[REL] Unique Jewelry and Accessories

Post » Sat May 28, 2011 11:50 am

Plus I thought Faylyn's necklace pack specifically says it doesn't use the 'neck' so that they can be worn by all characters and new playable race :shrug: From the download site - so yeah they don't have the neck included. Neither do those in Qarl's mod and I'm pretty sure those in Slof's Goth Shop don't have necks either as I've given them to a variety of custom races. Neither do Smite Plight's Slave collars now that I think of it or they'd also be displaying oddly right about now.

Oh, excellent, that will help. I'll start from the modified meshes in Faylynn's version. I don't think having a mesh that is set to the clavicle will really help then.
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Alberto Aguilera
 
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Post » Sat May 28, 2011 5:44 am

I checked out the meshes that from Faylynn's mod. They have the benefit of looking normal on a character of any race - if that character is not wearing a shirt, cuirass, or robe. When they also wear one of these items then their neck disappears. See http://i874.photobucket.com/albums/ab303/Tealpanda_mods/Morrowind%20pictures/Faylynnsnecklaceneckcomparison.jpg. I wonder if I'd have better luck with my previous idea - using a universal texture that you can replace with the one appropriate to your race.
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Sasha Brown
 
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Post » Sat May 28, 2011 6:19 am

First - that's a vanilla shirt, did you try BB's shirts as well? I'm pretty sure that they're set up using different methods so that the BB's shirt's won't have this issue. Second, yes and no. Some people just aren't skilled enough to know how to do that :shrug: All you have to do is dig for posts from people having problems with the Romance mod because they can't figure out how to apply the correct textures for a baby of their characters race (even when they're already provided). Some would be fine with it in one install but if they have more than one character of various races? I think that the "one or two outfits not working" issue is one that most people are aware of and would rather work around than lose comparability across multiple characters they may be playing simultaneously :shrug:
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Scared humanity
 
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Post » Sat May 28, 2011 12:34 pm

That is a BC shirt (look at the arms). I would guess that the necklace somehow makes it revert to the default mesh :shrug:
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Fanny Rouyé
 
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Post » Sat May 28, 2011 9:26 am

I mean, the default clothes aren't set up the way the modded clothes are. I think (though I'm honestly no longer sure) that that includes BC. The items are set up in the same way that the defaults where, so in order to get an idea of how the necklace works with more common modded clothing a shirt from a mod would be a better test, along with robes/dresses etc.
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Sabrina garzotto
 
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Post » Sat May 28, 2011 8:57 pm

I see this just had an update on PES. Now with "some necklaces that show up on-character."
:D
Thanks for all the additions to this nice collection.
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Melung Chan
 
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Post » Sat May 28, 2011 6:53 pm

You can wear a pair of pants, a skirt, and a robe all at the same time in Morrowind. The skirt slot is fairly underused in my experience. I have not seen many mods that make new skirts. People usually focus on robes or armor since that's the most likely to be seen.

I've tried using both the pants slot and skirt slot in the CS to display jewelry. The pants slot works normally even without a mesh displayed in the "pants" area, but the skirt slot will make your upper legs disappear if there is no mesh displayed there. You can use one body to slot (such as "pants" or "skirt") to display up to 8 body parts, such as upper leg, lower leg, neck, etc. Most pants actually use all 8 slots to display the entire object.

I guess I could make combination skirt / necklaces, but then what if you didn't like the way the skirt looked? And then there's the Better Bodies vs. Smother bodies vs. no body replacer issue with any clothing mesh. That's why I was hoping that someone has made a "skirt" mesh I could use that wouldn't interfere with how the character looks or maybe looks like a belt. Though if I use the pants slot to display jewelry it shouldn't be an issue for most people - armor, robes, or skirt can still cover those areas.


There's a reason the skirt slot is underused - like the Robe slot, it knocks out some body parts regardless of whether it really uses them, probably to save memory. Equip a skirt, and you lose your thighs and pelvis no matter what; equip a robe, and you lose your torso and upper arms as well.
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Breautiful
 
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Post » Sat May 28, 2011 6:28 pm

I see this just had an update on PES. Now with "some necklaces that show up on-character."
:D
Thanks for all the additions to this nice collection.


*feverish* Yay! Glad to see some progress, though I'm wishing I felt better had my own pc to check it out with :wave:
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Emilie M
 
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Post » Sat May 28, 2011 5:18 pm

Added a second esp that contains no enchanted items. All the pretty colors, none of the enchantments. Enjoy.
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Campbell
 
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Post » Sat May 28, 2011 8:48 am

Sweet, thanks for the additional option! I was just thinking of editing your mod cause I'm about to play through with a heavily modified economy-wise setup but I still wanted the new icons and such. Looks like you just made things easier. <_<
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Fanny Rouyé
 
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Post » Sat May 28, 2011 9:41 am

There's a new option for the visible necklaces using the skirt slots (labeled Chain & Skirt). They've got a default skirt attached to them, but they don't take up the helmet slot. Are these more useful? Less?
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Bryanna Vacchiano
 
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Post » Sat May 28, 2011 4:00 pm

Nice looking. I just finished looking at the readme and had some questions, though.

The readme says that the enchantment levles have been increased across the board on the jewelry. So now, for example, an exquisite ring would have an enchantment value of 160 instead of 120. So if I understood it correctly, even using just the 'unechanted' jewelry esp, all of them will have enchantment levels greater than what was in the vanilla game?

Your readme explains how to change an item's values (cost, enchantment level, etc.) if one wanted to 'rollback' your changes. Is there a way to do this en masse for the items rather than one at a time? Or did I misunderstand and the 'unechanted' jewelry has not changed enchantment levels. I ask because although I like the looks of the items, I've found from playing experience that having items with such high enchantment levels unbalances the game despite of how many good intentions I may make not to enchant to the max. "The spirit is willing, but the flesh is weak" :)

Alternatively, have you considered providing a third component that has the items but uses the vanilla game's enchantments levels, except of course for those items you mentioned in your readme, like the exquisite left and right gloves.

Thanks,

John
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Chloe Lou
 
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Post » Sat May 28, 2011 10:56 am

...The readme says that the enchantment levels have been increased across the board on the jewelry. So now, for example, an exquisite ring would have an enchantment value of 160 instead of 120. So if I understood it correctly, even using just the 'unechanted' jewelry esp, all of them will have enchantment levels greater than what was in the vanilla game?

Your readme explains how to change an item's values (cost, enchantment level, etc.) if one wanted to 'rollback' your changes. Is there a way to do this en masse for the items rather than one at a time? Or did I misunderstand and the 'unechanted' jewelry has not changed enchantment levels. I ask because although I like the looks of the items, I've found from playing experience that having items with such high enchantment levels unbalances the game despite of how many good intentions I may make not to enchant to the max. "The spirit is willing, but the flesh is weak" :)

You make some good points, JH2011. I didn't think that higher enchantment values would make much of a difference but they kind of have in my own game. Next update I'll reduce the maximum enchant values back to the Bethesda original levels, at least for the exquisite items. So the unenchanted extravagant items I've made will still have slightly higher values that the originals, but it won't be higher than you could find on a normal exquisite item. The gloves will stay at the higher level though because there never were any exquisite gloves in the game.

There really isn't a good way to make those changes "en masse" so it'll be more effective if I update the mod. I'd intended those 'rollback' directions more for people that find a few items not to their taste. Some people had complained that they found a certain pair of gloves really ugly and that kind of quick edit is an excellent solution. Sadly, it's impossible to make every item appealing to every person. Those directions don't seem to be common knowledge, hence their inclusion in the readme. And by the way, I appreciate it when people take the time to read the readme - thanks!
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Carys
 
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Post » Sat May 28, 2011 5:13 am

tealpanda, thanks. I'll look forward to them. Even with the mods I play, it seems like there's not much selection of 'suitable' exquisite jewelry, but I prefer 'tasteful' rather than gaudy :) Old money rather than new money :) Ditto robes and clothing FWIW. I'm glad to see the gloves being added; it struck me as odd that you could find common, expensive and extravagant gloves but not exquisite. If you decide to branch out on the gloves, perhaps some type of work-type gloves, such as a tradesman or smith might wear.

Well, in my case, I'd be a very poor example of someone familiar editing items. The closest I've gotten was I found a post with step by step instructions to do one thing - increase Creeper's gold :) That's really the only thing I've tackled where the results were satisfactory from my POV.

John
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Anthony Diaz
 
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Post » Sat May 28, 2011 4:43 pm

I'll look forward to them.
John

The new version is up. None of the items have a higher enchant value than normal for an exquisite item of its type. Plus, some new items are up.
Enjoy!
Tealpanda
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Shelby McDonald
 
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Post » Sat May 28, 2011 8:17 pm

The new version is up. None of the items have a higher enchant value than normal for an exquisite item of its type. Plus, some new items are up.

Thanks for the update, I love this mod.
What type of new items, and how many?
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Miss K
 
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Post » Sat May 28, 2011 7:32 am

Fantastic :) Just d/l and will install.

John
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Krista Belle Davis
 
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Post » Sat May 28, 2011 9:08 pm

Thanks for the update, I love this mod.
What type of new items, and how many?

It's up to 31 different belts and 74 different amulets :-D Plus enchanted versions. I'm really pleased with how the Caged Heart came out.
http://s874.photobucket.com/albums/ab303/Tealpanda_mods/?action=view¤t=UJA-cagedheart.jpg
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michael danso
 
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