[RELZ] Hemingwey's Capes v1.0

Post » Thu Dec 24, 2009 4:50 am

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


Corepc:

As I commented above, I have preliminary texture files/designs already in progress for 6 additional imperial (legion/IC guard/forrester) type capes. A purple and gold version, a white version, a black version, etc. (with design differences beyond mere color) are on the way. However, the designs still need some work and testing to come up to my personal standards. It may be a few weeks before I am ready to release the same.

I think the existing red and/or blue legion capes work fine for the legion horseback NPCs...and I will likely add the same to the standard and OOO/FCOM versions of Hemingwey's NPC Capes in the near future.

I haven't yet sorted out precisely which of the capes (existing and in progress) I ultimately want to assign to which ranks/types of imperial soldiers.

The final version of the Forrester/Watchmen capes (which are also in progress) were already likely to use the green version of the Hunter's Cape as a design base...so that seems a good choice at this point. :thumbsup:

I am looking forward to seeing the MMM version...and, of course, to your suggestions.

Regards,

Hem
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Je suis
 
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Post » Thu Dec 24, 2009 4:07 am

As I commented above, I have preliminary texture files/designs already in progress for 6 additional imperial (legion/IC guard/forrester) type capes. A purple and gold version, a white version, a black version, etc. (with design differences beyond mere color) are on the way. However, the designs still need some work and testing to come up to my personal standards. It may be a few weeks before I am ready to release the same.

The final version of the Forrester/Watchmen capes (which are also in progress) were already likely to use the green version of the Hunter's Cape as a design base...so that seems a good choice at this point. :thumbsup:


Your textures are amazing the detail is superior so anymore you do would be great once again.

Thought the Hunter Cape would fit nicely on the Imperial Forestor and Ranger's..

Almost done just need to do a few more thing's..

Question ? Do you have any plans to maybe extend some of them certain type of npc's like Black Bow Bandits or Boss Types?
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Jessica Stokes
 
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Post » Thu Dec 24, 2009 4:09 am

Your textures are amazing the detail is superior so anymore you do would be great once again.


Thank you. That is an exceptionally nice thing to say.

Question ? Do you have any plans to maybe extend some of them certain type of npc's like Black Bow Bandits or Boss Types?


Hemingweys NPC Capes does place magical versions of a few of the capes on a few NPCs that are potential adversaries, but it is pretty limited at this point. This is my first Oblivion mod and my first mod for any game...also my first work with graphics of any kind. Obviously, I have alot to learn.

For example, I haven't yet figured out an efficient way to make the capes appear/show in game on NPCs that use leveled lists for equipment selection without requiring players to use Wyre Bash and its armor and robes show amulets features. One of my design parameters was to make a mod which could be run without Wyre Bash (although I build all my own Oblivion games with bashed patches). Any pointers in this regard are, of course, quite welcome.

Regards,

Hem
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SiLa
 
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Post » Thu Dec 24, 2009 8:33 am

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?


First, thank you for your interest in Hemingwey's Capes.

Currently, Hemingweys Capes does not replace any capes from OOO or other cape mods that I know of (except, possibly, the city guard capes from Jaysus' Capes). The reason is that I play with FCOM installed and I originally made this mod for own enjoyment and use.

Hemingwey's Capes does not have any plain capes because plain capes are included in FCOM (from OOO), which are added via incorporating the venerable Capes and Cloaks mod by Someone1074. Hemingwey's Capes can be installed along side OOO, FCOM and/or Capes and Cloaks (as it is in my own game).

Hemingweys Capes does not, as of this writing, add cloaks (i.e. capes with hoods attached).

As to the vendors...if you must know where to buy each of the capes...there is a spoilers section at the end of the expanded readme (which is part of the main download package) that discloses when and where to buy each and every one of the capes and from which NPCs. (However, I, myself, prefer the joy of discovery...i.e. immersion. ;) )

Regards,

Hem
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Gaelle Courant
 
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Post » Wed Dec 23, 2009 8:01 pm

Hello there, I'd just like to say that having chanced upon this thread and tried out the capes, I think they are superb! They blend technically and aesthetically with the game so well and are easily high enough quality to have come with the game. I also like how the colours and symbols match / complement the clothing of the NPCs to whom they are added.

A brief question - are they in general compatible with third party armours or do you have to amend the existing armour records in order to make them compatible? My paladin currently wears the Akaviri "Jade" Cuirass from Cloud Ruler Temple, which I suspect was added by the Armamentarium mod. The cape that I bought swapped out this cuirass...
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Pete Schmitzer
 
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Post » Thu Dec 24, 2009 3:30 am

For example, I haven't yet figured out an efficient way to make the capes appear/show in game on NPCs that use leveled lists for equipment selection without requiring players to use Wyre Bash and its armor and robes show amulets features. One of my design parameters was to make a mod which could be run without Wyre Bash (although I build all my own Oblivion games with bashed patches). Any pointers in this regard are, of course, quite welcome.

Regards,

Hem


I always try and get everything to work without bash first. But some things you cannot get around and you need bash for it.

1) Like the armor and robes show amulets features without requiring bash, has so many mods add armor and clothing after all that hide amulet's. Bash is much faster at fixing all this is one go then asking mod makers to fix it cs editor..like 3 seconds in bash, would have took me hours to do in cs editor..see below..

2) Leveledlist Merging for example if you added your capes to jewerly leveledlist then there is chance that capes would show up on npc that use those leveledlist, instead of jewerly they would have capes or a mix of both..bash would be needed so that it would work correctly with other mod that modify those same leveledlist aka OOO once again..let me look into it and


A brief question - are they in general compatible with third party armours or do you have to amend the existing armour records in order to make them compatible? My paladin currently wears the Akaviri "Jade" Cuirass from Cloud Ruler Temple, which I suspect was added by the Armamentarium mod. The cape that I bought swapped out this cuirass...


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
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Luna Lovegood
 
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Post » Thu Dec 24, 2009 9:40 am

Hello there, I'd just like to say that having chanced upon this thread and tried out the capes, I think they are superb! They blend technically and aesthetically with the game so well and are easily high enough quality to have come with the game. I also like how the colours and symbols match / complement the clothing of the NPCs to whom they are added.

A brief question - are they in general compatible with third party armours or do you have to amend the existing armour records in order to make them compatible? My paladin currently wears the Akaviri "Jade" Cuirass from Cloud Ruler Temple, which I suspect was added by the Armamentarium mod. The cape that I bought swapped out this cuirass...


MisterBenn:

Which cape did you buy? Name? (I am hoping you don't mean that equipping the cape made the cuirass unequip...)

As a general rule, if you are not playing a beast race, I recommend you buy the tail slot capes (those whose names end in with "(T)") for use by your player character, and amulet slot capes (those whose names end in with "(A)") for wear by any companions.

Regards,

Hem
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Adam Kriner
 
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Post » Thu Dec 24, 2009 1:27 am

Worked some tonight on "Hemingwey's Capes v2.0" and posted a little teaser screenshot on http://www.tesnexus.com/downloads/file.php?id=29012 -- featuring the new (almost finished) Knights of the Nine Cape.

The KOTN cape was developed at the suggestion of Free1oader, who posted his request on the TesNexus Hemingwey's Capes page. FYI, I am taking suggestions for new capes from players. I won't promise that any particular suggestion will make it into Hemingwey's Capes. In order to be seriously considered, among other things, suggestions have to be lore friendly, be within my ability to make and inspire my imagination...

Regards,

Hem
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DAVId Bryant
 
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Post » Thu Dec 24, 2009 7:32 am

This morning I uploaded version 1.02 to http://www.tesnexus.com/downloads/file.php?id=29012. No patch required. ;)

Regards,

Hem
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Anna S
 
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Post » Wed Dec 23, 2009 10:12 pm

Uploaded an additional preview screenshot of Hemingwey's Capes v2.0 to http://www.tesnexus.com/downloads/file.php?id=29012, featuring a new Imperial Forester's Cape design (inspired by the discussion above with Corepc).

Still working on the High Necromancer's Cape...and, in the interim, I have received a request from Cydonian_Knight to include a Blades Cape in version 2.0. I will see what I can dream up...afterall, Sir Hemingwey (the NPC cape vendor), himself, is a retired Blade. :nod:

Regards,

Hem
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Liv Staff
 
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Post » Thu Dec 24, 2009 2:06 am

Thanks for the mod, Hem. :)
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Bee Baby
 
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Post » Thu Dec 24, 2009 6:15 am

Uploaded an additional preview screenshot of Hemingwey's Capes v2.0 to http://www.tesnexus.com/downloads/file.php?id=29012, featuring a new Imperial Forester's Cape design (inspired by the discussion above with Corepc).

Still working on the High Necromancer's Cape...and, in the interim, I have received a request from Cydonian_Knight to include a Blades Cape in version 2.0. I will see what I can dream up...afterall, Sir Hemingwey (the NPC cape vendor), himself, is a retired Blade. :nod:

Regards,

Hem


Woohoo! Thanks for taking up my request Hemingway :). I look forward to seeing what you come up with.
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stacy hamilton
 
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Post » Thu Dec 24, 2009 5:57 am

i'd like to see the capes from the front. couldn't see any photos from the front on the Nexus. how do they fasten?
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Luis Longoria
 
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Post » Thu Dec 24, 2009 4:52 am

i'd like to see the capes from the front. couldn't see any photos from the front on the Nexus. how do they fasten?


I second this.

-Mush-
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SexyPimpAss
 
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Post » Wed Dec 23, 2009 10:14 pm

Worked some tonight on "Hemingwey's Capes v2.0" and posted a little teaser screenshot on http://www.tesnexus.com/downloads/file.php?id=29012 -- featuring the new (almost finished) Knights of the Nine Cape.

The KOTN cape was developed at the suggestion of Free1oader,


I saw the comments about the Knight of Nine Cape that was a good suggestion and Nicely Done on remake of Symbol itself and Texture has well.

Assume will not need Knights of Nine installed to use it, for those who do not have Knights once again?

Also saw the notes about the Nine Divine Ones has well, will have to look for those..

Uploaded an additional preview screenshot of Hemingwey's Capes v2.0 to http://www.tesnexus.com/downloads/file.php?id=29012, featuring a new Imperial Forester's Cape design (inspired by the discussion above with Corepc).

Hem


Nicely Done.. :hubbahubba:

Me personally, I am fine with HunterCape for Now..

Has would rather wait on 2.0 Stuff until you have more than just a few to add, get more feedback,

MMM News..

I just need to give it one more good look over in tes4edit and hop into game,test it out, take some pics, and then make the readme. Then it will be ready for General Release.

Did notice some things when Making the MMM verison and checking against UOP , I will send you pm about this stuff.

Suggestion in next Version add a Description in the Mod and add Version: Number, and Add Bash: Invent, add your Name to Author section. instead of it being blank..nothing big..but something I noticed once again..

Corepc
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JESSE
 
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Post » Thu Dec 24, 2009 6:29 am

I saw the comments about the Knight of Nine Cape that was a good suggestion and Nicely Done on remake of Symbol itself and Texture has well.

Assume will not need Knights of Nine installed to use it, for those who do not have Knights once again?



The KOTN Cape is mostly done (needs little clean up on the normal map and one fuzzy spot on the texture). Players won't need to have KOTN installed to use it since Hemingwey's Capes uses its own texture and mesh files.


Also saw the notes about the Nine Divine Ones has well, will have to look for those..


After doing a little reseach into the lore of TES deities, not sure I can some up with a cape for each of the divines as several do not appear to have strong iconic symbols of their own. However, several individual divines are likely to get their own capes, together with a new merchant...

Me personally, I am fine with HunterCape for Now..

Has would rather wait on 2.0 Stuff until you have more than just a few to add, get more feedback,


Understandable. Upon reflection, the Imperial Forester Cape design needs quite a bit more work. The top needs to be a bit longer... The cording around the crenellations is not of acceptable texture quality... And the bottom trim needs to compliment the cording... Just needs a bit more work. :flamethrower:


MMM News..

I just need to give it one more good look over in tes4edit and hop into game,test it out, take some pics, and then make the readme. Then it will be ready for General Release.


Can't wait to see it.

Did notice some things when Making the MMM verison and checking against UOP , I will send you pm about this stuff.


Any advice is, as always, welcome.

Suggestion in next Version add a Description in the Mod and add Version: Number, and Add Bash: Invent, add your Name to Author section. instead of it being blank..nothing big..but something I noticed once again..


I assume you are referring to file headers? Didn't even cross my mind until you mentioned it...but...yes, suppose I need to do that.

Regards,

Hem
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Post » Thu Dec 24, 2009 8:08 am

theres a v2 coming?!?! AWESOME!!! that KOTN cape looked outstanding, cant wait to get and use it on my crusader character!
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Teghan Harris
 
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Post » Thu Dec 24, 2009 6:52 am

MisterBenn:

Which cape did you buy? Name? (I am hoping you don't mean that equipping the cape made the cuirass unequip...)

As a general rule, if you are not playing a beast race, I recommend you buy the tail slot capes (those whose names end in with "(T)") for use by your player character, and amulet slot capes (those whose names end in with "(A)") for wear by any companions.

Regards,

Hem


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!
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Taylrea Teodor
 
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Post » Wed Dec 23, 2009 10:02 pm

i'd like to see the capes from the front. couldn't see any photos from the front on the Nexus. how do they fasten?



I second this.

-Mush-


Here is two pics of my one of my female character wearning the Red Cape (Mystic Elf, EVE HGEC C Cup and Normal Lower)

http://i131.photobucket.com/albums/p305/corepc/RedCloak02.jpg

and

http://i131.photobucket.com/albums/p305/corepc/RedCloak01.jpg

Two more pics of a Guard ( Robert Male and Roberts Stock replacer)

http://i131.photobucket.com/albums/p305/corepc/ScreenShot452.jpg

http://i131.photobucket.com/albums/p305/corepc/ScreenShot454.jpg


Understandable. Upon reflection, the Imperial Forester Cape design needs quite a bit more work. The top needs to be a bit longer... The cording around the crenellations is not of acceptable texture quality... And the bottom trim needs to compliment the cording... Just needs a bit more work. :flamethrower:

Hem


Good textures always take time to make once again so no rush once again

If you want me to I can add some the pics above to tesnexus if you like..

MMM version should be done today. All tested and working, but, I want to add Capes to a few more Npc's..

=======

I noticed Dion who is a guard did not have a Cape? Should He not have the skingrad one like the rest of them?
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Josh Lozier
 
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Post » Thu Dec 24, 2009 1:55 am

Thanks for posting the pics Corepc.

I have to admit to being slightly disappointed in the front view. In my opinion the capes suffer from the same problem as those included with OOO, they just sort of end at the front. I'm aware of course that sorting this out, with a nice texture showing a clasp or other fastening device is far from non trivial, and for many this will not be an issue. But for now I'm going to give this one a miss.

Anyway, good luck with the continuing development of this mod, and I hope that at some time the fastening at the front issue can be addressed.
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Anthony Santillan
 
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Post » Wed Dec 23, 2009 9:11 pm

Thanks for posting the pics Corepc.

I have to admit to being slightly disappointed in the front view. In my opinion the capes suffer from the same problem as those included with OOO, they just sort of end at the front. I'm aware of course that sorting this out, with a nice texture showing a clasp or other fastening device is far from non trivial, and for many this will not be an issue. But for now I'm going to give this one a miss.

Anyway, good luck with the continuing development of this mod, and I hope that at some time the fastening at the front issue can be addressed.


Where to begin...

First, if you look over the readme for this mod, you will note that Hemingwey's Capes uses the same mesh/model as does OOO.

Second, while I share your desire for the perfect cape, after educating myself as to the challenges presented by introducing capes, cloaks and similar draqed cloth overgarments into computer games, I concluded that what you (and I) are seeking is likely not within the reach of current game/animation technology.

The mesh used in Hemingwey's Capes and OOO originates from an early Oblivion mod, Capes and Cloaks by Someone1074. After playing around with the several cape/cloak meshes available and some of my own dabbling in Blender, I further concluded that the Capes and Cloaks mesh, while not without limitations, is brilliant in its design and the best available (now some four years after the release of Oblivion).

What's so great about the Capes and Cloaks mesh? To me its greatness lies in its relative compatiblity (minimal clipping) when combined/worn with numerous shirt, robe, blouse, dress and armor meshes.

In order to accomplish (part of) what you seek...? Theoretically, I suppose you could create a different cape mesh (each one taking days or weeks of effort by an experienced model designer) for each and every garment and armor mesh for each and every race or body type (hardly worth the effort, in my humble opinion). You see, if a model builder were to design a cape mesh that lay beautifully over a specific steel cuirass mesh and finish it off with an equisite clasp, the same cape mesh likely would clip horribly about the neck and shoulders when worn with a shirt or blouse -- the clasp most likely floating suspended in mid-air above the in game actor's collar bone.

Can some enterprising modder design a better mesh within the limitations of Oblivion and current animation technology? Possibly. Such a feat is certainly beyond my current novice skills. ;)

And we haven't even touched on issues like: "I really wish my cape did not appear so stiff. Why can't it spread out behind me when I leap over a ledge, or billow in the wind as a thunder storm sweeps in...." You get the idea.

At any rate, here's hoping the perfect cape surfaces soon in a game or mod resident on all our hard drives. :foodndrink:

Regards,

Hem
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Len swann
 
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Post » Thu Dec 24, 2009 4:09 am

Here is two pics of my one of my female character wearning the Red Cape (Mystic Elf, EVE HGEC C Cup and Normal Lower)

http://i131.photobucket.com/albums/p305/corepc/RedCloak02.jpg

and

http://i131.photobucket.com/albums/p305/corepc/RedCloak01.jpg

Two more pics of a Guard ( Robert Male and Roberts Stock replacer)

http://i131.photobucket.com/albums/p305/corepc/ScreenShot452.jpg

http://i131.photobucket.com/albums/p305/corepc/ScreenShot454.jpg




Good textures always take time to make once again so no rush once again

If you want me to I can add some the pics above to tesnexus if you like..

MMM version should be done today. All tested and working, but, I want to add Capes to a few more Npc's..

=======

I noticed Dion who is a guard did not have a Cape? Should He not have the skingrad one like the rest of them?



Corepc:

In reverse order:

I seem to remember there were some issues with Dion's vanilla inventory and adding a cape to Dion...don't recall precisely what it was.

I am looking forward to seeing the MMM version, including, but not limited to, what additional NPCs you chose to give capes.

Love the screenshots. Please do upload them to the Hemingwey's Capes page on TesNexus.

By the way, I added a shout out to you in the Hemingwey's Capes readme credits -- given all the help you have offered me in making this mod better and better. :thumbsup:

Regards,

Hem
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liz barnes
 
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Post » Thu Dec 24, 2009 1:26 am

http://www.tesnexus.com/downloads/file.php?id=13033 here has capes with different front and shoulder part S'lider.
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Trevi
 
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Post » Thu Dec 24, 2009 9:21 am

http://www.tesnexus.com/downloads/file.php?id=13033 here has capes with different front and shoulder part S'lider.


Agreed. Traveller's Cloaks does offer a possible, quality alternative. As does Jaysus's Capes.

Regards,

Hem
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Thomas LEON
 
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Post » Thu Dec 24, 2009 6:34 am

I really like having cape/cloak choices in game these match up armor and items really nicely.
Personally my favorite cloak/cape is Tona's Anchorite one, it has the clasp its larger then these with more bulk but thats how I like my capes XD
http://www.tesnexus.com/downloads/file.php?id=24158
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Chloe Lou
 
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