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Head06 Oblivion Race Overhaul


junkacc

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Posted

This is WIP but I'm almost finished so a release is imminent. All I need is a good name, orcs, dremora, and hairs.

 

There's almost nothing in this overhaul I haven't touched, including the teeth, hair, eyes, meshes, normals, diffuse... you name it. Everything that was wrong with head06 fixed with proper and attractive age maps.

 

Thanks to the hard work put in by gerra6 and movomo, this overhaul is seamless when the characters are naked. Hopefully, with the continued work on setbody, all the stock clothes and armors will be made as seamless as the naked models.

 

If anyone wants to add their orcs or dremoras, all credit will be given in the full release. Also, I need some male hairs.

 

Anyway, in the meantime here are some pictures to wet your appetite. I'll probably release this on the weekend, if nothing unforeseen happens :)

 

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Posted

Somemore pics. Finally finished the dremora.

 

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And ran into the countess of Kvatch while going to find some.

 

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Posted

I've run into a little snag so they'll be a small delay. I hosed my install so I spent the better part of today rebuilding. The funny thing is I tried the vanilla weather and I think it looks even better.

 

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Posted

I wonder if there is some way to get a tri morph to trigger outside of a facial expression in an animation.

 

If there were, it would be fairly easy to create a tri-morph that moves the pigtails around.

Posted

I downloaded the wig to find the texture path to find the hair in my CCC compilation (it's a nightmare to find a hair in that haystack). I think the point of wigs vs hairs is that they can be rigged and weighted. Too bad that this particular wig doesn't have any vertex weights. I don't even know it it's possible to counter-rotate the pigtail to the neck rotation as is required in this instance.

Posted

I keep thinking that there should be some way to royally screw up the skinned bone transforms and the skin transforms enough to get a skinned vertex to receive the opposite rotation of an animated bone...but there probably isn't.

 

That's really the sort of thing they make physics packages to handle, I suppose.

 

Now, one thing I can definitely do is write a tool that will inject a facial expressions into a kf file.

 

So here's the question...does anyone know whether the list of animation text keys Oblivion will pay attention to is 100% hard coded, or does it function like an array key?

 

That is, if I have a tri file with a morph named, say, 'HAIRLOOKUP', and inject that key into the kf file, will Oblivion ignore it or check loaded tri files for a 'HAIRLOOKUP' morph?

Posted

In game it calls S-hair25

 

Must be a corean hair

Race Shriddan http://www.nexusmods.com/oblivion/mods/36785/

The race use Digital Girl Head, so I am not sure if the egm file works with other heads, but perhaps it is the original egm because some hair in the Shriddan Mod are messed up and the ears are also not perfect (have fixed them in nifSkope)

 

Here corean Mod http://www.nexusmods.com/oblivion/mods/15568/ with file "coreanhair" , it is for vanilla races ( you also need the "egmfiles" ) All in the download section.

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