movomo Posted October 2, 2014 Share Posted October 2, 2014 View File This is an incredibly small plugin I had written some time ago that lets your pc equip a different version of clothings/armors than npcs. Â Sorry no screenshot. Â requirement: Oblivion script extender v20 or higher (obse.silverlock.org) Â how to use: 1. drop the plugin into your data folder and enable it via mod manager. Â 2. if you want some armor look different for the player, copy that nif file to the original armor location. for example, female fur armors are located at \data\meshes\armor\fur\f\ folder. there you will find the nif files names 'cuirass.nif' or something similar. copy 'your_cool_armor.nif' to there and rename it to 'cuirass_pconly.nif'. Â 3. now your pc will equip the 'your_cool_armor.nif' instead of typical fur cuirass, while the other npcs will still equip the normal fur cuirass. Â * this mod is load order independent. Â Â WARNING: - Do not use this plugin with Break Armor or TamagoSetBody. Very old TamagoSetBody versions (before revised - that is, original unmodified versions) are ok. - I repeat, do not invent any reason that you should enable them together with this plugin. Submitter movomo Submitted 10/02/2014 Category Other Requires 1 Link to comment
ger4 Posted October 2, 2014 Share Posted October 2, 2014 Seems that the file-path isn't always being reset after being set the the pc specific one, some npcs show up with the player meshes if update3d is called on them. Link to comment
lollol Posted October 3, 2014 Share Posted October 3, 2014 Cool idea, I like this. Perfect for players with EBE but don't want all the NPCs using EBE Link to comment
movomo Posted October 3, 2014 Author Share Posted October 3, 2014 Ok, I didn't intend to maintain this plugin too seriously, but see if the new version fixes that problem. Â Also note that there always an one frame interval of vulnerability. If an npc equips the same armor as you right after you but in the same frame, mesh path or hers is same as yours. Link to comment
Mailamea Posted October 3, 2014 Share Posted October 3, 2014 Ok, I didn't intend to maintain this plugin too seriously, but see if the new version fixes that problem. Â Also note that there always an one frame interval of vulnerability. If an npc equips the same armor as you right after you but in the same frame, mesh path or hers is same as yours. movomo, did you look at player only armors at the nexus? Â it isnt streamlined like yours and takes alot of time to setup, i know i did i coverted the OOO set to it. Â but it fixes the compatibility with break armor and npc using your custom nif. Link to comment
movomo Posted October 3, 2014 Author Share Posted October 3, 2014 movomo, did you look at player only armors at the nexus? Â it isnt streamlined like yours and takes alot of time to setup, i know i did i coverted the OOO set to it. Â but it fixes the compatibility with break armor and npc using your custom nif. Great. Well, no, I didn't know that! Thanks. Could you give me the link to it? or, the exact search keyword of it? How exactly does that work? Link to comment
ger4 Posted October 3, 2014 Share Posted October 3, 2014 This might be of interest in relation to developing this plugin  http://www.nexusmods.com/oblivion/mods/36324/?  It's an older mod, but it uses a mesh swapping principal the same.  Some of the features look interesting, like being able to use a wig as an actual hair.  I still have the non-reversion mesh bug unfortunately. Link to comment
movomo Posted October 3, 2014 Author Share Posted October 3, 2014 Crap. That would mean I have to actually load this up and see what's happening in game. I don't have much time these days. Will take some time.  One bad thing about events is that you never know when exactly it is because you were sleeping. Which is the best thing of event handler at the same time.  One know issue in this is that I'm assuming the user un/equip items with reasonably slow frequency. Once any "scripted" fast armor equip/unequip call is involved, it is possible that this forgets about older tasks and processes only the latest item. Back when I was writing this plugin I was too lazy to think about it.  There's also a couple of things to be fixed. I'll do that too soon  *Edit* try this. PlayerClothingReplacer_v_1_0_2.7z Link to comment
Mailamea Posted October 3, 2014 Share Posted October 3, 2014 Â movomo, did you look at player only armors at the nexus? Â it isnt streamlined like yours and takes alot of time to setup, i know i did i coverted the OOO set to it. Â but it fixes the compatibility with break armor and npc using your custom nif. Great. Well, no, I didn't know that! Thanks. Could you give me the link to it? or, the exact search keyword of it? How exactly does that work? Â http://www.nexusmods.com/oblivion/mods/39236/? Â I did the SI , OOO, MMM, FCOM versions. Never got around to releasing due to hardisk wipe. Â Heres the explanation. Â What it does is use the minimalist way possible, whenever you get a clothing or an armor you simple get the version of the armor/clothing that is skimpyfied or your own custom meshes. Â But how? Super minimalist script - when a player picks up for example chainmail, it removes it to the player then adds a chainmail custom mesh to the player. The beauty of this is that the player is the only one that will have the unique versions, and when you give the unique versions to other npc it applies the same effect but reverse. Link to comment
movomo Posted October 3, 2014 Author Share Posted October 3, 2014 I see. Well I guess that's a very good way. except that it directly modifies so many stock items to attach scripts on them. Hmm but, what about the npcs? In this original plugin I only see OnAdd Player blocks. I think they will do precisely nothing on npcs.. You have corrected them? Link to comment
ger4 Posted October 3, 2014 Share Posted October 3, 2014 Works fine now thanks  PS - If you do decide to go down the route of creating entirely new items (base form IDs) so that the original item mesh paths are left untouched, remember that some mods compatibility may be broken as they scan for items by form ID. It would be a lot more robust otherwise though. Link to comment
movomo Posted October 3, 2014 Author Share Posted October 3, 2014 Works fine now thanks That's very good to hear. Thanks for testing it. I realized that I can't get away from this now that I released it. Â anyway, I seriously think that Mailamea's DMRA replacer approach is very good. Because it's compatible with the other mesh-swap frameworks. Unless you are using any plugin that attaches script to stock clotings/armors (and you don't care about armor health), you may want to use hers instead of mine. Â PS - If you do decide to go down the route of creating entirely new items (base form IDs) so that the original item mesh paths are left untouched, remember that some mods compatibility may be broken as they scan for items by form ID. It would be a lot more robust otherwise though.No, I won't, because I don't know any way to properly delete cloned items. Unless it is cloned, I won't be able to handle enchanted dynamic refs. Once a new item is created, it must be destroyed at some point. That's an unwritten rule. But I don't know how. And I.. don't like doing CS work. creating new items in CS is not fun. not fun I say. I respect Mailamea for that... Link to comment
ger4 Posted October 3, 2014 Share Posted October 3, 2014  Works fine now thanks That's very good to here. Thanks for testing it. I realized that I can't get away from this now that I released it.  anyway, I seriously think that Mailamea's DMRA replacer approach is very good. Because it's compatible with the other mesh-swap frameworks. Unless you are using any plugin that attaches script to stock clotings/armors (and you don't care about armor health), you may want to use hers instead of mine.  If you get time, you may want to take a look at this older mod http://www.nexusmods.com/oblivion/mods/36324/?  as it has some interesting features. Link to comment
ger4 Posted October 3, 2014 Share Posted October 3, 2014 I can't find it now on the nexus unfortunately, but at some point there was also a setbody mod that also dealt with clothing/armor by adding a new item every time an item was equipped. Â I think it was called setbody extended. Link to comment
movomo Posted October 3, 2014 Author Share Posted October 3, 2014 Yes, I had noticed that mod before, but hadn't actually tried. I'll look into what it's doing later. Â In the mean time, the OP updated to 1.02. Â I can't find it now on the nexus unfortunately, but at some point there was also a setbody mod that also dealt with clothing/armor by adding a new item every time an item was equipped. Â I think it was called setbody extended. That's bad. No idea why it is not accessable. But I remember that mod... You can configure the mod by categorizing npcs by faction. But if I remember correctly, it was achieving it by "cloning" items. And couldn't delete them. "clothing fitted by body type" isn't my goal at the moment. It isn't impossible, but that would require quite a lot or work. Link to comment
ger4 Posted October 3, 2014 Share Posted October 3, 2014 Yes, I had noticed that mod before, but hadn't actually tried. I'll look into what it's doing later.  In the mean time, the OP updated to 1.02.  I can't find it now on the nexus unfortunately, but at some point there was also a setbody mod that also dealt with clothing/armor by adding a new item every time an item was equipped.  I think it was called setbody extended. That's bad. No idea why it is not accessable. But I remember that mod... You can configure the mod by categorizing npcs by faction.But if I remember correctly, it was achieving it by "cloning" items. And couldn't delete them. "clothing fitted by body type" isn't my goal at the moment. It isn't impossible, but that would require quite a lot or work.  On deleting cloned forms....  I believe this plugin has a command for that, although it is experimental.  http://www.zenthought.org/content/project/refstuff  Last command on the page. Link to comment
Mailamea Posted October 3, 2014 Share Posted October 3, 2014 I rooting for you movomo! Not only this will make creating custom variants of armors, the process time would be greatly improved. Just the little compatibility to make break armor work. Link to comment
xartom Posted October 5, 2014 Share Posted October 5, 2014 Awesome work! There was another mod on nexus that did something similar to this but it ate a few fps (and also seems to conflict with blockhead). Link to comment
ger4 Posted October 5, 2014 Share Posted October 5, 2014 Yes, I had noticed that mod before, but hadn't actually tried. I'll look into what it's doing later.  In the mean time, the OP updated to 1.02.  I can't find it now on the nexus unfortunately, but at some point there was also a setbody mod that also dealt with clothing/armor by adding a new item every time an item was equipped.  I think it was called setbody extended. That's bad. No idea why it is not accessable. But I remember that mod... You can configure the mod by categorizing npcs by faction.But if I remember correctly, it was achieving it by "cloning" items. And couldn't delete them. "clothing fitted by body type" isn't my goal at the moment. It isn't impossible, but that would require quite a lot or work.  Ah, turns out it was called set body expanded not extended.  Found it here http://www.nexusmods.com/oblivion/mods/39371  Perhaps a clone form approach would be viable if restuff could be used to delete cloned refs. Link to comment
cobme Posted October 6, 2014 Share Posted October 6, 2014 Wow. This mod sounds simply great, but that's a shame that I can't run it with Tamago and BA. I can see why, though. Link to comment
ger4 Posted October 11, 2014 Share Posted October 11, 2014 Was the cloneforms deletion command of any use? Link to comment
movomo Posted October 12, 2014 Author Share Posted October 12, 2014 Sorry, I haven't. I don't think it will be anytime soon, though. I have matters with higher priority. Link to comment
ger4 Posted March 15, 2016 Share Posted March 15, 2016 New version of Blockhead just came out which allows clothing and armor overrides on a per npc basis, as well as working with update3d. Â post 164Â http://forums.bethsoft.com/topic/1489385-rel-blockhead/page-6 Â Â Link to comment
QuiteTheTail Posted March 15, 2016 Share Posted March 15, 2016 New version of Blockhead just came out which allows clothing and armor overrides on a per npc basis, as well as working with update3d. Â post 164Â http://forums.bethsoft.com/topic/1489385-rel-blockhead/page-6 Â Quote: "Will wonders never cease?" Â Link to comment
Fienyx Posted March 16, 2016 Share Posted March 16, 2016 With what's available, now a wonderfully talented modder could use blockhead to give race and gender specific body and clothes/armors, then using setbody with its lovers joystick, makes sure everyone keeps their bodies during sex. All that would be left is to make the tama/hiyo system fully work with the combination. Â Of course, then there would need to be replacers for any mod that adds any new clothing/armors that npcs can use. Link to comment
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