Mage Equipment 2

Post » Fri Mar 04, 2011 11:02 pm

So, how soon until the removed NPC is back, and thus people can download this great looking mod. (I need new gloves, and this looks like it'd fit my needs.


Jsut as I'm writing this the new .esps are bing zipped, so I guess it will take some more time, but definitely VERY soon. I'm sorry for this delay.

Another weirdness in .esp. You have two Oblivion.esm files as master. Also theres NPC_ FranConjurerFB3Lev06DUPLICATE000 which is placed to Fort Cuptor Battlemains. This NPC use that second master file thus have very weird inventory.
Better to remove NPC and second master file.


I have realised thisone as well. It is fixed now. Fortunately it was much easier to fix than the Ri'Bassa bug.

the mannicore and unique ones will only be used by random encounter bosses that will ave like a 5% chance of dropping one. so yes, tey sould be fairly rare :)


That is great then.



And on the Price Bug with FCOM, this is what Dev_Akm wrote to me:

quote:
This is not at all surprising. OOO greatly increases the cost of enchanting, especially for certain effects, which causes items using those enchants to get very high prices.

Showler has made a patch that drops the enchanting prices back down, so that's a quick fix, but perhaps less than an ideal solution. I think he has also worked on adding some mage items to special lists I created for mage loot.

I would be happy to take a shot at making a patch for it.

I'll take a look and let you know what I find.

Thanks!

quote
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JUan Martinez
 
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Post » Sat Mar 05, 2011 12:48 am

To the above post I've only one thing to say.......... :tops:
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Naomi Lastname
 
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Post » Sat Mar 05, 2011 1:36 am

To the above post I've only one thing to say.......... :tops:



Yes, I thought you might like it ;) . Together with others I guess.


And a good news for you all!
Thanks to DewShine the Ri'Bassa bug is gone and the .esps are much cleaner now. check the new download links in the first post.
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Ray
 
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Post » Sat Mar 05, 2011 11:24 am

Man. if dev can make a patch thet will allow this to work properly with the likes of Living Economy. Frans, OOO, FCOM and others I'm gonna pee my pants. :drool:
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Lilit Ager
 
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Post » Fri Mar 04, 2011 10:20 pm

Wow wow WOW is all i can say:-D Finaly some thing you can call a robe for my main character,hes beein waiting for a loong time now.Now i so wish i had my big pc and not this crappy lapto:-S
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Facebook me
 
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Post » Sat Mar 05, 2011 5:42 am

Thanks for sharing and the linky, will add this to the list ! ! ! !
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le GraiN
 
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Post » Sat Mar 05, 2011 1:43 am

Man. if dev can make a patch thet will allow this to work properly with the likes of Living Economy. Frans, OOO, FCOM and others I'm gonna pee my pants. :drool:


now, I'm not totally sure I want to be held responsible for this :D .

Wow wow WOW is all i can say:-D Finaly some thing you can call a robe for my main character,hes beein waiting for a loong time now.Now i so wish i had my big pc and not this crappy lapto:-S


This was the main reason why I started working on this mod. I too, could not stand the vanilla robes. I'm very glad you like it.

Thanks for sharing and the linky, will add this to the list ! ! ! !


It is an honour to be added.
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Setal Vara
 
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Post » Fri Mar 04, 2011 8:14 pm

Unfortunately it appears Slof's robe trader and this mod aren't compatible :(

Loading this after Slof's gives the enhancement and vanilla robes - whereas before you get Slof's robes and no enchantment

As I think some of the enchantments are a little overpowered to be on standard FCOM npcs (necromancer's robe for example) I've gone back to have slof's overwriting this
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K J S
 
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Post » Sat Mar 05, 2011 7:35 am

What I did to make them work together is to cut the NPCs altered in half. This makes half the NPCs use this and half pull from the standard lists (and use Slof's robes.) If I can get permission I'll release a 'lite' version of this mod that only changes a random half of the NPCs.
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Adriana Lenzo
 
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Post » Sat Mar 05, 2011 12:19 pm

Unfortunately it appears Slof's robe trader and this mod aren't compatible :(

Loading this after Slof's gives the enhancement and vanilla robes - whereas before you get Slof's robes and no enchantment

As I think some of the enchantments are a little overpowered to be on standard FCOM npcs (necromancer's robe for example) I've gone back to have slof's overwriting this


Slof's Robe Trader probably does more or less something similar as this mod. This is a reply I got on TESNexus. Since it sounds both easy and effective, I'll quote it here for you as well as for anyone else who would like to combine both these mods.
quote:

Seeing as I like Slof's Robe trader and this makes it totally not show, I fiddled with my 'for Frans' esp and removed about half the NPCs from your file (For totally personal use). This little tweak means that I'll see a mix of default, replaced, and new robes. -- Not every magic wielding bandit should have a magicked robe, after all.

end quote

As far as the enchantments go, I cannot say how ballanced this is versus FCOM, as I do not know this mod. I guess you can always lower the enchantments in the CS yourself. If you do so, however, do not forget to change the price script attached to the robes otherwise the robes might become worthless (literally).

EDIT: OK, :turtle: , slow me again.
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Gemma Flanagan
 
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Post » Sat Mar 05, 2011 11:58 am

Thanks for the reply - unfortunately on looking at things in my load order it turned out that more than just slof's was effected ( I actually use more than one mage robe replacer already and had aready customised that to my own gameplay). So for now I'm going to remove the mod as to me at least it's not worth the effort to try an integrate it.
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Sudah mati ini Keparat
 
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Post » Fri Mar 04, 2011 11:50 pm

A small shameless bump for thosme who might have missed this.
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lydia nekongo
 
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Post » Sat Mar 05, 2011 10:51 am

Hey can you make another warlock robe, but make it look like it's from the lost spires?
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Pawel Platek
 
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Post » Sat Mar 05, 2011 4:33 am

Hey can you make another warlock robe, but make it look like it's from the lost spires?



I do not know the lost spires, which makes it a bit hard, but if you provide pictures, I'll see what I can do. The current one is inspired by the Dungeon Siege game
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Zosia Cetnar
 
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Post » Fri Mar 04, 2011 11:20 pm

Thanks Najaknevrec for this mod.

I noticed one strange thing yesterday when playing Oblivion: the Redguard from cheydinhal mages guild(don't remember his name) wasn't wearing his robe, only hood(and pants of course, since I don't use any of those male nudity mods). I'm pretty sure it's related to your mod. I have just installed the newest version...
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Auguste Bartholdi
 
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Post » Sat Mar 05, 2011 5:14 am

Thanks Najaknevrec for this mod.

I noticed one strange thing yesterday when playing Oblivion: the Redguard from cheydinhal mages guild(don't remember his name) wasn't wearing his robe, only hood(and pants of course, since I don't use any of those male nudity mods). I'm pretty sure it's related to your mod. I have just installed the newest version...


Ah, yes, my fault. I guess you will have to add one to him yourself, then. At least you can make your own choice ;)
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Stace
 
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Post » Sat Mar 05, 2011 6:54 am

New miror on Planet Elder Scrolls added to the first post.
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herrade
 
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Post » Sat Mar 05, 2011 2:32 pm

Any word on that rebalance patch? I'm really looking forward to it. :D
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Taylah Illies
 
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Post » Sat Mar 05, 2011 12:51 pm

Any word on that rebalance patch? I'm really looking forward to it. :D



I do not have more information on it than what is written in this thread. I guess that Dev_Akm has many things to do now. Anyway, any attempt on the patch would be mostly on his side, so I guess you should try to ask him rather than me.
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anna ley
 
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Post » Sat Mar 05, 2011 11:50 am

Quick question: I've been using an earlier version of your mod for some time, and along with it I've used Mannimarco Revisited, which worked fine because that version of your mod included an alternate esp that made no changes to Mannimarco. How would that work with your new version?

Oh, also, in that early version, a lot (if not all) of the robes seemed to have some mesh issue where the character wearing them wouldn't cast a shadow, or sometimes would cast a shadow, but only if standing at a specific angle to the light. Was this a known issue? Has it been worked out? Or does no one else know what I'm talking about?

The version I've been using is v0.5.2
Thanks in advance, and also a belated thank you for the mod which has enriched my mage-play :)
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Kelly James
 
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Post » Sat Mar 05, 2011 12:50 pm

Quick question: I've been using an earlier version of your mod for some time, and along with it I've used Mannimarco Revisited, which worked fine because that version of your mod included an alternate esp that made no changes to Mannimarco. How would that work with your new version?

Oh, also, in that early version, a lot (if not all) of the robes seemed to have some mesh issue where the character wearing them wouldn't cast a shadow, or sometimes would cast a shadow, but only if standing at a specific angle to the light. Was this a known issue? Has it been worked out? Or does no one else know what I'm talking about?

The version I've been using is v0.5.2
Thanks in advance, and also a belated thank you for the mod which has enriched my mage-play :)



For the first question, You can manage this only with load order. Just load Mannimarco revisited after the Mage Equipment .esp. This should make it so that any changes my mod does to Mannimarco are overwritten by the changes by Mannimarco revisited. To manage you load order, I suggest Wrye Bash, but there are other tools that allow this as well.

I did not know about this. i know taht some of the robes has some problems with collision, which might or might not be related. Since it was not something taht woul disturb the gameplay too much and since I could not find a cause, I let it be. i think it got partially solved or at least imporved by he new Blender export scripts.

Thanks and I hope I have answered all the questions.
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abi
 
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Post » Sat Mar 05, 2011 9:25 am

I've got this weird problem where my character's hips and posterior are exposed while wearing any of the robes. This also affects the NPCs, as the NPCs wearing the robes also suffer from the same problem. Any help, please?
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Louise Lowe
 
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Post » Sat Mar 05, 2011 3:03 am

It looks very good. Such a shame it requires Shivering Isles, any chance that the dependancy will be removed in the nearby future? :)
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carley moss
 
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Post » Sat Mar 05, 2011 3:31 am

I've got this weird problem where my character's hips and posterior are exposed while wearing any of the robes. This also affects the NPCs, as the NPCs wearing the robes also suffer from the same problem. Any help, please?


Sound as if that could be a bashed patch problem.
If your using it rebuild the patch and disable the part - Tweak Clothes>Robes Show Pants.
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Emmanuel Morales
 
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Post » Sat Mar 05, 2011 12:31 pm

I've got this weird problem where my character's hips and posterior are exposed while wearing any of the robes. This also affects the NPCs, as the NPCs wearing the robes also suffer from the same problem. Any help, please?


Be deflaut the lower part of your body "no longer exist" if you wear a robe. The robes are set to occupy the upper body and lower body slot. If you make the robes occupy only the upper body slot, this problem might occure. One possibility is that you used the feature Shikishima suggested. If you use Wrye Bash it is wort checking. If not, I have no idea what might be wrong.
Let me know please if you manage to solve this.

It looks very good. Such a shame it requires Shivering Isles, any chance that the dependancy will be removed in the nearby future? :)


Lots of people ask about this and the answer is always the same. I cannot do it. (Well I could if I uninstalled my game and made a fresh install). If you install the Shivering isles datadisk, your Oblivion.esm gets changed and updated with SI content. It cannot be avoided. I changed several NPCs and clothing items and there is no safe way of telling what commes from Shivering islese and waht commes from Oblivion.

I can suggest to you to try something though. I do not know if it will work or not (that is why I'm NOT gonna do this myself and call it a non-SI version). It seems that most of the things added by Shivering Isles begin with a prefix of "SE" (without quotes). So if you open your CS, go to data files and find the Mage Equipment.esp there, clic t details and a window appears. It is a list of all the items changed by this plug-in. You can find everything with the SE prefix, mark it and then press delete key. This should cause it that the changes to those things will be ignored. Try this and see whether you will be able to use the mod
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Eve(G)
 
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