[WIPz / RELz] Reneer's Varied NPCs Mod

Post » Wed Mar 09, 2011 8:37 am

Update's out, so I cannot wait to see the changes in my game :]
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jasminε
 
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Post » Wed Mar 09, 2011 9:29 am

Mod has been released again on TES Nexus, version 0.91.
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Lucky Girl
 
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Post » Wed Mar 09, 2011 1:51 am

Can some users post some picks, I'm afraid I might screw something up If I put in a body mod with meshes and stuff.

And what would be cool is if the player could choose a body, or develops one dependent on their stats.
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Miragel Ginza
 
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Post » Wed Mar 09, 2011 8:07 am

Everyone please make sure to update to version 0.91 - version 0.9 is broken and does not work.
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Monika Krzyzak
 
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Post » Wed Mar 09, 2011 9:01 am

Everyone please make sure to update to version 0.91 - version 0.9 is broken and does not work.



just tried to download on nexus .91 and if whent haywire ? on download
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Jonny
 
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Post » Wed Mar 09, 2011 10:17 am

how do you find a screen shot in windows 7. i took a shot "print screen"from the first seen of the dark elf who taunt you and he's a chubby bastard seemed very appropriate
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Lilit Ager
 
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Post » Wed Mar 09, 2011 9:18 am

Everyone please make sure to update to version 0.91 - version 0.9 is broken and does not work.


Thanks, been using the .90 version and other than head tracking which understand is still a issue

I noticed that sometimes they would change right in front of you on load with alot of objects in background <- cities, or after going through doors. But I guess that is how it supposed to work once again.

Question have you figured how to get it work on respawning npc and guards yet..?
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Claudz
 
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Post » Wed Mar 09, 2011 11:48 am

I just couldn't stop rolling on the floor after that guy from Kvatch goes running away, as fat as he was. I had tears in my eyes, it was so good.


Thank you, Reneer!
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Mrs Pooh
 
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Post » Tue Mar 08, 2011 10:30 pm

Is it possible to have an "exclusion" feature added? Like if NPC has a token with a special name than the NPC will have its skelton not modified.
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Harry-James Payne
 
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Post » Wed Mar 09, 2011 8:29 am

Thanks, been using the .90 version and other than head tracking which understand is still a issue

I noticed that sometimes they would change right in front of you on load with alot of objects in background <- cities, or after going through doors. But I guess that is how it supposed to work once again.

Question have you figured how to get it work on respawning npc and guards yet..?
The head tracking issue is likely not easily fixable.

The NPC change basically happens as soon as the NPC is loaded into the cell - there is as yet no means of stopping this change if the player is looking directly at the NPC.

As for respawning characters, I haven't yet figured out how to make that work properly.
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Robert
 
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Post » Wed Mar 09, 2011 5:48 am

Love it, which means I'm torn as...

I think I found a conflict with Illi - Mindslayer Companion (http://www.tesnexus.com/downloads/file.php?id=29810). I have no technical knowledge on the matter, but it appears that when Varied NPC's tries to give him a body, the game just crashes.

I don't know if it is possible, but one solution which would also be a work around for other conflicts of this nature could be an ini file, which has a name/id exemption list. Add a name/id in the proper area and that character is skipped over in the process.

None the less, great gem in this mod!
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Bloomer
 
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Post » Tue Mar 08, 2011 8:12 pm

As for respawning characters, I haven't yet figured out how to make that work properly.


No rush you will get it figured out..What about using faction to assign the skeleton to respawn npc's since most of those types of npcs are in faction's once again? just a thought
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Ricky Meehan
 
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Post » Wed Mar 09, 2011 10:23 am

I think I found a conflict with Illi - Mindslayer Companion (http://www.tesnexus.com/downloads/file.php?id=29810). I have no technical knowledge on the matter, but it appears that when Varied NPC's tries to give him a body, the game just crashes.

Yeah the game tends to crash when disabling companions to switch their skeletons for some reason. In fact, trying to disable many companions manually with the console will crash the game. I'm guessing its a bug in the companion scripts and/or their AI.
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kitten maciver
 
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Post » Wed Mar 09, 2011 4:05 am

Yeah the game tends to crash when disabling companions to switch their skeletons for some reason. In fact, trying to disable many companions manually with the console will crash the game. I'm guessing its a bug in the companion scripts and/or their AI.
My guess would be this also. If a script calls certain functions while an NPC is disabled, the game will certainly crash. I had this issues in very early versions of my Guard Overhaul until I figured out that the best method would be to simply halt the scripts if the NPC was disabled.

I may make a setting to check to see if the NPC being worked on is "vanilla" or not - if not, the player has the option to have the mod not affect that NPC.
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Channing
 
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Post » Wed Mar 09, 2011 8:03 am

What about adding a Misc item that puts the mod on pause, and then a spell which can be cast on companions to give them say, some dialogue option/token/something which when detected by the mod, it causes the body change to skip over? A player would only need to do this a handful of times, once for each companion.

Otherwise one might still run into an issue when using, say, talkietoasters companion mod to recruit vanilla NPCs.
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Richard Thompson
 
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Post » Wed Mar 09, 2011 11:19 am

...or since the mod uses OBSE why not just check to see if the NPC is a follower, using OBSE functions, and skip applying the skeletal changes to them if they are.

Just an idea. :D

-Deep
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rolanda h
 
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Post » Wed Mar 09, 2011 11:19 am

Does that meant that later in game, when Martin joins you, and then Jauffre, the game will tend to crash after completing those missions?
Also I wanted to ask if this mod has any problem with Deadly Reflex's decapitation, cutting in half, etc. Thanks.
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sally coker
 
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Post » Tue Mar 08, 2011 9:05 pm

Does that meant that later in game, when Martin joins you, and then Jauffre, the game will tend to crash after completing those missions?
Also I wanted to ask if this mod has any problem with Deadly Reflex's decapitation, cutting in half, etc. Thanks.
No. The issue is only because some mods (and possibly vanilla, but I think Bethesda checks for this) have scripts that don't check to see if the actor is disabled. There are only a few particular functions that will crash the game if called on a disabled actor. For example, if you call GetLOS on a disabled actor via a script Oblivion will crash.

I am pretty busy with classes right now (which is also why I haven't released RGO 2.07) and when I get some free time I'll update this mod as well as RGO.
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Richus Dude
 
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Post » Tue Mar 08, 2011 11:21 pm

There are only a few particular functions that will crash the game if called on a disabled actor. For example, if you call GetLOS on a disabled actor via a script Oblivion will crash.
Perhaps it would be a good idea to contact Blackie with this information as his partner mod is probably the most popular. It does seem like bad modding practice to call functions that could crash the game with out checking to see if the actor is disabled first.

Another possibility might be to see if the OBSE team could modify the functions to not crash the game.
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Laura Tempel
 
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Post » Wed Mar 09, 2011 7:11 am

Hey!

Love the idea behind this! Great job!

This is more for my own personal curiosity but... how do you make it so the clothes don't clip and look horribly wrong after such a radical change on the NPC? All those body mods have re-worked meshes for all the armour and clothing while the difference between Vanilla and any of them isn't as expansive as what can be seen here.

Other than that, I don't know if you're already doing this, but have you considered taking into account various elements of the NPC before assigning a skeleton? I mean checking the age, or class - it would make more sense that way.

I look forward to the future release!

Cheers!

cc
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Alex Blacke
 
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Post » Wed Mar 09, 2011 1:19 am

Error in script 87009083Attempting to call a function on a NULL reference or base object    File: ReneerVariedNPCsMod.esp Offset: 0x000001A8 Command: Let (0x1765)Error in script 87009083Attempting to call a function on a NULL reference or base object    File: ReneerVariedNPCsMod.esp Offset: 0x00000032 Command: Let (0x1765)


My OBSE log gets spammed with this. Offsets alternating.
What does it mean?
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AnDres MeZa
 
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Post » Wed Mar 09, 2011 4:08 am

Is there a way for NPC's to stay in their new size? Because now when I reload the cell in where the NPC is located, he/she is changed at random again, resulting in very slow/fast weight loss or gain!
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Ashley Clifft
 
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Post » Tue Mar 08, 2011 8:22 pm

This is more for my own personal curiosity but... how do you make it so the clothes don't clip and look horribly wrong after such a radical change on the NPC? All those body mods have re-worked meshes for all the armour and clothing while the difference between Vanilla and any of them isn't as expansive as what can be seen here.
The shape-changing is done using the skeletons from Skeletal Variation, http://www.gamesas.com/index.php?/topic/1074783-relz-skeletal-variation/page__p__15632909&#entry15632909 It's pretty easy to make new ones if you want to.
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Liv Brown
 
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Post » Wed Mar 09, 2011 12:26 am

Baby's got BACK!

Seriously, though, TES V really needs to consider skeleton variance. Fat guys adventure too!
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Fiori Pra
 
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Post » Tue Mar 08, 2011 9:02 pm

...Fat guys adventure too!


But you'd think that all the adventuring would make the fat guys less fat :P
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Jennie Skeletons
 
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