[RELZ] Hemingwey's Capes v1.0

Post » Thu Dec 24, 2009 10:45 am

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..


Yes. Well...at some point I figure I am going to become burned out on making capes. :drool: Therefore, some quest building and scripting might be just the trick. Never delved into Oblivion quest making or scripting, but... I have *some* experience there...so I figure I should catch on relatively quickly. :whistle:

Regards,

Hem
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LuCY sCoTT
 
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Post » Wed Dec 23, 2009 10:25 pm

In doing that it seems that the capes are now removed for all citizens of Bruma.

I merged the CNRP4OOO mods together and tagged the esp with graphics and invent.
I'm using the MMM Capes esp and it came tagged delev,invent,relev

Having the capes loaded first it seems all the capes are blocked by what CNRP touches.
Having the capes loaded last seems better as some CNRP stuff still shows (unique outfits) but not the guard helms.

So I'm going to have the capes loaded later. This is an alright compromise for me - mostly because in the end it is clothing and not essential gameplay tweaks.

thanks.
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carla
 
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Post » Thu Dec 24, 2009 1:26 am

In doing that it seems that the capes are now removed for all citizens of Bruma.

I merged the CNRP4OOO mods together and tagged the esp with graphics and invent.
I'm using the MMM Capes esp and it came tagged delev,invent,relev

Having the capes loaded first it seems all the capes are blocked by what CNRP touches.
Having the capes loaded last seems better as some CNRP stuff still shows (unique outfits) but not the guard helms.

So I'm going to have the capes loaded later. This is an alright compromise for me - mostly because in the end it is clothing and not essential gameplay tweaks.

thanks.



Either solution works...it is a matter of player choice. I was thinking that if you wanted all the changes made by CNRP, you could play without Hemingweys NPC Capes showing up on NPCs touched by CNRP in Bruma, but retain the Hemingweys NPC Capes changes in other cities and to other NPCs, as well as the leveled list introduced by Corepc's MMM version, which adds capes to certain bosses, etc. I haven't downloaded and played with CNRP, but , from the screen shots and reviews, it looks wonderful and I have it book marked for future download and use.

Your last line got me thinking...for me, at least, tweaks to the ambiance and game world surroundings *are* essential gameplay tweaks. :D

Modded Oblivion is truly a roleplaying experience. At this juncture, for me, the gameplay itself offers little in the way of traditional game-type challenges. Combat, even with various combat mods installed, is rarely a strategic or challenging affair. "Don't get pinned against a wall. Watch your health. Leave if it is clear your character is over matched, etc."

The greatest challenge seems to be tweaking my game in such a fashion that it resembles a balanced diversion (that and building my modded game in such a way that it is playable on my old, but fully upgraded, gaming rig).

If Oblivion were a tactical combat or strategy game, I think it would be a bust. However, as a roleplaying game and creative environment, especially when heavily modded, it is first rate -- perhaps the best ever conceived (again, my view).

What I enjoy most is exploring all the wonderful things various folks have dreamed up and added to the game. The best thing about a new dungeon is the thrill of exploring and experiencing the enviroment the creator designed to tell his or her story. Therefore, items like capes (or NPC clothing overhauls like CNRP), or changes to the weather or buildings, etc. are not merely nonessential tweaks, they are the centerpiece of my Oblivion gameplay.

For me, capes, in particular, are potentially significant, because they are (or can be) roleplaying identifiers that define the nature and personality of your character, as well as NPCs -- in a world where, if you are like me, you spend most of your time looking over your character's shoulder (i.e. at your avatar's backside). It is for this reason that, in my development Hemingwey's Capes, I have focused much of my efforts on iconic or character-defining designs.

Okay, enough about me and what I think. :)

Regards,

Hem
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Elina
 
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Post » Thu Dec 24, 2009 6:45 am

Ahh a philosopher.

I understand but for me an essential mod is one that once introduced would upset the save game stability and overall arch of the current game [- if removed].

Like having FCOM installed playing for 20 levels then deciding that OOO isn't really that great.
Or building a mage then taking out all the spell adding mods. Or a fighter and removing the Duke Patrick mods (no strategy huh? I beg to differ).

But I get you. Makes sense.

[edit clarity]
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Claire Lynham
 
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Post » Thu Dec 24, 2009 9:41 am

Ahh a philosopher.

I understand but for me an essential mod is one that once introduced would upset the save game stability and overall arch of the current game [- if removed].

Like having FCOM installed playing for 20 levels then deciding that OOO isn't really that great.
Or building a mage then taking out all the spell adding mods. Or a fighter and removing the Duke Patrick mods (no strategy huh? I beg to differ).

But I get you. Makes sense.

[edit clarity]


A selfish question...

When I tried to download Duke Patrick's mods awhile back...I found that they had been taken down or hidden on TesNexus...I was particularly interested in combat geometry. Are they back or available somewhere I have missed? :D

Regards,

Hem
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Claire Lynham
 
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Post » Thu Dec 24, 2009 1:54 pm

Oh he's actively making mods again (yay and way cool) some are back up not all but he is revisioning some of them again.

Search his name here and you will find several threads that are up to date.

The new archery mod looks amazing.
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Crystal Birch
 
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Post » Wed Dec 23, 2009 10:03 pm

Oh he's actively making mods again (yay and way cool) some are back up not all but he is revisioning some of them again.

Search his name here and you will find several threads that are up to date.

The new archery mod looks amazing.


Goods news. I always felt like I missed the boat when I could not download his mods.

Regards,

Hem
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Marguerite Dabrin
 
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Post » Wed Dec 23, 2009 11:06 pm

By the way...this morning I added a screenshot to http://www.tesnexus.com/downloads/file.php?id=29012 of the "mostly finished" ? Wizard series of capes for Hemingwey's Capes version 2. (Though it is not readily apparent from the screen shot, the sigils still need some clean up.)

The basic design will also be used for high conjurer's capes and perhaps a few priestly mantles.

Enjoy,

Regards,

Hem
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carley moss
 
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Post » Thu Dec 24, 2009 12:21 pm

Thank you for these capes! Just had to tell you I ran into "Sir Hemingwey" in Skingrad. I walked into the tavern and he very nicely dispatched Else the Godhater before I could even draw my sword. :) Was just one of those unexpected moments that I love when mods come into play. Thank you again!
:foodndrink:
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Melly Angelic
 
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Post » Thu Dec 24, 2009 8:06 am

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

the shivering isles is nothing like tamriel, I assure you Hem. theres kinds of new clothes, factions, etc. I think Shivering Isles capes would be a great idea, id be greatful if you did! the necromancer capes look sweet to by the way. my fav so far though is the elven cape, it looks awesome with my elven armor
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Frank Firefly
 
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Post » Wed Dec 23, 2009 10:20 pm

Thank you for these capes! Just had to tell you I ran into "Sir Hemingwey" in Skingrad. I walked into the tavern and he very nicely dispatched Else the Godhater before I could even draw my sword. :) Was just one of those unexpected moments that I love when mods come into play. Thank you again!
:foodndrink:


Hmmm...yeah...Sir Hemingwey can get a bit testy in Skingrad. He has a tendency to dispose of evil NPCs with extreme prejudice. :toughninja:

Actually, I thought I had set him so he wouldn't grease Ms. Godhater on sight.

You should have seen Goriath in Chorrol when I first created him...every time I visited The Oak and Crosier there was a pitch brawl in progress....guards would come running from all over town.

Thanks for sharing!

Regards,

Hem
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RAww DInsaww
 
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Post » Thu Dec 24, 2009 3:25 am

my fav so far though is the elven cape, it looks awesome with my elven armor


Thinking I will do a few color variations of the Elven Cape...the bottom section...suggestions or requests?

Regards,

Hem
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NeverStopThe
 
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Post » Thu Dec 24, 2009 1:55 am

Great job man! Was lookign for a good cape mod earlier today, guess I found it. Am downloading immediately!
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Robert Jr
 
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Post » Thu Dec 24, 2009 2:15 pm

Thinking I will do a few color variations of the Elven Cape...the bottom section...suggestions or requests?

Regards,

Hem


Perhaps make the red a little more brighter has well, and sharpen up the top portion a little bit on the elven cape

Color Varation for Elven..If you are taking request ,

I can think of few color varations to go along with Elven Armamentarium + Artifacts Color..

http://planetelderscrolls.gamespy.com/fms/Image.php?id=66788

http://planetelderscrolls.gamespy.com/fms/Image.php?id=85249 - Second Row

Gold/Brown would be fine

Corepc
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Francesca
 
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Post » Thu Dec 24, 2009 2:18 am

Great mod, that black cap with the red and yellow stuff on the back is great for my current character.

As for suggestions, I'm not sure if its been done however I like the idea of a rugged cape, worn with rips and stuff on it.

:)
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Andrew Tarango
 
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Post » Thu Dec 24, 2009 3:05 am

Greetings:

I have been fighting the dxt conversion color bleeding beast (and a hangover) all afternoon, but have managed a partial victory (with one or the other). Hemingwey's Wizard series of capes is complete...for now. Added two new colors, "sable" and "midnight" and posted a new and (I believe) more dramatic screenshot/collage featuring all five cape colors. Special thanks to the fine folks who created the Goddess Store mod for the new wardrobe sported by my cape model, Lady Robyn. ;)

Enjoy.

Regards,

Hem
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[ becca ]
 
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Post » Thu Dec 24, 2009 11:53 am

Greetings:

I have been fighting the dxt conversion color bleeding beast (and a hangover) all afternoon, but have managed a partial victory (with one or the other). Hemingwey's Wizard series of capes is complete...for now. Added two new colors, "sable" and "midnight" and posted a new and (I believe) more dramatic screenshot/collage featuring all five cape colors. Special thanks to the fine folks who created the Goddess Store mod for the new wardrobe sported by my cape model, Lady Robyn. ;)

Enjoy.

Regards,

Hem


Oh...in case you want to view the new screenshot...the link is... :celebration: http://www.tesnexus.com/downloads/file.php?id=29012 ...but you probably knew that... :D
Regards,

Hem
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Sian Ennis
 
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Post » Wed Dec 23, 2009 11:03 pm

I admire your passion for capemaking! They all look splendiferous. :D
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Talitha Kukk
 
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Post » Thu Dec 24, 2009 9:53 am

As for suggestions, I'm not sure if its been done however I like the idea of a rugged cape, worn with rips and stuff on it.

:)


Yes. There is one...the Beggar's Cape from version 1. However, I really want to do more worn and bedraggled capes...and more for thieves and assassins... :angel:

Regards,

Hem
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Stat Wrecker
 
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Post » Thu Dec 24, 2009 2:41 pm

Perhaps make the red a little more brighter has well, and sharpen up the top portion a little bit on the elven cape

Color Varation for Elven..If you are taking request ,

I can think of few color varations to go along with Elven Armamentarium + Artifacts Color..

http://planetelderscrolls.gamespy.com/fms/Image.php?id=66788

http://planetelderscrolls.gamespy.com/fms/Image.php?id=85249 - Second Row

Gold/Brown would be fine

Corepc


Okay. I will see what I can do, regarding the Armamentarium color schemes. :)

Regards,

Hem
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Dark Mogul
 
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Post » Thu Dec 24, 2009 8:47 am

These capes look fantastic, Hemingwey.

I was hoping that you may be able to add a torn and tattered one at some point?
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Alyna
 
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Post » Thu Dec 24, 2009 12:29 pm

These capes look fantastic, Hemingwey.

I was hoping that you may be able to add a torn and tattered one at some point?


Yes. As I said above...more worn capes and bedraggled capes are on my list of todos for version 2. Lately, however, I seem to be going more and more for "medieval and fantasy bling." :wacko:

So much to do...

Regards,

Hem
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Mandi Norton
 
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Post » Thu Dec 24, 2009 4:25 am

So...a short story...

Last night...actually early this morning...after responding to a request for permission to translate Hemingwey's Capes to Russian ('kinda cool' for me as a new modder)...I conceive to revise the readme and to consolidate the various optional esps and texture upgrades into a single download...in preparation for submission of Hemingwey's Capes to FileFront and Planet Elder Scrolls.

Version 1.02c ("c" for "complete") is born (and I *think* it works, since there have been no complaints over night). :whistle:

My intent was not to release any new content; however, sleep deprivation does things to the mind. Version 1.02c includes the new texture and normal map for the Lord's Cape (blue version) from forthcoming Hemingwey's Capes version 2.

Not sure it is worth the full download for one cape upgrade...but... :whisper: ...it is in there.

Download at http://www.tesnexus.com/downloads/file.php?id=29012.

Regards,

Hem
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Oyuki Manson Lavey
 
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Post » Thu Dec 24, 2009 4:56 am

Hemingwey's Capes, version 1.02c, is now available at http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6114 (as well as http://www.tesnexus.com/downloads/file.php?id=29012).

Regards,

Hem
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Hot
 
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Post » Thu Dec 24, 2009 9:18 am

My intent was not to release any new content; however, sleep deprivation does things to the mind. Version 1.02c includes the new texture and normal map for the Lord's Cape (blue version) from forthcoming Hemingwey's Capes version 2.

Hem


Just want to be sure,,

Does it also include the Black Hand and Fancy Velvet Cape Fix has well

With everything in one download now, I can't tell how many people are downloading the MMM version anymore..LOL..

You may want to add more notes to PES entry, not very detailed, add the readme notes would do fine. PES Users are picky about this sometimes..

Corepc
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Céline Rémy
 
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