[WIP] OCO + RBP + Integration patch

Post » Tue Jul 02, 2013 1:08 pm

I'm working on a patch for RBP / Integration to use OCO's head models and skin textures.

Initial pass has been completed, but I'm running into an issue with hairs and eyes not be correctly being passed over to the patch in all cases.

Will hopefully get that sorted out.
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CYCO JO-NATE
 
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Post » Tue Jul 02, 2013 4:23 am

I really do hope you can figure the issue out. I'm sure others will think the same. :)

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Holli Dillon
 
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Post » Tue Jul 02, 2013 5:11 pm

I'm thinking it's either a load order issue or "patching the patch." I've got a couple of ideas I want to try.

At least I'm fairly happy with the actual "facial reconstruction" part. Most of them weren't too bad, although there was a really weird facial pattern that bugged me where there was nearly no nose at all and very strange eye/jaw combination that cropped all over the place, regardless of race or six. Amongst other things, this led to some male characters looking like females and visa-versa (although I suppose you can make creative arguments in favor of that).

So I decided the best thing to do was to tweak them all for a consistency of look by race/six, still keeping in mind the original creation, but still trying to add a unique flavor to each one.

Not sure how well I succeeded, since there are over two hundred NPCs. Time will tell.
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alicia hillier
 
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Post » Tue Jul 02, 2013 2:02 am

Ehehehe... I grabbed the file before you hid it :ninja: and tinkered with it in TES4Edit. :user:

Indeed there were a few unexplainable missing eyes and hair records, but after half and hour of click and drag (my wrist hurts...) I corrected all NPCs!

And now the bad news: I adapted it to the Integration Integrated mod. So no RBP, no LAME, and no standard Integration in my version.

I'm sorry, that probably wasn't very helpful at all. I could suggest as a solution to fix the mod after the CS spits it out with missing hairs and eyes could be manual TES4Edit fixing as I did. It's extenuating, but should work.

Actually, let me think... are you loading OCO after RBP in the CS?

If the answer is yes, which i assume it is since otherwise FaceGen stuff you work with would be vanilla instead of OCO, that's the problem: OCO is changing the races, overwriting changes by RBP and blocking out the new hairs and eyes.

To remedy this, don't load OCO in the CS, your file won't even need it as a master. Instead create a temporary work plugin in TES4Edit. Copy as override in it all the races in RBP, then drag and drop in it all changes made by OCO to facegen and face stuff, keeping RBP's stats, eyes, and hairs for when you edit the NPCs.

After you're done, the only masters your NPC changing file should need are Oblivion.esm, RBP, LAME and Integration, you can remove any other ones in TES4Edit or Gecko (Gecko recommended, TES4Edit can be... mischievous)

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RUby DIaz
 
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Post » Tue Jul 02, 2013 2:37 pm

So if I understand you correctly, it's not having OCO as a master that is important so much as it is just redirecting the head models to the folders that OCO uses, right?

Then it's just a matter of making sure the patches I create load after OCO, which would give RBP the last word on everything else, yeah?
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Lauren Denman
 
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