[RELz] Hemingweys Capes Version 3.0 Beta

Post » Wed Mar 30, 2011 12:19 pm

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

Yes it matters.

Mooo


Okay. All the problematic icons are compressed with the Compressonator using the only DXT3 option available, at least in the Compressonator version I have (downloaded from TESNexus), which is 'DXT3 (4bit explicit alpha).' I *think* the problem, however, is in how I generated the alpha channel in the .tga files for the newer icons (and all those .tga files do have an alpha channel). I suspect I will be able to fix the problem. In the mean time, enjoy the impressionist icons if you are using medium or small texture settings in your game. :celebration:

Regards,

Hem

P.S. I always welcome advice, Metallicow. :)
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NEGRO
 
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Post » Wed Mar 30, 2011 3:46 am

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


Core...I believe it is all the ones with white backgrounds that are causing problems for medium and samll texture settings....sorry for the slow response....I had real life matters to attended to this evening.

Regards,

Hem
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Quick draw II
 
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Post » Wed Mar 30, 2011 3:06 pm

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 armor 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 read-me.

I hope this helps.

Regards,

Hem

Sweet thank you for the info and I am glad to see there is a patch to remove the (T) or "tail slot" ones, I use a High elf.
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Taylor Bakos
 
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Post » Wed Mar 30, 2011 6:13 am

Sweet thank you for the info and I am glad to see there is a patch to remove the (T) or "tail slot" ones, I use a High elf.



You will be fine equipping tail slot capes with a high elf as high elves are not a beast race (i.e. no tails....at leat not that I have noticed :wink_smile:).

I am off to see some friends and relations for Xmas...be back in a few days.

In the interim, please report any bugs ya'll discover (there have been relatively few and all minor thus far). I am hoping to head toward a final version 3.0 release soon, inlcuding a BAIN archive with installation wizard and, perhaps, an OMOD or OMOD ready offering.

Merry Christmas to those who celebrate the holiday, whether as a religious or secular practice. :celebration:

Regards,

Hem
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Katie Samuel
 
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Post » Wed Mar 30, 2011 12:01 pm

Hey Hem, just tried out your capes mod on my new Laptop, looks outstanding on high quality!! I started off in tutorial dungeon this time and i noticed you left Renaults Capes playable. Dunno if you wanted it to be playable, but thought i'd mention it. It looks freakin sweet now btw!
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Andy durkan
 
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Post » Wed Mar 30, 2011 9:03 am

Hey Hem, just tried out your capes mod on my new Laptop, looks outstanding on high quality!! I started off in tutorial dungeon this time and i noticed you left Renaults Capes playable. Dunno if you wanted it to be playable, but thought i'd mention it. It looks freakin sweet now btw!



Captain Renault's Cape should not be playable. Thank you for the report. Will add that to the fixes for version 3.0 final. :)

Regards,

Hem

Edit: Johnn123 -- I just checked the esm and most of the esps for Hemingwey's Capes. Renault's Cape appears to be set to non-playable. Is is possible you are using Wrye Bash all armor and clothing playable settings? If not, can you let me know which Hemingwey's Capes .esps you are using?
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Robert Devlin
 
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Post » Wed Mar 30, 2011 3:34 pm

Captain Renault's Cape should not be playable. Thank you for the report. Will add that to the fixes for version 3.0 final. :)

Regards,

Hem

Edit: Johnn123 -- I just checked the esm and most of the esps for Hemingwey's Capes. Renault's Cape appears to be set to non-playable. Is is possible you are using Wrye Bash all armor and clothing playable settings? If not, can you let me know which Hemingwey's Capes .esps you are using?



:wallbash:

yup i had everything tweaked to playable, though i coulda swore that only affected vanilla! guess not :lmao:
AT any rate i stole Glenroy's cape, i like it, looks good on my character
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Glu Glu
 
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Post » Wed Mar 30, 2011 8:08 am

:wallbash:

yup i had everything tweaked to playable, though i coulda swore that only affected vanilla! guess not :lmao:
AT any rate i stole Glenroy's cape, i like it, looks good on my character



Thought that might be the issue.

Last release, if I recall correctly, you cloned Squire Godwyn, and killed the clone to get his armor and shield...unconventional. :whistling:

I am still working on the full/final/non-beta release of version 3.0...complete with BAIN archive and wizard...have not had alot of time to mod with the holidays and year end at the office...a few more weeks, perhaps.

Regards,

Hem
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emily grieve
 
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Post » Wed Mar 30, 2011 4:57 am

You added that cape to the Leveled Lists correct? I thought I found one in Miscarcand when I went there last.
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Loane
 
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Post » Wed Mar 30, 2011 3:55 pm

You added that cape to the Leveled Lists correct? I thought I found one in Miscarcand when I went there last.


I do seem to recall that the Knight Gryphon Cape is among the 'rare' capes in the chest loot lists (might even be an enchanted version somewhere in the lists)...so many capes...hard to recall them all... :hehe:

Regards,

Hem
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Tiffany Castillo
 
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Post » Wed Mar 30, 2011 9:17 am

~~ A Modder's Tale ~~

Backstory:

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


...more stuff...let's skip to the happy ending where the Hero (that'd be me in this fable) :wink_smile: prevails and beats back the dark forces of iconic frustration...

Found a solution to this problem. For those who don't follow this thread -- all my new icons were buggy when users load the game with medium or small texture settings. I concluded a change in my processes for creating icons (which made them appear more attractive in game, at least when playing with large textures) was the culprit. However, try as I might, reading various TUTs and so forth, my new icons remained buggy. So...finally...I hooked up the trusty old computer on which I created version 1.0 of Hemingwey's Capes and, instead of using the Compressonator to convert the new icons to .dds format, I used DDS Converter. I found that, no matter what steps I had taken to create various new icons, they no longer appear to be buggy if compressed with DDS Converter. (Problem is I can't run DDS Converter on my new Windows 7 64 bit machine -- thank you Microsoft.)

Perhaps I am doing something wrong with the Compressonator, but, for now, I will be compressing my Oblivion icons on my trusty old 32 bit Windows XP machine using DDS Converter. :foodndrink:

Regards,

Hem

P.S. The un-bugged versions of the new icons probably won't be released until version 3.0 goes to final release...too many files on the download page as it is.
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Fiori Pra
 
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Post » Wed Mar 30, 2011 11:36 am

I found one of the daedric capes today, you did a good job on the leveled lists! Did you use custom lists or add to existing? or both? and have you tried running DDS Convertor 2.1 as administrator? I have 0 issue running it on my Win 7 64 bit system :shrug:
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Ross
 
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Post » Wed Mar 30, 2011 7:46 am

I found one of the daedric capes today, you did a good job on the leveled lists! Did you use custom lists or add to existing? or both? and have you tried running DDS Convertor 2.1 as administrator? I have 0 issue running it on my Win 7 64 bit system :shrug:



The Hemingwey's Capes leveled lists are a self-contained distribution system. They do not touch the existing leveled lists. (Yes, the capes are 'extra' loot; however, in my estimation, the valuable ones are sufficiently rare so as to not have a dramatic effect on loot balance, etc.)

Not sure why I have a problem with DDS Converter 2.1...I believe I tried running as admin and a number of other possible fixes with no success. I found a number of posts around the net indicating others had the same problem. Perhaps I should give it another try. :toughninja:

Regards,

Hem
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Vahpie
 
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Post » Wed Mar 30, 2011 7:40 am

Probably a good idea, that way you can do what ya want without worry about side effects. I used the opposite method when I did my LLO.
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Lexy Dick
 
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Post » Wed Mar 30, 2011 12:53 pm

Wow, just seen the screenies with your newer stuff, it's unbelievable, I didn't think the old ones could get better - I was wrong!

As about your DDS converter for W7 64 woe, well, I'm using the Nvidia Texture Tools (download from Nvidia website), as well as a scripted plugin done by a very cool guy (don't have the details with me, but will send, if needed, next week), who managed to add a script to Photoshop CS5 that enables using the Nvidia Tools for saving DDS format under W7 64 (in case you didn't try, saving "normally", by using the old DDS plugin, doesn't work anymore under 64bits Win OS)... The only issue with that is there is no control on the filtering settings or number of mip-maps you could get - the best improvement is being able to save a 2048x2048 file in only a few seconds, with no compression artifacts... ;)

Oh well... Just dropped by to say Happy New Year! ;)
Cheers,
PKR.
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Lizzie
 
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Post » Wed Mar 30, 2011 4:38 pm

Wow, just seen the screenies with your newer stuff, it's unbelievable, I didn't think the old ones could get better - I was wrong!


Thanks PKR! :foodndrink:

As about your DDS converter for W7 64 woe, well, I'm using the Nvidia Texture Tools (download from Nvidia website), as well as a scripted plugin done by a very cool guy (don't have the details with me, but will send, if needed, next week), who managed to add a script to Photoshop CS5 that enables using the Nvidia Tools for saving DDS format under W7 64 (in case you didn't try, saving "normally", by using the old DDS plugin, doesn't work anymore under 64bits Win OS)... The only issue with that is there is no control on the filtering settings or number of mip-maps you could get - the best improvement is being able to save a 2048x2048 file in only a few seconds, with no compression artifacts... ;)

Oh well... Just dropped by to say Happy New Year! ;)
Cheers,
PKR.


Actually...I use a very old version of PSP to create my color maps (mostly because I am so familiar with the menus, etc.). I do have an older version of Photoshop, as well, but never have gotten around to playing with it much. For now I have my old machine set up next to/networked with the new one and my storage drive...so just takes a few extra clicks to hop over and compress using DDS Converter. :lol:

...and...

Happy New Year, bro!

Regards,

Hem

P.S. Yeah...I am somewhat technically challenged, but hey, modding is a hobby. :wink_smile:
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Guy Pearce
 
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Post » Wed Mar 30, 2011 3:49 am

Happy New Year Hem! :)

Hopefully you had a good break - once you get back, are you planning to make an official BAIN version of this?
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john palmer
 
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Post » Wed Mar 30, 2011 1:00 am

Happy New Year Hem! :)

Hopefully you had a good break - once you get back, are you planning to make an official BAIN version of this?


The BAIN version is mostly done...just want to add a few more comments to the BAIN wizard.

That said, I have had little time for modding lately. However, a final version 3.0 -- with BAIN archive and wizard (among other features) -- will likely be released at some point in the not too distant future.

Regards,

Hem
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Isabella X
 
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Post » Wed Mar 30, 2011 9:43 am

Hey Hemingwey,

I downloaded beta 3 today and I'm having a blast collecting the ones I come across. I have a suggestion for the Gray Fox's cape (I saw a message early on in the thread):

Spoiler
When you complete the thieves guild and become the gray fox, you have access to the room of the previous gray fox, located in Dareloth's House on the Waterfront You should add the cape in a new container and place it in the room. It would be one of the best solution I think. More info on Dareloth's House: http://www.uesp.net/wiki/Oblivion:Dareloth%27s_House#Dareloth.27s_Basemant I've not read the entire thread, so it might have already been suggested.


Looking forward to the final version and the BAIN ready archive.

Keep up the good work!

Cheers,

Dazu.
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Haley Cooper
 
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Post » Wed Mar 30, 2011 6:34 am

Hey Hemingwey,

I downloaded beta 3 today and I'm having a blast collecting the ones I come across. I have a suggestion for the Gray Fox's cape (I saw a message early on in the thread):

Spoiler
When you complete the thieves guild and become the gray fox, you have access to the room of the previous gray fox, located in Dareloth's House on the Waterfront You should add the cape in a new container and place it in the room. It would be one of the best solution I think. More info on Dareloth's House: http://www.uesp.net/wiki/Oblivion:Dareloth%27s_House#Dareloth.27s_Basemant I've not read the entire thread, so it might have already been suggested.


Looking forward to the final version and the BAIN ready archive.

Keep up the good work!

Cheers,

Dazu.



First, thank you for your kind words, Dazu. :foodndrink:

Second, while the mundane versions of the grey fox emblem capes are already available for purchase, I might consider adding an enchanted Grey Fox Cape in the manner your describe. Creative idea. Thank you for the suggestion. :wink_smile:

Regards,

Hem

P.S. I finally managed to pretty much destroy my almost 9 month old Oblivion installation, so I am in the process of putting together a fresh build, using BAIN as my primary mod manager/installer. :hehe:
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Rebecca Dosch
 
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Post » Wed Mar 30, 2011 9:46 am

P.S. I finally managed to pretty much destroy my almost 9 month old Oblivion installation, so I am in the process of putting together a fresh build, using BAIN as my primary mod manager/installer. :hehe:

The same thing happened to me early this week. It took me a good 5 hours to reinstall everything (download time included)... Good luck!
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Stace
 
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Post » Wed Mar 30, 2011 12:33 pm

The same thing happened to me early this week. It took me a good 5 hours to reinstall everything (download time included)... Good luck!


You're pretty fast...depending on how many and the complexity of the mods you installed. :wink_smile:

I figure it will take me several days of spare time to get everything just the way I want it...make some decisions about what mods to include or discard, update older versions of mods I use in every build, create custom BAIN archives for several larger mods like OOO, create a few new characters, copy over my favorite existing characters/saves and update the same, test, optimize, etc.

Regards,

Hem
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Yvonne Gruening
 
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Post » Wed Mar 30, 2011 4:27 pm

Ok, I'm confused. I just noticed that all the capes you loot from NPC are tagged as amulet, so when you put them on it removes the amulet you currently have. I thought Wrye Bash or the compatibility patches in the supplementary folders would help address the issue, but it doesn't. I must have screwed up somewhere. Did I assume wrong? Aside from the merchant who offer two versions of the cape, how can I get to equip the cape and keep my amulet on?

What plugin(s) should I use on an FCOM setup or avoid using, and what options should I tick when rebuilding my bashed patch?

Here's my load order:

Spoiler
00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  MD_Saddle_Master.esm05  Cobl Main.esm  [Version 1.73]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Hemingweys Capes Improved.esm  [Version 3.0b]0A  HorseCombatMaster.esm0B  Oblivifall Master File.esm  [Version 1.0]0C  Unofficial Oblivion Patch.esp  [Version 3.3.3]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  SM Plugin Refurbish - SI.esp  [Version 1.30]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  All Natural.esp  [Version 1.1]16  All Natural - SI.esp  [Version 1.0]17  Enhanced Water v2.0 ND.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.2]18  All Natural - Real Lights.esp  [Version 1.1]19  Adonnays Ranger Coats.esp1A  All normal clothes buyable.esp1B  Medic!.esp1C  personality_idles4.esp1D  Portable Campsite.esp1E  Willful Resistance.esp  [Version 4.0]1F  DropLitTorchOBSE.esp  [Version 2.4]20  FormID Finder4.esp21  Get Wet.esp22  Streamline 3.1.esp23  Map Marker Overhaul.esp  [Version 3.3.1]24  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]25  Enhanced Hotkeys.esp  [Version 2.1.1]26  Expanded Hotkeys and Spell Delete V2.esp27  DLCOrrery.esp28  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]29  SM Plugin Refurbish - Orrery.esp  [Version 1.11]2A  DLCVileLair.esp2B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]2C  DLCMehrunesRazor.esp2D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]2E  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]++  MaleBodyReplacerV4.esp2F  Adonnays Classical Weaponry.esp30  Binoculars.esp++  CSR - Golden Saint.esp31  XSPipeMod.esp  [Version 1.2]32  Slof's Horses Base.esp33  Slof's Extra Horses.esp34  Dude Wheres My Horse.esp35  MD Saddlebags v3.0.esp36  DLCThievesDen.esp37  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]38  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]39  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]3A  Cobl Glue.esp  [Version 1.73]3B  Cobl Si.esp  [Version 1.63]3C  Bob's Armory Oblivion.esp3D  FCOM_BobsArmory.esp  [Version 0.9.9]3E  Oblivion WarCry EV.esp  [Version 1.09]3F  FCOM_WarCry.esp  [Version 0.9.9MB5]40  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  CSR - Fine Iron.esp41  Hemingweys Capes Improved for FCOM.esp  [Version 3.0b]42  Hemingweys Capes Improved.esp  [Version 3.0b]++  Hemingweys FCOM OOO Cape Patch.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved Citizens.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved Enemies.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved Legion Forester.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved Regional City Guards.esp  [Version 3.0b]++  Hemingweys FCOM Show Amulets.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved IC Guards.esp  [Version 3.0b]++  OMOBS_SI.esp  [Version 1.0]43  OOO 1.32-Cobl.esp  [Version 1.72]44  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]45  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]46  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]47  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]49  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.73]4A  Oblivifall - Something's Not Right.esp  [Version 1.0]4B  Cyrodiil transportation network.esp4C  ArmoryLab 5.1 - Cobl - OOO.esp4D  DLCBattlehornCastle.esp4E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]4F  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]50  Knights.esp51  Knights - Unofficial Patch.esp  [Version 1.1]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]**  DLC_MOBS.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]52  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]53  gardening.esp54  MoreTraining.esp55  P1DkeyChain.esp  [Version 5.00]56  Salmo the Baker, Cobl.esp  [Version 3.08]57  Enhanced Vegetation [125%].esp58  SkycaptainsBloodTime.esp59  Toggleable Quantity Prompt.esp  [Version 3.1.1]5A  Quest Award Leveling.esp5B  Quest Award Leveling - Finger of the Mountain.esp5C  Alternative Start by Robert Evrae.esp5D  RealisticForceMedium.esp5E  RealisticMagicForceLow.esp5F  Simple Essentials beta2.esp60  ConduitMagic.esp61  Gather Ye Rosebuds.esp62  SpellDeflection.esp63  MidasSpells.esp64  Midas OscuroGems.esp++  Jjiinx_Enhanced Disease.esp65  Enchantment Enhanced.esp66  Morrowind Lockpicking.esp67  Deadly Reflex 6 - Timed Block and 250% damage.esp68  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp69  SP1stPLegs.esp6A  bgBalancingEVCore.esp  [Version 10.52EV-D]6B  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]6C  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]6D  bgMagicEVPaperChase.esp  [Version 1.68EV]6E  bgMagicAlchemy.esp  [Version 1.57]6F  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]70  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]++  [GFX]_Initial_Glow-all.esp**  bgMagicEVShader.esp  [Version 1.7EV]71  bgMagicLightningbolt.esp++  FCOM_Archery.esp  [Version 1.0]72  MiniMap.esp73  DeadlyReflex 6 - Combat Moves.esp74  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]75  Bashed Patch, FCOM.esp

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RAww DInsaww
 
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Post » Wed Mar 30, 2011 2:44 pm

Ok, I'm confused. I just noticed that all the capes you loot from NPC are tagged as amulet, so when you put them on it removes the amulet you currently have. I thought Wrye Bash or the compatibility patches in the supplementary folders would help address the issue, but it doesn't. I must have screwed up somewhere. Did I assume wrong? Aside from the merchant who offer two versions of the cape, how can I get to equip the cape and keep my amulet on?

What plugin(s) should I use on an FCOM setup or avoid using, and what options should I tick when rebuilding my bashed patch?



Unless the name of the cape ends with '(T)' (in which case the cape uses the tail slot), all capes in version 3.0 use the amulet slot. Therefore, you can't wear such a cape and an amulet. (If you use Wrye Bash's 'unlimited amulets' feature, all amulets, and therefore, capes will be hidden from view -- which kinda defeats the purpose of the mod.)

If you are NOT playing a beast race character, you can PURCHASE (from a merchant) a tail slot version of a cape and it will not use the amulet slot. (Warning: Beast race characters will lose their tail if you equip a tail slot cape.)

You are correct that all NPC capes are amulet slot -- NPCs won't euip tail slot items (unless a special script is added to the capes, which I opted not to use).

Regards,

Hem

P.S. For FCOM, use the Hemingweys Capes Improved.esm file AND the .esp files from the FCOM folder(s) in the Hemingwey's Capes download package...see the Hemingwey's Capes readme for further details on this and exactly how to build your bashed patch.
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Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Wed Mar 30, 2011 8:57 am

Ok, I'm confused. I just noticed that all the capes you loot from NPC are tagged as amulet, so when you put them on it removes the amulet you currently have. I thought Wrye Bash or the compatibility patches in the supplementary folders would help address the issue, but it doesn't. I must have screwed up somewhere. Did I assume wrong? Aside from the merchant who offer two versions of the cape, how can I get to equip the cape and keep my amulet on?

What plugin(s) should I use on an FCOM setup or avoid using, and what options should I tick when rebuilding my bashed patch?

Here's my load order:

Spoiler
00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  MD_Saddle_Master.esm05  Cobl Main.esm  [Version 1.73]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Hemingweys Capes Improved.esm  [Version 3.0b]0A  HorseCombatMaster.esm0B  Oblivifall Master File.esm  [Version 1.0]0C  Unofficial Oblivion Patch.esp  [Version 3.3.3]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  SM Plugin Refurbish - SI.esp  [Version 1.30]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  All Natural.esp  [Version 1.1]16  All Natural - SI.esp  [Version 1.0]17  Enhanced Water v2.0 ND.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.2]18  All Natural - Real Lights.esp  [Version 1.1]19  Adonnays Ranger Coats.esp1A  All normal clothes buyable.esp1B  Medic!.esp1C  personality_idles4.esp1D  Portable Campsite.esp1E  Willful Resistance.esp  [Version 4.0]1F  DropLitTorchOBSE.esp  [Version 2.4]20  FormID Finder4.esp21  Get Wet.esp22  Streamline 3.1.esp23  Map Marker Overhaul.esp  [Version 3.3.1]24  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]25  Enhanced Hotkeys.esp  [Version 2.1.1]26  Expanded Hotkeys and Spell Delete V2.esp27  DLCOrrery.esp28  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]29  SM Plugin Refurbish - Orrery.esp  [Version 1.11]2A  DLCVileLair.esp2B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]2C  DLCMehrunesRazor.esp2D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]2E  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]++  MaleBodyReplacerV4.esp2F  Adonnays Classical Weaponry.esp30  Binoculars.esp++  CSR - Golden Saint.esp31  XSPipeMod.esp  [Version 1.2]32  Slof's Horses Base.esp33  Slof's Extra Horses.esp34  Dude Wheres My Horse.esp35  MD Saddlebags v3.0.esp36  DLCThievesDen.esp37  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]38  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]39  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]3A  Cobl Glue.esp  [Version 1.73]3B  Cobl Si.esp  [Version 1.63]3C  Bob's Armory Oblivion.esp3D  FCOM_BobsArmory.esp  [Version 0.9.9]3E  Oblivion WarCry EV.esp  [Version 1.09]3F  FCOM_WarCry.esp  [Version 0.9.9MB5]40  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  CSR - Fine Iron.esp41  Hemingweys Capes Improved for FCOM.esp  [Version 3.0b]42  Hemingweys Capes Improved.esp  [Version 3.0b]++  Hemingweys FCOM OOO Cape Patch.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved Citizens.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved Enemies.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved Legion Forester.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved Regional City Guards.esp  [Version 3.0b]++  Hemingweys FCOM Show Amulets.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved IC Guards.esp  [Version 3.0b]++  OMOBS_SI.esp  [Version 1.0]43  OOO 1.32-Cobl.esp  [Version 1.72]44  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]45  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]46  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]47  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]49  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.73]4A  Oblivifall - Something's Not Right.esp  [Version 1.0]4B  Cyrodiil transportation network.esp4C  ArmoryLab 5.1 - Cobl - OOO.esp4D  DLCBattlehornCastle.esp4E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]4F  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]50  Knights.esp51  Knights - Unofficial Patch.esp  [Version 1.1]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]**  DLC_MOBS.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]52  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]53  gardening.esp54  MoreTraining.esp55  P1DkeyChain.esp  [Version 5.00]56  Salmo the Baker, Cobl.esp  [Version 3.08]57  Enhanced Vegetation [125%].esp58  SkycaptainsBloodTime.esp59  Toggleable Quantity Prompt.esp  [Version 3.1.1]5A  Quest Award Leveling.esp5B  Quest Award Leveling - Finger of the Mountain.esp5C  Alternative Start by Robert Evrae.esp5D  RealisticForceMedium.esp5E  RealisticMagicForceLow.esp5F  Simple Essentials beta2.esp60  ConduitMagic.esp61  Gather Ye Rosebuds.esp62  SpellDeflection.esp63  MidasSpells.esp64  Midas OscuroGems.esp++  Jjiinx_Enhanced Disease.esp65  Enchantment Enhanced.esp66  Morrowind Lockpicking.esp67  Deadly Reflex 6 - Timed Block and 250% damage.esp68  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp69  SP1stPLegs.esp6A  bgBalancingEVCore.esp  [Version 10.52EV-D]6B  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]6C  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]6D  bgMagicEVPaperChase.esp  [Version 1.68EV]6E  bgMagicAlchemy.esp  [Version 1.57]6F  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]70  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]++  [GFX]_Initial_Glow-all.esp**  bgMagicEVShader.esp  [Version 1.7EV]71  bgMagicLightningbolt.esp++  FCOM_Archery.esp  [Version 1.0]72  MiniMap.esp73  DeadlyReflex 6 - Combat Moves.esp74  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]75  Bashed Patch, FCOM.esp







Use this mod.... Visibly Unlimited http://www.tesnexus.com/downloads/file.php?id=27260
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Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

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