[relz] Hemingwey's Capes Version 2

Post » Sun Jan 16, 2011 6:04 am

Should Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp be activated, or just merged into the Bashed Patch?



From the readme:

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) Mart's Monster Mod.esp or (B) Mart's Monster Mod for Frans.esp under import inventory when building your bashed patch.

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 Oscuro's Oblivion Overhaul.esp and FCOM_Convergence.esp with 'Invent' bash tag.
3. Select Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp, Oscuro's Oblivion Overhaul.esp and FCOM_Convergence.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.


Answer: Activated.

Also, strongly recommend you activate "armor shows amulets" and "robes show amulets" tweaks when rebuilding your patch.

Hope this helps.

Regards,

Hem
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Sat Jan 15, 2011 8:58 pm

From the readme:



Answer: Activated.

Also, strongly recommend you activate "armor shows amulets" and "robes show amulets" tweaks when rebuilding your patch.

Hope this helps.

Regards,

Hem


Oh! That reminds me of another question I had... in the readme, you mention that you play with unlimited rings/amulets (as I do), and you load your plugin after the Bashed patch... if I do that, will it mess anything up with the MMM plugin?
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Sat Jan 15, 2011 6:19 pm

Oh! That reminds me of another question I had... in the readme, you mention that you play with unlimited rings/amulets (as I do), and you load your plugin after the Bashed patch... if I do that, will it mess anything up with the MMM plugin?



I actually stopped doing that recently. Let me test it out and make sure it still works...I believe it should. Be back in a few...

(BTW --for anyone else reading-- we are talking about moving the "Hemingweys Capes.esp" to a spot after the bashed patch, not the various Hemingweys NPC Capes esps...)

Regards,

Hem
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Sat Jan 15, 2011 5:29 pm

I actually stopped doing that recently. Let me test it out and make sure it still works...I believe it should. Be back in a few...

(BTW --for anyone else reading-- we are talking about moving the "Hemingweys Capes.esp" to a spot after the bashed patch, not the various Hemingweys NPC Capes esps...)

Regards,

Hem



Okay...checked this out and, unfortunately, it appears I need to clarify the readme. My note may harken back to an earlier, private version -- when I could still load the NPC esp files after the bashed patch.

This trick works fine for "Hemingwey Capes.esp" capes...but, as matters currently stand, it causes the capes generated from the NPC capes esps (which MUST be positioned before the bashed patch) not to show on NPCs.

I apologize for the confusion and will correct the readme so it is more clear....or possibly just delete that little note altogether.

Thanks for bringing this to my attention.

Regards,

Hem
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Sat Jan 15, 2011 10:06 pm

Okay...checked this out and, unfortunately, it appears I need to clarify the readme. My note may harken back to an earlier, private version -- when I could still load the NPC esp files after the bashed patch.

This trick works fine for "Hemingwey Capes.esp" capes...but, as matters currently stand, it causes the capes generated from the NPC capes esps (which MUST be positioned before the bashed patch) not to show on NPCs.

I apologize for the confusion and will correct the readme so it is more clear....or possibly just delete that little note altogether.

Thanks for bringing this to my attention.

Regards,

Hem


Thanks for checking it out :)
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Sun Jan 16, 2011 3:26 am

a suggestion for v3 maybe work on some capes for the shivering isles? that would be really sweet



Almost forgot to address this...many folks have asked that I do some SI capes...but I still haven't played through SI. :blush: Moreover, the texture files from SI are constructed in such a way that, while I can pull colors and patterns from those files, I can't guess at what the garments look like without actually going to SI and looking around.

At some point I hope to add SI capes, and, perhaps, some SI merchants too...not sure when that will be...

Regards,

Hem
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Sat Jan 15, 2011 8:31 pm

Almost forgot to address this...many folks have asked that I do some SI capes...but I still haven't played through SI.

At some point I hope to add SI capes, and, perhaps, some SI merchants too...not sure when that will be...


http://i845.photobucket.com/albums/ab11/Hemingwey/TheGateKeeper.jpg?t=1269918400 :whistling:

Regards,

Hem
User avatar
Scarlet Devil
 
Posts: 3410
Joined: Wed Aug 16, 2006 6:31 pm

Post » Sun Jan 16, 2011 6:00 am

lol nice hem! good luck on the SI its a really interesting place!
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Sun Jan 16, 2011 2:09 am

http://www.tesnexus.com/downloads/images/30101-1-1270006873.jpg -- one of the NPC cape additions from Hemingwey's Capes version 3.0.

Regards,

Hem
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Sat Jan 15, 2011 8:57 pm

Very nice :) I'm already pumped for version 3.0 :P
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Sat Jan 15, 2011 6:03 pm

Greetings:

I recently have been receiving a fair number of messages from novice mod users concerning how to install Hemingwey's Capes. This is a good thing, it means new users are joining our community.

I decided to post here my reply to a recent missive, in hopes of being able to simply point simliar inquiries to this post. Perhaps the information here will even avoid the need for folks to send me private messages concerning basic mod installation. :wink_smile:

hey hemingway i got a little problem with your cape mod v2. the thing is the game doesnt seem to register it at all its as if the mod isnt even being used no new merchants appeared and the old ones dont have any capes even though the mod is running. any ideas? thanks


Dear NamewithheldbyHem:

I am happy to help, if I can.

If what I tell you below does not work, then I am probably going to need to know exactly what you did, step by step, when attempting to install Hemingwey's Capes. I will also need to know things like...are you using OBMM or Wyre Bash to install, order and activate your mods...or are you a true beginner and simply using the default game launcher, what other mods are you using (yes, all of them), etc.

In the mean time, while I am waiting for your reply, I will lay out how you accomplish a very basic install of this mod.

First, when you download the mod, the download should consist of a single "7zip" self extracting file named "Hemingweys_Capes_v2_0.exe".

If you didn't set up a separate folder to hold this file, I recommend you go ahead and set one up somewhere on your hard drive (or other place you like to store downloads). For example, you could have a folder in My Documents called "Oblivion Mods" and in that folder create a subfolder for each mod you download (ever). So I, for example, have a folder in My Documents called Oblivion/Hemingweys Capes where I keep a backup of my Hemingweys Capes mod files, right next to one for Oscuro's Oblivion Overhaul (and literally hundreds of other Oblivion mods).

Once you have Hemingweys_Capes_v2_0.exe in a separate folder, double click on the exe file and it should extract all the Hemingweys Capes mod files into your Hemingweys Capes folder. The resulting files/folders should consist of three folders: meshes, textures and alternate versions, as well as two esp files "Hemingweys Capes.esp" and "Hemingweys NPC Capes.esp," and two text documents, "Hemingweys Capes Readme v2_0.txt" and "Hemingweys Capes Spoilers Guide v2_0.txt" Make sure you have all those folder/files. (By the way, you really, really should read the readme file for this and every mod you install. The readme file usually answers most, if not all, user questions.)

Now... open a separate window and find your Oblivion game install folder....where you have Oblivion installed. Usually this folder is "C:/Program Files/Bethesda Softworks/Oblivion". Inside this folder should be a folder called "Data". Open the Data folder.

Next, COPY "Hemingweys Capes.esp" and "Hemingweys NPC Capes.esp" AND the "texture" and "meshes" folders from your Hemingweys Capes storage folder into the Oblivion "Data" folder. You will get a warning, asking whether you want to overwrite certain files. Click "yes to all". This shouldn't really do anything except ADD the Hemingwey's Capes files to your Oblivion Data folder.

Check to make sure "Hemingweys Capes.esp" and "Hemingweys NPC Capes.esp" are now in your Data folder. Then, in the Data folder, find the "meshes" folder. In your Oblivion meshes folder should be a folder called "HemsCapes" and in that folder should be a bunch of folders called "Cape1," "Cape2," etc. A similar check can be made in your Oblivion/Data/textures folder, which should also contain a folder called "HemsCapes," which in turn contains hundreds of folders called "Cape1," Cape2," etc.

Now...I am going to assume you are simply using the default Oblivion launcher to launch your game. Start the launcher (i.e. click on the Oblivion icon on your desk top), and select "Data Files" in the menu. Check the boxes next to "Hemingweys Capes.esp" and "Hemingweys NPC Capes.esp" and click "Okay"...then start your game.

The capes should all be there in your game...and the merchants...and town gaurds (except in the Imperial City) and other NPCs should be walking around wearing capes.

I hope this helps. Please feel free to write back and let me know if you are successful (or need more help).

Regards,

Hem
User avatar
Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

Post » Sun Jan 16, 2011 5:28 am

like that cape on arcturus hem! v3 is gonna be sweet!
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Sun Jan 16, 2011 1:34 am

like that cape on arcturus hem! v3 is gonna be sweet!



Thanks!

I have gotten bogged down this week in attempting to devise a reasonable solution to conflicts presented by certain scripted NPC capes added by OOO. :banghead:

However, progress on version 3 continues... :whistling:

Regards,

Hem
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Sat Jan 15, 2011 6:20 pm

Greetings:

While playing tonight I discovered a problem with the name of the texture for the blue version of the Lord's Cape sold by Sir Hemingwey at the Gottshaw Inn -- which made the cape appear black (i.e. missing texture). The problem seemed to be present in my upload files for version 2.0 as well, so I figure at least some players who downloaded my mod might experience the same problem (either that or mismatched texture and normal map files, if you upgraded from version 1.0 to version 2.0).

Accordingly, I have posted a small fix on the Hemingwey's Capes file download page at TESNexus.


Regards,

Hem

P.S. If you know what you are doing, rather than downloading the fix you can just go into the Oblivion/Data/Textures/HemsCapes/Cape12 folder on your hard drive and change the name of the .dds file with the strange name (i.e. "NLC_Blue_2000") to "cape" so that folder contains both a "cape.dds" file and a "cape_n.dds" file. If the folder already contains three files (as well as a folder called Original Version), you probably upgraded from version 1.0 to version 2.0 and the file called "cape" is the version 1.0 texture with the version 2.0 normal map (i.e. "cape_n") sitting next to it. In which case you would need to delete the file called "cape" and rename the file with the strange name to "cape". Heh...it might be easier to just download the fix. ;)
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Sun Jan 16, 2011 3:58 am

So opting to fix this myself I dive into the folders and see that every folder has txt file that gets loaded.

They all simply state "This is a placeholder." and are named like the cape who they are packaged with.

What are those for?
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Sun Jan 16, 2011 9:09 am

So opting to fix this myself I dive into the folders and see that every folder has txt file that gets loaded.

They all simply state "This is a placeholder." and are named like the cape who they are packaged with.

What are those for?



I would think the purpose is obvious.

Those are so I/you can easily confirm which cape textures the folder contains.

Perhaps I should consider cleaning out those files...if it is a material resource drain? (which would surprise me)

Always looking for ways to improve...

...and, remember, this is my first mod (which I originally started for my own, private use and merely to see if I could learn to make textures and/or an Oblivion mod). :wink_smile:

Regards,

Hem

P.S. My understanding was that you needed an esp or esm referencing a file in order for the file to get "loaded."
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Sat Jan 15, 2011 8:53 pm

Probably not an issue at all. I doubt they do anything but sit there.

I just get cautious about stuff sitting there I guess.

no big deal.

thanks for the mod.
User avatar
kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Sat Jan 15, 2011 7:43 pm

I just get cautious about stuff sitting there I guess.



:lol:

Yeah...I hear you. As a user, I'd probably have the same question you had.

and...

thanks for the mod


You are quite welcome. Thanks for using it! :foodndrink:

Regards,

Hem
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Sun Jan 16, 2011 9:26 am

Thanks for the continued updates Hem :). I hope you're enjoying your time in SI as well, and hopefully we'll get to see some capes inspired by your trip soon ;). And personally, I like the placeholder files being there, it helps us fellow modders in case we want to find a specific cape file.
User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Sat Jan 15, 2011 11:56 pm

Ah, this brings me back to when the very first cape-mod was released.
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Sun Jan 16, 2011 4:12 am

I hope you're enjoying your time in SI as well, and hopefully we'll get to see some capes inspired by your trip soon ;).


Eventually I will likely add some SI capes. There are some clothes in SI that appear suitable for matching capes, and the Saint and Seducer guards could sport some interesting capes.

At the moment, however, I am working on expanded NPC cape features for Cyrodiil, the new esm/esp format and expanded/type specific cape distribution for MMM Bosses. These features will likely constitute the bulk of version 3.0's upgrades.

Capes appearing in loot chests might also make it into version 3.0...and, perhaps, just perhaps...a collection of pre-enchanted capes.

Regards,

Hem
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Sun Jan 16, 2011 12:53 am

What would prevent the capes from appearing on characters? I find them in NPCs inventory, and for sale in shops around Cyrodiil, but they aren't and can't be worn by NPCs or my character.

Even if I strip down to my skivvies and equip only a cape, it never appears on my character. Could this be a character skeleton issue? I'll post a load order when I get home from work if it'll help diagnose this problem.
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Sun Jan 16, 2011 10:25 am

What would prevent the capes from appearing on characters? I find them in NPCs inventory, and for sale in shops around Cyrodiil, but they aren't and can't be worn by NPCs or my character.

Even if I strip down to my skivvies and equip only a cape, it never appears on my character. Could this be a character skeleton issue? I'll post a load order when I get home from work if it'll help diagnose this problem.



Are you using Wyre Bash "unlimited amulets"? The amulet slot capes won't show on you or any NPC, if so, because that feature of Wyre Bash also makes all amulets not show. (The tail slot capes should still show on your character, not NPCs...but if you are playing a beast race, you could lose your tail by equipping one.)

I will be happy to help later, if I can...I am off to work, myself.

Regards,

Hem
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Sun Jan 16, 2011 11:12 am

Ah, the "unlimited amulets" option in Wrye Bash prevents all amulets from showing? I didn't know that... I am using that option because it helps with http://www.tesnexus.com/downloads/file.php?id=29120.

I'll change that then, as I'd rather the capes show up on NPCs than the backpacks. An NPC wearing a cape and backpack at the same time would cause clipping, anyway.

Are you using Wyre Bash "unlimited amulets"? The amulet slot capes won't show on you or any NPC, if so, because that feature of Wyre Bash also makes all amulets not show. (The tail slot capes should still show on your character, not NPCs...but if you are playing a beast race, you could lose your tail by equipping one.)

I will be happy to help later, if I can...I am off to work, myself.

Regards,

Hem

User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Sun Jan 16, 2011 7:01 am

Ah, the "unlimited amulets" option in Wrye Bash prevents all amulets from showing? I didn't know that... I am using that option because it helps with http://www.tesnexus.com/downloads/file.php?id=29120.

I'll change that then, as I'd rather the capes show up on NPCs than the backpacks. An NPC wearing a cape and backpack at the same time would cause clipping, anyway.



Glad to help.

I will likely be updating the readme for version 2.0 soon to include several important points like this one....as well as to clarify some of the instructions and correct some minor discrepancies contained therein.

Regards,

Hem
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

PreviousNext

Return to IV - Oblivion