[RELz] Hemingweys Capes Version 3.0 Beta

Post » Wed Mar 30, 2011 3:14 am

Regarding the Gray Fox cape, will it be availible only
Spoiler
when you become the Gray Fox?
And the same question goes for the Crusader's Cape.
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gemma king
 
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Post » Wed Mar 30, 2011 5:16 am

Updated BAIN package:
Spoiler
├[00 Hemingweys Capes Resources] - includes resources plus esm
├[10 Vanilla esp]
├[10 Vanilla Lite]
├[11 Vanilla component esp]
├[11 Vanilla component Lite]
├[20 FCOM]
├[20 FCOM Lite]
├[21 FCOM component esp]
├[21 FCOM component Lite]
├[22 OOO]
├[22 OOO Lite]
├[23 OOO component esp]
├[23 OOO component Lite]
├[24 MMM]
├[24 MMM Lite]
├[25 MMM component esp]
├[25 MMM component Lite]
├[30 Remove Tail Slot Capes]
├[40 Capes for EDI]
├[50 Upgrade Patches]
All the mod areas could be numbered the same I just thought that to pair the normal and lite versions and the component normal and lite versions that I'd increment the component numbers by one.


Using 7zip at fastest non-solid - size comes out to 100mb
Using Max compression (not ultra) - size comes out to 45.6mb
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Carlos Vazquez
 
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Post » Wed Mar 30, 2011 4:47 am

Updated BAIN package:
Spoiler
├[00 Hemingweys Capes Resources] - includes resources plus esm
├[10 Vanilla esp]
├[10 Vanilla Lite]
├[11 Vanilla component esp]
├[11 Vanilla component Lite]
├[20 FCOM]
├[20 FCOM Lite]
├[21 FCOM component esp]
├[21 FCOM component Lite]
├[22 OOO]
├[22 OOO Lite]
├[23 OOO component esp]
├[23 OOO component Lite]
├[24 MMM]
├[24 MMM Lite]
├[25 MMM component esp]
├[25 MMM component Lite]
├[30 Remove Tail Slot Capes]
├[40 Capes for EDI]
├[50 Upgrade Patches]
All the mod areas could be numbered the same I just thought that to pair the normal and lite versions and the component normal and lite versions that I'd increment the component numbers by one.


Using 7zip at fastest non-solid - size comes out to 100mb
Using Max compression (not ultra) - size comes out to 45.6mb

Psymon, can you and Hemingway do me a huge favor and upload the BAIN ready and properly compressed package, of course if Hemingway gives permission. This will save half an hour of life for hundreds of gamers, if not thousands.
Think about the good deed you both will do to mankind and one of its finest (me :D )
Thank you in advance.
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Mariana
 
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Post » Wed Mar 30, 2011 3:21 am

Psymon, can you and Hemingway do me a huge favor and upload the BAIN ready and properly compressed package, of course if Hemingway gives permission. This will save half an hour of life for hundreds of gamers, if not thousands.
Think about the good deed you both will do to mankind and one of its finest (me :D )
Thank you in advance.

I think he was planning to - I'm just showing him how I did it for reference.

I'd think it better if he did because he will be the one to update and caretake it.
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ZANEY82
 
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Post » Wed Mar 30, 2011 10:53 am

Regarding the Gray Fox cape, will it be availible only
Spoiler
when you become the Gray Fox?
And the same question goes for the Crusader's Cape.


Actually...

Spoiler
You should be able to buy it from Ongar The World Weary if you are merely a member of the thieves guild and while he is fencing at Olav's Tap and Tackle.

Let me know if this does not work properly because, as I currently have no characters which are members of the thieves guild, I did not test this feature in game.


Regards,

Hem
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Dustin Brown
 
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Post » Wed Mar 30, 2011 12:15 pm

I think he was planning to - I'm just showing him how I did it for reference.

I'd think it better if he did because he will be the one to update and caretake it.


I intend to upload a BAIN archive at some point (soon, I hope). However, I am just learning about BAIN. I read Pysmon's entire article concerning BAIN last night...printed it, actually...43 pages in 14 pt print for my tired old eyes. :lol:

The number of varied options I have provided in Hemingwey's Capes version 3.0 makes designing the best package a challenge.

I do have alot of help...including...suggestions from Psymon, Metallicow and Johnn123. :biggrin:

Regards,

Hem

P.S. I want to be careful in how I put the package together because you should see some of the configurations folks send me when reporting that Hemingwey's Capes 'doesn't work.' :hehe: The problem with providing lots of options is that some players become confused as to what to install.
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Melung Chan
 
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Post » Wed Mar 30, 2011 12:42 am

Progress update re BAIN version:

Metallicow wrote a BAIN installation wizard for Hemingwey's Capes version 3.0...which I am perusing and testing right now...it looks to be pretty close to what is needed...so there may be a BAIN archive, complete with wizard, just in time for Xmas. :wink_smile:

Thank you Metallicow. :goodjob:

Regards,

Hem
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ezra
 
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Post » Wed Mar 30, 2011 11:08 am

Progress update re BAIN version:

Metallicow wrote a BAIN installation wizard for Hemingwey's Capes version 3.0...which I am perusing and testing right now...it looks to be pretty close to what is needed...so there may be a BAIN archive, complete with wizard, just in time for Xmas. :wink_smile:

Thank you Metallicow. :goodjob:

Regards,

Hem


Well, the one I sent you was a rough draft. Nothing fancy. Just showing how I thought the basic structure should be based on what was explained. If you want a different folder numbered naming scheme the wizard will have to be edited. Plus I don't think I added a readme or pics. I don't recall it had options for the two recent extras either. So unless you know how to write the rest of it, it (the wizard) will need updated. When you decide on a naming scheme let me know. Oh, and an updated basic readme.
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Lakyn Ellery
 
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Post » Wed Mar 30, 2011 3:25 am

Well, the one I sent you was a rough draft. Nothing fancy. Just showing how I thought the basic structure should be based on what was explained. If you want a different folder numbered naming scheme the wizard will have to be edited. Plus I don't think I added a readme or pics. I don't recall it had options for the two recent extras either. So unless you know how to write the rest of it, it (the wizard) will need updated. When you decide on a naming scheme let me know. Oh, and an updated basic readme.



I think, after looking over your draft, I can edit and finalize the script. I might ask you to take a look at my edits for QC purposes (or if I run into a snag in testing), but, again, having seen your draft, I have a really nice road map and I believe I understand the structure and syntax.

It has been quite a few years since I have written scripts (back in the day as a Dev GM for an old text-based game called DragonRealms), but the BAIN wizard script structure seems fairly straight forward (now that I have reviewed your draft wizard, that is :wink_smile: ).

Regards,

Hem
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electro_fantics
 
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Post » Wed Mar 30, 2011 12:29 pm

Metallicow - if you ever want to write up a thing on BAIN Wizards and scripts for them in a more general sense - please feel free to post in http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/.

I'm often accused of having little info about them - so feel free.

Sorry for off topic.
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Shelby McDonald
 
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Post » Wed Mar 30, 2011 2:51 pm

Update re BAIN archive and wizard:

My edits to the draft BAIN Wizard all appear to work when tested and the package structure I created works. I still have to rewrite the read me -- which may not get done before Christmas because I am pretty much out of modding time available until next week...but maybe.

Regards,

Hem

P.S. After learning how to use it, I really like BAIN. Will likely convert most of my load order to BAIN installation once I finish this development cycle for Hemingwey's Capes. :wink_smile:
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Jon O
 
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Post » Wed Mar 30, 2011 12:08 pm

Finally got a chance to play with this. I went to a random bandit camp and one had a cape, the pleated war mantle IIRC. I am however experiencing a bug. Any of the new capes in version 3 have a messed up icon. The texture is fine, but the icon is black and has colorful spots on it. None from the previous versions have this bug. I am running on medium settings if that makes a difference
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Channing
 
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Post » Wed Mar 30, 2011 2:11 pm

Finally got a chance to play with this. I went to a random bandit camp and one had a cape, the pleated war mantle IIRC. I am however experiencing a bug. Any of the new capes in version 3 have a messed up icon. The texture is fine, but the icon is black and has colorful spots on it. None from the previous versions have this bug. I am running on medium settings if that makes a difference



Although an Icon can be saved as DXT3 with mipmaps and willl work but may be complained about(CS).

A Icon should be saved as DXT3 with NO mipmaps.

Edit: @ John123 - What Icon was it by the way?
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Mason Nevitt
 
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Post » Wed Mar 30, 2011 5:55 am

Although an Icon can be saved as DXT3 with mipmaps and willl work but may be complained about(CS).

A Icon should be saved as DXT3 with NO mipmaps.

Edit: @ John123 - What Icon was it by the way?



Correct. All the icons should be DXT3 with no mip maps...unless I accidentally made some with mip maps (I switched to the Compressonator during version 3.0 development because DDS converter does not work with my new Windows 7 64 OS...took some getting used to the interface :ponder:).

I suppose will have to check them over. They all looked fine in my game, but I use large textures...I will set to medium and see if I have problems...

Thank you for the bug report. That is what beta releases are all about, afterall.

Regards,

Hem

P.S. Just to confirm. I tested and all the new icons are buggy when using medium texture settings. They are fine with textures set to large. I will fix when I get a chance. Not sure what caused this...fairly certain I did not generate mips...:hehe:...but, hey, I could be wrong.

P.P.S. Bleh. Tried compressing a few and made sure no mips were generated...same result...must be something else...the capes look *much* better on large texture settings...btw. :wink_smile:
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Avril Louise
 
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Post » Wed Mar 30, 2011 1:54 pm

I checked the textures with DDS Converter and they all say DXT3 with NO mipmaps.......hmmmm
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evelina c
 
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Post » Wed Mar 30, 2011 6:22 am

I checked the textures with DDS Converter and they all say DXT3 with NO mipmaps.......hmmmm


Yup. Guess I'll have to do some reading...worst case....I can hook up my old rig and generate icons by the same method as in the past. :lol:

Not a game-breaking bug...but somewhat unsightly in the inventory menu.

Regards,

Hem
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glot
 
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Post » Wed Mar 30, 2011 9:51 am

Yup. Guess I'll have to do some reading...worst case....I can hook up my old rig and generate icons by the same method as in the past. :lol:

Not a game-breaking bug...but somewhat unsightly in the inventory menu.

Regards,

Hem


Ummm.. What do you mean??....

Do you might need help with the textures?

What program are you using?
Are you using Photoshop or GIMP?
If so, Are you using something different for your normalmaps?

What are you using for your normalmaps?
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NAkeshIa BENNETT
 
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Post » Wed Mar 30, 2011 9:16 am

I will chime in

Most likely the alpha channel on the icon itself. Since they are saved in DXT3. Icons do not have normal maps. So Alpha Channel Detail is used.

In DDS Convertor

Capes01 thru 134 have black background..

While the 135 thru 310 have white background..

Hemingwey which cape once again so I can look up the icon itself and see..
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Taylor Bakos
 
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Post » Wed Mar 30, 2011 2:31 pm

I will chime in

Most likely the alpha channel on the icon itself. Since they are saved in DXT3. Icons do not have normal maps. So Alpha Channel Detail is used.

In DDS Convertor

Capes01 thru 134 have black background..

While the 135 thru 310 have white background..

Hemingwey which cape once again so I can look up the icon itself and see..


Yes. Yes, CorePC......

They seem to be more on/off alpha. I see.......

They should all be checked individually then, for alpha.
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Star Dunkels Macmillan
 
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Post » Wed Mar 30, 2011 10:29 am

Yes. Yes, CorePC......

They seem to be more on/off alpha. I see.......

They should all be checked individually then, for alpha.


Yes.

I know what I did differently. Should be able to fix the new icons so they work with small and medium textures.

To answer the question re normal maps: I use a combination of Crazybump and Gimp for normal maps. Not any problem with those...is there? :hehe:

I am off to a holiday function...thanks for the reports/comments.

Regards,

Hem
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Petr Jordy Zugar
 
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Post » Wed Mar 30, 2011 7:04 am

Yes. To answer the question re normal maps: I use a combination of Crazybump and Gimp for normal maps. Not any problem with those...is there?


No, Only the compression is what is being debated(if any) here.
DXT3 or DXT3a
Alpha or not.

Yes it matters.

Mooo
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Khamaji Taylor
 
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Post » Wed Mar 30, 2011 5:51 am

I have been reading over the OP and looked at the pictures but I have a question,
Are you able to where the capes at the same time as a full suit of armor?
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phillip crookes
 
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Post » Wed Mar 30, 2011 4:41 pm

I have been reading over the OP and looked at the pictures but I have a question,
Are you able to where the capes at the same time as a full suit of armor?

Yup, capes go in the "tail" slot, so for your Khajiits and Argonians, the tail will disappear, but no effect on the "human" and elf races.
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Jessie Rae Brouillette
 
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Post » Wed Mar 30, 2011 7:51 am

Although an Icon can be saved as DXT3 with mipmaps and willl work but may be complained about(CS).

A Icon should be saved as DXT3 with NO mipmaps.

Edit: @ John123 - What Icon was it by the way?

all of the new ones from version 3 Metallicow
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Rachael Williams
 
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Post » Wed Mar 30, 2011 5:52 am

I have been reading over the OP and looked at the pictures but I have a question,
Are you able to where the capes at the same time as a full suit of armor?



Yup, capes go in the "tail" slot, so for your Khajiits and Argonians, the tail will disappear, but no effect on the "human" and elf races.



Not exactly, anithinks. :wink_smile:

There are two versions of each cape, tail slot and amulet slot.

The tail slot capes have "(T)' appended to their names. Tail slot capes will always show up when worn with armor. Beast races should steer clear of those, however, as you will lose your tail. (There is a patch to eliminate tail slot capes from the mod, if you so desire).

Most of the capes, all those worn by NPCs and found in chests, however, are amulet slot capes -- which normally would be hidden by certain amror and clothing. In order to solve this issue, the standard versions of the mod set ALL vanilla and OOO armor to show amulets (and, therefore, amulet slot capes). However, the best/recommended way to install the mod is to use Wrye Bash and enable its clothing and armor shows amulets features...so armor and clothing from other mods will not hide the capes. This is all explained in great detail in the readme.

I hope this helps.

Regards,

Hem
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Dustin Brown
 
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