[relz] Hemingwey's Capes Version 2

Post » Sun Jan 16, 2011 6:47 pm

Thanks for your quick response - looking forward to v 3.0! :goodjob:
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Alexander Horton
 
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Post » Sun Jan 16, 2011 8:14 am

Hi!

Pics look awsome. I have one question. Are the cloaks (meshes) similar to the capes and cloaks mod or to the Fire Emblem Black Knight mod by Unavi?
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Lauren Graves
 
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Post » Sun Jan 16, 2011 11:23 am

Hi!

Pics look awsome. I have one question. Are the cloaks (meshes) similar to the capes and cloaks mod or to the Fire Emblem Black Knight mod by Unavi?



All of the capes currently released as part of Hemingwey's Capes utilize the Capes and Cloaks mesh (and before anyone asks, no, most of the designs can not easily be converted to another mesh).

I had not heard of Unavi's mod until now; however, my interest is peaked because he or she claims to have created a fully animated cape. Being fairly entusiatic about capes myself, I will be checking out his creation soon. :wink_smile:

Happy modding!

Regards,

Hem
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Veronica Flores
 
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Post » Sun Jan 16, 2011 11:38 pm

What is the cape with St Georges Cross on it called? I can't seem to find it
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Jessica Phoenix
 
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Post » Sun Jan 16, 2011 3:19 pm

What is the cape with St Georges Cross on it called? I can't seem to find it


Outland Knight's Cape.

The name was inspired by the fact that it really isn't consistent with Tamriel Lore...so it must have originated from some far off land. :whistling:

Sold by Sir Hemingwey at the....Brina Cross Inn (on Morndas and Tirdas).

Regards,

Hem
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Sarah Edmunds
 
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Post » Sun Jan 16, 2011 3:00 pm

Outland Knight's Cape.

The name was inspired by the fact that it really isn't consistent with Tamriel Lore...so it must have originated from some far off land. :whistling:

Sold by Sir Hemingwey at the....Brina Cross Inn (on Morndas and Tirdas).

Regards,

Hem



Funny thing...to me at least. The Outland Knight's Cape was one of my early efforts...took me two weeks or so to make the texture and I learned alot from the experience...though I am not sure how the texture compares to my more recent efforts (poorly, I suspect).

At some point I hope to go back and "freshen up" more of the early textures. :unsure:

The Eagle Feather Cape is at the top of my list for improvement...

Anyways...


Enjoy.

Regards,

Hem
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Georgia Fullalove
 
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Post » Sun Jan 16, 2011 9:42 am

Funny thing...to me at least. The Outland Knight's Cape was one of my early efforts...took me two weeks or so to make the texture and I learned alot from the experience...though I am not sure how the texture compares to my more recent efforts (poorly, I suspect).

At some point I hope to go back and "freshen up" more of the early textures. :unsure:

The Eagle Feather Cape is at the top of my list for improvement...

Anyways...


Enjoy.

Regards,

Hem

NOOOOO the eagle feather is my favourite cape!! seriously looks pretty good to me as is Hem ;)
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Lyd
 
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Post » Sun Jan 16, 2011 11:23 am

NOOOOO the eagle feather is my favourite cape!! seriously looks pretty good to me as is Hem ;)



Um...well...if I make a revision....I will post and see what ya think? :icecream:

Seriously, though... I don't plan materially to change the main design elements, just... making a new normal map for the feathers so they stand out a bit more... cleaning up the polished bone studs at the bottom... improving the detail on leather trim... that sort of thing. :shifty:

Heh...enjoy!

Regards,

Hem

P.S. By the way, I usually leave copies of old textures in a subfolder so the user can easily overwrite the new textures, if desired.
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celebrity
 
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Post » Sun Jan 16, 2011 11:36 pm

I have a request but will ask on our forum. I thnk you may like this idea.
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Kara Payne
 
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Post » Mon Jan 17, 2011 1:07 am

Um...well...if I make a revision....I will post and see what ya think? :icecream:

Seriously, though... I don't plan materially to change the main design elements, just... making a new normal map for the feathers so they stand out a bit more... cleaning up the polished bone studs at the bottom... improving the detail on leather trim... that sort of thing. :shifty:

Heh...enjoy!

Regards,

Hem

P.S. By the way, I usually leave copies of old textures in a subfolder so the user can easily overwrite the new textures, if desired.

alright sounds good, looking forward to it.
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IM NOT EASY
 
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Post » Sun Jan 16, 2011 7:33 pm

So...

Preview of...

Forester and...

Imperial Forester...

Capes...

http://www.tesnexus.com/downloads/images/30101-1-1281217226.jpg

Enjoy.

Regards,

Hem


P.S. For those who haven't bothered to scroll through the entire thread... preview screenshots of the forthcoming version 3.0 of Hemingwey's Capes (as well as many capes released in version 2.0 and not pictured elsewhere) can be perused at http://www.tesnexus.com/downloads/file.php?id=30101
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Andrea Pratt
 
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Post » Sun Jan 16, 2011 6:54 pm

nice capes Hem, me likes!
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SaVino GοΜ
 
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Post » Sun Jan 16, 2011 10:12 am

Forester and...

Imperial Forester...

Capes...

http://www.tesnexus.com/downloads/images/30101-1-1281217226.jpg



very nice color blending once again for the Forester once again.
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Emily Shackleton
 
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Post » Sun Jan 16, 2011 10:02 pm

I'm having trouble figuring out how to download this mod. I extracted all of the files from the package i downloaded off of tesnexus into a seperate folder. Should i just make an omod out of it for OBMM, and shove everything inside, including the folders that...inside the folder? (ei. the meshes, textures, and alternative versions)
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Your Mum
 
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Post » Mon Jan 17, 2011 12:44 am

I'm having trouble figuring out how to download this mod. I extracted all of the files from the package i downloaded off of tesnexus into a seperate folder. Should i just make an omod out of it for OBMM, and shove everything inside, including the folders that...inside the folder? (ei. the meshes, textures, and alternative versions)


It's an .EXE file. You can do two things:

1. Run it, and select you data folder as it's location

2. Run it, select new folder, turn folder into archive, then make it into an OMOD.

I personally did number 2 because I like to have all my mods in OBMM. Much easier to keep track of.
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Amy Melissa
 
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Post » Sun Jan 16, 2011 1:35 pm

I'm having trouble figuring out how to download this mod. I extracted all of the files from the package i downloaded off of tesnexus into a seperate folder. Should i just make an omod out of it for OBMM, and shove everything inside, including the folders that...inside the folder? (ei. the meshes, textures, and alternative versions)



First, thank you to Allstarn08 for the response/help.

Second, what Allstarn posted works perfectly, so long as you do not wish to run the OOO, MMM or FCOM versions of the NPC capes esp (which is the reason for the Alternative esps folder). There is a very lengthy readme in the download package (which is 95% accurate -- could use a few little tweaks for certain complex setups). If you are not running OOO, MMM or FCOM, installation is very simple. If you are running Hemingwey's Capes with any of the foregoing overhaul mods and want maximum compatibility, you should read and carefully follow the detailed instructions in the readme.

Enjoy!

Regards,

Hem
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Shiarra Curtis
 
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Post » Mon Jan 17, 2011 1:34 am

New version 3.0 preview shot...

http://www.tesnexus.com/downloads/images/30101-1-1281327943.jpg.

(Yeah...I cheated a little with photoshop because the cape mesh clips a bit with the shoulders of the white mage's robe. :wink_smile: )

Enjoy!

Regards,

Hem
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Marlo Stanfield
 
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Post » Sun Jan 16, 2011 10:42 pm

thank you very much for the reply, both of you :))

in the readme, it gives two different explanations for the regular two Hemingwey esp files and for the the OOO and FCOM version. Since i use OOO, am i required to use that one? Will it make a difference if i use both?
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Brad Johnson
 
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Post » Mon Jan 17, 2011 1:13 am

thank you very much for the reply, both of you :))

in the readme, it gives two different explanations for the regular two Hemingwey esp files and for the the OOO and FCOM version. Since i use OOO, am i required to use that one? Will it make a difference if i use both?



If you are using OOO (and not MMM or FCOM), then you should use (1) Hemingweys Capes.esp (for merchants so you buy the capes) AND (2) Hemingweys NPC Capes for OOO.esp (so town gaurds and various other NPCs will be wearing capes). The Hemingweys NPC Capes for OOO.esp should load AFTER the main OOO esp.

Under NO CIRCUMSTANCES should you use more than one of the Hemingweys NPC Capes esp files, pick one only. :toughninja:

Regards,

Hem
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Scared humanity
 
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Post » Sun Jan 16, 2011 11:50 am

If you are using OOO (and not MMM or FCOM), then you should use (1) Hemingweys Capes.esp (for merchants so you buy the capes) AND (2) Hemingweys NPC Capes for OOO.esp (so town gaurds and various other NPCs will be wearing capes). The Hemingweys NPC Capes for OOO.esp should load AFTER the main OOO esp.

Under NO CIRCUMSTANCES should you use more than one of the Hemingweys NPC Capes esp files, pick one only. :toughninja:

Regards,

Hem



Actually....the NPC capes esp file to use with OOO (but not FCOM) is called "Hemingweys NPC Capes for OOO and FCOM.esp" ...heh.

After I released Hemingweys Capes, Corepc and I developed a new esp called "Mart's Monster Mod - Hemingwey's NPC and Guard Capes.esp" - which works better with FCOM than the previously mentioned Hemingweys NPC Capes for OOO and FCOM.esp file - (but requires you to use Wyre Bash in order to work properly).

Confused yet? I am. :celebration:

Regards,

Hem
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Angela Woods
 
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Post » Sun Jan 16, 2011 7:29 pm

Awesome, I love the new capes.
I would also like to get the necromancer and Ayleid outfits in the screenshots as well. are those from a different mod?

thanks
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leni
 
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Post » Mon Jan 17, 2011 2:51 am

it looks like i got everything to work. the only thing that seems to complicate things are capes with (A) after them? im not sure what that means, but i tried two A capes on which didn't show up, but their T counterparts showed up just fine. Is this intended? i probably missed something in the readme... :(
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Jamie Lee
 
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Post » Sun Jan 16, 2011 8:55 pm

it looks like i got everything to work. the only thing that seems to complicate things are capes with (A) after them? im not sure what that means, but i tried two A capes on which didn't show up, but their T counterparts showed up just fine. Is this intended? i probably missed something in the readme... :(



As set forth in the readme, capes having names ending with "(A)" use the same equipped inventory slot as amulets. If you are wearing armor or robes that are flagged to hide amulets, then an "(A)" cape won't show.

Capes having names ending with "(T)" use the same equipped invenotry slot as beast race character tails. These little gems don't get hidden by armor or robes; however, don't equip them on beast race characters or you will lose your tail!

Alot more information is available in the readme and elsewhere in this very thread (and previous threads concerning this mod) regarding these matters and solutions/workarounds to most common "problems."

Modded Oblivion Nirvana can be achieved through careful contemplation of the sage tomes known simply as "readme"s. :wink_smile:

Enjoy.

Regards,

Hem
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Wayland Neace
 
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Post » Sun Jan 16, 2011 1:37 pm

For those (like myself) who do not always enjoy scrolling through posts to find out "what's happening," a repost of links to recently posted version 3.0 cape preview shots:

http://www.tesnexus.com/downloads/images/30101-1-1280982438.jpg

http://www.tesnexus.com/downloads/images/30101-1-1280982692.jpg

http://www.tesnexus.com/downloads/images/30101-1-1281064649.jpg

http://www.tesnexus.com/downloads/images/30101-1-1281217226.jpg

and...

http://www.tesnexus.com/downloads/images/30101-1-1281327943.jpg

Enjoy!

Regards,


Hem
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Gracie Dugdale
 
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Post » Mon Jan 17, 2011 1:19 am

As set forth in the readme, capes having names ending with "(A)" use the same equipped inventory slot as amulets. If you are wearing armor or robes that are flagged to hide amulets, then an "(A)" cape won't show.

Capes having names ending with "(T)" use the same equipped invenotry slot as beast race character tails. These little gems don't get hidden by armor or robes; however, don't equip them on beast race characters or you will lose your tail!

Alot more information is available in the readme and elsewhere in this very thread (and previous threads concerning this mod) regarding these matters and solutions/workarounds to most common "problems."

Modded Oblivion Nirvana can be achieved through careful contemplation of the sage tomes known simply as "readme"s. :wink_smile:

Enjoy.

Regards,

Hem



tyvm :)
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Brooks Hardison
 
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