[WIPz] Oblivion Character Overhaul

Post » Sun May 05, 2013 6:46 am

Thank you! http://25.media.tumblr.com/ca072de7b9ed702c36fdc64afb5519ad/tumblr_mma6vmhlKm1s8q3l4o1_1280.jpg

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Kaley X
 
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Post » Sun May 05, 2013 3:31 am

Oh wow. I've always felt the Kajiit and Argonians looked a little cartoony to me. And now, dang...

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Kayla Bee
 
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Post » Sun May 05, 2013 9:21 am

Well, that settles it. I can basically drop all other cosmetic race overhauls in favour of this. No more lore breaking khajiit and Argonians for me just because the default was so terrible.

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FirDaus LOVe farhana
 
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Post » Sun May 05, 2013 3:06 am

Great work, please continue!

One day, I might play Oblivion again. If so, it will be after this is completed so that I can use it in my playthrough.

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Amanda Leis
 
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Post » Sun May 05, 2013 5:17 pm

I'd like to say something about the forehead ridges above the eye-lines being more pronounced for some of the races: I love it, for both the aesthetics and for lore reasons.

Lore-wise, Orcs are rumored to have originally been of the Aldmeri races that all Elves were descended from. (http://www.uesp.net/wiki/Lore:Orc#History)

And although in the history they were magically transformed from what they were into what they are, I've always felt there should be some vestiges of their original elvishness to their look, even if it was rather subtle. Whether you've meant to or not, you've done that.

There is a flow from Bosmer (Wood Elves), to Altmer (High Elves), to Dunmer (Dark Elves), to Orsimer (Orcs). You can see how the three elven races relate to each other easily enough. But the orc skull is subtle enough for anyone to either easily reject orcs as ever being part of elven-kind or to make an argument for it.

It's so nice to be able to tell the difference between the races at a glance now, rather than guess depending on how tall they are or minor shifts in skin-tones.

w 0 0 t

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Gaelle Courant
 
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Post » Sun May 05, 2013 2:59 pm

I just want to chime in with another AWESOME WORK!

I have avoided race overhauls so far for a host of reasons, but this mod has every reason to become part of my load order!

Carry on the good work!

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Kirsty Wood
 
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Post » Sun May 05, 2013 3:50 am

saebel, I've done extensive amounts of stuff with elf races prior to this and yes, it's all intentional! :) That was a big thing for me here, I wanted all of the races to be readable at a glance, even from distance. Even the human races have their own distinct facial features now. Imperials have sharper noses and starker jaws, bretons more rounded features, nords have actual accurate nordic genetics in their looks.

And Khajiit look more like actual cats, Argonians are very lizardy now.

Running around and interacting with the NPCs is really enormously different now.

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Tanika O'Connell
 
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Post » Sun May 05, 2013 10:05 am

Holy cow. Great work. It looks like a completely different game.

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Wanda Maximoff
 
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Post » Sun May 05, 2013 7:09 am

This project just keeps looking better and better.

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Sweet Blighty
 
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Post » Sun May 05, 2013 2:41 am

I couldn't agree more!

It looks absolutely fantastic.

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clelia vega
 
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Post » Sun May 05, 2013 4:23 am

The mod is now in first closed beta stage. Woo!

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Gemma Flanagan
 
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Post » Sun May 05, 2013 4:11 am

Bloody hell! That's some splendid stuff you've got there! Honestly, made me sit up :D Keep up the bad work :thumbsup:

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Bedford White
 
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Post » Sun May 05, 2013 1:26 am

Quick question.

How would this affect other mods such as the Race Balancing Project? I would imagine that it's probably a combination of installation order and perhaps a patch might be required if some of the skull forms were desired to be used for some of the RBP races.

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vanuza
 
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Post » Sun May 05, 2013 8:20 am

I'd never even heard of RBP before and I have no idea how it's set up so no clue at this point. I'm not sure how Oblivion handles data entry conflicts compared to Skyrim but OCO does edit race data for all the affected ones and will probably clash with any other mod trying to mess with said race data. :B

I've done more with it than just add headmeshes and swap texture paths, I've also reset the racial chargen sliders and in some cases added extra eyes.

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cheryl wright
 
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Post » Sun May 05, 2013 1:19 am

Race Balancing Project for the most part adds new eyes and hairs from many different sources. As for the new races it adds, that could be tricky. I'm not too knowledgeable on how race models are set up, but the majority of the new races seem to use their own facial and body meshes, I imagine they are based on the default ones.
It does change the eye mesh to accommodate for new eyes though, that might be a problem.

Also, it seems you're looking for ways to avoid neck seams... this probably won't help much, but there's a seam reducer for HGEC by Luchaire at Nexus (can't link due to naughty bits http://www.zenimax.com/external.php?locale=en-us&url=http://oblivion.nexusmods.com/mods/19738/), it works by replacing the headhuman, body and upperbodyhumanfemale .egt files. But I can't see much of a difference with it, it seems either you make facial textures tailored to the body mod you use, and ensure you have armor and clothing replacers to go with it for every piece of gear there is, or seams will always pop at some location. I can't be bothered.

Perfect in my books. I just use HGEC because Integration uses some pretty garments for some characters that go with it :turned:

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Maddy Paul
 
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Post » Sun May 05, 2013 4:30 am

Wow, what you're doing is wonderful work! Especially for the Orcs, Khajiit, and Argonians. Khajiit are my absolute favorite race and how Oblivion handled their faces made me sad.

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Amber Ably
 
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Post » Sun May 05, 2013 12:14 pm

I looked into Luchaire's thing, installed it but didn't see any notable change from previous. I'm leaning into just going 'screw it' and doing what I can do to adapt my head textures within a reasonable workload and blaming the rest on Oblivion's bad tinting system and lack of consistency between body mods.

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Ilona Neumann
 
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Post » Sun May 05, 2013 12:16 pm

Re: Race Balancing Project ( http://theelderscrolls.info/?go=dlfile&fileid=215 )

Well, you never know. No doubt BG2408 will find out about this, and may be inspired to either create a patch or open it up so that someone else might do so. But for the most part, it's probably going to be just fine as is. With advances in OBSE and Wrye Bash, I'm sure there will be plenty of ways to make it work.

Looking forward to the official release!

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Katie Pollard
 
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Post » Sun May 05, 2013 1:04 pm

Holy... after seeing the new Argonians and Khajiit, I had to pick my jaw up off the floor, they're that good. On the subject of khajiit, I seem to recall that there used to be a resource for whiskers floating around (used similarly to how the eyelash resource mentioned upthread works) but I cannot find hide nor hair of it now, which is a shame.

Keep up the amazing work!

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Sarah Kim
 
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Post » Sun May 05, 2013 5:34 am

This does indeed look quite good.

Whiskers for khajiit can be found at http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6647. The mod used to be available on the Nexus as well, but it seems like the author might have been banned. I'm not sure about permissions, but I've seen the whiskers used in Slof's Better Bodies, so hopefully it shouldn't be a problem. They really do add a lot of personality to the khajiit, and I wouldn't want to play without them.

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Connie Thomas
 
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Post » Sun May 05, 2013 8:40 am

I took a look at some of your other work since I wasn't familiar with it, and noticed that custom race for Skyrim you're working on. Is that project on hold while you're finishing this?

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Michelle davies
 
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Post » Sun May 05, 2013 3:22 am

Yup, that's a loooong-running project I've been working on and off on since I first started developing it a year ago, I get tired of it and move to do something else, then go back to it for a bit again, then something else catches my interest :P

And I have limited time out of my weeks to spend on modding. I'm insanely productive with the time I do get, but I don't get much of it.

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Prisca Lacour
 
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