[RELz] VORB - VadersApp's Oblivion Real Bodies

Post » Wed Mar 30, 2011 1:19 am

New Release Version 1.2

- redone weihtpainting, much better quality. There is no reason anymore to use standard body replacers for female, you can get 1,000 different female body shapes at the same time.
- added different BBB for Clothes(more) and Armor (nearly none) and special armor like fur (less)
- added 1,000 new skeletons (female body shapes)
- fixed all texture bugs

I merged the Weighpainting and FixSkinColor script and fixed all remaining bugs. It is very stable now. So there is no problem to support any clothes or armor in future updates. The whole process is automated now.

Maybe in future male will get love, so that they also get hundrets of different shapes.

Next updates will be armor and clothes addons.
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ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Wed Mar 30, 2011 7:47 am

Hi. I really like the concept of varying NPC bodies, and I'm glad you have solved so many of the problems traditionally associated with the idea. However, I have a request and some questions.

1. Could you please update the download page to show off what characters in the game look like? You do have pictures posted, but they consist entirely of one woman wearing a very skimpy non-vanilla item of clothing and a fat dude. I'd like to see what this body type variation actually looks like in action. Do heights vary? Do fat people come in a variety of shapes? Are there fat, rail-thin, athletic-looking, and even outright muscular shapes in those thousand female forms you made, or just variations on the hourglass form? And, important to me because I'm, uh, female, what do these mysterious seven male body types look like, besides the fat dude? A lot of little details really matter for whether I think this mod is going to feel right in my game.

2. Can I select which body my character has? How?

3. Are beast races included in this new plenitude of shapes, or are they left vanilla?

4. Are bodies distributed randomly every time you load a cell, or just once, the first time you encounter a person?

5. I think, above, there was a request for distribution of body types that is weighted by faction. I like this concept - it would be awesome to see burly Fighters, wiry Assassins, sturdy Guards, slender Mages, and skinny Beggars running around - and moreover I think there are a LOT of ways to expand on it. Body types could be distributed by race as well; one would expect Orcs and Nords to generally be much burlier people than Bosmer and Bretons. Additionally, there are a few people in the game who either get described by other characters, or have physical descriptions right in their names; "Irroke the Wide" comes to mind. It would be nice to have them actually match up with their in-game lore. Would you be interested in/open to writing features like this into your mod, potentially as adjustable parameters or optional esps?

6. So... on that note, would it be possible (and okay with you) for a third party to distribute an esp, dependent on your work as a separate download, that assigned body types to individual characters? (I'm not volunteering, just asking whether this is a viable possibility.) This could be a way for people to get body-type distributions that match their taste that is independent of how much time you spend providing options.

7. This is a bit random, but is it possible to create child NPCs by a variation on this method?

Thanks for answering,
Asterai
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Marine Arrègle
 
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Joined: Sat Mar 24, 2007 5:19 am

Post » Wed Mar 30, 2011 10:04 am

Hi. I really like the concept of varying NPC bodies, and I'm glad you have solved so many of the problems traditionally associated with the idea. However, I have a request and some questions.

1. Could you please update the download page to show off what characters in the game look like? You do have pictures posted, but they consist entirely of one woman wearing a very skimpy non-vanilla item of clothing and a fat dude. I'd like to see what this body type variation actually looks like in action. Do heights vary? Do fat people come in a variety of shapes? Are there fat, rail-thin, athletic-looking, and even outright muscular shapes in those thousand female forms you made, or just variations on the hourglass form? And, important to me because I'm, uh, female, what do these mysterious seven male body types look like, besides the fat dude? A lot of little details really matter for whether I think this mod is going to feel right in my game.


The heights vary, like in vanilla do. I am sorry men got less love from me until now. I have to redo the whole weightpainting for the male template, because existing one was my first attempt. In the meantime i learned much about weightpainting. So one of the future updates will have different shapes. Now they are very skinny to very fat. The fat ones had ugly polygons on the belly.

2. Can I select which body my character has? How?


Yes you can, you have to choose on of the skeleton i provide and copy them as skeleton.nif. Then you Char will have the shape of the Skeleton. There is a mod names "FormId finder". it is realy helpfull to look at a npc and get his skeleton.

3. Are beast races included in this new plenitude of shapes, or are they left vanilla?


They are supported

4. Are bodies distributed randomly every time you load a cell, or just once, the first time you encounter a person?


No, thats the new way i've chosen. The NPCs getting a new Shape with the esp file and this will not change at any time. Only if you start with an updated esp ill provide or use the script for wrye bash to add support for npcs that brought by mods.

5. I think, above, there was a request for distribution of body types that is weighted by faction. I like this concept - it would be awesome to see burly Fighters, wiry Assassins, sturdy Guards, slender Mages, and skinny Beggars running around - and moreover I think there are a LOT of ways to expand on it. Body types could be distributed by race as well; one would expect Orcs and Nords to generally be much burlier people than Bosmer and Bretons. Additionally, there are a few people in the game who either get described by other characters, or have physical descriptions right in their names; "Irroke the Wide" comes to mind. It would be nice to have them actually match up with their in-game lore. Would you be interested in/open to writing features like this into your mod, potentially as adjustable parameters or optional esps?


Yes this is something i would do in future. The time i started working on the mod i had the idea to read out the FaceGen Data to get the age of an NPC. But that was impossible. The data is encrypted. So future updates will have this feature you suggested.

6. So... on that note, would it be possible (and okay with you) for a third party to distribute an esp, dependent on your work as a separate download, that assigned body types to individual characters? (I'm not volunteering, just asking whether this is a viable possibility.) This could be a way for people to get body-type distributions that match their taste that is independent of how much time you spend providing options.

That would be good, and would help to spread the mod to a wider community. I hope this mod will replace all custom body shape mods in future. Because it would be much easier to add content if only one body type is used. It′s okay for me if i would be asked before. It is necessary to be sure that the mod is supported in the best possible way.
7. This is a bit random, but is it possible to create child NPCs by a variation on this method?


I think that would be easy, but i won′t support this, because as far as i know it is not in the interest of Bethesda to have killable children ingame.

BTW i have uploaded a DR6 compatible skeleton. So VORB can be used with DR6 now.
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Fiori Pra
 
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Joined: Thu Mar 15, 2007 12:30 pm

Post » Tue Mar 29, 2011 11:17 pm

New Version is up at Tesnexus. V1.25 - male got their love

- new weightpainting for male (much better quality of the shapes)
- 300 male shapes added.

http://www.tesnexus.com/downloads/file.php?id=37013
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Stephanie Kemp
 
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Joined: Sun Jun 25, 2006 12:39 am

Post » Wed Mar 30, 2011 8:16 am

Thanks for all your work on this. It will definitely be added to my game when I finish re-installing.
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D IV
 
Posts: 3406
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Post » Wed Mar 30, 2011 11:29 am

I'm glad that you continue to develop and improve this, and that you have grand ambitions for it! Good luck and well done.
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lilmissparty
 
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Post » Wed Mar 30, 2011 8:26 am

The intencion its really good! This can be converted in a Must-to-have mod for the variety!

I have 2 questions, you are working on HGEC, right? In a future can you do this mod for Robert's Female Body 1.2? (I hate that porm body mods)

And a last question, are you using Roberts male V5?
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Tha King o Geekz
 
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Post » Wed Mar 30, 2011 6:54 am

The intencion its really good! This can be converted in a Must-to-have mod for the variety!

I have 2 questions, you are working on HGEC, right? In a future can you do this mod for Robert's Female Body 1.2? (I hate that porm body mods)

And a last question, are you using Roberts male V5?


Yes the template i used is HGEC. The intension of this mod is to replace the old system, where you need different body meshes and their clothes. So no i will not do this for Roberts Female Body, nor for other body mods.
Because with this system it is possible to have shapes that vary much more than all made body meshs together. It is a bit difficult to spread this, it seems.

Modders could design their clothes and armor only for this mod, that would be the same as for HGEC E-Cup, but copy the weightpaint of the nvde mesh of VORB as a template to their clothes.
And voila, the rest is doing the mod for them. It scales and tansforms the shape to an infinit number of different shapes.

I think it is necessarty to explain the system a bit further:

The Mod is made of mainly two different things:

1. Stock Clothes and Armor, weightpainted using a nvde template i made. Those weightpainting scales and transforms the different body parts.

2. The skeletons nif files. They contain the data for scaling and transforming the meshes.

- In the last update i have 300 different male and 300 different female skeletons added to all vanilla npcs by random.
Random means, not randomly in game, so that npcs change their shape after cell reloading. It means they are linked to their body and only change if a new esp with other skeleton nif data is used.

The skeleton nif files contain 8 new bones that could be used to change the shapes of the meshes. In names they are:

L_briastTransform Data: gives the briast a different look, data that are changed by my mod are position on x,y,z axis, scale but also rotation date. Those togehter means a nearly infinit number of different looking briastshapes are possible. Data for the left briast.
R_briastTransform Data: gives the briast a different look, data that are changed by my mod are position on x,y,z axis, scale but also rotation date. Those togehter means a nearly infinit number of different looking briastshapes are possible. Data for the right briast.
ScaleSpine1 Data: This scales the upper region of the body, mainly the chest.
ScaleSpine Data: This scales the belly and butt region.
L ScaleThigh Data: Scales the left thigh
L ScaleCalf Data: Scales the right calf
R ScaleThigh Data: Scales the right thigh
R ScaleCalf Data: Scales the right calf

But, you are right that in this version, female have the typical hourglass look, sometimes skinny sometimes more round. I ll check if it is possible to add new bones to change this.


To show what this mod is capable of here are some screensots of different shapes. Npcs in undewear only because it is easier to see the differences.
There are some seams visible, thats because i fast converted the underwear meshes for screenshots.


http://img8.imageshack.us/img8/3597/oblivion201103080722008.jpg
http://img87.imageshack.us/img87/640/oblivion201103080729082.jpg
http://img155.imageshack.us/img155/618/oblivion201103080731540.jpg
http://img830.imageshack.us/img830/7256/oblivion201103080732496.jpg
http://img62.imageshack.us/img62/5828/oblivion201103080732593.jpg
http://img195.imageshack.us/img195/9237/oblivion201103080733190.jpg
http://img402.imageshack.us/img402/7920/oblivion201103080733379.jpg
http://img52.imageshack.us/img52/3169/oblivion201103080733465.jpg
http://img269.imageshack.us/img269/1756/oblivion201103080743001.jpg
http://img7.imageshack.us/img7/3443/oblivion201103080743159.jpg
http://img849.imageshack.us/img849/7247/oblivion201103080743209.jpg
http://img34.imageshack.us/img34/6158/oblivion201103080743409.jpg
http://img215.imageshack.us/img215/9165/oblivion201103080743463.jpg
http://img641.imageshack.us/img641/1458/oblivion201103080743511.jpg
http://img7.imageshack.us/img7/6753/oblivion201103080745157.jpg
http://img145.imageshack.us/img145/9798/oblivion201103080745207.jpg
http://img687.imageshack.us/img687/995/oblivion201103080745475.jpg
http://img690.imageshack.us/img690/9484/oblivion201103080746146.jpg
http://img51.imageshack.us/img51/931/oblivion201103080746329.jpg
http://img716.imageshack.us/img716/853/oblivion201103080747203.jpg
http://img822.imageshack.us/img822/2708/oblivion201103080747368.jpg
http://img36.imageshack.us/img36/4445/oblivion201103080747400.jpg
http://img847.imageshack.us/img847/1697/oblivion201103080749390.jpg
http://img560.imageshack.us/img560/3142/oblivion201103080749448.jpg
http://img826.imageshack.us/img826/152/oblivion201103080750201.jpg
http://img707.imageshack.us/img707/1258/oblivion201103080750276.jpg
http://img853.imageshack.us/img853/838/oblivion201103080751009.jpg
http://img690.imageshack.us/img690/5802/oblivion201103080751395.jpg
http://img46.imageshack.us/img46/7255/oblivion201103080753173.jpg
http://img121.imageshack.us/img121/4819/oblivion201103080753231.jpg
http://img200.imageshack.us/img200/5228/oblivion201103080753417.jpg
http://img816.imageshack.us/img816/6168/oblivion201103080753423.jpg
http://img41.imageshack.us/img41/6421/oblivion201103080753431.jpg
http://img846.imageshack.us/img846/9170/oblivion201103080753441.jpg
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Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Wed Mar 30, 2011 6:22 am

I have learned a bit python scripting, Great language! So i was able to made a module for Wrye Bash. With its help it is possible to use VORB for all installed mods you have.
Go to

http://www.tesnexus.com/downloads/file.php?id=37013

and get the modified posh.py. Exchange it with the old one. (Would be wise to make a backup of the old one before).

Open Wrye Bash and create a pashed patch. Select Tweak: Actors and the Vadersapp′s Oblivion Real Bodies. Create the patch and delete VORB.esp.

tatataaa now every NPC is using VORB!
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Jessie Butterfield
 
Posts: 3453
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Post » Wed Mar 30, 2011 2:40 pm

Hello VaddersApp . I like the idea of this mod. I think it fits well and well thought out.

I'm having a problem though. This is the first new mod I've installed since DR6 so I know it started with this, but i'm not so sure where to begin with the troubleshoot, so i'll post my load order, maybe it will help. The problem is after installing VORB_300_Female_and_300_Male_Body_Shapes + VORB_Female_Stock_Clothes_and_Armor + VORB_Male_Stock_Clothes_and_Armor + VORB_Female_nvde + DR6_compatible_Skeleton (In that order), the game now freezes on load right after the title cut-scene. I've tried re-bashing, and adding in VORB_for_every_mod then deleting VORB.esp, but that doesn't help either. I have a feeling I might have discovered an incompatibility, because i did have some texture and skeleton mods added already. What do you think?

Spoiler

masterlist.txt updated to revision 2373


Special Mod Detection

FCOM detected.
OOO detected.
Better Cities not detected.


Recognised And Re-ordered Mod Files

Oblivion.esm

Note: Masterlist Revision: 2373

You Are Here.esm [Version 1.1]

All Natural Base.esm [Version 1.0]

Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]

Bashed Patch tag suggestion: {{BASH:Invent, Delev, Relev, Actors.AIData,Actors.Stats, Stats}}

Francesco's Optional New Items Add-On.esm [Version 4.5bSI]

Tamrielic Ingredients.esm [Version 1.2]

Note: Do not use Tamrielic Ingredients and COBL at the same time.

Ulrim's Horses.esm [Version 1.2]

Oscuro's_Oblivion_Overhaul.esm [Version 1.34 Beta 5]

Bashed Patch tag suggestion: {{BASH:Actors.Spells,Graphics,Invent,Scripts,Stats,Relations}}

Mart's Monster Mod.esm [Version 3.7b1]

Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.Spells,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}

Enhanced Daedric Invasion.esm [Version 1.2]

FCOM_Convergence.esm [Version 0.9.9a7]

Bashed Patch tag suggestion: {{BASH:Delev,Factions,Relations,Relev}}

Armamentarium.esm [Version 1.1]

Bashed Patch tag suggestion: {{BASH:Relev}}

Kvatch Rebuilt.esm [Version 1.0]

Open Cities Resources.esm [Version 3.5.3]

BetterMusicSystem.esm [Version 2.31]

AFC v2 Core.esm [Version 2]

CM Partners.esm

HorseCombatMaster.esm

Unofficial Oblivion Patch.esp [Version 3.2.6]

Note: Use Standalone MOBS if using Frans or OMOBS if using FCOM\OOO. Both versions can be found here: http://www.tesnexus.com/downloads/file.php?id=28537
Note: Recommend installing UOP Supplemental for additional fixes: http://www.tesnexus.com/downloads/file.php?id=27710
Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Music,C.Name,C.Owner,Creatures.Blood,Delev,Factions,Invent,Names,Relations,Relev,Scripts,Stats}} and remove [C.Water] tag(s) (only exist in older version).

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Note: For russian version GOTY please move this esp before Unofficial Oblivion Patch.esp (for UOP quest fixes)

Unofficial Shivering Isles Patch.esp [Version 1.4.0]

Note: Remember to use the 'MOBS' version when using Francesco's and FCOM.
Note: Newest MOBS and non-MOBS versions have the same name.
Note: Alternatively, consider using the standalone MOBS/OMOBS mods together with the non-MOBS patch.
Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Name,C.Owner,Delev,Factions,Invent,Names,Relev,Scripts,Stats,Relations}}

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Chance of More Enemies.esp

Francesco's Optional Leveled Guards.esp

Requires: Shivering Isles expansion.
Bashed Patch tag suggestion: {{BASH:Actors.ACBS,Actors.Stats}}

FCOM_Francescos.esp [Version 0.9.9]

Requires: Francesco's Leveled Creatures-Items 4.5b.

FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]

Requires: Francesco's Leveled Creatures-Items 4.5b.
Requires: Francesco's supplementary addon package.

FCOM_FrancescosNamedBosses.esp [Version 0.9.9]

Requires: Francesco's Leveled Creatures-Items 4.5b.

Fran Armor Add-on.esp

Bashed Patch tag suggestion: {{BASH:Invent}}
Requires: FCOM_UnofficialFranArmorAddon.esp
Requires: the meshes from 'Bonemold Helmet' and 'Cryos Ordinator Indoril Armor' mods, but not the ESPs.
Requires: Francesco's Leveled Creatures-Items 4.5b.

All Natural.esp [Version 1.1]

Note: Required for All Natural. Make sure this is active and not just imported into your Bashed Patch.
Bashed Patch tag suggestion: {{BASH:C.Climate}}

All Natural - SI.esp [Version 1.0]

Note: Required for All Natural SI support. Make sure this is active and not just imported into your Bashed Patch.
Bashed Patch tag suggestion: {{BASH:C.Climate}}

Side's EAX Control.esp [Version 0.9]

All Natural - Real Lights.esp [Version 1.1]

Bashed Patch tag suggestion: {{BASH:Graphics,Scripts}}
Note: Do not use with original Real Lights mod.

AmbientDungeons.esp [Version 1.3]

Requires: OBSE and 'You Are Here'. ScreenEffects for versions below 1.3.

[WIP]_Mysterious_Chest_(Combine_or_drain_soulgems)-2047.esp

AFC v2 Combo Chains.esp [Version 2]

AFC v2 Combat Moves.esp [Version 2]

AFC v2 Damage Text.esp [Version 2]

AFC v2 Locational Damage.esp [Version 2]

BetterMusicSystem(SI).esp [Version 1.0]

RAEVWD Cities.esp [Version 1.8]

RAEVWD New Sheoth.esp [Version 1.7]

RAEVWD Imperial City.esp [Version 1.8]

Reznod_Mannequin.esp

wd purse of wonders.esp

Bashed Patch tag suggestion: {{BASH:Scripts}}

Enhanced Economy.esp [Version 5.0.2]

Note: Replaces Living Economy plugins.

Crowded Cities_Open.esp [Version 1.2]

Crowded Roads Advanced less crowded.esp [Version 1.3]

Oblivion Graphics Extender Support.esp [Version 0.3]

Streamline 3.1.esp

Map Marker Overhaul.esp [Version 3.8]

Map Marker Overhaul - SI additions.esp [Version 3.5]

Hov's Hotkeys.esp [Version 0014]

Note: Don't use hotkeys to change Warcry-style 'set' equipment. Game bug.

DLCHorseArmor.esp

Bashed Patch tag suggestion: {{BASH:Scripts}}

DLCOrrery.esp

Bashed Patch tag suggestion: {{BASH:Actors.AIPackages}}

DLCVileLair.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

Bashed Patch tag suggestion: {{BASH:Relev}}

MaleBodyReplacerV3.esp

Bashed Patch tag suggestion: {{BASH:Body-M}}

1AlexScorpionSneakingSuit.esp

BlackLuster.esp [Version 3.1.5.e]

BlackLuster 2SwordStyle.esp [Version 3]

Crossbows of Cyrodiil.esp [Version 9.3]

Exnem Pekka Pumps.esp

Oonas_Outfitters.esp

Reznod_Mannequin_HD[Eng].esp

ANBMiniMicroBikini.esp

HGECUndiesHCup.esp

Armamentium female.esp

Bashed Patch tag suggestion: {{BASH:Graphics,NoMerge}}

Slof's Horses Base.esp

Bashed Patch tag suggestion: {{BASH:Graphics}}

HRMHorseArmor.esp

Bashed Patch tag suggestion: {{BASH:Graphics}}

HRMHorseArmorSlofsHorsesPatch20.esp

Bashed Patch tag suggestion: {{BASH:Graphics}}

Dude Wheres My Horse.esp

HRMHorseCommands.esp

DLCThievesDen.esp

Bashed Patch tag suggestion: {{BASH:C.Name,C.Light,Actors.ACBS,Actors.AIPackages,Actors.Stats}}

Tamrielic_Ingredients_cOMbo.esp [Version 1.0]

FCOM_TamrielicIngredients.esp [Version 0.9.9]

Requires: 'Tamrielic_Ingredients_cOMbo.esp'. Do not use TI and COBL at the same time.

Bob's Armory Oblivion.esp [Version 1.1]

Requires: 'FCOM_BobsArmory.esp'.

FCOM_BobsArmory.esp [Version 0.9.9]

Requires: 'Bob's Armory Oblivion.esp'.
Bashed Patch tag suggestion: {{BASH:Relev,Delev}}

Oblivion WarCry EV.esp [Version 1.08a]

Bashed Patch tag suggestion: {{BASH:Actors.ACBS,Actors.AIData,Actors.DeathItem,Actors.Stats,Delev,Graphics,Invent,Relev,Stats}}
Requires: either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp'.

FCOM_WarCry.esp [Version 0.9.9]

Bashed Patch tag suggestion: {{BASH:Delev,Relev,Stats}}
Note: Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both.

Oscuro's_Oblivion_Overhaul.esp [Version 1.34 Beta 5]

Bashed Patch tag suggestion: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.Spells,Actors.Stats,Delev,Factions,Graphics,Invent,Names,R.ChangeSpells,Relations,Relev,Scripts,Stats}}

OCC-OOO-Patch.esp [Version 2.4]

ArmamentariumLLVendors.esp [Version 1.0]

Note: Can be used with either 'ArmamentariumLL.esp' or 'ArmamentariumLL4OOO.esp'.

ArmamentariumArtifacts.esp [Version 1.1]

FCOM_Convergence.esp [Version 0.9.9]

Bashed Patch tag suggestion: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackagesForceAdd,Actors.CombatStyle,Actors.DeathItem,Actors.Spells,Actors.SpellsForceAdd,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}

FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]

FCOM_RealSwords.esp [Version 0.9.9]

Bashed Patch tag suggestion: {{BASH:Delev,Relev}}

CurseOfHircine.esp

FCOM_DiverseGuardUnity.esp [Version 0.9.9]

Bashed Patch tag suggestion: {{BASH:Actors.CombatStyle,Actors.Spells,Invent,Scripts}}

FCOM_BobsGuardUnity.esp [Version 0.9.9]

Requires: 'Bob's Armory Oblivion.esp'.

FCOM_MoreRandomSpawns.esp [Version 0.9.9]

FCOM_MoreRandomItems.esp [Version 0.9.9]

ArmamentariumLL4OOO.esp [Version 1.0]

Fransfemale.esp

Bashed Patch tag suggestion: {{BASH:Graphics,NoMerge}}

EVE_StockEquipmentReplacer4FCOM.esp [Version 1.33.]

Bashed Patch tag suggestion: {{BASH:Graphics,NoMerge}}
Note: For FCOM only, do not use with OOO/MMM or Eve_Stockequipmentreplacer.esp.

BrotherhoodRenewed.esp [Version 1.0]

Bashed Patch tag suggestion: {{BASH:Actors.AIPackages,Factions}}

Demon_Consort.esp

DemonEnergy.esp [Version 1.1]

Housewives v101.esp [Version 1.0]

Kvatch Rebuilt.esp [Version 1.0]

Bashed Patch tag suggestion: {{BASH:Actors.AIPackages}}

OCC-KR-Patch.esp [Version 2.0]

Kvatch Rebuilt - Leveled Guards - FCOM.esp

Kvatch Rebuilt Weather Patch.esp

MountainTower.esp

Shads Water Bucket Plus.esp

DLCFrostcrag.esp

Bashed Patch tag suggestion: {{BASH:C.Name,C.Owner,Factions}}

Kvatch Rebuilt_Frostcrag Reborn.esp

OCOD+FrostcragSpire Patch.esp

Ulrim's Horses.esp [Version 1.2]

Bashed Patch tag suggestion: {{BASH:Graphics}} for Slof's Horses compatibility.

Knights.esp

Bashed Patch tag suggestion: {{BASH:Actors.AIPackages,Factions}}

EVE_KnightsoftheNine.esp

Bashed Patch tag suggestion: {{BASH:Graphics,NoMerge}}

Ulrim's Horses - Knights patch.esp [Version 1.2]

OCC-KOTN-Patch.esp [Version 3.0]

Bashed Patch tag suggestion: {{BASH:Actors.AIPackages}}

Blood&Mud.esp

Bashed Patch tag suggestion: {{BASH:Hair, NpcFaces}}
Requires: 'FCOM_WelkyndSwordBlood&Mud.esp' or 'FCOM_Blood&Mud.esp'.

Blood&Mud - EE patch.esp [Version 4.2]

FCOM_Blood&Mud.esp [Version 0.9.9]

Requires: 'Blood&Mud.esp'.

FCOM_Knights.esp [Version 0.9.9]

Bashed Patch tag suggestion: {{BASH:Delev,Factions,Relations,Relev}}
Requires: DLC 'Knights.esp'.

Enhanced Daedric Invasion.esp [Version 1.2]

Requires: 'FCOM_EnhancedDaedricInvasion.esp'.

FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9]

Open Cities New Sheoth.esp [Version 1.1]

Requires: Shivering Isles expansion.
Bashed Patch tag suggestion: {{BASH:Actors.AIPackages}}

Open Cities Outer Districts.esp [Version 3.5.4]

Open Cities Full + Bravil Blood&Mud.esp [Version 3.5.4]

Requires: Bravil Blood&Mud.

FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]

Requires: 'Fran Armor Add-on.esp' from 'Unofficial Francesco's Armor'.

Arch Mage Chest Remake OBSE.esp

Arch_Mages_Robe_Enchanted_--_Master_Level-2205.esp

Bag of Holding.esp [Version 1.5.0]

BlackAzurasStar.esp [Version 1.0]

HUD Status Bars.esp [Version 2.0.1]

EVE_ShiveringIslesEasterEggs.esp

Leviathan Soulgems.esp

Note: if using the abridged version (same name); make sure to be using the latest version (released in 2010) the earlier version had a malformed header tha could cause errors.

P1DkeyChain.esp [Version 5.00]

PersuasionOverhaul.esp [Version 1.3]

PersuasionOverhaul_OOO.esp [Version 1.2]

PersuasionOverhaul_MMM.esp [Version 1.2]

RenCorpseMod.esp

Bashed Patch tag suggestion: {{BASH:Graphics,Names}}

Enhanced Economy - House prices.esp [Version 1.0]

RealisticHealth.esp

RealisticForceMedium.esp

RealisticMagicForceHigh.esp

Unholy Darkness.esp

KT_DetectHostility.esp [Version 1.3]

Natural Rings Limit.esp [Version 1.1]

RefScope.esp [Version 2.0.2]

Mighty Magick - Core.esp [Version 1.2]

Mighty Magick - Magicka Pool Progression.esp [Version 1.2]

Mighty Magick - Side Effects.esp [Version 1.2]

Mighty Magick - Sigil Stones.esp [Version 1.2]

DLCSpellTomes MMR Patch.esp

DLCThievesDen MMR Patch.esp

OOO MMR Upgrade.esp

Knights - MMR Patch.esp

Mighty Magick - Restore Magicka Potions [OOO].esp [Version 1.2]

cidnothumpMMversion.esp

Bashed Patch tag suggestion: {{BASH:Sound}}

MidasSpells.esp

Bashed Patch tag suggestion: {{BASH:Invent}}

OC+Midas Magic Patch.esp

MidasSpells - MMR Patch.esp

attack and hide harder v2.1.esp

No psychic guards v1.2.esp

RenGuardOverhaul.esp

Bashed Patch tag suggestion: {{BASH:Actors.AIData}}

Deadly Reflex 6 - Timed Block with no damage or durability changes.esp

Note: Use no more than one Timed Block plugin.

Mounted_Spellcasting_Deadly_Reflex_Compatible.esp

DRSplatter.esp

Requires: OBGEv2.

Duke Patricks - Actors Can Miss Now.esp

Note: Causes CTD with companions. Use 'Duke Patricks - Friendship Ring For Companion Detection' to avoid this.

PTActorsCare.esp

Enchanting Skill.esp [Version 1.2.1]

GalerionLeveling-v11.esp

_Ren_BeautyPack_onlyhairs.esp [Version 1.0]

Bashed Patch tag suggestion: {{BASH:Hair}}

CM Partners.esp

Capucines Character Expansion.esp

Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics}}

_Ren_BeautyPack_full.esp [Version 1.0]

Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics}}

eyja.esp [Version 1.4]

Bashed Patch tag suggestion: {{BASH:C.Water}}

CM Partners Special NPCs.esp

Bashed Patch tag suggestion: {{BASH:Hair,Eyes}}

CM Partners NPC.esp

Bashed Patch tag suggestion: {{BASH:Hair,Eyes}}
Note: Use only one Essential or NotEssential version esp

CM Partners More NPCs.esp

Bashed Patch tag suggestion: {{BASH:Hair,Eyes}}
Note: Use only one Essential or NotEssential version esp

CM Partners Marker NPCs.esp

Bashed Patch tag suggestion: {{BASH:Hair,Eyes}}

CM Partners Extra NPCs.esp

Bashed Patch tag suggestion: {{BASH:Hair,Eyes}}

EVE_KhajiitFix.esp

Bashed Patch tag suggestion: {{BASH:Body-F}}

Automatic Timescale.esp [Version 1.1.1]

Note: Timescale mod
Note: Use only one Respawn or Timescale mod

SPAWN.esp [Version 0.3]

Note: Respawn mod
Note: Use only one Respawn or Timescale mod

GW71_Life_Detect.esp

Visually Enchanted Damage and Absorb with Particles.esp

Bashed Patch tag suggestion: {{BASH:Graphics,Deactivate}}

Visually Enchanted Drains 1.esp

Bashed Patch tag suggestion: {{BASH:Graphics}}

Visually Enchanted Fire 3.esp

Bashed Patch tag suggestion: {{BASH:Graphics,Deactivate}}

Visually Enchanted Frost 2.esp

Bashed Patch tag suggestion: {{BASH:Graphics,Deactivate}}

Visually Enchanted Shock 1.esp

Bashed Patch tag suggestion: {{BASH:Graphics,Deactivate}}

Visually Enchanted SoulTrap 1.esp

Bashed Patch tag suggestion: {{BASH:Graphics}}

DeadlyReflex 6 - Combat Moves.esp

Bashed Patch tag suggestion: {{BASH:Graphics}}
Requires: NifSE (http://www.tesnexus.com/downloads/file.php?id=21292)
Requires: Drop Lit Torches OBSE (http://www.tesnexus.com/downloads/file.php?id=16282)

Open Cities Classic Road Record.esp

Bashed Patch tag suggestion: {{BASH: Deactivate,Roads}}
Note: Use only one road record file.

All Natural - Indoor Weather Filter For Mods.esp [Version 1.1]

Bashed Patch tag suggestion: {{BASH:Filter,C.Climate,Deactivate}}

Bashed Patch, 0.esp [Version 3/9/2011 2:01:45 AM]



Unrecogised Mod Files

Reorder these by hand using your favourite mod ordering utility.

Unknown mod file: VORB.esp

User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Wed Mar 30, 2011 2:36 pm

I had this too, after i activated DR6. What i have done to get rid of the problem was taking the modified bosh.py i made and made a bashed patch witch Actor:Tweaks / VORB and deleted the VORB.esp. That is the new cool feature i made for this mod.
Every NPC also those of other mods get new shapes. After i made a bashed patch i ran boss and everything works like a charm. Don′t forget to use the VORB DR6 Skeleton or you will suffer from a much higher first person view.

You can find all the things you need at http://www.tesnexus.com/downloads/file.php?id=37013.

If you will find some meshes that have ugly seams, thats no problem it will be fixed in the next version. But for now I have to take a break for a day got a nasty cold.
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Wed Mar 30, 2011 1:59 pm

Oh it's sad for me... Only for the texturing mapping of Robert's models, those are more easy to modify.

You have a new follow! (me hehe) This mod look interesting and i maybe use when i reinstall Oblivion :D
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Wed Mar 30, 2011 12:17 pm

Amazing. This is brilliant. I can't wait to try it. Thanks for your work on this.
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Wed Mar 30, 2011 12:40 am

I have learned a bit python scripting, Great language! So i was able to made a module for Wrye Bash. With its help it is possible to use VORB for all installed mods you have.
Go to

http://www.tesnexus.com/downloads/file.php?id=37013

and get the modified posh.py. Exchange it with the old one. (Would be wise to make a backup of the old one before).

Open Wrye Bash and create a pashed patch. Select Tweak: Actors and the Vadersapp′s Oblivion Real Bodies. Create the patch and delete VORB.esp.

tatataaa now every NPC is using VORB!


If you want to submit your code to the Wrye Bash http://sourceforge.net/tracker/?func=add&group_id=284958&atid=1207903, then I'm sure one of us can get it officially supported by Wrye Bash.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Wed Mar 30, 2011 11:56 am

This is the end....
.
.
.
.
.
.
.
.
...of the typical hourglass look of all females in Oblivion.

Even more diversity in the latest update of VORB.

Latest update features:

- females now have different ratio of chest, waist and pelvis.
- fixed animation anomalies
- nearly no seams anymore
- player character should be looking the same as before installation
- new naming for the skeletons.
- esp not needed if you use the modified bosh.py at tesnexus for creating a bashed patch for VORB for vanilla and all mods.
- there is more but i don′t remember :)

http://www.tesnexus.com/downloads/file.php?id=37013

some new screenshots:

http://img855.imageshack.us/img855/7669/oblivion201103112301068.jpg
http://img848.imageshack.us/img848/1755/oblivion201103112301313.jpg
http://img87.imageshack.us/img87/1124/oblivion201103112302030.jpg
http://img850.imageshack.us/img850/5247/oblivion201103112302274.jpg
http://img858.imageshack.us/img858/9273/oblivion201103112303155.jpg
http://img849.imageshack.us/img849/8628/oblivion201103112303228.jpg
http://img855.imageshack.us/img855/579/oblivion201103112304148.jpg
http://img864.imageshack.us/img864/5441/oblivion201103112304230.jpg
http://img705.imageshack.us/img705/47/oblivion201103112304584.jpg
http://img853.imageshack.us/img853/7250/oblivion201103112305211.jpg
http://img846.imageshack.us/img846/4290/oblivion201103112305587.jpg
http://img826.imageshack.us/img826/1788/oblivion201103112306494.jpg
http://img850.imageshack.us/img850/7290/oblivion201103112307398.jpg
http://img830.imageshack.us/img830/8418/oblivion201103112308269.jpg
http://img862.imageshack.us/img862/8648/oblivion201103112308469.jpg
http://img850.imageshack.us/img850/4981/oblivion201103112308592.jpg
http://img43.imageshack.us/img43/9949/oblivion201103112309276.jpg
http://img849.imageshack.us/img849/3653/oblivion201103112309410.jpg
http://img705.imageshack.us/img705/4865/oblivion201103112310313.jpg
http://img851.imageshack.us/img851/4895/oblivion201103112310578.jpg
http://img684.imageshack.us/img684/7343/oblivion201103112312055.jpg
http://img197.imageshack.us/img197/3530/oblivion201103112313061.jpg
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Wed Mar 30, 2011 3:53 am

- esp not needed if you use the modified bosh.py at tesnexus for creating a bashed patch for VORB for vanilla and all mods.

I have integrated your code into the official Wrye Bash repository. Thanks for the contribution (and great mod, btw).

I highly recommend not using the modified bosh.py provided, as it will not be supported by the WB team, and wont benefit from bugfixes, etc that we supply. If you need the VORB patcher for your Bashed Patch, either wait for the next release of WB, or use the SVN development version.

Any question, feel free to ask in the WB thread (link in my sig)
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Wed Mar 30, 2011 9:21 am

I have integrated your code into the official Wrye Bash repository. Thanks for the contribution (and great mod, btw).

I highly recommend not using the modified bosh.py provided, as it will not be supported by the WB team, and wont benefit from bugfixes, etc that we supply. If you need the VORB patcher for your Bashed Patch, either wait for the next release of WB, or use the SVN development version.

Any question, feel free to ask in the WB thread (link in my sig)


Thank you for clearing this up. I haven′t thought about wrye bash team giving support. I am totaly new the svn development.
The script i made for wrye bash is running fine, but far from beeing the one i have in mind. I want to add different features in next versions.
I am looking into the svn thing soon and hope to learn how to add code to it.

Edit: Cool you have allready added to svn. Thank you and also for cleaning up the code. I said it before i am a totaly noob in python scripting :)
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Wed Mar 30, 2011 2:48 am

I had this too, after i activated DR6. What i have done to get rid of the problem was taking the modified bosh.py i made and made a bashed patch witch Actor:Tweaks / VORB and deleted the VORB.esp. That is the new cool feature i made for this mod.
Every NPC also those of other mods get new shapes. After i made a bashed patch i ran boss and everything works like a charm. Don′t forget to use the VORB DR6 Skeleton or you will suffer from a much higher first person view.

You can find all the things you need at http://www.tesnexus.com/downloads/file.php?id=37013.

If you will find some meshes that have ugly seams, thats no problem it will be fixed in the next version. But for now I have to take a break for a day got a nasty cold.

Just wondering about this and the high view problem one would get if not using the correct skeleton, would it be ok to continue using http://www.tesnexus.com/downloads/file.php?id=27945 to fix this or do we have to use the one provided?
User avatar
Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Wed Mar 30, 2011 12:24 am

Just wondering about this and the high view problem one would get if not using the correct skeleton, would it be ok to continue using http://www.tesnexus.com/downloads/file.php?id=27945 to fix this or do we have to use the one provided?


Seams are mostly fixed it the latest version. The Skeleton.nif i provided is Coronerras Maximum Compatibility Skeletons with added Bones for VORB. You can use VORB skeleton.nif without problems with other mods that needs Coronerras Maximum Compatibility Skeletons.

The DR6 First person skeleton.nif comes with a virtual camera put in the head. I took Coronerras Maximum Compatibility Skeletons and added this camera to it.
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Wed Mar 30, 2011 9:56 am

Okay that's cool, one last thing...the stock armor and cloths, if using something like http://www.tesnexus.com/downloads/file.php?id=30623 like I am I'm guessing that will have to be removed to use your stock armor and clothes yes?
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Wed Mar 30, 2011 2:14 pm

Okay that's cool, one last thing...the stock armor and cloths, if using something like http://www.tesnexus.com/downloads/file.php?id=30623 like I am I'm guessing that will have to be removed to use your stock armor and clothes yes?


Yep i think they will be replaced if they have the names that the standard clothes have. BUT :) i didn′t know that set and i like it. So i will convert this asap and upload it. Thanks for the linky

Edit: no they wont be touched by VORB, they are in a different than the standard folders. But as said above i will provide a converted armor.
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Wed Mar 30, 2011 4:26 am

"HGEC more revealing standard armor for OOO" is now converted and uploaded.

http://www.tesnexus.com/downloads/file.php?id=37013

You can find it under optional files
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Wed Mar 30, 2011 1:21 pm

"HGEC more revealing standard armor for OOO" is now converted and uploaded.

http://www.tesnexus.com/downloads/file.php?id=37013

You can find it under optional files

Nice one :) how ever I do think I should mention there was a minor problem with the version in the link I posted which I was talking about with Arkngt, I think he said it was something to do with the structure of how the files was set up, because I don't know if you downloaded it, converted it and just re-uploaded it I just thought it would be worth mentioning.

http://www.gamesas.com/index.php?/topic/1164912-relz-fcom-convergence-and-ufcom/page__hl__standard+armor
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Wed Mar 30, 2011 3:27 pm

Nice one :) how ever I do think I should mention there was a minor problem with the version in the link I posted which I was talking about with Arkngt, I think he said it was something to do with the structure of how the files was set up, because I don't know if you downloaded it, converted it and just re-uploaded it I just thought it would be worth mentioning.

http://www.gamesas.com/index.php?/topic/1164912-relz-fcom-convergence-and-ufcom/page__hl__standard+armor


Argh :) Proccesing the fixed version now.

BTW: I need some help to test the skeletons i generate automatically. It would be cool to have a mod that provide different 50-100, maybe even more if possbile npcs in a hall. I searched but found nothing. Maybe there is a mod that gives a spell to move random npcs to the player location?
I have checked to mods that copies npcs but that didn′t work because they got the standard skeleton.

Edit: new version of "VORB HGEC more revealing standard armor for OOO" is up
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Wed Mar 30, 2011 10:15 am

I'm using the latest SVN of Wrye Bash. Just want to double check this:

Open Wrye Bash and create a pashed patch. Select Tweak: Actors and the Vadersapp′s Oblivion Real Bodies. Create the patch and delete VORB.esp.

tatataaa now every NPC is using VORB!


So Vorb.esp should be checked when rebuilding the Bashed Patch - and then removed? If so, I guess I have to add it back again each time I rebuild the patch?
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

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