[relz] Hemingwey's Capes Version 2

Post » Sat Jan 15, 2011 4:15 pm

Introducing Hemingwey's Capes version 2.0 Beta:


Available for download at http://www.tesnexus.com/downloads/file.php?id=29012.

More than fifty new capes (total of 124).

Four new merchants/trainers (total of eight).

Upgraded textures for Mages Guild and Fighters Guild Capes.

Lots of other little changes and tweaks.

A new playable cuirass and shield.

A new enchanted weapon named "Widow Maker" (uses a vanilla texture, at the moment) . . . and more . . . .

*Some* new capes:

Blades Agent Cape - Dark Grey
Colovian Wool Cape - Purple
Colovian Wool Cape - Red
Blades Dress Cape - Blue
Defender's Cape
Swordsman's Cape
Elven Cape - Green
Dark Sun Cape - Elven Brown/Black
Blood Moon Cape - Elven Blue (sorta)
Shaman's Mantle
Wizard's Cape - White
Mystic's Cape - Blue
Battle Mage Cape
Wizard's Cape - Mage Guild Blue
White Stallion Cape - Green (very, very green)
Knight's Cape - Teal
Knight's Cape - Black
Knight Dragon Cape - White
Lord's Cape - Green
Knight's Cape - Red
Knight's Cape - Blue
Knight of the Nine Cape
Knights Horn Cape - Blue
Knight's Cape - Green
Knight's Cape - White
Conjurer's Cape - Black
Marauder's Skull Cape - Red
Dark Mage's Cape - Black
Marauder's Skull Cape - Dingy Yellow
Arch Conjurer Cape - Black
Skull Raider Mantle - Dingy Yellow
Necromancer's Cape - Black - (the old one has been renamed to "Necromancer Adept Cape")
Skyrim Mantle - Brown
Warlord's Mantle - Burgundy
Lord's Cape - Brown
Skyrim Mantle - Grey
Warlord's Mantle - White
Orc Lord's Cape - Brown
Steel Spiked Mantle - Brown (sorta)
Skyrim Mantle - Blue
Steel Drake Mantle - Black
Brigand's Cape - Leather
Colovian Wool Cape - Brown
Colovian Wool Cape - Grey
Tribal Cape - White
Elven Dress Cape - Yellow and Black
Tribal Cape - Blue
Wizard's Cape - Midnight (i.e. deep purple)
Colovian Wool Cape - Green
Colovian Wool Cape - Navy

As of this writing, I have not created screen shots for version 2.0 Beta. You can find screen shots of many, BUT NOT ALL, of the new capes at http://www.tesnexus.com/downloads/file.php?id=30101. I will likely create new screen shots for version 2.0 in the near future . . . depends on my mood, I suppose. ;-)

And . . . of course . . . there's lots more on the way . . .

Enjoy!

Regards,

Hem


P.S. The most recent thread on Hemingwey's Capes version 1 can be found http://www.gamesas.com/index.php?/topic/1077746-relz-hemingweys-capes-v10/
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Siidney
 
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Post » Sat Jan 15, 2011 1:26 pm

It's here!!!! Congratulations on the release Hemingway! Thank you so much for your efforts on this mod, it's one of my favorite and adds so much flavor and uniqueness to the game world. You have a real skill making these, thanks for sharing it with us :). I'm eagerly awaiting looking at all the new capes.
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Deon Knight
 
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Post » Sun Jan 16, 2011 1:55 am

That is the list that I needed thank you..
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Dan Wright
 
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Post » Sun Jan 16, 2011 12:05 am

It's here!!!! Congratulations on the release Hemingway! Thank you so much for your efforts on this mod, it's one of my favorite and adds so much flavor and uniqueness to the game world. You have a real skill making these, thanks for sharing it with us :). I'm eagerly awaiting looking at all the new capes.



Thank you, Cydonian_Knight ...looking forward to playing around with your new alchemist for hire mod. :)

I posted a few screen shots of the new merchants since last night.

Regards,

Hem

P.S. I am considering moving to an esm/esp format for future versions/releases. The same would potentially make updates easier (for me) and allow for better integration with other mods; however, there likely would be save game compatiblity issues. Comments? Thoughts?

P.P.S. Just a note...there are literally dozens of unreleased, but finished, capes...some of which are shown in screen shots at http://www.tesnexus.com/downloads/file.php?id=30101. The unreleased capes have been held back for future release once I finish the new/improved/expanded NPC distribution systems and other features. So, if you load up version 2.0 and wonder where a particular cape has gone...it might not be part of the released capes "just yet."
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Assumptah George
 
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Post » Sat Jan 15, 2011 7:50 pm

Thanks man! Can't wait until I get time to install this. I've been drooling over the pictures for the past month or so while its been WIPz :P

It's here!!!! Congratulations on the release Hemingway! Thank you so much for your efforts on this mod, it's one of my favorite and adds so much flavor and uniqueness to the game world. You have a real skill making these, thanks for sharing it with us :). I'm eagerly awaiting looking at all the new capes.


I just need to say that I love your avatar.
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ijohnnny
 
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Post » Sat Jan 15, 2011 4:52 pm

P.S. I am considering moving to an esm/esp format for future versions/releases. The same would potentially make updates easier (for me) and allow for better integration with other mods; however, there likely would be save game compatiblity issues. Comments? Thoughts?


If it helps make updates easier and enhances integration, I would say go for it. It doesn't seem like there would be too big of a problem with save games and if someone is too disappointed in losing their favorite cape, they could always just go to the testing hall and get the cape right back again. I think the benefits would outweigh the downsides.

I just need to say that I love your avatar.


Haha thanks, I love it too :D. Know what it's from?
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Amanda Furtado
 
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Post » Sun Jan 16, 2011 3:09 am

Haha thanks, I love it too :D. Know what it's from?


Oh, absolutely, I'm seeing him in New York next month :) But enough derailing...

Hemingwey, are you still planning on making this into an item/overhaul mod ala Armamentarium?
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Emily Shackleton
 
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Post » Sat Jan 15, 2011 9:00 pm

Hemingwey, are you still planning on making this into an item/overhaul mod ala Armamentarium?


Too funny. :lol:

Regards,

Hem
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Holli Dillon
 
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Post » Sun Jan 16, 2011 3:02 am

If it helps make updates easier and enhances integration, I would say go for it. It doesn't seem like there would be too big of a problem with save games and if someone is too disappointed in losing their favorite cape, they could always just go to the testing hall and get the cape right back again. I think the benefits would outweigh the downsides.



Yeah. I think that's correct.

Currently, every single cape has to have its own unique id in EACH esp file...a major pain for upgrading, etc. As I understand it, if I put all the capes (and other items) into an esm file, then I can "pull" items, common objects from the esm for each esp component file while maintaining consistent ids, etc. ....a bunch of technical stuff...

If this weren't my first Oblivion mod and I had known more about what I was doing and was going to end up doing...probably would have started out using an esm. ;)

Regards,

Hem
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Lori Joe
 
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Post » Sat Jan 15, 2011 3:36 pm

Yeah. I think that's correct.

Currently, every single cape has to have its own unique id in EACH esp file...a major pain for upgrading, etc. As I understand it, if I put all the capes (and other items) into an esm file, then I can "pull" items, common objects from the esm for each esp component file while maintaining consistent ids, etc. ....a bunch of technical stuff...

If this weren't my first Oblivion mod and I had known more about what I was doing and was going to end up doing...probably would have started out using an esm. ;)

Regards,

Hem


Yup, that is correct. As an ESM file, you would be able to make tons of ESPs that have it as a master, and use the capes found in the ESM. This would make it very easy to use the capes in many different ways and would be especially ideal for level list integration and other mods that want to use your capes. I would definitely go for the ESM path :)
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Everardo Montano
 
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Post » Sat Jan 15, 2011 3:21 pm

These capes look great! :foodndrink:

You should make an ESM based structure indeed, as that'll give you much less headaches.
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Melung Chan
 
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Post » Sun Jan 16, 2011 5:54 am

These capes look great! :foodndrink:

You should make an ESM based structure indeed, as that'll give you much less headaches.


Thank you, StarX.


...I have just installed TES4Gecko...and am working on how best to set up the ESM. :whistling:

Regards,

Hem
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Jose ordaz
 
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Post » Sat Jan 15, 2011 9:14 pm

Thank you, StarX.


...I have just installed TES4Gecko...and am working on how best to set up the ESM. :whistling:

Regards,

Hem


TES4Gecko is what I use to create ESM resource files. It's very easy with such a nice tool.

Good luck! :foodndrink:
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XPidgex Jefferson
 
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Post » Sun Jan 16, 2011 2:21 am

TES4Gecko is what I use to create ESM resource files. It's very easy with such a nice tool.

Good luck! :foodndrink:



Not to hijack my own thread..but I am reading the TES4Gecko readme and... "just d _ _ _" ...amazing tool. :drool:

Regards,

Hem
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Laura-Lee Gerwing
 
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Post » Sat Jan 15, 2011 11:50 pm

Uploaded a small fix to a bad texture path for Squire Godwyn's Knight Gryphon Shield -- http://www.tesnexus.com/downloads/file.php?id=29012.

This *should* fix the glowing purple shield problem. ;)

Regards,

Hem
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Queen of Spades
 
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Post » Sat Jan 15, 2011 5:24 pm

wow v2 is out! already DL'ed, awaiting installation as i do a clean install for a full FCOM install. lookin forward to seeing the new capes hem!
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lucile davignon
 
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Post » Sat Jan 15, 2011 6:59 pm

I glanced at the title of this thread for just a split second...and I thought it was UNIQUE LANDSCAPES!
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Bones47
 
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Post » Sat Jan 15, 2011 3:36 pm

I have been pondering a solution to the problem of armor and clothing hiding amulets. The capes in Hemingwey's Capes use either the amulet slot or the tail slot, and your companions will only equip amulet slot capes. Unfortunately, most chest slot armor hides amulets, so the capes won't show. I am familiar with mods that alter the 'hide amulet' flag on most all vanilla armor and robes, but what to do about mod armor? Moreover, what if you later want a favorite piece of armor or clothing to hide amulets again? (And, for that matter, what about rings for gloves?) Wyre Bash provides a solution, but not all users know how to use/are comfortable using Wyre Bash.

Before launching into an attempt to solve this issue myself, I searched around to see if anyone had released a better solution. I was pleased to find http://www.tesnexus.com/downloads/file.php?id=21402 by Deathless Aphrodite.

I was surprised to see that, apparently, this file has been downloaded only 648 times since its introduction in December 2008. I have not tested this mod, but it sounds like just the thing -- allows you to toggle the hide amulet flag on any piece of armor or clothing. Does anyone else have experience with this little gem?

If it works well, I might attempt to create my own modified or expanded version based on this work, rather than starting from scratch. (Or simply request permission from DA to include the script in Hemingwey's Capes.)

Regards,

Hem
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DAVId Bryant
 
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Post » Sat Jan 15, 2011 7:13 pm

Found a really nice Japanese website with individual screen shots of each of my original 72 capes from version 1. Here is the http://miari.269g.net/article/15264767.html.

I love the shot featuring the Chorrol Guards. :wink_smile:

Regards,

Hem
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Prisca Lacour
 
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Post » Sat Jan 15, 2011 4:48 pm

This morning I uploaded to http://www.tesnexus.com/downloads/file.php?id=29012 what I hope is the final iteration of version 2.0 of Hemingweys Capes.

No major changes from 2.0 Beta:

incorporated the Knight Gryphon Shield texture path fix,

changed the names of the two new 'tribal capes' to 'tribal leather cape,' and

added a bedroll for Goriath to sleep on in the Chorrol Fighter's Guild basemant.

Please let me know if you find any bugs and I will endeavor to fix.

Enjoy!

Regards,

Hem

P.S. Version 3 is in the works. Another 25 to 50 capes (including color variations), improved/expanded NPC cape distribution systems and an esm/esp format for greater integration capabilities with other mods, etc.
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Yvonne
 
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Post » Sat Jan 15, 2011 8:22 pm

oh wow v3?!? theres something i cant wait for! i found squire godwyn today, man i like his cape and shield! we can safely say they're mine now >:-) a suggestion for v3 maybe work on some capes for the shivering isles? that would be really sweet
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Johanna Van Drunick
 
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Post » Sat Jan 15, 2011 4:51 pm

oh wow v3?!? theres something i cant wait for! i found squire godwyn today, man i like his cape and shield! we can safely say they're mine now >:-) a suggestion for v3 maybe work on some capes for the shivering isles? that would be really sweet



Are you implying that you keeled Squire Godwyn for his unique cape and shield?!?!?

For shame! :cry:

(Actually, that was kinda the point of giving him equipment you couldn't acquire by other *legitimate* means... :whistling: )

Regards,

Hem
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Manuela Ribeiro Pereira
 
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Post » Sat Jan 15, 2011 6:15 pm

By the way, version 2.0 has now been uploaded to http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6114.

Regards,

Hem
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Rachael Williams
 
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Post » Sun Jan 16, 2011 4:12 am

well actually i killed clone squire godwyn! :P i used the console command "createfullactorcopy" and offed that one, lol. i love that cape and shield, im using them with the noble armor i stole from Dion in skingrad >:-) same with his sword as well. nice work on the capes hem theyre amazing!
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Everardo Montano
 
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Post » Sun Jan 16, 2011 1:22 am

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