[WIPz / RELz] Reneer's Varied NPCs Mod

Post » Wed Mar 09, 2011 9:44 am

No more stock NPCs! Now NPCs can be fat, thin, tall, short or hunched-over!

Note: This mod REQUIRES http://obse.silverlock.org/ 19.

The modified skeleton meshes were created by TheTalkieToaster.

Current version: 0.92

Description:

This mod is deceptively simple: it allows NPCs to have different skeletons. This means that NPCs can be fat, thin, tall or short. All in-game NPCs (with a few exceptions) can be affected at random. As a base this mod allows for fat, thin, hunched, short, tall and "normal" NPCs.

Changelog:
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.
0.91 - Fixed a major bug. The mod will actually work now. The mod should be cleansaved if you used 0.90.
0.9 - Initial release.

Download:
http://www.tesnexus.com/downloads/file.php?id=29564 (Version: 0.92)
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Tinkerbells
 
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Post » Wed Mar 09, 2011 6:46 am

:celebration: - not going to ask about compatiblity :biglaugh:

just going to test and see what happens..
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Alyna
 
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Post » Wed Mar 09, 2011 12:30 am

:celebration: - not going to ask compatiblity just going to test and see what happens..
100% compatible with everything, amazingly enough (well, in theory). Not to say that there isn't some weird compatibility issue lurking somewhere, but this mod should work with just about everything out there.
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Monika
 
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Post » Tue Mar 08, 2011 8:41 pm

Sweet! I can't wait to see this in action.
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No Name
 
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Post » Wed Mar 09, 2011 9:22 am

100% compatible with everything, amazingly enough (well, in theory).

Not to say that there isn't some weird compatibility issue lurking somewhere, but this mod should work with just about everything out there.


Thanks will report back..
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Steve Bates
 
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Post » Wed Mar 09, 2011 10:57 am

Pretty awesome stuff! Can't wait to try this later.

So does this mod automatically effect global NPC's or just PC?

Reneer, YOU are a mod machine! You are to good to us!
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Richard Thompson
 
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Post » Tue Mar 08, 2011 10:50 pm

So does this mod automatically effect global NPC's or just PC?
It doesn't affect the PC at all, just the NPCs.

Now that I think about it, though, it would be possible to modify the PC skeleton and make changes to how the player looks (in theory... modifying the Player reference is generally frowned upon).
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Vivien
 
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Post » Wed Mar 09, 2011 12:04 pm

Wow. I'm looking forward to seeing some screenies.

Does the mod randomly assign different bodyshapes to named NPCs or just nameless bandits etc? If to the named ones, is the body shape persistent or is it regenerated each time you encounter the NPC after the respawn period has expired?

Finally, if this works as I hope, it should give us some hilarious sights in conjunction with Corepcs randonclothing4NPC mod. That mod already produces some disastrous fashion choices for NPC clothing (especially upper class males LOL).

Edit I wish I could spell and type accurately.
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Sophh
 
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Post » Tue Mar 08, 2011 10:04 pm

Wow. I'm looking forward to seeing some screenies.

Does the mod randomly assign different bodyshapes to named NPCs or just nameless bandits etc? If to the named ones, is the body shape persistent or is it regenerated each time you encounter the NPC after the respawn period has expired?

Finally, f this works as I hope, it should give us some hilarious sights in conjunction with Corepcs tandonclothing4NPC mod. That mod already produces some disasterous fashion choices for NPC clothing (especially upper class males LOL).
The mod randomly assigns different bodyshapes to named NPCs (but currently not any NPCs that respawn - bandits, guards, etc). The body shape is persistent across saves, unless you load a save that doesn't have this mod loaded, of course.
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Melissa De Thomasis
 
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Post » Wed Mar 09, 2011 12:32 pm

Finally, f this works as I hope, it should give us some hilarious sights in conjunction with Corepcs tandonclothing4NPC mod. That mod already produces some disasterous fashion choices for NPC clothing (especially upper class males LOL).
ROFL! :biglaugh:
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lauraa
 
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Post » Wed Mar 09, 2011 2:54 am

No more stock NPCs! Now NPCs can be fat, thin, tall, short or hunched-over!

First congratulations for your new release! I cannot play without your guard overhaul mod and this one looks very interesting. Could you explain a little further: "All in-game NPCs (with a few exceptions) can be affected at random"
I mean, how random it will be? and also...by saying ALL in-game NPC's you really mean ALL? Vanilla and Mods?


Nevermind...You already answered those...

Thank you.
Cheers!
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Facebook me
 
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Post » Wed Mar 09, 2011 8:11 am

The mod randomly assigns different bodyshapes to named NPCs

(but currently not any NPCs that respawn - bandits, guards, etc).


That explain why my guards all looked the same, Will go find some named npcs..
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gandalf
 
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Post » Wed Mar 09, 2011 9:09 am

Gonna give this a go.
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Jonathan Braz
 
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Post » Wed Mar 09, 2011 11:31 am

Well... no CTD issues being reported, so that takes a load off my mind. Is the mod actually working? (I assume no news is good news?)
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FirDaus LOVe farhana
 
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Post » Tue Mar 08, 2011 8:01 pm

Nice :D

Will try after my exams!

I'm guessing this is using TalkieToasters skeleton thingy?
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sam westover
 
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Post » Wed Mar 09, 2011 1:42 am

Nice :D

Will try after my exams!

I'm guessing this is using TalkieToasters skeleton thingy?
Yes, it uses the skeletons created by TheTalkieToaster.
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Everardo Montano
 
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Post » Wed Mar 09, 2011 9:19 am

Well... no CTD issues being reported, so that takes a load off my mind. Is the mod actually working? (I assume no news is good news?)


Umm, actually... Not sure if it is working Reneer. I didn't notice any changes to the NPC's in the IC Market. I did notice some respawn after I loaded my save game after installing your mod. So, I assume that they tried to change, but nothing was noticable. I tried this with OBSE v18.4 beta on a Vanilla game.
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Nice one
 
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Post » Wed Mar 09, 2011 7:54 am

Umm, actually... Not sure if it is working Reneer. I didn't notice any changes to the NPC's in the IC Market. I did notice some respawn after I loaded my save game after installing your mod. So, I assume that they tried to change, but nothing was noticable. I tried this with OBSE v18.4 beta on a Vanilla game.
Likely what was happening was that those NPCs were being given "normal" skeletons that doesn't have any changes made.
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Elea Rossi
 
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Post » Wed Mar 09, 2011 11:32 am

Likely what was happening was that those NPCs were being given "normal" skeletons that doesn't have any changes made.


Is there a NPC name I could reference to place at me in game to see if it is working?
Can you think of an NPC that is fatter or hunched?
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Project
 
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Post » Wed Mar 09, 2011 9:17 am

Well... no CTD issues being reported, so that takes a load off my mind. Is the mod actually working? (I assume no news is good news?)


I get a flash on named npc for sure they appear and reappear with new skeleton it looks like..

but It is hard for me to notice once again..Has I am using Cobl Races, Roberts Male Musclar, EVE HGEC C and Normal Lower, and MMM Resized Races..So hard for me to tell. .but I have to reinstall all my mods..

So will test without anything installed, before I go about reinstalling those mods above to be sure..

Corepc
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Batricia Alele
 
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Post » Tue Mar 08, 2011 10:32 pm

I'm not sure. Got the mod loaded immediately after bashed patch, with only the Colour Elseweyr map loaded later. In the market district I came across one guy who was a real porker, named Manfred Kestring. I don't recognise the name as a vanilla character, so I wonder if some mod has created one fat character. I console killed the guy and he seemed to have a normal sized body after I stripped him.

Beyond this one character I didn't notice anyone else looking unusual, certainly no hunch backs. So I'm really not sure.
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Spooky Angel
 
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Post » Wed Mar 09, 2011 1:40 am

I'm looking into it. All the scripts are running fine, thus far. And the mod was working earlier... maybe I broke something. :P

D'oh! I used SetModelPath instead of SetModelPathEX in the new scripts. Silly OBSE names... one sec and I'll have 0.91 out.
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Cathrine Jack
 
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Post » Tue Mar 08, 2011 11:27 pm

Reneer's Varied NPC Mod 0.91 Released!

0.91 - Fixed a major bug. The mod will actually work now. If you ran 0.90, you should cleansave the mod.
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gemma
 
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Post » Tue Mar 08, 2011 9:35 pm

Just tested out this version. I can confirm it is indeed now working.

Quick question though. Why do NPC's now walk with their head bowed looking at the ground shaking their head to the left and right as they walk. First guy I saw doing it I though it was kind of funny though. He was a bit on the portly side :) so I though maybe he was just depressed at his new weight or something lol But now I see that maybe everyone touched by the new skeleton is doing it.

Maybe a mod in my load order. I'll test it with just this enabled.
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Stephanie Kemp
 
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Post » Wed Mar 09, 2011 10:08 am

Reneer's Varied NPC Mod 0.91 Released!

0.91 - Fixed a major bug. The mod will actually work now. If you ran 0.90, you should cleansave the mod.



Just tested out this version. I can confirm it is indeed now working.

Quick question though. Why do NPC's now walk with their head bowed looking at the ground shaking their head to the left and right as they walk. First guy I saw doing it I though it was kind of funny though. He was a bit on the portly side :) so I though maybe he was just depressed at his new weight or something lol But now I see that maybe everyone touched by the new skeleton is doing it.

Maybe a mod in my load order. I'll test it with just this enabled.


Confirmed working has well here..Saw Too Fat npcs side by side..

same issue looks like head tracking is getting activated has well, looking toward their shadows..

vanilla..no other mods..nothing else installed, not even darnui which i have to reinstall vanilla ui huge...
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LijLuva
 
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