Anyone made a mod that changes NPC clothing for cold climate

Post » Mon Apr 25, 2011 6:28 am

Looking for a mod that changes the NPC clothing for NPC in cold regions (or just Bruma). I already use the NPC random clothes mod where they change clothes during the day, so what is the possibility of making a mod (if not done already) that only puts winter type clothing for NPCs in cold regions?

Enhanced seasons already does something similar for sunrise and sunset. Is this even possible? If we only deal with Vanilla NPCs, is it just a matter of modifying their inventory?
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Nichola Haynes
 
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Post » Mon Apr 25, 2011 1:50 am

I wonder if what Hemingway's capes does for NPCs could be used for this? Or did he edit every NPC?
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Mrs Pooh
 
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Post » Mon Apr 25, 2011 9:01 am

You could always ask him - he is on as often as you.

NPC remodeling does add better clothes for Bruma beggars.
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Inol Wakhid
 
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Post » Mon Apr 25, 2011 8:45 am

This is a good idea. Colorwheel's Skyrim Outpost mod has winter coats that don't look to fancy: http://www.tesnexus.com/downloads/images/36975-1-1296857086.jpg
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CSar L
 
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Post » Mon Apr 25, 2011 6:45 am

Definitely CNRP for Bruma. Everyone is dressed for winter with that mod. :)
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Tasha Clifford
 
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Post » Mon Apr 25, 2011 12:26 am

http://www.gamesas.com/?showtopic=1053707 is definitely excellent. I haven't seen Bruma with it yet but based on what far327 said it's exactly what you want. You can get more diverse clothing on NPCs with http://www.tesnexus.com/downloads/file.php?id=36150 but I'm not sure how beggars in Bruma would be affected, they're probably same as vanilla. I haven't done it myself but I imagine it wouldn't take too much work to make a mod yourself that changes clothes for just those particular NPCs. Those clothing mods just modify each NPC individually, there's no fancy scripting (though it would be pretty cool to make NPCs change clothes based on weather or seasonally or something). Anyway I've been really impressed with these NPC clothing mods lately totally eliminating the immersion breaking aspect of seeing the same outfits over and over. Now if only it could be done with clutter too...
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Ebony Lawson
 
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Post » Sun Apr 24, 2011 7:30 pm

Definitely CNRP for Bruma. Everyone is dressed for winter with that mod. :)


I will have to give that a look. Thanks.

If we can make accumulating snow for more realism, than clothes should not be more difficult.
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Eileen Müller
 
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Post » Mon Apr 25, 2011 6:03 am

You could always ask him - he is on as often as you.

NPC remodeling does add better clothes for Bruma beggars.


Thanks. And NPC remodeling is....?
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patricia kris
 
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Post » Mon Apr 25, 2011 4:26 am

Definitely CNRP for Bruma. Everyone is dressed for winter with that mod. :)

I don't know how I overlooked the CNRP mods before, but I'm definitely looking into them now.
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Steve Bates
 
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Post » Mon Apr 25, 2011 4:45 am

Thanks. And NPC remodeling is....?

The Cyrodiil NPC Remodeling Project as was linked above. I just have gotten used to calling it NPC remodeling for short.

Just to let you all know. There are OOO patches so you can use them with OOO/FCOM. Plus They are easy to merge with Gecko (making it only 1 esp) I made one for normal and OOO. They work great and combined with Hemingweys capes and New Clothes and TNR -the NPCs look great.
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David Chambers
 
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Post » Sun Apr 24, 2011 8:03 pm

Wow, glad I found this topic! I'd give this a try as well. Does this conflict with body mods at all, though? It appears to add some new armor/clothing. Unless I'm reading it wrong.
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Marine x
 
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Post » Mon Apr 25, 2011 9:04 am

The Cyrodiil NPC Remodeling Project as was linked above. I just have gotten used to calling it NPC remodeling for short.

Just to let you all know. There are OOO patches so you can use them with OOO/FCOM. Plus They are easy to merge with Gecko (making it only 1 esp) I made one for normal and OOO. They work great and combined with Hemingweys capes and New Clothes and TNR -the NPCs look great.


I was just about to post this same thing - the plugins all merge rather easily and work great.

It's a shame CNRP isn't really maintained anymore. Maybe someone would be able to take it up again?
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Tarka
 
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Post » Sun Apr 24, 2011 11:31 pm

Took a quick look at Bruma. Nice looking changes. But the glasses/goggles don't seem to fit....into the original 'look' of the game, IMO.
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Mel E
 
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Post » Sun Apr 24, 2011 10:08 pm

Could you please share your way to merge NPC remodelling project mods? I tried it a few times and it turn out to be disaster! :banghead:
I coildn't load my saves or NPC became half naked! My mods list all the time is around limits so plugins merging is the only way around. I could merge many clothes mods or some tweaks mods easily but not this. I will be glad to receive your help! :wavey:
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Christie Mitchell
 
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Post » Sun Apr 24, 2011 6:00 pm

Haven't tried myself yet. Usually the steps are in Tes4gecko, choose merge plugins, then from list put 1,2,3,4.... in front of the mods to merge (I always BOSS the load order first so mods appear in order loaded which I would assume would be the best order to merge them in), then name the new plugin. If no error then great. If errors then I skip it :)

Then I have to modify my masterlist to load the merged plugin in correct spot, usually where the last mod in the merge was loaded.

Worked for me but someone with more experience may pop in and offer merging advice.
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Benji
 
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Post » Mon Apr 25, 2011 1:09 am

Thank you for answer, Peter ID! Unfortunately I followed all these steps but without success. :confused:
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OnlyDumazzapplyhere
 
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Post » Mon Apr 25, 2011 8:39 am

Try this site:

http://www.uesp.net/wiki/Tes4Mod:Mod_Merging

I can also share the actual ESP file I made if it comes to that, but I will first check with the author of CNRP.
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Ally Chimienti
 
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Post » Sun Apr 24, 2011 9:15 pm

Try this site:

http://www.uesp.net/wiki/Tes4Mod:Mod_Merging

I can also share the actual ESP file I made if it comes to that, but I will first check with the author of CNRP.


From what I just found on the forums, no one has heard from the authors. All I could find downloads for was Bruma and DB.
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Chris Cross Cabaret Man
 
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Post » Mon Apr 25, 2011 6:00 am


I can also share the actual ESP file I made if it comes to that, but I will first check with the author of CNRP.


That would be just great! Hope the author will agree to let you to share merged mode. :thumbsup:

I could recall from old thread in this forum that it was his intention to merge all CNRP mods after full release but unfortunately looks like he stopped his work on these mods.
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Joey Avelar
 
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Post » Sun Apr 24, 2011 10:57 pm

I've had success with getting a bunch of NPC diversifying stuff to work. Here's what I use:

Faces:
Tamriel NPCs Revamped (TNR)
Comprehensive Style Collection

Clothes:
NPC New Clothes (NNC)
Cyrodiil NPC Remodeling Project (CNRP)
Hemingwey's Capes

Using TES4Gecko I merged TNR, NNC, CNRP (all of them), and Hemingwey's Capes (but not the citizen capes as they clash with the NNC clothes) into a single file. I gave them all a priority of 1 (not 1, 2, 3, 4 like mentioned above). The CNRP designs will override NNC, and with TNR merged in I avoided issues I had between it and NNC. Comprehensive Style Collection, which adds eyelashes and whiskers and stuff, is loaded afterwards in the load order. It's possible it could be merged in too but I haven't tried.

If you're just using CNRP and none of these other mods, you don't even really need to merge them unless you're hitting the hard limit of mods the game can load. But if you merge them together like I said, all with a priority of 1, I don't see why you should have any problems.

Also, as far as I can tell the original author of CNRP has disappeared. It's really sad because it's such a great project, someone should try to finish it some time.
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Manuel rivera
 
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Post » Sun Apr 24, 2011 10:31 pm

Thank you for your detailed answer, palidoo ! I will try to merge these mods with priority 1, as you said.
Hope it will works! :biggrin:
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Jessica Nash
 
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Post » Mon Apr 25, 2011 2:06 am

The way I interpreted prioritizing with the numbers for each mod, if you have one mod marked with a 1 and another mod marked with a 2, if they conflict in any way then the lower number would win out when merging. I don't know if this is correct or not, but I just marked everything with 1s and it came out fine for me, even if some of them actually do conflict, so I hope it works for you as well. Though I have no idea why using 1,2,3,4 would produce a bad result.
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Philip Rua
 
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Post » Sun Apr 24, 2011 10:44 pm

They aren't made for all NPCs, but they can be purchased. Perhaps with a little patience, you could add them to NPCs inventories..

http://www.tesnexus.com/downloads/file.php?id=17516
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Sweet Blighty
 
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