[RELZ] Hemingwey's Capes v1.0

Post » Wed Dec 23, 2009 10:04 pm

HEMINGWEY'S CAPES 1.0

by

Hemingwey


Download, readme and screen shots: http://www.tesnexus.com/downloads/file.php?id=29012


Hemingwey's Capes adds seventy-two unique capes to Oblivion. Capes are added to hundreds of NPCs and are sold at existing shops throughout Cyrodiil, as well as by four new merchants who travel between various inns and cities.

Among the wide variety of capes added to vanilla Oblivion by this mod are special capes for many of the factions appearing in the original game, capes designed for roleplaying various types of characters, as well as capes designed to match or compliment numerous vanilla Oblivion clothing sets.

Each cape has its own, unique custom icon. The icons are useful for determining the color schemes of the capes before making a purchase.

One of my design goals in Hemingwey's Capes is to create more reasons to explore Cyrodiil and visit various shops and inns throughout the game. However, for those players who wish to know precisely when and where to purchase each and every one of the seventy-two capes, a spoilers section is included in the extended readme included in the distribution package.

Hemingwey's Capes is my first attempt at modding a computer game. Originally, I began work on this mod for my own use and enjoyment. At first, I just wanted to see if I could fashion a cape for one of my characters. However, once my modest efforts "accidentally" grew to their present size and scope, I decided to share and discover whether others might enjoy using Hemingwey's Capes in their games.

This is an initial release and it is likely there is room for improvement. Feedback and suggestions (as well as bug reports) are welcome, but please do try to be polite. I will endeavor to fix any bugs brought to my attention.

Regards,

Hem
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Thu Dec 24, 2009 8:21 am

wow, looks awesome
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Wed Dec 23, 2009 7:24 pm

Wow these look really great!! I'm definitely going to use this in my game. It's funny, just this morning I was looking for a good cape mod :D. These are exactly what I was looking for. Thanks for releasing!
User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Wed Dec 23, 2009 8:15 pm

Seventy Two Wow..

Thanks..

Will have to check this out..
User avatar
W E I R D
 
Posts: 3496
Joined: Tue Mar 20, 2007 10:08 am

Post » Thu Dec 24, 2009 6:08 am

:drool:

Sigh... there goes my night.

Thank you for this.

-Adins
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Wed Dec 23, 2009 7:28 pm

Oh wow, this is just great. Thank you for the great mod!
User avatar
Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Wed Dec 23, 2009 4:48 pm

Very impressive, Hemingway.

Attractive designs, variety that would seem to cover every conceivable character, and offered as a resource to others.

Wowzer, indeed. :goodjob:
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Thu Dec 24, 2009 1:49 am

very nice indeed, downloading now, installing in moments... lookin forward to them :)
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Thu Dec 24, 2009 1:12 am

very nice indeed, downloading now, installing in moments... lookin forward to them :)
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Wed Dec 23, 2009 6:32 pm

Thank you folks for the words of encouragement and appreciation. :D

Regards,

Hem
User avatar
Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Wed Dec 23, 2009 5:49 pm

wtf a double post.... like the exe installer that sure is a fancy way of doing thngs :)
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Thu Dec 24, 2009 2:44 am

wtf a double post.... like the exe installer that sure is a fancy way of doing thngs :)


Not sure that its "fancy," at least in my case. I fumbled around, found and downloaded 7-zip, and read the instructions on creating self extracting archives. :read:

In any event, being a noivce modder, though it has been less than 24 hours since initial release, with around 250 downloads, I am more than a little anxious for confirmation by users that the mod actually appears to work properly (and, of course, for feedback/impressions -- whether positive or negative ;) ).

Regards,

Hem
User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Wed Dec 23, 2009 11:53 pm

One cape for every virgin!
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Thu Dec 24, 2009 5:36 am

Discovered a 'smallish' bug. The red tail slot version of the Grinning Lion Cape was incorrectly set to fill both the tail and amulet slots. I have uploaded a temporary patch (Patch 1_01) to TesNexus.

Extract the patch (which consists of a corrected Hemingweys Capes.esp file) into your data directory (thus overwriting the existing Hemingweys Capes.esp file).

Regards,

Hem
User avatar
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Wed Dec 23, 2009 10:31 pm

This .esp file adds amulet slot capes to most vanilla Oblivion guards (except in the Imperial City) and scores of other NPCs throughout Cyrodiil. It does not add capes to Imperial City guards because FCOM/OOO already includes this feature and I play with FCOM installed.

You should mention that here, as this was the primary reason I didn't download immediately. Looks great, will check it out ingame and get back to you if I notice any issues. Otherwise, assume the best :P
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Wed Dec 23, 2009 10:58 pm

Very cool. Keep up the good work, and I hope you have more inspiration for updates and/or future mods! :)
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Thu Dec 24, 2009 2:17 am

You should mention that here, as this was the primary reason I didn't download immediately. Looks great, will check it out ingame and get back to you if I notice any issues. Otherwise, assume the best :P


I have been thinking of reconfiguring the readme materials, as well as the introductory post. Alot of important information is included in the expanded readme, which is included in the download package.

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.

Another issue that has come up is whether Hemingwey's Capes is compatible with the original Capes and Cloaks mod (and therefore OOO). Answer: IT IS. Hemingwey's Capes was designed to ADD capes independently from other mods, including Capes and Cloaks by Someone1074.

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
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Wed Dec 23, 2009 7:21 pm

Very cool. Keep up the good work, and I hope you have more inspiration for updates and/or future mods! :)


Thank you, Aricil, for your kind words. I am, indeed, working on several expansions to Hemingwey's Capes...including, of course, MORE capes. I am also working on potential quests for enchanted capes, enhancements to the NPC vendors (who are likely to figure prominently in the quests), etc., etc. I am afraid the modding bug has bitten me...much to my wife's chagrin.

Regards,

Hem
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Thu Dec 24, 2009 6:54 am

Awesome! I am downloading your mod now because I love capes and yours are looking really nice.
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Thu Dec 24, 2009 7:12 am

Looking great! 72 and all so cool. :)
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Thu Dec 24, 2009 8:16 am

snip

I think the Imperial Legion capes already look pretty snazzy, and I'm happy with them. It's the plain capes that bother me a little. Still, if you provided a plugin to add your own style capes to the Legion, I'd probably use it. I really like what I've seen so far.
I did notice a clipping issue with a khajiit wearing a cape. The tail seems to go through the cape freely. I imagine this is hard to fix, though, so no worries if so.
Oh, and quests are always good. Looking forward to more :)
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Wed Dec 23, 2009 9:03 pm

I did notice a clipping issue with a khajiit wearing a cape. The tail seems to go through the cape freely. I imagine this is hard to fix, though, so no worries if so.
Oh, and quests are always good. Looking forward to more :)


I used the venerable Capes and Cloaks mesh for Hemingwey's Capes, and, yes, beast race tails do protrude through the capes. For myself, I just imagine the wearer cut a slit up the back of the cape to accomodate his or her tail.

I am have not delved into the mysteries of modeling yet, but I suspect the protruding tail issue is not something easily rectified.

Happy New Year to all!

Regards,

Hem
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Thu Dec 24, 2009 2:12 am

Looks fantastic, DL'd
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Wed Dec 23, 2009 6:03 pm

I too am a noob at modding, but couldn't you use the CS to alter the cape to use the tail slot instead of the helm slot?

Ravin
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Thu Dec 24, 2009 1:13 am

This morning I uploaded Patch 1_02 to http://www.tesnexus.com/downloads/file.php?id=29012, which corrects a couple of minor bugs. Extract the patch (which consists of a corrected Hemingweys Capes.esp file) into your data directory (thus overwriting the existing Hemingweys Capes.esp file).

Thus far, I am fairly pleased with the initial release, as it appears to have been relatively bug free.

Thank you to everyone who has downloaded Hemingwey's Capes, and especially to those who have taken the time to comment and/or endorse my little mod.

I will continue to work on additonal content for future release.

Regards,

Hem
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Next

Return to IV - Oblivion

cron