[RELz] Hemingweys Capes Version 3.0 Beta

Post » Wed Mar 30, 2011 7:19 am

PS: On an unrelated note, OOO's Braided Heavy armor when used with your capes creates a great looking "emblem" thing at the upper-back. So cool!


I'll have to check it out...once I manage to get far enough through another game that I have completed the quest to wear braided items. I guess this means sometimes clipping can be good? :hehe:

Regards,

Hem
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Lloyd Muldowney
 
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Post » Wed Mar 30, 2011 3:37 pm

I'm thinking of re-enabling the citizen capes so I can take screenshots of some of the town folk with NPC New Clothes enabled simultaneously. Like maybe one out of every four NPCs ends up with actual matching clothes and cape, and the other three are hilariously mismatched. I saw at least one NPC wearing a cape along with a dress. I can pretend everyone in Cyrodiil has terrible fashion sense!



Not much I can do about making the cape selections match various NPC makeover mods. It literally took hundreds of hours to create and 'hand place' capes on NPCs so as to match their vanilla outfits and I am just not up to creating new versions of Hemingwey's Capes to match various mods...though I did do some of that for OOO/FCOM. For example, various mage guild leaders wear different capes than in a vanilla game, so as to match the robes added/changed by OOO.

Regards,

Hem
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chirsty aggas
 
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Post » Wed Mar 30, 2011 1:37 pm

Not much I can do about making the cape selections match various NPC makeover mods. It literally took hundreds of hours to create and 'hand place' capes on NPCs so as to match their vanilla outfits and I am just not up to creating new versions of Hemingwey's Capes to match various mods...though I did do some of that for OOO/FCOM. For example, various mage guild leaders wear different capes than in a vanilla game, so as to match the robes added/changed by OOO.

Regards,

Hem


Oh, I'd never expect you to try to match capes to NNC, heh. I might dive into both and see what I can do myself, though.

You've already done an amazing job, especially making it modular and integrated into the game so well. I'd never want to disparage the work people put into things just released as resources, or all placed in a chest or some vendor, but I can only imagine the huge increase in time required when you commit to integrating something into the game thoroughly and with balance. And since I'm only just now adding mods with "content," your capes are like some of the few non-vanilla items in my game, heh. I'm glad I came across your mod since I'm planning to use just a select few mods that integrate items into the game thoroughly and into leveled lists, like Armamentarium. My next playthrough I'll do the overhauls, but for now it's all aesthetics and vanilla game balance (with additions)! Why didn't I find this earlier!?
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Monika Fiolek
 
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Post » Wed Mar 30, 2011 11:11 am

Oh, yeah, the other thing I wanted to thank you for: the Enhanced Daedric Invasion add-on. I use EDI almost just for aesthetic/immersion reasons, with most of the daedra/dremora spawning disabled save for right outside the Oblivion gates, but I always enjoy coming across a group of soldiers running to battle at the gates. And now I can enjoy their capes! heh
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HARDHEAD
 
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Post » Wed Mar 30, 2011 9:53 am

Oh, yeah, the other thing I wanted to thank you for: the Enhanced Daedric Invasion add-on. I use EDI almost just for aesthetic/immersion reasons, with most of the daedra/dremora spawning disabled save for right outside the Oblivion gates, but I always enjoy coming across a group of soldiers running to battle at the gates. And now I can enjoy their capes! heh


Thanks. :foodndrink:

I use EDI the same way you do and created the EDI addon for the reasons you describe.

Regards,

Hem
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Riky Carrasco
 
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Post » Wed Mar 30, 2011 2:57 am

Hello Hemingway:

I started a general thread regarding NPCs in cold regions wearing appropriate clothing. I got the idea from using your mod. Do you think it possible based on the work you did with capes, that it would not be a stretch to use this concept to add warm weather clothes to NPCs and have NPCs equip warm clothing when in certain outdoor cells? I think seeing the NPCs wearing capes is much better than the warm weather clothing they wear in Bruma, but wonder if this could be taken further.

I am not a modder but maybe someone would like the idea and make this.

Thanks
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vicki kitterman
 
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Post » Wed Mar 30, 2011 8:37 am

http://www.tesnexus.com/downloads/file.php?id=32752 adds a reason to wear cloaks (not capes) and even assigns them to some NPCs if in cold regions. Though I'm not sure of the dynamics of when they are equipped and if they automatically get one. I think it is done by scripts not by assigning per NPC.
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Mari martnez Martinez
 
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Post » Wed Mar 30, 2011 3:27 am

Hello Hemingway:

I started a general thread regarding NPCs in cold regions wearing appropriate clothing. I got the idea from using your mod. Do you think it possible based on the work you did with capes, that it would not be a stretch to use this concept to add warm weather clothes to NPCs and have NPCs equip warm clothing when in certain outdoor cells? I think seeing the NPCs wearing capes is much better than the warm weather clothing they wear in Bruma, but wonder if this could be taken further.

I am not a modder but maybe someone would like the idea and make this.

Thanks


The NPC features of Hemingwey's Capes add capes to NPC citizens through 'hand placement' of capes into NPC inventory, in the case of citizen NPCs, and by adding special cape leveled lists to certain adversary NPCs. In Bruma, you will notice many of the NPCs wear fur capes...Skyrim Heavy Mantles, etc. For the most part, I created and placed NPC capes and leveled lists based on NPCs' existing vanilla inventories...among other factors.

As far as NPCs changing clothes depending on conditions/location...something like that would need to be done via a complex script of some kind...which is well beyond the scope of the work I did with Hemingwey's Capes.


http://www.tesnexus.com/downloads/file.php?id=32752 adds a reason to wear cloaks (not capes) and even assigns them to some NPCs if in cold regions. Though I'm not sure of the dynamics of when they are equipped and if they automatically get one. I think it is done by scripts not by assigning per NPC.


Just want to point out that the reason Hemingwey's Capes is called 'Hemingwey's Capes,' as opposed to something like 'Hemingwey's Capes, Cloaks and Mantles,' is because early on the original Capes and Cloaks mod established a naming convention that hooded over garments in modded Oblivion are called 'cloaks,' while those without hoods are called 'capes.' My over garments do not have built-in hoods. So, for purposes of consistency, I stuck with the established convention and named my mod 'Hemingwey's Capes.' :wink_smile:

Regards,

Hem
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Emily Jones
 
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Post » Wed Mar 30, 2011 5:40 am

Well the reason I emphasized that is because with hyperthermia II only cloaks protect from the cold/wet conditions. Capes are seen as more like clothes, not protection from the environment.

But also pointing out that Hyperthermia is such a mod that adds based on scripts. Though i guess i could have pointed that out in PeterID's cold clothing thread.
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Laura Samson
 
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Post » Wed Mar 30, 2011 8:31 am

Well the reason I emphasized that is because with hyperthermia II only cloaks protect from the cold/wet conditions. Capes are seen as more like clothes, not protection from the environment.

But also pointing out that Hyperthermia is such a mod that adds based on scripts. Though i guess i could have pointed that out in PeterID's cold clothing thread.



No worries.

I have never tried out Hyperthermia, but have always been curious about it. So many mods...doubt I'll ever find time to play with all the interesting offerings out there. :foodndrink:

Regards,

Hem
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Baylea Isaacs
 
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Post » Wed Mar 30, 2011 1:32 pm

Thanks for the response Hemingwey. I would gather from what you write and what Hyperthermia does, that a mod as I am looking for is possible, it is just a matter of finding someone with the skill and motivation to make it. Hopefully someone may read some of these posts and take up the torch. Can't rule out that I make take a year or two from playing and try to learn to do it myself :)
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joeK
 
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Post » Wed Mar 30, 2011 1:58 pm

Can't rule out that I make take a year or two from playing and try to learn to do it myself :)



That sounds dangerous...once I decided to try making a cape for my character... :wink_smile:

Regards,

Hem
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Joey Avelar
 
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Post » Wed Mar 30, 2011 11:22 am

Tonight I have uploaded a new addon for Hemingwey's Capes version 3.0 -- Hemingwey's Capes for New Roads and Bridges Revised. New Roads and Bridges Revised is a mod by Arthmoor and is one of those mods I never play without.

Here is the readme for the addon:

This addon for Hemingwey's Capes version 3.0 adds Legion Capes to the Imperial Legion Soldiers added by New Roads and Bridges Revised.

Requires Hemingwey's Capes version 3.0 and Arthmoor's New Roads and Bridges Revised (http://www.tesnexus.com/downloads/file.php?id=20218) to be installed.

Copy the included Hemingweys Capes for NRB.esp file into your .../Oblivion/Data/ directory.

Hemingweys Capes for NRB.esp should be loaded after road+bridges.esp.

Activate and play.

For Wrye Bash users: This addon is bash mergeable. For best results, do not activate, but merge this plugin as a patch and import inventory from this addon when building your bashed patch. As with all Hemingwey's Capes plugins, do not use the 'unlimited amulets' feature of Wrye Bash and do use all clothing and armor 'show amulets' features.

Please report any problems.

This is a beta release.


Enjoy!

Regards,

Hem

P.S. The link to the download appears in my signature.
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El Goose
 
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Post » Wed Mar 30, 2011 3:38 pm

Nice! I've actually been hesitating installing New Roads and Bridges, but I never realized it adds new soldiers. I might have to install it pretty soon, especially knowing they'll be decked out in capes now, heh.

http://i55.tinypic.com/2d8l6l3.jpg. I'm going to venture a guess that the sword-on-back mod I use isn't a fan of them, but I don't care! It actually took me a while before I noticed the conflict.
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Mariana
 
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Post » Wed Mar 30, 2011 11:40 am

Nice! I've actually been hesitating installing New Roads and Bridges, but I never realized it adds new soldiers. I might have to install it pretty soon, especially knowing they'll be decked out in capes now, heh.

http://i55.tinypic.com/2d8l6l3.jpg. I'm going to venture a guess that the sword-on-back mod I use isn't a fan of them, but I don't care! It actually took me a while before I noticed the conflict.



I don't use sword-on-back (I'm guessing it places 1h swords on the back); however, there is clearly a mesh clipping issue (which doesn't exist with the default 2h weapons on back meshes/rigging). Not much that can be done about it on my end. Guess you can just imagine that the capes have built-in scabbard pockets. :wink_smile:

Regards,

Hem
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zoe
 
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Post » Wed Mar 30, 2011 9:22 am

Haha, that's exactly what I said to myself--"there's a, uh, a hidden pocket there!" I was actually going back and forth between a couple different 1h sword on back mods yesterday--the one I use normally works fine with all vanilla weapons but not weapons added to the game, while a different mod lets you do it with new weapons, but your shield disappears until you draw your weapon again and the scabbard stays at your side. So as I'm trying to decide between continuing to use the flawless-but-limited one and switching to the expansive-but-flawed one, it occurs to me that I'm so used to seeing 1h weapons on my character's back anyway that returning them to their default position on the side is pretty appealing. So I might do that and then won't even have to invent imaginary pockets! Anyway, the point is that I spend way too much time testing and tweaking the smallest things. Maybe I should start modding?
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Jason Rice
 
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Post » Wed Mar 30, 2011 10:17 am

:tongue:

Regards,

Hem
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Steve Smith
 
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Post » Wed Mar 30, 2011 7:39 am


Hem

Sir Hemingwey killed Else God-Hater in Skingrad Inn, this is my news!
I don't know what induced this reaction between the two NPCs, Else God-Hater revealing as Mythic Dawn Agent.
I haven't started Kvatch yet and only delivered the Amulet.

Request:
Lower the number of available caps for sell to <= 3 by vanilla merchant and make them random.
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No Name
 
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Post » Wed Mar 30, 2011 3:02 am

Along those lines, I would suggest removing the guard capes from shops. I think that like the guards' outfits they should be more difficult to acquire.
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Camden Unglesbee
 
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Post » Wed Mar 30, 2011 6:20 am

Sir Hemingwey killed Else God-Hater in Skingrad Inn, this is my news!
I don't know what induced this reaction between the two NPCs, Else God-Hater revealing as Mythic Dawn Agent.
I haven't started Kvatch yet and only delivered the Amulet.

Request:
Lower the number of available caps for sell to <= 3 by vanilla merchant and make them random.



Yeah...Sir Hemingwey does grease Else from time to time (has been that way since the original version 1 release). :lol:

I could adjust his settings, I suppose (if this behaviour is breaking some quest, please let me know and I will make him more passive), but I never cared much for Else. :hehe:

It is unlikely that I will be adjusting the capes for sale by vanilla merchants (but never say never, and the request is well taken). I do note that many capes (the rarer ones) appear only randomly in the inventories of the travelling merchants added by Hemingwey's Capes or as loot from boss chests and certain fallen foes.

Regards,


Hem

P.S. On the town guard capes...it is a tough call (for me, at least)...those capes have been for sale since the original version -- the idea being that you could role play a town guard, member of the local militia, etc. without having to kill a guard.... :unsure:
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Ann Church
 
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Post » Wed Mar 30, 2011 2:26 am

In today's world civilians can buy a soldier wardrobe or a police officers.

In fact when I was in the service - you bought your own uniform.
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abi
 
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Post » Wed Mar 30, 2011 1:14 am

Wonderful work, Hem! Just a couple of days ago I have reinstalled Oblivion, updated all the essential mod and finally got to download Capes V3 - what an amazing atmosphere it adds to the game!
Thank you for your beautiful work, I will get back later here with some screenshots, as well as rate it on Nexus (now I'm off to a Manowar concert, LOL!)... ;)
Cheers,
PKR.
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Carys
 
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Post » Wed Mar 30, 2011 4:18 am

Wonderful work, Hem! Just a couple of days ago I have reinstalled Oblivion, updated all the essential mod and finally got to download Capes V3 - what an amazing atmosphere it adds to the game!
Thank you for your beautiful work, I will get back later here with some screenshots, as well as rate it on Nexus (now I'm off to a Manowar concert, LOL!)... ;)
Cheers,
PKR.



Thanks, PKR!

Glad you got a chance to try out the new version (and thanks for the endorsemant -- much appreciated). Happy to see you around here and hear you are still playing modded Oblivion (though I have had no time to play or mod lately, myself).

http://www.tesnexus.com/downloads/file.php?id=7825 is still my favorite armor mod. :foodndrink:

If you want to post some pics on the Nexus download site, that would be great...haven't had any new user pics posted in a very long time.

In fact, I invite anyone who wants to post good cape screenies there to do so. I like seeing them...of course. :wink_smile:

Regards,

Hem
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Ashley Hill
 
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Post » Wed Mar 30, 2011 4:51 am

Thanks, PKR!

Glad you got a chance to try out the new version (and thanks for the endorsemant -- much appreciated). Happy to see you around here and hear you are still playing modded Oblivion (though I have had no time to play or mod lately, myself).

http://www.tesnexus.com/downloads/file.php?id=7825 is still my favorite armor mod. :foodndrink:

If you want to post some pics on the Nexus download site, that would be great...haven't had any new user pics posted in a very long time.

In fact, I invite anyone who wants to post good cape screenies there to do so. I like seeing them...of course. :wink_smile:

Regards,

Hem

I have a very busy period at work now, but I will surely take a screenshot or two when testing my armor from my upcoming mod... ;) Which, btw, I hope will become your next favorite armor - although it is very different from Morihaus' style...
Cheers,
PKR.
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KIng James
 
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Post » Wed Mar 30, 2011 4:28 am

is this out of beta yet? I am waiting to use this with the next version of OOO (whenever that gets released).
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D LOpez
 
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