[RELZ] Hemingwey's Capes v1.0

Post » Wed Dec 23, 2009 8:43 pm

Excellent Textures. Kudos.

Very much appreciated.

How about a gleemans cloak?
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Michelle davies
 
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Post » Thu Dec 24, 2009 8:27 am

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


Thank you Washington, now if these could be combined with Hemingwey's great textures for the main bit of the cape we could have the best of both worlds.
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Ezekiel Macallister
 
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Post » Wed Dec 23, 2009 7:25 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!



Thank your for reporting back which cape was involved. I will check the .esp entry and see if the problem lies in Hemingweys Capes. If so, I will correct in the next upload. :)

Regards,

Hem
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roxxii lenaghan
 
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Post » Thu Dec 24, 2009 2:55 am

Thank you Washington, now if these could be combined with Hemingwey's great textures for the main bit of the cape we could have the best of both worlds.


Since the mesh(es) used by Traveller's Cloaks appear(s) to be a modders' resource, it is possible I could base few designs thereon for Hemingwey's Capes v2.0. Considering the rather ample gathering of cloth about the neck and shoulders (which I suspect is an effort by the model designer to avoid clipping issues) I am thinking it might serve for something monastic or religious in appearence. Again, not promising anything, but I am open to ideas.

Regards,

Hem
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victoria gillis
 
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Post » Thu Dec 24, 2009 1:16 am

Excellent Textures. Kudos.

Very much appreciated.

How about a gleemans cloak?



Thank you, Metallicow.

Actually, there is a cape I called a "gleeman's cape." It appears in the "Misc Capes" image on http://www.tesnexus.com/downloads/file.php?id=29012. The gleeman's cape is the multi-colored cape, third from the left on the lower tier.

You may have something more "Jordan-esque" in mind? It has been so long since I read the late Robert Jordan's masterpiece that I don't recall the exact description of Thom Merrilin's cloak; however, if anyone wishes to recite it for me, I can consider whether something inspired thereby might be feasible (though, as a general rule, I want to avoid introducing capes based on popular literature as opposed to TES lore).

Regards,

Hem
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Tiff Clark
 
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Post » Thu Dec 24, 2009 2:28 am

Since the mesh(es) used by Traveller's Cloaks appear(s) to be a modders' resource,

I am thinking it might serve for something monastic or religious in appearence. Again, not promising anything, but I am open to ideas.

Regards,

Hem


Sounds like a good idea to me, you won't hear me complain. What ever works best once again? I have no problems with your's has it all depend's on the type of clothing / armor / and what body you use that make how the capes fit around the neck area in particular.

===

Almost done with MMM version, I felt that since all the good npc where wearing capes that some of Boss Types Npcs from MMM should have has well. So I modifed one of MMM item leveledlist that was not in use and add a selection of few these capes to appear randmonly - Tribal, ChainLeather, FancyCapes, Aquamarine, Furtrimmed, Hunter Varation, perhaps a few more. But not the Legion, Guard, enchanted one's, etc.

Add those capes to MMM custom Item leveledlist named "AMMMHemingweyCapes" then add that leveledlist to these types of MMM Npc Boss Types - Amazon's , BlackBow Bandit, Conjurer,Marauder, Necromancer, Raider, Vampire Patriach&Matriach in total 72 MMM Boss Types now have a chance to wear a cape. In addition to all the Imperial forestor, Ranger, Roadwatchmen and Women, Legion Horseback..

Hope you did not mind..

Corepc
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bimsy
 
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Post » Thu Dec 24, 2009 10:08 am

Sounds like a good idea to me, you won't hear me complain. What ever works best once again? I have no problems with your's has it all depend's on the type of clothing / armor / and what body you use that make how the capes fit around the neck area in particular.

===

Almost done with MMM version, I felt that since all the good npc where wearing capes that some of Boss Types Npcs from MMM should have has well. So I modifed one of MMM item leveledlist that was not in use and add a selection of few these capes to appear randmonly - Tribal, ChainLeather, FancyCapes, Aquamarine, Furtrimmed, Hunter Varation, perhaps a few more. But not the Legion, Guard, enchanted one's, etc.

Add that leveledlist to these types of MMM Npc Boss Types - Amazon's , BlackBow Bandit, Conjurer,Marauder, Necromancer, Raider, Vampire Patriach&Matriach in total 72 MMM Boss Types now have a chance to wear a cape. In addition to all the Imperial forestor, Ranger, Roadwatchmen and Women, Legion Horseback..

Hope you did not mind..

Corepc


Corepc:

I do not mind one bit. :thumbsup:

Frankly, I am flattered that you would consider integrating Hemingwey's Capes as part of the MMM family of mods (not to mention expend your own effort making Hemingwey's Capes for MMM).

Moreover, your list of Boss Types has me considering whether, in the future, I can design some capes inspired by/appropriate for Amazons, Blackbow Bandits, Conjurers, Marauders, Raiders and Vampires. :D

Regards,

Hem
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Veronica Flores
 
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Post » Thu Dec 24, 2009 2:55 am

Frankly, I am flattered that you would consider integrating Hemingwey's Capes as part of the MMM family of mods (not to mention expend your own effort making Hemingwey's Capes for MMM).

Moreover, your list of Boss Types has me considering whether, in the future, I can design some capes inspired by/appropriate for Amazons, Blackbow Bandits, Conjurers, Marauders, Raiders and Vampires. :D

Hem


It is fact that I really do love your textures , and I want capes in MMM since there where not mod that done it has extensive has you have done.

MMM team doing alot of development on loot items for many of Npcs ( Cobl, Adventurers Changes, Item Leveledlist etc) .

So you happen to release your mod at ths right time has a matter of fact.

Intergration of your Mod into MMM will be handled through the Mart's Monster Mod - Hemingwey Npcs and Guards Capes. Has I have a special leveledlist in that you can just add your capes to and they will show up on Boss Types of Npcs..in the first Version that I am releasing. With a little more work on the MMM side of things I can get the capes extended out onto those Npcs from Additional Enemy Npc Variants plugin has well. That will happen with next release of MMM..

======

BlackBow, Vampires, these are vanilla types so you should at least add those types or think about.
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Auguste Bartholdi
 
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Post » Thu Dec 24, 2009 1:10 am

MMM Version is done, sent to Hemingwey, so that he can upload it to tesnexus for everyone..

read below.
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Chloe Mayo
 
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Post » Thu Dec 24, 2009 12:08 am

Corepc (and all):

I have uploaded Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp (by Corepc) to http://www.tesnexus.com/downloads/file.php?id=29012. I took the liberty of editing Corepc's readme file -- for the sake of clarity.

I hope you do not mind.

The edited readme is as follows:

Mart's Monster Mod - Hemingwey NPC and Guards Capes.esp
by Corepc

(This readme has been edited by Hemingwey, January 10, 2010.)

Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp is a modifed version of Hemingwey's original Hemingweys NPC Capes.esp, modified especially for use with MMM, MMMforFrans, MMMforOOO and FCOM.

=====
Requirements:
Hemingwey's Capes 1.02 resources from main download
Mart's Monster Mod 3.7b3
Wrye Bash for Inventory Importing and Compatiblity with MMMforFrans/MMMforOOO/FCOM

=====
Fixes for MMM Version 1.0:

- Checked and cleaned in tes4edit against Knights, DLC Mods, Unofficial Patches, Unofficial Oblivion Mod Patches.
- Some vanilla NPC capes where removed (3 altogether) due to conflicts with the foregoing mods.

All other changes made by the original Hemingweys NPC Capes.esp have been preserved herein.

("But wait, there's more!" - Hem)

This MMM version also adds Hemingwey's Imperial Legion Capes to:

Legion Horseback,
Legion Patrol, and
Road Watchmen and Women (which are added by MMM),

as well as adding Hemingwey's Hunter's Capes to Imperial Foresters and Rangers.

In addition, the MMM version adds a chance of Hemingwey's Capes appearing on 72 different MMM NPC boss types - Amazons, Black Bow Bandits, Bandits, Marauders, Conjurers, Nercomancers and Vampire Patriachs and Matriachs. The types of capes which appear of such bosses is random. Corepc felt that guards and good NPCs should not be the only ones to wear capes. So he added capes to evil bosses and other various NPCs.


======
Compatibility:

Do not use with Hemingweys NPC Capes.esp. (The MMM version includes all necessary features of the original Hemingweys NPC Capes.esp file.)

Do not use with Hemingwey's NPC Capes for OOO and FCOM.esp. If you are using MMMforOOO or FCOM, recommended (by Corepc and Hemingwey as of the date of this writing) you use Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp instead; however, you MUST follow the load order and bash tag requirements below in order for the same to function properly.

You can continue using Hemingweys Capes.esp (which adds Hemingwey's Capes for sale by new and existing merchants throughout Cyrodiil).

======
Load order and bash tag requirements:

A. For MMM or MMMforFrans:

1. Load Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp before Mart's Monster Mod.esp or Mart's Monster Mod for Frans.esp.
2. In Wyre Bash, tag MMM.esp and MMMforFrans.esp with "Invent" bash tag.
3. Select Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp AND either (a) MMM.esp or (B) MMMforFrans under import inventory when building your bashed patch.

B. For MMMforOOO or FCOM

1. Load Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp BEFORE Oscuro's Oblivion Overhaul.esp and FCOM_Convergence.esp.
2. In Wyre Bash, tag the MMM esps, OOO esp and FCOM esp with "Invent" bash tag.
3. Select all MMM esps, Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp, OOO esp and FCOM esp under import inventory when building your bashed patch.

It is very important that you follow the foregoing steps. If not, this mod will not function properly -- capes will not show up, NPC stats, factions and so forth will be incorrect, etc. (If installed correctly, using tes4edit you can check your bashed patch and you will see Hemingwey's Capes added to NPCs, but such NPCs' stats and other changes made by MMM, OOO, Frans and/or FCOM will be preserved.)

Finally, once installed, you will need to wait a few game days for Hemingwey's Capes to begin showing up on MMM bosses.

======

Thanks to Hemingwey for making Hemingwey's Capes and allowing me to make this plugin.

Enjoy!

Corepc


Please let me know if my editing erroneously changed any vital information. :angel:

Regards,

Hem
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Samantha Mitchell
 
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Post » Thu Dec 24, 2009 3:31 am

Any chance of making a Lost Spires set of capes? I'd especially like to see a Warlock cape to match the awsome warlock robe and hood
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-__^
 
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Post » Thu Dec 24, 2009 6:37 am

The edited readme is as follows:

Please let me know if my editing erroneously changed any vital information. :angel:

Regards,

Hem


Readme looks better than mine,

it should work fine if everyone follow the install load order, and bash tagging of OOO/MMM/FCOM esp has needed..

edit: when next MMM version comes out there the rest of npc Bosstypes and Misc MMM Npc will get their randmon capes has well..

Corepc
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Jessie Butterfield
 
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Post » Wed Dec 23, 2009 8:23 pm

B. For MMMforOOO or FCOM

1. Load Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp BEFORE Oscuro's Oblivion Overhaul.esp and FCOM_Convergence.esp.
2. In Wyre Bash, tag the MMM esps, OOO esp and FCOM esp with "Invent" bash tag.
3. Select all MMM esps, Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp, OOO esp and FCOM esp under import inventory when building your bashed patch.


How can I tag MMM.esp with invent for fcom installation? Isn't FCOM installation doesn't require MMM.esp?
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Russell Davies
 
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Post » Thu Dec 24, 2009 1:30 am

How can I tag MMM.esp with invent for fcom installation? Isn't FCOM installation doesn't require MMM.esp?


it is a typo . should just state this.. to clarify..

B: MMMforOOO/FCOM

1. Load Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp BEFORE Oscuro's Oblivion Overhaul.esp and FCOM_Convergence.esp.
2. In Wyre Bash, tag the Oscouro's Oblivion Overhaul.esp and FCOM_Convergence.esp with "Invent" bash tag.
3. Select - Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp, OOO esp and FCOM esp under import inventory when building your bashed patch.

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Jimmie Allen
 
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Post » Thu Dec 24, 2009 8:55 am

it is a typo . should just state this.. to clarify..



I'll correct the readme in the morning.

Regards,

Hem
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meghan lock
 
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Post » Wed Dec 23, 2009 9:17 pm

I'll correct the readme in the morning.

Regards,

Hem


Hey hem, any chance of a lost spires pack of capes?

and for that matter, a Shivering set since your doing a KOTN cape?
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Mélida Brunet
 
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Post » Thu Dec 24, 2009 3:36 am

You may have something more "Jordan-esque" in mind? It has been so long since I read the late Robert Jordan's masterpiece that I don't recall the exact description of Thom Merrilin's cloak; however, if anyone wishes to recite it for me, I can consider whether something inspired thereby might be feasible (though, as a general rule, I want to avoid introducing capes based on popular literature as opposed to TES lore).


Yes, "Jordan-esque" was what I had in mind. It has been a while since I have read his works also, but basically a gleeman is a traveling entertainer with a cloak made up of colorful patches of various other materials of clothing structured to look patched. Ususally a cloak is reversable one side a general color and when flipped inside out, it is the gleemans or (patched cloak).

Some could probably be made up with various samples of other resource clothing. The SI juggling animation would be a great compliment to a character as such. Possibly with a flute or other instrument set as the weapon sheath for appearance. They would travel and visit Inns & taverns, tell tales, entertain, trade special items they have gathered from there long travels for here to there.

Sorry to say I haven't taken on to many clothing retextures yet. Maybe someday when I find the time from my other projects.

Here are a few links to some pics & info on a quick search.
http://www.flickr.com/photos/thebeadedlily/1332632237/
http://encyclopaedia-wot.org/characters/t/thom.html
http://library.tarvalon.net/index.php?title=Gleeman

Metallicow
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Curveballs On Phoenix
 
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Post » Thu Dec 24, 2009 6:28 am

Hey hem, any chance of a lost spires pack of capes?

and for that matter, a Shivering set since your doing a KOTN cape?


Hemingwey's Capes might one day come to SI, but it is not likely to be soon.

As to LS inspired capes, I will investigate and consider it. (I am not sure what policy the LS team/developer has concerning use of LS textures in other mods.)

Regards,

Hem
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Robert Garcia
 
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Post » Thu Dec 24, 2009 9:35 am

Yes, "Jordan-esque" was what I had in mind. It has been a while since I have read his works also, but basically a gleeman is a traveling entertainer with a cloak made up of colorful patches of various other materials of clothing structured to look patched. Ususally a cloak is reversable one side a general color and when flipped inside out, it is the gleemans or (patched cloak).

Some could probably be made up with various samples of other resource clothing. The SI juggling animation would be a great compliment to a character as such. Possibly with a flute or other instrument set as the weapon sheath for appearance. They would travel and visit Inns & taverns, tell tales, entertain, trade special items they have gathered from there long travels for here to there.

Sorry to say I haven't taken on to many clothing retextures yet. Maybe someday when I find the time from my other projects.

Here are a few links to some pics & info on a quick search.
http://www.flickr.com/photos/thebeadedlily/1332632237/
http://encyclopaedia-wot.org/characters/t/thom.html
http://library.tarvalon.net/index.php?title=Gleeman

Metallicow


Actually, I considered making something like what you describe for the original release...the patches of colorful fabric from other clothes. However, there are some design challenges that do not appear obvious to the casual observer. It remains a possiblility. Currently, my primary goal for version 2 is to add 28 new capes (making an even 100). Some are likely to be mere color variations of existing designs, while others will be entirely new...perhaps a patchwork cape among them.

As to capes being reversible...let's not go there (at least not yet) ...Nifscript... ...perhaps someday. :D

Thank you for the ideas!

Regards,

Hem
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Britney Lopez
 
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Post » Thu Dec 24, 2009 8:14 am

Hemingwey's Capes might one day come to SI, but it is not likely to be soon.

As to LS inspired capes, I will investigate and consider it. (I am not sure what policy the LS team/developer has concerning use of LS textures in other mods.)

Regards,

Hem


It's typically advertised among other things as a modder's resource, so I highly doubt they'd object. At the very worst you'd have to ask for permissions (you'd probably have to ask anyway for a template of those glowing blue glyphs).

Edit: http://www.lostspires.com/pages/readme.htm
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Charity Hughes
 
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Post » Thu Dec 24, 2009 6:04 am

Does Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp need 3.7b3 or will slightly older versions work fine?
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Rachael
 
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Post » Wed Dec 23, 2009 10:24 pm

Does Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp need 3.7b3 or will slightly older versions work fine?


It should work with 3.5.5 or Higher, but, 3.7b3 to be on the safe side..
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Kelly Osbourne Kelly
 
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Post » Thu Dec 24, 2009 5:32 am

Hi Hemingwey!

I've been using your capes through the .esp Corepc made for MMM. Well, wow - just wow!

All the Horseback Soldiers I've seen have been wearing these wonderful capes. I've also found a Bandit War Mage and 2 Warlords with capes. They seem a lot more intimidating with the capes on! I also saw Mirissa equip her cape while I was standing there. That was awesome! Mirissa, (I think I spelled her name right) the gal who helps with the Settlers and the Goblin Wars hangs out over by the Drunken Dragon after that quest is done. I also saw one of the gals in Pells Gate wearing a cape. It all looks very good, very realistic and the variety is fabulous.

I just wanted to take a moment to thank you and Corepc for bringing these wonderful gems into my world and I'm looking forward to seeing more of them!
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X(S.a.R.a.H)X
 
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Post » Thu Dec 24, 2009 6:08 am

Hi Hemingwey!

I've been using your capes through the .esp Corepc made for MMM. Well, wow - just wow!

All the Horseback Soldiers I've seen have been wearing these wonderful capes. I've also found a Bandit War Mage and 2 Warlords with capes. They seem a lot more intimidating with the capes on! I also saw Mirissa equip her cape while I was standing there. That was awesome! Mirissa, (I think I spelled her name right) the gal who helps with the Settlers and the Goblin Wars hangs out over by the Drunken Dragon after that quest is done. I also saw one of the gals in Pells Gate wearing a cape. It all looks very good, very realistic and the variety is fabulous.

I just wanted to take a moment to thank you and Corepc for bringing these wonderful gems into my world and I'm looking forward to seeing more of them!


lilith:

Thanks for taking the time to share your initial in-game experiences re Hemingwey's Capes. It means alot. I am glad you are enjoying the mod.

...in other news...

I have posted another preview screenshot of Hemingwey's Capes 2.0 on http://www.tesnexus.com/downloads/file.php?id=29012.
This shot features the new (mostly finished) Blades' Capes. (There might be a few more Blade inspired capes, the Blades' equipment is so interesting.)

Enjoy!

Regards,

Hem
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Timara White
 
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Post » Thu Dec 24, 2009 3:50 am

This shot features the new (mostly finished) Blades' Capes. (There might be a few more Blade inspired capes, the Blades' equipment is so interesting.)

Enjoy!

Regards,

Hem


Nicely Done has usual..

I like the one one the left..The blue one..is that one the right red or burgundy color hard to tell?
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LijLuva
 
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