[WIPz / RELz] Reneer's Varied NPCs Mod

Post » Wed Mar 09, 2011 8:35 am

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


I keep hoping. :(
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kat no x
 
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Post » Tue Mar 08, 2011 11:08 pm

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.
Yeah, true. It's something I'll look into when I find the time. :)
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?
What version of OBSE are you running? Basically it means the OBSE team changed something and it broke my script.
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Penny Wills
 
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Post » Wed Mar 09, 2011 7:45 am

Yeah, true. It's something I'll look into when I find the time. :)
What version of OBSE are you running? Basically it means the OBSE team changed something and it broke my script.


I have OBSE 18 beta 6.
Dang. :( Can you fix it? :)
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Craig Martin
 
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Post » Tue Mar 08, 2011 10:30 pm

Feature request: once there was a WIP mod which changed body meshes according to strength and other parameters. The idea was that strong players and characters would be visibly bulkier. It was never fully realized, but this mod can potentially take its place and make it work. So, what do you think about it?
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Hairul Hafis
 
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Post » Wed Mar 09, 2011 10:26 am

Hey Reneer,

Any luck or progress with this mod? No rush, just hoping it's not forgotten
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quinnnn
 
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Post » Wed Mar 09, 2011 7:37 am

I had noticed this before Renier, but your reputation precedes you.
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matt
 
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Post » Wed Mar 09, 2011 12:28 pm

Huh. After enabling this mod, I saw a hunched Orc in Elsweyr and thought this mod worked as it should. So to further test it out, I tried fast travelling from there to the Imperial City. My game crashed during the load.

I am, however, using Crowded Cities. Could there be a potential conflict?

Edit: Okay, I'm pretty sure it had to do with HGEC's "Gravity" briast size option. After reinstalling that mod, this one functions properly without crashes. However, after saving, quitting, and reloading, the NPCs that were once fat are no longer. I thought this mod saved the new sizes on NPCs, does it not?
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Greg Cavaliere
 
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Post » Wed Mar 09, 2011 5:41 am

Just a little bump, in hopes that at some point a companion compatible version can be created. Though I know you are focusing on your new project.
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liz barnes
 
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Post » Wed Mar 09, 2011 9:41 am

I just tried this mod and it works as described. I was afraid it was going to be glitchy but so far everything seems ok. The only issue is the already mentioned head movement of NPC's and some cloth clipping. From a scale of 1 to 10 I'll give it a 7+. If it gets fixed, a 10. Though, even with a 10 a doubt this mod will become a "must-have" mod unless it gets added features.
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scorpion972
 
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Post » Wed Mar 09, 2011 5:10 am

Just a little bump, in hopes that at some point a companion compatible version can be created. Though I know you are focusing on your new project.
The problem isn't with this mod, as far as I know - it is because some companion mods don't like having their companions disabled / the scripts don't account for it and so the game crashes.

I just tried this mod and it works as described. I was afraid it was going to be glitchy but so far everything seems ok. The only issue is the already mentioned head movement of NPC's and some cloth clipping. From a scale of 1 to 10 I'll give it a 7+. If it gets fixed, a 10. Though, even with a 10 a doubt this mod will become a "must-have" mod unless it gets added features.
Uhh... ok? I don't care if it is a "must have" mod or not. Thanks for your input, though. Nothing I can do about the cloth ripping or NPC head movement.
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GRAEME
 
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Post » Tue Mar 08, 2011 9:54 pm

Hmm that is a shame. I imagine there is no seamless method around it either, including something to skip over those who are companions. Although than the issue of what constitutes a companion may come up I suppose
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Milagros Osorio
 
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Post » Wed Mar 09, 2011 1:56 am

Hmm that is a shame. I imagine there is no seamless method around it either, including something to skip over those who are companions. Although than the issue of what constitutes a companion may come up I suppose
Exactly.
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Lizzie
 
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Post » Wed Mar 09, 2011 6:19 am

If used in conjunction with 'Duke Patricks - Friendship Ring for Companion Detection', which allows the user to place a ring on companions for other compatibility issues. If a check is placed before skeletons are changed for this alteration, then they could be skipped?
It's a messy way, requiring the mod to be disabled when the issue is encountered, but at least it gives the user power to designate just which npcs are companions.
Though of course I'm thinking without scripting knowledge.
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Antony Holdsworth
 
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Post » Wed Mar 09, 2011 8:27 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?



No longer occuring with OBSE 19b.

Is it possible for mod authors to preselect a specific body type for companions without making it depended on this mod?
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Lyd
 
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Post » Tue Mar 08, 2011 9:24 pm

Will it only randomly affect them once per game? Cause I don't want to talk to say Armand Cristophe who would be tall and thin, go to Chorrol, come back and see him short and fat.
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Mason Nevitt
 
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Post » Wed Mar 09, 2011 3:54 am

Will it only randomly affect them once per game? Cause I don't want to talk to say Armand Cristophe who would be tall and thin, go to Chorrol, come back and see him short and fat.
To be honest I really should revisit this mod at some point soon - the mod is coded currently so that the NPC in question should always have the same body-type. I remember encountering some issues with the code, however, where an NPC might not 'switch back' properly (if the player does not see / view an NPC, they are switched back to the 'default' skeleton, so that if the mod user wants to get rid of the mod it can be accomplished with less hassle). With later versions of OBSE I could likely remove this code and the mod would function better / more efficiently.
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Elisha KIng
 
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Post » Wed Mar 09, 2011 12:21 am

To be honest I really should revisit this mod at some point soon - the mod is coded currently so that the NPC in question should always have the same body-type. I remember encountering some issues with the code, however, where an NPC might not 'switch back' properly (if the player does not see / view an NPC, they are switched back to the 'default' skeleton, so that if the mod user wants to get rid of the mod it can be accomplished with less hassle). With later versions of OBSE I could likely remove this code and the mod would function better / more efficiently.



My companion got the "large" body type and upon quitting game, restarting and loading the save he got the "thin" body type. Why is that? :(
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Epul Kedah
 
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Post » Wed Mar 09, 2011 12:48 am

My companion got the "large" body type and upon quitting game, restarting and loading the save he got the "thin" body type. Why is that? :(
Honestly, I'm not sure. More than likely I'll find the time soon to restructure the code and make it work properly.
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sunny lovett
 
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Post » Wed Mar 09, 2011 10:58 am

Just out of curiosity, have you tried using Update3D instead of disabling / enabling actors?
It would certainly save a lot of trouble comparability wise.
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Allison Sizemore
 
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Post » Wed Mar 09, 2011 11:37 am

comparability


...compatibility? I think. :blink:

Hmm... Well, anyway, congrats Reneer on a super-cool mod. I have yet to get to try it myself but I'm certain to do so as soon as able. In the meantime, have you seen the user-uploaded pic on the mod's Nexus page? Veeery weird.
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Scarlet Devil
 
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Post » Wed Mar 09, 2011 8:27 am

...compatibility? I think. :blink:

Hmm... Well, anyway, congrats Reneer on a super-cool mod. I have yet to get to try it myself but I'm certain to do so as soon as able. In the meantime, have you seen the user-uploaded pic on the mod's Nexus page? Veeery weird.
My guess is that's something to do with the skeletons themselves, which I didn't design. I simply created the system that allows those different skeletons to appear in-game.
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Lauren Graves
 
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Post » Tue Mar 08, 2011 10:52 pm

...compatibility? I think. :blink:

You know, I didn't even notices that.

Yes I meant compatibility.
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Rhi Edwards
 
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Post » Wed Mar 09, 2011 5:16 am

Just a passing comment...

I tried this mod with the HGEC BBB body already installed, and the changed skeletons on females all had the "Buzz Lightyear chests" problem ("To infinity and beyond"). Were the base skeletons BBB-enabled before the tweaks, or were they non-BBB?

Wordy
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Rik Douglas
 
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Post » Wed Mar 09, 2011 8:23 am

I did not make the skeletons that are used in the mod - you would need to ask their creator, thetalkietoaster. My guess, however, is no.
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Wanda Maximoff
 
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Post » Tue Mar 08, 2011 9:16 pm

Reneer's Varied NPCs Mod 0.92 released!

0.92 – Rewrote parts of the mod to make it more efficient and use new OBSE commands. Companion mods can disable this mod's effects by adding a BanditTestKey to their companions.
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Solina971
 
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