[RELz] Hemingweys Capes Version 3.0 Beta

Post » Wed Mar 30, 2011 9:22 am

but I cannot bring myself to use this whilst it utilises an exe program, sorry :cry:
It is possible to open the exe with 7zip, so when I've a little more time I'll see about making myself a BAin archive for it, for myself.


It is a 7zip EXE is All - nothing is wrong with it..Frans has an exe and nobody complains about that do they..

you can extract with 7zip once again..

EDIT: seems poster above ninja'ed me :( btw it's a 7z auto extracter. Opens fine with 7z .


Correct
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biiibi
 
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Post » Wed Mar 30, 2011 6:52 am

(1) Yes...it should be the exact same file. (I duplicated that file in the download package --several times with several names-- in order to avoid user confusion and having explain things that might confuse some folks.)


Then why don't you name it something like Hemingweys FCOM_OOO_MMM_VAN NPC Capes Improved IC Guards.esp?

If it's universal then why create all the extras....

If most of them are all this way, you probably should have a Optional/Component folder I would think.

01 Core esps
02 Additional/Optional esps
03 Component esps

Although the way you have the options,... leaves the folder structure a bit screwy...

Ohhh.. More options to DL I see....
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Brentleah Jeffs
 
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Post » Wed Mar 30, 2011 4:28 am

Then why don't you name it something like Hemingweys FCOM_OOO_MMM_VAN NPC Capes Improved IC Guards.esp?


The file is not universal. So the above name would be incorrect and confusing. :hehe:

It is properly applied to several set ups. As I explained...to me...it was less confusing to give all the files that apply to an FCOM install an 'FCOM name,' all the files that apply to an OOO only install an 'OOO name,' etc. It just so happens that in one or two instances there is some duplication of file content...at present. This mod is in a beta status. There could well be divergence in the future among *currently* indentical files for several reasons. It is, in my view, easier to start out with distinct files...(I should never have disclosed that a couple of the files are identical in current content. :lol:)

I hope what I said makes sense? ;)

Regards,

Hem
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Amysaurusrex
 
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Post » Wed Mar 30, 2011 12:03 pm

Could you use a bain friendly packaging format in future releases of the mod?


Yes...that is the plan...once the mod file content is set...i.e. it leaves the beta stage...I do want to create and release a BAIN friendly archive and an OMOD version.

I confess I haven't used BAIN...but, given the complex things I am doing with my own load orders these days, it is high time I started using BAIN.

Regards,

Hem

P.S. As stated above, I typically upload my files as self-extracting 7-zip archives...just click on 'em to extract.
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Kat Stewart
 
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Post » Wed Mar 30, 2011 2:32 pm

Yep no problem with the 7z exe's here, just unpack them to a temp folder and make your own BAIN archive. :) Just grabbed the lite version, will give it a go and see if I can find something to report back!
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Ricky Rayner
 
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Post » Wed Mar 30, 2011 5:08 am

It is a 7zip EXE is All - nothing is wrong with it..Frans has an exe and nobody complains about that do they..
you can extract with 7zip once again..
Correct

It doesn't mean I don't like it, plus you have to install frans for FCOM, whereas this is totally optional. Plus there's a converter for frans into a bain package now availiable on Nexus
I'm a little worried others may think the same as me and be put off using this due to the exe.
Being able to see any conflicts in Bain is just so great, although I'd doubt there would be any with these capes as its all additional content, but you never know
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Carlos Rojas
 
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Post » Wed Mar 30, 2011 2:05 am

It doesn't mean I don't like it, plus you have to install frans for FCOM, whereas this is totally optional. Plus there's a converter for frans into a bain package now availiable on Nexus
I'm a little worried others may think the same as me and be put off using this due to the exe.
Being able to see any conflicts in Bain is just so great, although I'd doubt there would be any with these capes as its all additional content, but you never know


Perhaps I can put your mind at ease...if you are concerned about overwriting textures or meshes...all Hemingwey's Capes textures and meshes are contained in directories that are unique to the Hemingwey's Capes mod. Even the replacement of OOO IC guard capes is handled through the esps, not by overwriting OOO textures and meshes. :wink_smile:

Regards,

Hem

P.S. After tonight I will out of town for several days, but I will see about creating/providing a BAIN friendly archive when I return. I have few more options I might upload...an addon for EDI (Enhanced Daedric Invasion), an addon for Battlehorn Castle (which includes rugs, banners and shields to match my Knights Horn Cape) and an optional/replacement ESM that eliminates from Hemingwey's Capes the tail slot capes for sale (an option that has been requested in the past by users of the previous versions). I am open to suggestions concerning the folder structure for the BAIN friendly archive...although my understanding is that Metallicow may be working on a BAIN wizard and folder structure he would share with all of us...and, if it works properly, and with his permission, I'll skip doing the work myself and upload a package based on his work...with credit given to him, of course. :foodndrink:
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Chloe :)
 
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Post » Wed Mar 30, 2011 3:16 pm

Yep no problem with the 7z exe's here, just unpack them to a temp folder and make your own BAIN archive. :) Just grabbed the lite version, will give it a go and see if I can find something to report back!



Missed this post...

Very curious to hear your impressions (as well as those of other players) concerning the 'citizens lite' optional files because your posts were material in my decision to create the same. :wink_smile:

Regards,

Hem
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Sxc-Mary
 
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Post » Wed Mar 30, 2011 12:56 pm

Missed this post...

Very curious to hear your impressions (as well as those of other players) concerning the 'citizens lite' optional files because your posts were material in my decision to create the same. :wink_smile:

Regards,

Hem


First impression is that it seems to work nicely - walking around IC now was a big difference compared to the standard plugin when not using any addon that adds extra NPCs. Have only played for a little while though as other things came up, but will give it a proper run tomorrow
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James Rhead
 
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Post » Wed Mar 30, 2011 4:58 am

This morning I have uploaded a small addon -- Hemingwey's Capes for Enhanced Daedric Invasion.

Enjoy!

Regards,

Hem

P.S. And I am off for a holiday visit with the family. Happy Holidays. :celebrate:
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Ally Chimienti
 
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Post » Wed Mar 30, 2011 9:36 am

Very very minor thing, but there is one dirty edit in the Hemingweys Capes Improved for FCOM.esp (lite version). Stupid as I am I forgot to copy it before closing tes4edit, but it was something in Chorrol Fighter Guild iirc. Just did it again so I could report properly, and here it is:
Removing: [REFR:0001DC16] (places ChorrolFGInterior01Basemant [STAT:0002B985] in GRUP Cell Temporary Children of ChorrolFightersGuildBasemant "Chorrol Fighters Guild Basemant" [CELL:0001C93F])[Removing "Identical to Master" records done]  Processed Records: 2092 Removed Records: 1 Elapsed Time: 00:00

Anyway, Happy holidays!
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Bedford White
 
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Post » Wed Mar 30, 2011 3:23 am

Anyone figured a good way to BAIN package this? I am not on my gaming computer for the next few weeks, so no point in downloading and arranging it myself... but would be glad if a BAIN friendly package hierarchy was known. :)
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Pixie
 
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Post » Wed Mar 30, 2011 4:34 am

i can take a stab at a BAIN archive for ya Hem, i made one for my LLO that works fine
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Mel E
 
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Post » Wed Mar 30, 2011 6:21 am

Very very minor thing, but there is one dirty edit in the Hemingweys Capes Improved for FCOM.esp (lite version). Stupid as I am I forgot to copy it before closing tes4edit, but it was something in Chorrol Fighter Guild iirc. Just did it again so I could report properly, and here it is:
Removing: [REFR:0001DC16] (places ChorrolFGInterior01Basemant [STAT:0002B985] in GRUP Cell Temporary Children of ChorrolFightersGuildBasemant "Chorrol Fighters Guild Basemant" [CELL:0001C93F])[Removing "Identical to Master" records done]  Processed Records: 2092 Removed Records: 1 Elapsed Time: 00:00

Anyway, Happy holidays!



Hmmm. Not sure how that snuck in there (musta nudged something when I modded in Goriath's sleeping mat).

In any event, thank you, Peste. I will check it out and ensure there is no such dirty edit in the final release (though it shouldn't affect game play in the interim).

Regards,

Hem


P.S. I realize I have several PMs in my box...just walked in the door from a road trip...but will try to respond to those later this evening...if I don't fall asleep first. :hehe:
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Taylor Bakos
 
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Post » Wed Mar 30, 2011 10:20 am

you may enjoy mine Hem, something people have been asking for is sitting in it ;)
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Naazhe Perezz
 
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Post » Wed Mar 30, 2011 9:43 am

Hemingweys capes BAINed:

   ├[00 Hemingweys Capes Resources]   ├[10 Vanilla esp]   ├[10 Vanilla component esp]   ├[20 FCOM]   ├[20 FCOM component esp]   ├[21 OOO]   ├[21 OOO component esp]   ├[23 MMM]   ├[23 MMM component esp]   ├[25 Capes for EDI]   ├[30 Upgrade Patches]
I placed FCOM higher than OOO or MMM simply out of convenience because I used that. The upgrade patches last because I would never use them.

[edit] to make even better and include the EDI patch.
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Len swann
 
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Post » Wed Mar 30, 2011 6:05 am

Hemingweys capes BAINed:

I placed FCOM higher than OOO or MMM simply out of convenience because I used that. The upgrade patches last because I would never use them.



Thank you, Psymon. :goodjob:

I have suggestions from several folks....including a BAIN friendly package by Johnn123...seems like all should work...I will upload a BAIN friendly archive at some point soon based on one or all of the three layouts suggested.

Thanks again, everyone. :biggrin:

Regards,

Hem
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Georgine Lee
 
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Post » Wed Mar 30, 2011 9:19 am

Greetings:

A question was raised on the TESNexus thread concerning what configuration of Hemingwey's Capes 3.0beta to use with MMMforOOO.

Because Hemingweys Capes 3.0 for FCOM really only touches MMM and OOO components of FCOM, you should be able to use the Hemingweys Capes for FCOM esps with MMMforOOO. I made a simple MMMforOOO build and tested and everything appears to work. Here is an example simple MMMforOOO load order with Hemingwey's Capes for FCOM:

Active Mod Files:00  Oblivion.esm01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]02  Mart's Monster Mod.esm  [Version 3.7b3p3]03  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]04  Hemingweys Capes Improved.esm  [Version 3.0b]05  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]06  Hemingweys Capes Improved for FCOM.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved IC Guards.esp  [Version 3.0b]07  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]08  Bashed Patch, 3.esp


Corepc is really one of the experts on this subject, and he may have some other ideas/comments. :wink_smile:

Regards,

Hem
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Marcin Tomkow
 
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Post » Wed Mar 30, 2011 4:18 am

Greetings:

A question was raised on the TESNexus thread concerning what configuration of Hemingwey's Capes 3.0beta to use with MMMforOOO.

Because Hemingweys Capes 3.0 for FCOM really only touches MMM and OOO components of FCOM, you should be able to use the Hemingweys Capes for FCOM esps with MMMforOOO.



I'm running MMMforOOO and have had no issues whatsoever using the setup you listed above, so can confirm that it works nicely. :)
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Solène We
 
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Post » Wed Mar 30, 2011 12:57 am

I'm running MMMforOOO and have had no issues whatsoever using the setup you listed above, so can confirm that it works nicely. :)



Thanks for the confirmation, Peste. :foodndrink:

Regards,

Hem
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Kayla Oatney
 
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Post » Wed Mar 30, 2011 12:50 am

Greetings:

Today I have uploaded to the TESNexus download page a small patch file which will allow players to remove tail slot capes from merchant inventories in version 3.0beta. (This is an option that has long been requested by a number of players with respect to version 2.0.)

Enjoy.

Regards,

Hem

P.S. I still have a few tweaks to make to the Hemingwey's Capes for Battlehorn Castle addon before I upload the same. Once that esp/addon is uploaded it is *unlikely* there will be additional files added before final release of version 3.0 (however, I do intend to upload a re-packaged version containing all the files in a BAIN friendly, non-self extracting 7-zip archive).
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CHangohh BOyy
 
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Post » Wed Mar 30, 2011 1:50 pm

Thanks for the BAIN order Psymon and John.

And thanks Hemingwey for releasing this much awaited favorite of mine! Christmas season indeed :) (Now only if I could play the game, but that'll wait till Jan)
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Nauty
 
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Post » Wed Mar 30, 2011 8:10 am

Nice, I didn't notice that v 3 had been released. I will definitely try this out. Is there any video that shows this mod in-game?
Furthermore, thanks for the light version!
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Dean
 
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Post » Wed Mar 30, 2011 10:25 am

And thanks Hemingwey for releasing this much awaited favorite of mine! Christmas season indeed :) (Now only if I could play the game, but that'll wait till Jan)


I was wondering where you have been.

Might never have gotten around to creating and introducing all those enchanted loot capes if not for your posts spurring me onward, anithinks. :foodndrink:

Regards,

Hem

P.S. BTW...wondering...has anyone found any enchanted capes? How does the distribution/balance feel with respect to enchanted and loot capes...too many...too few...too powerful...too wimpy...just right...etc.?
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Jani Eayon
 
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Post » Wed Mar 30, 2011 5:29 am

I was wondering where you have been.

I am on a brief sabbatical from the game, but not from the forums. These have been 2 good weeks for me with the Skyrim announcement and the release of this mod. All thanks go to you for making our wishes come true - we can finally now be the sartorially conscious people of Tamriel! Congrats again! :celebration:
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~Amy~
 
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