[RELZ] Hemingwey's Capes v1.0

Post » Wed Dec 23, 2009 6:02 pm

Among other things, as noted by Bodevanlot, Hemingwey's Capes was built and tested in an FCOM environment. Although it does not require FCOM or OOO, Hemingwey's Capes should be fully compatible therewith, if properly installed. However, a few of the NPCs who would wear Hemingwey's capes in a non-FCOM enviroment don't wear capes with FCOM or OOO installed. Apparently, the Wyre Bash Import Inventory feature selects a few of the inventory changes made by FCOM/OOO as taking precedence over Hemingwey's Capes changes.

One future release or update I have in the works is an optional expansion which would replace the OOO Imperial Guard capes on IC guards with Hemingwey's Capes-style capes. (I already have a package of about 8 additional, mostly finished, Imperial Guard, Legion and Forrester capes sitting on my hard drive.) Such release would also include an option for installing an Imperial Guard Capes Package sans FCOM/OOO. If possible, I would like some feedback as to whether such an expansion is of interest to potential users (before I spend much more time on the same ;) ).

Hem


Going to report back about this.

You must use Bash to solve these problems once again. or least majority of them.

Tag Npc Capes.esp has "invent".

In regards to using Npc Capes.esp with FCOM/OOO and some of Npcs not wearing them. I can clearly see which ones too after looking into it with tes4edit. Even with everything imported in correctly with bash and load order set has needed (before OOO.esp)

I see a few npcs that hemingway npc capes adds capes to that fcom/ooo touch and capes are not added to them after all. Because of inventory changes that OOO does to them wipes out your cape addition's.

I can make the patch has needed if you like. So that OOO changes are kept into play has well.

=================

Else for anyone using Npc Capes with either OOO or MMM (any config)

you must load the Npc Capes.esp before OOO.esp or MMM.esp or MMMforFrans.esp or MMMforOOO.esp in load order. And select Hemingwey Npc Capes under import inventory in bash patch options. In order for Heminway Capes to show up and Keep all other changes from OOO or MMM in place has well (aka script, stats, inventory, etc ).

Corepc
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Alisia Lisha
 
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Post » Thu Dec 24, 2009 1:09 am

the capes look absolutely amazing in game hemingway! seeing guards and people walking around with capes on looks great! it feels so much more medieval now, this s truly a great mod :)
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Blaine
 
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Post » Thu Dec 24, 2009 9:32 am

Quick question. In one of the screenshots posted on TESNexus, the one entitled "Faction Capes", what faction is represented by the cape on the upper right? Just curious because I might be interested in it for a mod....

Cancel that, just did a little research and it looks like it belongs to the Blackwood Company. Excellent design :)
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Taylor Thompson
 
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Post » Wed Dec 23, 2009 9:50 pm

Else for anyone using Npc Capes with either OOO or MMM (any config)

you must load the Npc Capes.esp before OOO.esp or MMM.esp or MMMforFrans.esp or MMMforOOO.esp in load order. And select Hemingwey Npc Capes under import inventory in bash patch options. In order for Heminway Capes to show up and Keep all other changes from OOO or MMM in place has well (aka script, stats, inventory, etc ).

Corepc


First, thank you Corepc for your interest and taking the time to comment.

Second, I attempt to explain in detail in the expanded readme for Hemingwey's Capes how best to install the Hemingweys NPC Capes.esp file. The step by step instructions I wrote are as follows:

Advanced Install Using Wyre Bash (Recommended)
====================================
It is recommended, but not required, that you use Wyre Bash to activate this mod, especially the Hemingweys NPC Capes .esp. The Hemingweys NPC Capes .esp file will cause minor conflicts with OOO and other mods which make changes to certain NPCs. There is a simple work around for this issue, using Wyre Bash:

1. Install Hemingweys Capes as above (1-3)
2. Start the Wyre Bash launcher. (You can find Wyre Bash and its accompanying user documentation at http://www.tesnexus.com/downloads/file.php?id=22368.)
3. Check the Hemingweys Capes.esp file to activate it. You can place this .esp just about anywhere in your load order.
4. Next, check the Hemingweys NPC Capes.esp file to activate it.
5. Move the Hemingweys NPC Capes.esp file to a position early in your load order (before the OOO .esp file, if you are running OOO, and any other .esp files which modify NPCs) by editing its "Modified" time and date.
6. Tag Hemingweys NPC Capes.esp with the "Invent" bashed tag. (With the Hemingweys NPC Capes.esp selected, right click in the "Bash Tags" box in the lower right hand corner and select "Invent.")
7. Uncheck the Bashed Patch .esp (which should be very late in your load order).
8. Right click on the Bashed Patch .esp and select "rebuild patch."
9. In the resulting dialog box, highlight and check "Import Inventory" (on the left hand side) and then check "Hemingweys NPC Capes.esp" (on the right hand side).
10. Click "OK" (lower right hand corner) to rebuild your Bashed Patch.
11. Activate the Bashed Patch when prompted.
12. Load Oblivion and enjoy!

It appears that, for the sake of clarity, I should recommend users who are running MMM, Frans, OOO and/or FCOM load the Hemingweys NPC Capes.esp before the esps for any and all of the foregoing. Please let me know whether you believe any other changes need to be made to my installation instructions.

Regards,

Hem
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NAtIVe GOddess
 
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Post » Thu Dec 24, 2009 3:01 am

In regards to using Npc Capes.esp with FCOM/OOO and some of Npcs not wearing them. I can clearly see which ones too after looking into it with tes4edit. Even with everything imported in correctly with bash and load order set has needed (before OOO.esp)

I see a few npcs that hemingway npc capes adds capes to that fcom/ooo touch and capes are not added to them after all. Because of inventory changes that OOO does to them wipes out your cape addition's.

I can make the patch has needed if you like. So that OOO changes are kept into play has well.


Being a novice at Oblivion modding, I am not yet versed as to the specific parameters by which the Invent tag/feature of Wyre Bash evaluates mods and merges their NPC records.

I noticed that in some instances NPCs whose inventories are altered by both OOO and Hemingweys Capes enjoy in game the inventory changes from both OOO and Hemingweys Capes, but in other instances the inventory changes from Hemingweys Capes were overwritten.

Corepc, I would be pleased and honored for you to assist me with a patch that will cause the capes to appear on all the intended NPCs when running FCOM (and/or OOO, MMM, etc.), while, at the same time, preserving necessary inventory changes (and other records, such as stats, magic, etc.) made by FCOM/OOO (for example, several of the NPCs touched by Hemingweys Capes carry keys and other items which appear to be necessary to OOO, and, currently, it appears from own testing that those inventory changes are preserved and exist along side inventory changes made by Hemingweys Capes).

Better yet, if you have the time and inclination to do so, I would very much appreciate a brief explanation as to how to efficiently create such a patch, or pointing me in the right direction with respect thereto. Perhaps via PM or the construction set boards?

At any rate, thanks again, Corepc. :foodndrink:

Regards,

Hem
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Skivs
 
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Post » Thu Dec 24, 2009 3:45 am

Corepc, I would be pleased and honored for you to assist me with a patch that will cause the capes to appear on all the intended NPCs when running FCOM (and/or OOO, MMM, etc.), while, at the same time, preserving necessary inventory changes (and other records, such as stats, magic, etc.) made by FCOM/OOO (for example, several of the NPCs touched by Hemingweys Capes carry keys and other items which appear to be necessary to OOO, and, currently, it appears from own testing that those inventory changes are preserved and exist along side inventory changes made by Hemingweys Capes).

Better yet, if you have the time and inclination to do so, I would very much appreciate a brief explanation as to how to efficiently create such a patch, or pointing me in the right direction with respect thereto. Perhaps via PM or the construction set boards?

At any rate, thanks again, Corepc. :foodndrink:

Regards,

Hem


I hope you can understand what I am about to type..

The best bet would be to make a Hemingway Npc Capes for OOO.esp itself since that is main one that has the most problems.

MMM/MMMforFrans not so bad has it does modify nearly has much vanilla npcs has OOO does. Let's focus on the OOO version first.

Tes4edit is the tool for this job, has trying to use the cs editor would be pain to do this with.

Tes4edit is easy to understand, not that hard like people think that is. it just has a different interface and everything is listed differently.

With tes4edit you can directly compare the changes between OOO and Npc Capes. With tes4edit you can directly copy the inventory changes and stats from one plugin to the next.

Has this is what you want to do in tes4edit (after you get it installed)

Should be has simple has this.

Launch tes4edit select OOO.esm OOO.esp and Hemingwey Npc Capes.esp - in that order.

now go to npc on left under hemingwey npc capes.esp - open the tree, and select your npc.

on the right it will show the npc records, now look at their inventory,

if they are changed by OOO it would listed to left of your changes. And a Different color like yellow or red..But you want to check them all to make sure.

You would just then to drag the inventory item from OOO.esm or OOO.esp npcs into your esp.

You need to paying close attention to item that have been added or removed by OOO. Once you pull the item from OOO it will want to make your mod dependent on it. Which is needed in order for Npc's to have OOO scripts and OOO items and your stuff has well.

This is quick guide, if you need more assitance let me know. But, I think you should be able to understand tes4edit once again.

---------

the other method is to make a modified bash patch that would be renamed once finished, that is dependent on both OOO and Hemingwey Npc Capes.esp and would be patch just for the npc that are conflicting. it is less work but dependent on load order has well. Has I have already tried this..

---------

Corepc
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Anne marie
 
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Post » Thu Dec 24, 2009 3:40 am

I hope you can understand what I am about to type..

The best bet would be to make a Hemingway Npc Capes for OOO.esp itself since that is main one that has the most problems.

MMM/MMMforFrans not so bad has it does modify nearly has much vanilla npcs has OOO does. Let's focus on the OOO version first.

Tes4edit is the tool for this job, has trying to use the cs editor would be pain to do this with.

Tes4edit is easy to understand, not that hard like people think that is. it just has a different interface and everything is listed differently.

With tes4edit you can directly compare the changes between OOO and Npc Capes. With tes4edit you can directly copy the inventory changes and stats from one plugin to the next.

Has this is what you want to do in tes4edit (after you get it installed)

Should be has simple has this.

Launch tes4edit select OOO.esm OOO.esp and Hemingwey Npc Capes.esp - in that order.

now go to npc on left under hemingwey npc capes.esp - open the tree, and select your npc.

on the right it will show the npc records, now look at their inventory,

if they are changed by OOO it would listed to left of your changes. And a Different color like yellow or red..But you want to check them all to make sure.

You would just then to drag the inventory item from OOO.esm or OOO.esp npcs into your esp.

You need to paying close attention to item that have been added or removed by OOO. Once you pull the item from OOO it will want to make your mod dependent on it. Which is needed in order for Npc's to have OOO scripts and OOO items and your stuff has well.

This is quick guide, if you need more assitance let me know. But, I think you should be able to understand tes4edit once again.

---------

the other method is to make a modified bash patch that would be renamed once finished, that is dependent on both OOO and Hemingwey Npc Capes.esp and would be patch just for the npc that are conflicting. it is less work but dependent on load order has well. Has I have already tried this..

---------

Corepc



I believe I understand reasonably well both options you set forth. I already have tes4edit installed, and used the same to cleanup the Hemingwey's Capes esps, as well as to investigate and compare the differences between Hemingwey's Capes and OOO for testing purposes. I was not familiar with the tes4edit feature of being able to drag record entries from one mod to another...very nice.

One question I have, with respect to the first option -- once created, should the new Hemingweys NPC Capes for OOO esp file be loaded by users before or after the OOO and MMM esps? Again, my understanding as to the details of how Wyre Bash and the import inventory feature work are sketchy at best, but I like to think I am a fast learner.

Regards,

Hem
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Lisha Boo
 
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Post » Wed Dec 23, 2009 10:06 pm

I was not familiar with the tes4edit feature of being able to drag record entries from one mod to another...very nice.

One question I have, with respect to the first option -- once created, should the new Hemingweys NPC Capes for OOO esp file be loaded by users before or after the OOO and MMM esps? Again, my understanding as to the details of how Wyre Bash and the import inventory feature work are sketchy at best, but I like to think I am a fast learner.

Regards,

Hem


Good you know tes4edit and know you something else that you did not know about it..It has made making compatiblty patches so much easier :hubbahubba:

with the HemingWey Npc Capes for OOO.esp it would load after OOO.esm / OOO.esp. Since it would be dependent on these files now. No need to use Bash either if you do it this way has well. Just mean's that you would have to maintain two version's if you update one you would have to update the other. But once again tes4edit to solve that compare your vanilla to your ooo version once again. Only bad point about this method but work best overall for compatiblity reason's once again.

Just let me know if you need more help once again.

If you do not mind, Can I make the Npc Capes for MMM/MMMforFrans Version myself.

Corepc
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Victoria Vasileva
 
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Post » Thu Dec 24, 2009 7:19 am

Good you know tes4edit and know you something else that you did not know about it..It has made making compatiblty patches so much easier :hubbahubba:

with the HemingWey Npc Capes for OOO.esp it would load after OOO.esm / OOO.esp. Since it would be dependent on these files now. No need to use Bash either if you do it this way has well. Just mean's that you would have to maintain two version's if you update one you would have to update the other. But once again tes4edit to solve that compare your vanilla to your ooo version once again. Only bad point about this method but work best overall for compatiblity reason's once again.

Just let me know if you need more help once again.

If you do not mind, Can I make the Npc Capes for MMM/MMMforFrans Version myself.

Corepc


I don't mind at all if you make a Hemingwey NPC Capes for MMM/MMMforFrans version. (Though, with your permission, I would like to upload a copy thereof to the Hemingwey's Capes page on TesNexus.) I might get the OOO version done today, but, more likely, it might be a week or two (as I have to help finish cleaning up from our New Years party, take down the Christmas tree, etc., and my load at work is going to be especially heavy for the next several weeks, after taking a two week vacation ;) ).

Questions: Does there need to be a full FCOM version of the esp that integrates the OOO version and the MMM version? If not, can a Hemingweys NPC Capes for OOO.esp reside along side an esp for MMM/Frans?

Regards,

Hem

P.S. To mod users -- as I understand it, the foregoing, slightly technical discussion does not mean that Hemingwey's Capes does not currently work with FCOM, OOO, MMM and/or Frans... it does work (especially if properly installed). Corepc is simply helping me make it better, and for that I am greatful.
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Sasha Brown
 
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Post » Thu Dec 24, 2009 10:01 am

Questions: Does there need to be a full FCOM version of the esp that integrates the OOO version and the MMM version? If not, can a Hemingweys NPC Capes for OOO.esp reside along side an esp for MMM/Frans?

Regards,

Hem

P.S. To mod users -- as I understand it, the foregoing, slightly technical discussion does not mean that Hemingwey's Capes does not currently work with FCOM, OOO, MMM and/or Frans... it does work (especially if properly installed). Corepc is simply helping me make it better, and for that I am greatful.


The OOO version should work fine in fcom since script's and inventory items are nearly same on most npc after all, if not then I can fix has needed once you are done with it.

else the OOO version would not work with MMM/MMMforFrans because they have different script's and inventory items

Your are welcome, I do help make people make their mod better espicially if it is something that I like myself..
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emily grieve
 
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Post » Thu Dec 24, 2009 9:48 am

The OOO version should work fine in fcom since script's and inventory items are nearly same on most npc after all, if not then I can fix has needed once you are done with it.

else the OOO version would not work with MMM/MMMforFrans because they have different script's and inventory items

Your are welcome, I do help make people make their mod better espicially if it is something that I like myself..


Actually, it appears I might finish a beta version of the Hemingweys NPC Capes for OOO/FCOM.esp today. I started editing in tes4edit, and it is easier going than I expected. However, with around 250 NPCs records to edit...

Regards,

Hem
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k a t e
 
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Post » Thu Dec 24, 2009 2:00 am

As contemplated above earlier today, I have just uploaded a new, optional .esp file to http://www.tesnexus.com/downloads/file.php?id=29012 -- "Hemingweys NPC Capes for OOO and FCOM."

The included, quick and dirty, readme is as follows:

Name: Hemingwey's NPC Capes for OOO and FCOM
Version: 1.0
Date: 1/3/2010
Category: Clothing (add on / patch)
Author: Hemingwey


Requirements
=============
Oblivion, Hemingwey's Capes resource and distribution package (the full download) and Oscuro's Oblivion Overhaul a/k/a OOO. In addition, this file should work well in an FCOM game.

Details
========
The "Hemingweys NPC Capes for OOO and FCOM.esp" file is designed to work better and more easily with OOO and FCOM builds of Oblivion than does the original Hemingweys NPC Capes.esp (which is part of the main resource and distribution package for Hemingwey's Capes). If you do not play with OOO and/or FCOM installed, you don't need this file and can not use it.

When installed as part of an OOO or FCOM build of Oblivion, the "Hemingweys NPC Capes for OOO and FCOM.esp" should be used in place of the standard Hemingweys NPC Capes.esp file. Unlike its predecessor, this optional file is dependent on OOO being installed, and should be loaded AFTER the OOO .esp file in your load order. "Hemingwey's NPC Capes for OOO and FCOM.esp" does not require tagging "invent" in Wyre Bash or merging inventory in Wyre Bash. If you have previously played an OOO or FCOM game with Hemingweys NPC Capes installed, upon replacing the original NPC capes .esp with this file, you should notice additional NPCs wearing capes. (You should continue using the main Hemingweys Capes.esp file along side this new NPC capes file.)

Installation
==============
1. You must have previously downloaded and installed the main Hemingwey's Capes distribution package (i.e. the textures and meshes).
2. You must have Oscuro's Oblivion Overhaul installed and active in your Oblivion game. (If you don't, not only will this file not work properly, but there is no reason to use the same.)
3. Extract the included "Hemingweys NPC Capes for OOO and FCOM.esp" file into the Data folder in your Oblivion installation directory.
4. Start Oblivion Launcher, click 'Data Files,' place a checkmark beside the "Hemingweys NPC Capes for OOO and FCOM.esp" and uncheck (de-activate) the "Hemingweys NPC Capes.esp" (if you have it installed) -- or use Oblivion Mod Manager or Wyre Bash to activate your mods (recommended).
5. Ensure that the "Hemingweys NPC Capes for OOO and FCOM.esp" loads AFTER the .esp file for OOO. (This can be done using either Oblivion Mod Manager or Wyre Bash to activate and order your mod files.)
6. Play!

For further information on Hemingwey's Capes, please see the expanded readme contained in the main distribution package.

This is a quick and dirty readme, which will be polished and rolled into the main readme documentation in future releases Hemingwey's Capes.

Special thanks to Corepc for suggesting I create an OOO/FCOM compatibility patch and for giving me invaluable advice as to how to go about the same.

Thanks to the fine folks who created TES4Edit, which I used to create/edit this file.

And, of course, thanks to everyone who has supported, commented on, downloaded, installed, endorsed and/or played Oblivion with (or otherwise shown the least bit of interest in) Hemingwey's Capes.


Enjoy!

Regards,

Hem
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Julia Schwalbe
 
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Post » Thu Dec 24, 2009 6:56 am

With the new .esp, I have it up and running with OOO. Thanks for this. Nice work.
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Brandon Wilson
 
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Post » Thu Dec 24, 2009 3:14 am

As contemplated above earlier today, I have just uploaded a new, optional .esp file to http://www.tesnexus.com/downloads/file.php?id=29012 -- "Hemingweys NPC Capes for OOO and FCOM."

The included, quick and dirty, readme is as follows:

Enjoy!

Regards,

Hem


Thank you, do not have time tonight to look it over, has I have to work tommorrow, but, will check it out tommorrow after work..
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ILy- Forver
 
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Post » Wed Dec 23, 2009 6:33 pm

Hemingwey

:thumbsup:

the Npc Capes for OOO and FCOM.esp above get my approval, I have checked it over and do not see anything wrong or missing or conflicting now..
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Hilm Music
 
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Post » Thu Dec 24, 2009 9:33 am

Awesome, thanks for the update Hemingwey! I will definitely be using the OOO version in my new game :)
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casey macmillan
 
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Post » Thu Dec 24, 2009 1:50 am

Hemingwey

:thumbsup:

the Npc Capes for OOO and FCOM.esp above get my approval, I have checked it over and do not see anything wrong or missing or conflicting now..


Corepc:

Thank you for checking it over. Having an experienced modder check my work (especially when I used a tool with which I was not previously familiar) makes me more comfortable that I got it mostly right.

Regards,

Hem
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Christine
 
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Post » Thu Dec 24, 2009 12:06 am

With the new .esp, I have it up and running with OOO. Thanks for this. Nice work.


Maracas:

Curious, since you are using the Hemingweys NPC Capes for OOO and FCOM .esp file, how is it performing? Any glitches?

Regards,

Hem
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Caroline flitcroft
 
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Post » Thu Dec 24, 2009 7:57 am

OOO version is working beautifully so far. I bought a couple of capes from the Argonian at the Roxey. My companion and I are sporting some spiffy new capes, Raven for me and the one with the dagger and rose for my companion. I think I bought the [A] version for my companion if I recall correctly. Excellent work.
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Austin Suggs
 
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Post » Thu Dec 24, 2009 4:06 am

Corepc:

Thank you for checking it over. Having an experienced modder check my work (especially when I used a tool with which I was not previously familiar) makes me more comfortable that I got it mostly right.

Regards,

Hem


You are welcome once again, I can understand about using tes4edit, it took me a while to completely understand it, but, once you grasp how it work, it make making something like this so much easier has everything is lined up side by side..

If I find something I will report so that you can fix it that is only way you can learn after all..

Working on MMM Version so it may be a few days because of everything else that I do..
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Rob Smith
 
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Post » Thu Dec 24, 2009 8:45 am

You are welcome once again, I can understand about using tes4edit, it took me a while to completely understand it, but, once you grasp how it work, it make making something like this so much easier has everything is lined up side by side..

If I find something I will report so that you can fix it that is only way you can learn after all..

Working on MMM Version so it may be a few days because of everything else that I do..


I run both OOO and MMM. Would I just put the MMM version somewhere after the MMM stuff then, and can it run happily alongside Hem's new MMM (and FCOM) .esp? If not, can the OOO and MMM npc cape .esps be combined in some way?
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El Khatiri
 
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Post » Thu Dec 24, 2009 12:38 am

I run both OOO and MMM. Would I just put the MMM version somewhere after the MMM stuff then, and can it run happily alongside Hem's new MMM (and FCOM) .esp? If not, can the OOO and MMM npc cape .esps be combined in some way?


You use the OOO version under OOO , MMMforOOO / FCOM..

the MMM version that I am working is for MMM.esp / MMMforFrans Only..

MMM Version is done, did not take me long at all, now I need to test it
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Chris BEvan
 
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Post » Thu Dec 24, 2009 12:02 am

Ah, then I'm already good to go.
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Lauren Denman
 
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Post » Thu Dec 24, 2009 2:16 am

One future release or update I have in the works is an optional expansion which would replace the OOO Imperial Guard capes on IC guards with Hemingwey's Capes-style capes. (I already have a package of about 8 additional, mostly finished, Imperial Guard, Legion and Forrester capes sitting on my hard drive.) Such release would also include an option for installing an Imperial Guard Capes Package sans FCOM/OOO. If possible, I would like some feedback as to whether such an expansion is of interest to potential users (before I spend much more time on the same ;) ).

Regards,

Hem


Hemingwey

In regards to capes for IC guards, Legion, Legion Horseback and Imperial Forrester, I would like to see them added.

Has what I have done in MMM version is add the Legion capes to Legion HorseBack, and RoadWatchmen/Woman and for the Forrester, used the GreenHunterCape.

Else I am testing out the MMM version to make sure everything is going to work right. Then will send it your way once it is done, along with some suggestion on a few things has well..

Corepc
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J.P loves
 
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Post » Wed Dec 23, 2009 6:19 pm

I have a question. I think these capes look superior to the ones currently in OOO and other cape mods. Does your mod replace the OOO ones etc.? Also, which vendors exactly sell your capes? I do not see any plain colored capes, does this mod add capes that are plain colors like black etc. for those of us who just want to be all black or white etc.? Does this mod add cloaks?
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Vahpie
 
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