[RELz] OCO + RBP + Integration patch

Post » Sat Jul 06, 2013 6:20 am

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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sas
 
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Post » Sat Jul 06, 2013 10:04 am

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

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Steve Smith
 
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Post » Sat Jul 06, 2013 12:34 am

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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Sabrina Steige
 
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Post » Sat Jul 06, 2013 2:26 pm

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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SamanthaLove
 
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Post » Sat Jul 06, 2013 9:22 am

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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Hazel Sian ogden
 
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Post » Sat Jul 06, 2013 7:38 am

Uh... having OCO as a master is important in a way. You have to work with OCO having the last say as to each of the races' face data to get OCO-ready results on NPCs you alter. OCO doesn't just alter the art files that the heads use, it also alters the 'mathematical' default data of the faces that translates into a baseline of sorts that the NPC's face is built upon.

It's a bit confusing, sorry, I simply haven't worked much with faces, it is what I can gather about how it looks in TES4Edit.

I just realized, I do use Integration Int. but I kept RBP in storage. I'll send you the work file I was suggesting shortly.

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Lisa
 
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Post » Sat Jul 06, 2013 11:09 am

Just wanted to give a quick update. Thanks to migcks tips, I've got a patch that's got all the ingredients I need. The down side is that I had to start over with the character re-dos. And it's going slower this time. But the results are going to be better. It's going to be awhile, so y'all will have to be patient.

EDIT/UPDATE (7/2/2013): I'm nearly at the 50% mark. There are approximately 260 NPC records, give or take, and I've finished just over 120 so far. So about 140 left to go.

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krystal sowten
 
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Post » Sat Jul 06, 2013 11:48 am

Sounds great! I'll definitely update the topic/descriptions when this is done. Just curious, will you be editing the copies too? Admittedly I was a little lazy with my face changes. I only changed some of the more frequently seen NPCs and I didn't change the NPC copies( ie:

Spoiler
the doppelgangers and other "fake" NPCs
) I probably would have if I knew some way to easily duplicate face data, but my modding and artistic talents are practically non-existent :blush:.

Though if you do duplicate the faces over entirely just remember that there is some dialogue suggesting that the

Spoiler
doppelgangers don't get a perfect impersonation
, so some slight variation is well and good.

I'll be check this out when it's done. Nice to see there's still some interest and appreciation for my favorite mod. :smile:

Now if only there was voice acting... :lmao:

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BaNK.RoLL
 
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Post » Sat Jul 06, 2013 12:03 pm

I am editing every single NPC in Integration. And yes, "I'm taking it all" into account.

It's kind if a shame though, I hadn't gotten very far into the mod before I took this on, so I've kind of spoiled it for myself a bit since I have some idea of what to expect. But I'm fine with it since the aesthetics of the faces were really bothering me. It was really weird. The vast majority of non-human women all seemed to have the exact same facial features/geometrics, only the hair and skin tone were different.

I decided with this mod that I would look at every single one, even the inconsequential ones, and make sure that the aesthetic of the face / skin tone / hair all have a more realistic* and unique feel where all the components have a more natural blend and are in sync with their nature as well as their profession (to some extent). I'm also doing a side by side comparison to the originals so that I don't stray too far off the mark. Although in a few cases I felt a different direction was necessary, for the most part anyone familliar with original should be able to see its heavy influence. That's the plan at any rate.

*(Well, as realistic as a fantasy world can get).
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!beef
 
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Post » Sat Jul 06, 2013 11:01 am

I'm looking forward for this patch. Thank you.

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Karen anwyn Green
 
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Post » Sat Jul 06, 2013 12:32 am

Quick update. I've finished my official first pass. I've handed it off to Migck for review, plus he is going to create a version of the patch that's meant for the stand-alone version of Integration. Then we'll release all three patches with detailed instructions.

One thing I'm not sure about are what bash tags should be included. So any feed back would be helpful so that I can add them before the release.

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Eduardo Rosas
 
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Post » Sat Jul 06, 2013 12:39 am

Hey all, the RBP OCO Integration patch is now available for download:

http://oblivion.nexusmods.com/mods/43722/?

An Integration Integrated version will be made available shortly.

Let me know what you think.

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Theodore Walling
 
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Post » Sat Jul 06, 2013 12:21 am

And the version for Integration Integrated is up :celebration:
I've remembered there were yet three other versions of IntInt: one which was a standard merge of Int+RBP+LAME, one with no gameplay changes (spell vendors disabled), and one with no magic effect changes either or something like that and not supported... if I'm not mistaken, the patch I provided should fit the first version. As in, Integration Integrated NPCs which were found in LAME and who sold spells there also have the spell selling flag in my patch and the whole list of spells.
So... if you don't want the new spells, don't buy them :hehe:
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benjamin corsini
 
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