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.
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