uglykidcid Posted June 13, 2011 Posted June 13, 2011 I have combined the following DMRA mods into one esp with a bsa and all the BBB you can get. The BSA has been thoroughly tested and works great and it will obviously not overwrite anything. http://www.mediafire.com/?5o4o1yldkixfalr DMRA Skimpy Armor Expanded DMRA Skimpy Imperial Armors DMRA Stock Armor Skimpy v1_2 DMRA Stock Clothing Skimpy DMRA Stock Robe Skimpy Replacer DMRA BBB for Clothing FULL DMRA BBB for DMRA Skimpy Robes DMRA BBB for Stock FULL I have also merged the SI and KOTN DMRA files. They replace the original esps and do not use a BSA SO THEY WILL OVERWRITE! http://www.mediafire.com/?hk164858hmgg5jj DMRA KOTN Armor DMRA BBB for KOTN http://www.mediafire.com/?kb063g82cwn6s3q DMRA SI Armors and Clothes Replacer DMRA BBB for DMRA SI Stock All the esp's have been cleaned and scrubbed!
Kodiak Posted June 13, 2011 Posted June 13, 2011 I have combined the following DMRA mods into one esp with a bsa and all the BBB you can get. You sir... are a Saint.
Elementz Posted June 14, 2011 Posted June 14, 2011 You sir have saved a lot of people a lot of time ;D
Ryllynyth Posted July 2, 2011 Posted July 2, 2011 How much effort would it be to package all of this up into one bsa and esp? Not to sound ungrateful or anything, just curious if you could squeeze it all into the main DMRA esp...
HanPL Posted July 2, 2011 Posted July 2, 2011 Ugly did you check http://www.loverslab.com/index.php/topic,828.0.html ? Maybe you could put something more in that one package
Ryllynyth Posted July 2, 2011 Posted July 2, 2011 Oh, now that I check, the original 'standalone' KoTN and SI replacers on the Nexus replace those esp files anyway. Doh. So I guess further consolidation isn't really needed/possible. Back to trying to figure out why my copy of DMRA shivering isles esp always gets flagged as missing in wrye bash I guess... :-\
uglykidcid Posted July 2, 2011 Author Posted July 2, 2011 Exactly Ryllynyth you should only have 3 esp's which are SI, Knights, and the DMRA compilation esp. Obviously you cannot remove Knights and SI without driving the game nuts. DLC's and SI are tricky because the game depends on the esp's being there. HanPL This is basically the same thing as having My DMRA esp's with the Double Melons Wardrobe and Gab's Boutique and Emporium. The difference is that your collection makes everything DMRA. I actually like the variety of boobs. The same size on every NPC gets kind of boring. I don't run DMRA as a base body. I use E-cup with M lower for compatibility and then add clothes that are DMRA and/or use setbody. When SPB came up with the Double Melons he used HGEC as a base. It's easy to go from small to large but the other way around lends to clipping. Is this collection one esp merged or multiple? One merged esp runs into load order issues. For example, even if you could separate SI and merge it (which you can't), you still need it at the top of the load order while Knights.esp has to be low. Again 90% of DMRA BBB Complete is already found in the above mentioned mods which are already merged mods. You do not want to ever merge a location like DM Wardrobe in with another location like gabs emporium. It makes it impossible to debug and find problems. Different Locations (like unique landscapes) should never be merged together. We tried it years ago and it was a dismal failure.
Ryllynyth Posted July 2, 2011 Posted July 2, 2011 Yeah, my only problem now is that Wrye Bash keeps wanting to forget about the DMRA version of Knights.esp (and may very well do the same with DLCShiveringIsles.esp, idunno because I just overwrite it, don't have it in any packages). Basically, I can install the big DMRA pack just fine, and my 'Unofficial Patches Compilation' package gets flagged orange like it should (missing/overwritten esp file), but if I close Bash, run Oblivion, then open Bash again, the DMRA pack is now flagged orange and Knights.esp is listed as 'missing'. A quick anneal fixes it, but I have no idea WHY it's happening. :'(
uglykidcid Posted July 3, 2011 Author Posted July 3, 2011 Anytime you add mods by dropping it in your data file or by installing it with OBMM you need to run BOSS again for it to register the new bash tags and more importantly for it to apply archive invalidation correctly. I know that OBMM does this but Wrye Bash takes over for OBMM with Archive Invalidation if it's installed (which is how it should be). So download and apply my BOSS master list every time you install a new mod and most of the funky colors will go away. Also make sure that you do not have OBMM and Wrye open at the same time. RECAP: 1) Install mods with OBMM extended and close OBMM. Make sure it is closed. 2) Open Wryebash. 3) Hit the BOSS tab on the Wryebash toolbar. 4) Make you new bash patch if necessary 5) Close everything and play the game - launch from OBSE either from Wrye or a shortcut
Ryllynyth Posted July 3, 2011 Posted July 3, 2011 I get that, but this happens without doing anything else. Hell, I just confirmed it happens if I close Bash and reopen it immediately. 1) Install mods with WB, DMRA Total Replacer.esp is yellow (Robert's v5 overriding a mesh). 2) Close Bash 3) Open Bash 4) DMRA Total Replacer.esp flagged red, 'missing' DLCShiveringIsles.esp This happens when I do nothing but close and re-open Bash.
uglykidcid Posted July 3, 2011 Author Posted July 3, 2011 That is really odd because DMRA Total Replacer.esp should have no masters other than Oblivion.esm I went back and double checked and there were no dependencies. Somehow it has been added. Try re-dowloading it and I will also download it and see if somehow the uploaded version is changed from what I have.
HanPL Posted July 5, 2011 Posted July 5, 2011 Hmm had to re-install my oblivion (35GB bye bye ...) So I will download your compilation and check if everything works
Guest Posted July 15, 2011 Posted July 15, 2011 Hi there is a OOO, Artifacts and Armametarium DMRA replacers in Tesnexus: http://www.tesnexus.com/downloads/file.php?id=38079 http://www.tesnexus.com/downloads/file.php?id=13884 http://www.tesnexus.com/downloads/file.php?id=38382 Can u add it to your Full Version? Using a BSA file is a great idea =D Thanks
uglycat Posted July 22, 2011 Posted July 22, 2011 this is great, thanks for combining everything! also, thanks for leaving KOTN seperate, very thoughtful of you. and thanks, especially, for putting stuff in bsa, makes everything really simple!
z4m0lx3s Posted September 10, 2011 Posted September 10, 2011 uglykidcid, thanks for all the hard work. But I do have a small issue. I am trying to use the DMRA version of Colourwheels Sexy Legion Overhaul that I got from tesnexus. Without installing anything else, every NPC in the game has DMRA clothing except the Imperial Palace Guard. Those girls are missing their greaves and gauntlets. I end up having a walking DMRA cuirass with helmet and boots, and it bugs the hell out of me. Any idea what may be causing it?
uglykidcid Posted September 11, 2011 Author Posted September 11, 2011 It might be a load order issue. I use Colorwheels Sexy legion but not the DMRA version. Regardless they should be compatible. You really need to look into tes4edit and see what the conflict is. Like I said move things around and see what happens.
z4m0lx3s Posted September 12, 2011 Posted September 12, 2011 I found the issue. The BSA you created is missing one mesh in /meshes/armor/edhildil/dmra armors skimpy. It has both imperialwatchlow.nif and imperialwatchtop.nif, but it lacks imperialpalacelow.nif (I am almost positive this was the missing one, but I can't guarantee it without unpacking your BSA again). I simply unpacked the BSA with obmm, duplicated imperialwatchlow.nif and renamed it imperialpalacelow.nif. Repacked the BSA and copied it to the Oblivion data folder. Now I can use the full DMRA Colourwheels Sexy Legion from tesnexus and all the guards have DMRA armors. Next in line is changing the default walk animation to something BBB. Edit: There is a bit of a gap between the cuirass and greaves, but it's beyond my skill to fix. And the walks can be replaced by taking your favourite forward walk animation and replacing Meshes\Characters\_male\specialanims\0Sexywalk01.kf with it (make sure you name it 0Sexywalk01.kf).
uglykidcid Posted September 13, 2011 Author Posted September 13, 2011 I need to post my BBB animation compilation. I also need to change the esp ion the DMRA for this.
z4m0lx3s Posted September 13, 2011 Posted September 13, 2011 I need to post my BBB animation compilation. I also need to change the esp ion the DMRA for this. That would be awsome. Some walk animations just look weird with DMRA and BBB. I'm only starting to understand a bit about Oblivion modding, so it's hard. Fallout3 was a bit easier in customizing armor, clothing and walk packages because the variety was much smaller. I think FO3 only got BBB a few months ago at best. I was thinking about taking on a project in converting Colourwheels Oblivion Overhaul to DMRA with BBB. I've had some experience with FO3Edit, and it looks like TES4Edit is identical. Would there be any interest in it?
uglykidcid Posted September 13, 2011 Author Posted September 13, 2011 I would love it!!!! I have always said that Colorwheels needed a BBB conversion.
z4m0lx3s Posted September 13, 2011 Posted September 13, 2011 I would love it!!!! I have always said that Colorwheels needed a BBB conversion. Ok, I feel so stupid. While your BSA did not contain the imperialpalacelow.nif file, that wasn't the only problem. Turns out the DMRA Colourwheels Sexy Legion full replacer esp I got from tesnexus was not referencing the correct nif for the bottom of the imperial guard. How did I miss that?!? So for a start, I have a fully working DMRA BBB Colourwheels Sexy Legion mod, with BBB walk and everything. I also have another question. I haven't taken a look at your KOTN and SI DMRA packages, but I was wondering if it's possible to have them use separate esps that do NOT overwrite the original Knights and Shivering Isles esps? I mean the replacer for the original game does not need to overwrite Oblivion.esm
uglykidcid Posted September 14, 2011 Author Posted September 14, 2011 I suppose you could make one but I never saw the need to add more esp's than necessary because it slows the game down and there is a cap on esp's. By the way. You cannot replace oblivion.esm. I have tried.
z4m0lx3s Posted September 14, 2011 Posted September 14, 2011 I suppose you could make one but I never saw the need to add more esp's than necessary because it slows the game down and there is a cap on esp's. By the way. You cannot replace oblivion.esm. I have tried. True, but on the other hand if the esps are separate, all the textures and meshes can be nicely packaged in a BSA. That way nothing gets overwritten. I've spent all day today fighting with a couple of things though. First I learned how to use nifskope. Second I looked at Colourwheels' overhaul, and the file is MASSIVE. It's about a week straight to edit that to be semi-DMRA and BBB. I'll continue on it, but it won't be easy. One thing I have to say though, you've done a great job putting everything together. I doubt I'd have had the patience to collect everything myself. So thank you so much for that.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now