cape is wonderful.
I also have the same question regarding SI. :)
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Chantel Hopkin
 
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Post » Thu Dec 24, 2009 1:40 am

Quoted for truth! The Necromancer cape is wonderful.
I also have the same question regarding SI. :)


Well...more true confessions...although I have had SI for quite some time...I have never gotten around to playing it. I stepped through the gate once and thought..."Oh...Alice... Through the looking glass? Maybe some other time..." However, I never seem to find the time or mindset to adventure in SI...

I just looked through the SI texture files, and, without having played SI, did not see much that gave me ideas. I suppose (once I finish Hemingwey's Capes version 2) I have a homework assignment -- play SI and see what people wear in the Isles. :D

Glad you guys like the High Necromancer's Cape.

Regards,

Hem
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Donatus Uwasomba
 
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Post » Thu Dec 24, 2009 7:05 am

Part of version 2 will be improved textures and normal maps for a number of the original 72 capes; however, two capes are particularly bothersome (at least to me) -- the Black Hand Cape and the Fancy Velvet Cape. As such, having learned quite a bit more in recent days about creating quality alpha channels and normal maps for dxt5 dds files, I decided to upload a fix for the aforementioned offending capes. The fix consists of new texture and normal map files and is available for download at http://www.tesnexus.com/downloads/file.php?id=29012. Extract the download into your data directory in your Oblivion installation folder, thus overwriting the old texture files for these two capes. The original texture files are also preserved in the download in subfolders labeled "Original," just in case someone prefers an oddly glowing or inappropriately shimmering cape.

The new textures will be included in Hemingwey's Capes version 2, but are made available for Black Hand groupies who just can't tolerate the weird white sheen sometimes emitted by the original normal maps.

:blink: What I am trying to say above is that these new versions of the Black Hand Cape and Fancy Velvet Cape are "a whole lot better" than the originals. :blink:

Regards,

Hem
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matt oneil
 
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Post » Thu Dec 24, 2009 3:22 am

Love the Necromancer cape Hemingway :). You're doing a great job with this, keep it up. And I think it's great that you're taking the time to go back to some of your early work and use the skills you've refined since then. I'm really looking forward to 2.0!!
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TRIsha FEnnesse
 
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Post » Thu Dec 24, 2009 2:28 am

:blink: What I am trying to say above is that these new versions of the Black Hand Cape and Fancy Velvet Cape are "a whole lot better" than the originals. :blink:

Regards,

Hem


Thanks for the Texture upgrade, can't wait for 2.0 once again..
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A Dardzz
 
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Post » Thu Dec 24, 2009 8:03 am

Many a would be hero has sought the relics of Morihaus, the gift of Kynareth. Legends of the gift of Kynareth, a suit of armor of unsurpassed quality, are well known. Less known myth, shrouded by the mists of time, tells of an overgarment which Kynareth may also have bestowed upon the ancient Cyro-Nordic folk hero -- a protective mantle adorned with a sheath of serated interlocking plates about the shoulders, named by mere whispers in lore the "Lord's Mantle."

Enterprising smiths and traders have conspired to fashion capes bearing close resemblance to the Lord's Mantle, and these garments have gained some popularity among lord and adventurer alike, but the genuine article remains elusive, awaiting discovery by one chosen of Kynareth . . . .



When I first started playing modded Oblivion, I fell in love with the Lord's Mail and/or the Armour of Morihaus designed by Painkiller. One of the first capes I made for one of my characters was a cape to match the Lord's Mail.

That early work is included in Hemingwey's Capes version 1, but I never felt I got the top part right. The armored shoulder mantelet always looked more like it should fit on the buttocks of my character than the shoulders...as if some enterprising dwemer smith had, in fact, salvaged some rusty plates meant to protect the backside and welded and sewn them about the shoulders of a cape. :embarrass:

As such, I have redesigned ( :gun: ) the Lord's Cape from Hemingwey's Capes version 1 -- almost from the ground up. I have posted the results in the Hemingwey's Capes screenshot gallery on http://www.tesnexus.com/downloads/file.php?id=29012.

While the original Lord's Cape came only in blue, designed to match the blue fabric on the original set of Armour of Morihaus by Painkiller_rider, the new version comes in six colors. The cape is designed to fit almost seemlessly when worn with Painkiller_rider's armor from his excellent Gift of Kynareth mod (and I hope I have achieved that goal).

Which brings me to the version of the cape that is not posted in the TesNexus screenshot -- the "actual" Lord's Mantle. Although the texturing work is almost done, I haven't decided whether the artifact version will make an appearence in Hemingwey's Capes version 2. If and when released, it will most likely be the subject of the first quest added to Hemingwey's Capes.

Enjoy.

Regards,

Hem
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Heather Dawson
 
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Post » Wed Dec 23, 2009 10:46 pm

I have posted the results in the Hemingwey's Capes screenshot gallery on http://www.tesnexus.com/downloads/file.php?id=29012.

Which brings me to the version of the cape that is not posted in the TesNexus screenshot -- the "actual" Lord's Mantle. Although the texturing work is almost done, I haven't decided whether the artifact version will make an appearence in Hemingwey's Capes version 2. If and when released, it will most likely be the subject of the first quest added to Hemingwey's Capes.

Hem


Like the New Lord Capes, nice color selection now..

I like the idea of having to go on quest for Artifact Capes, placed in some lower dungeon somewhere locked in a chest or hidden very well..or defend by something or some one..

Corepc
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Trey Johnson
 
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Post » Thu Dec 24, 2009 11:35 am

I would consider this mod somewhat incompatible with the http://www.tesnexus.com/downloads/file.php?id=21388 insofar as those who get capes go.

for instance with CNRP the guards all get full helms and scarfs, but with this as well those are blocked and don't show.

I'm certain that this has to do with available slots. Probably no ready fix.

Worth perhaps noting in the readme - I think also the other towns affected by the CNRP mods also had guards affected.

fyi for the most part.
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u gone see
 
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Post » Thu Dec 24, 2009 8:28 am

I would consider this mod somewhat incompatible with the http://www.tesnexus.com/downloads/file.php?id=21388 insofar as those who get capes go.

for instance with CNRP the guards all get full helms and scarfs, but with this as well those are blocked and don't show.

I'm certain that this has to do with available slots. Probably no ready fix.

Worth perhaps noting in the readme - I think also the other towns affected by the CNRP mods also had guards affected.

fyi for the most part.


I'd say you are probably correct, at least with respect to the Hemingweys NPC Capes esp file (as well as those for MMM, OOO and FCOM) -- which is the portion of this mod that adds capes to NPCs throughout Cyrodiil, including, but not limited to, guards in each of Cyrodiil's cities. Unfortunately, unless someone makes a compatibility patch in each instance, players often have to chose between mods which make incompatible changes to NPC inventory (or other elements of the game, for that matter).

Frankly, the Hemingweys NPC capes esp is in the nature of an addon. The main part of the mod, in my mind, is introduced through Hemingweys Capes.esp -- which makes the capes available for sale at 8 existing shops and through 4 new travelling vendor NPCs.

Regards,

Hem
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Anna Watts
 
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Post » Thu Dec 24, 2009 9:45 am

I would consider this mod somewhat incompatible with the http://www.tesnexus.com/downloads/file.php?id=21388 insofar as those who get capes go.

for instance with CNRP the guards all get full helms and scarfs, but with this as well those are blocked and don't show.

I'm certain that this has to do with available slots. Probably no ready fix.

Worth perhaps noting in the readme - I think also the other towns affected by the CNRP mods also had guards affected.

fyi for the most part.



Upon further reflection, it seems to me you can probably play with both, if you load the Cyrodiil NPC Remodeling Project after your Hemingweys NPC Capes esp...thus overwriting changes made by Hemingweys NPC Capes, at least with respect to Bruma NPCs...

Regards,

Hem
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DAVId Bryant
 
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