fejeena Posted February 15, 2016 Posted February 15, 2016 I forgot the LoversBitch Player room. There I used separate parts to build new walls. I covered a doorway the open doorway and "cut off" a part of the room. Wooden beams and wall parts as separate parts I also add windows matching the exterior building.
Vaelorian Posted February 16, 2016 Posted February 16, 2016 I have been trying for hours to just import a default interior wall into that portable blender I downloaded form oblivion nexus and nothing ever shows up just get a script error. Whoever designed file browser for blender thinking we would all be just fine with TYPING file names in there instead of browsing with a GUI should be shot in the balls immediately. Your version of papyrus doesn't match the one blender expects. Because of it, some of the scripts malfunction. The GUI works perfectly well if you have the correct version.
Zor2k13 Posted February 16, 2016 Posted February 16, 2016 I got it to work right after I realized that one of those two ancient command line file paths at the top is for the directory where the file exists and the other is for the file name itself. If there is a gui mode for file selection I simply cannot find it so I have to copy/paste directory address from double clicking on computer icon and browsing the user folder then going to where I stored the file etc.
renow Posted February 21, 2016 Posted February 21, 2016 there is face mod like making characters to more beautiful like that pictures of high imperials from nexus mod, my high imperials doesnt like her
dakdo Posted February 27, 2016 Posted February 27, 2016 Greetings, forum Just a nimble investigation on availability for any implemented physics extension set that works for Oblivion, scheme that in a sense resembles and functions just like Skyrim's HDT Physics. I just got back to reinstalling Oblivion and hoped I arrived at a right time where Oblivion too has a working physics where vagina mesh behave in tandem with penetration as do HDT vaginas in Skyrim. Truly, Dakdo
Vaelorian Posted February 27, 2016 Posted February 27, 2016 Unfortunately, Oblivion's archaic engine mostly precludes any kind of physics mod. There are few exceptions - things like the hanging roots will respond to collision - but nothing skinned as far as I'm aware.
ger4 Posted February 27, 2016 Posted February 27, 2016 There's this http://www.nexusmods.com/oblivion/mods/40739
varenne Posted February 27, 2016 Posted February 27, 2016 Yes, but I think or recall all PC/NPC based physics for Oblivion are skeleton based and not actually body mesh based. I also recall reviewing a skeleton a while back that had Pussy bones, but never came across any animations that made use of them. Not exactly the best way to get the desired results I don't think; using skeleton bones. I would think it better to have the collision physics applied directly on that area of the body mesh. But as pointed out above I don't think that level of functionality and sophistication is available in Oblivion. This was a top notch game in it's day, during the days of WinXP, but very primitive compared to today's games. Best thing to do is review how it is being accomplished in Skyrim, odds are it's part of the NIF models, then see if it can be reversed engineered for Oblivion.
sleighrX Posted March 4, 2016 Posted March 4, 2016 Trying again. Is there a mod, script or AI package that will cause an NPC to change or remove all clothing whenever they go to bed, putting it back on if they wake up? Similar to unequipping armour and weapons as can be done in the CS? I've seen such in mods like Sexlivion (lie down = naked, stand up = clothed) but I can't figure out how it's done. I've tried getting my NPCs to remove clothing through UnequipItems, which I thought would be removed after the sleep package ends or is interrupted, but the clothes stay off when they wake up again. Or they wander around in the underwear I assign to them rather than put their original clothes back on.
movomo Posted March 4, 2016 Posted March 4, 2016 Trying again. Is there a mod, script or AI package that will cause an NPC to change or remove all clothing whenever they go to bed, putting it back on if they wake up? Similar to unequipping armour and weapons as can be done in the CS? I've seen such in mods like Sexlivion (lie down = naked, stand up = clothed) but I can't figure out how it's done. I've tried getting my NPCs to remove clothing through UnequipItems, which I thought would be removed after the sleep package ends or is interrupted, but the clothes stay off when they wake up again. Or they wander around in the underwear I assign to them rather than put their original clothes back on. The easiest way would be using update3D. It should reset the calling actor's AI and thusly, making re-equip whatever clothings they have. Or manually re-equip them, if you care about what they wear.
varenne Posted March 4, 2016 Posted March 4, 2016 @ sleighrX - Take a look at the scripts for some of the companion MODs like Vilja by emma. They have some very sophisticated AI (packages) and scripts to do what you are looking for. Vilja is already setup to use anything stored in a pajama chest when she sleeps, then removes that and puts on clothes or armor when she wakes. This is one of the more complex MODs out there. Some are a bit simpler in design but accomplish basically the same functionality with some limits; only one clothing/armor item for nightwear, daywear, etc. This assumes you have some skill with CS/E and reviewing scripts and AI.
sleighrX Posted March 4, 2016 Posted March 4, 2016 @ sleighrX - Take a look at the scripts for some of the companion MODs like Vilja by emma. They have some very sophisticated AI (packages) and scripts to do what you are looking for. Vilja is already setup to use anything stored in a pajama chest when she sleeps, then removes that and puts on clothes or armor when she wakes. This is one of the more complex MODs out there. Some are a bit simpler in design but accomplish basically the same functionality with some limits; only one clothing/armor item for nightwear, daywear, etc. This assumes you have some skill with CS/E and reviewing scripts and AI. And there it is. Scripting. I'm trying to learn it, but I've got a long way to go yet, especially since most of the CS wiki pages are deleted. I'm collecting bits and pieces, but it's a mighty slow go. That's why I was asking for a mod or package. Plus I was going for a general everday NPC change, nothing big like that. What you're describing means I'd have to add furniture everywhere, and I was thinking of regular and respawning NPCs: bandits, marauders, wanderers on the road, tavern goers and so on. Some, like bandits and marauders are doable. Just simply change/remove the clothes they wear when they take off their armour, like what I've done already. But that's only if they wear armour. I was looking for a simple plug-in for switching everyday clothes for sleepwear -there's a mod that does this on Nexus, but only for the PC- or sleeping naked if nothing is available. Thought maybe it'd be a nice add-on to Joburg. Picture exploring a bandit cave, and you take the goons by surprise as the males are bulling their female team-mate because she keeps sleeping naked in the firelight and driving the poor lads nuts. movomo- Update3D. Thank you, I'll look into that.
varenne Posted March 4, 2016 Posted March 4, 2016 Well, if there is a MOD that does that I don't think I've ever seen one that affects such a broad range of NPCs like you are wanting. It could be easy or very tedious and more than likely is an adjustment to an existing set of NPC used, AI: Sleep, Travel and Wander package or packages currently being used. If you set the AI Sleep package to Armor Unequipped enabled, then any clothing items they have will (in most cases) be equipped. Then when they go to their next AI package from Sleep, usually Travel or Wander you would have Armor Unequipped disabled, so they put their armor back on, if any.
Symon Posted March 4, 2016 Posted March 4, 2016 Scripting. I'm trying to learn it, but I've got a long way to go yet, especially since most of the CS wiki pages are deleted. You mean the Obvlivion CS wiki? No they aren't. OK, the svreenshots are missing but the text is the important stuff. The screenshots don't matter, it's the text you need.
sleighrX Posted March 5, 2016 Posted March 5, 2016 varenne - Exactly. It's the sleep package that I'm trying to alter. With armoured NPCs it's easy, like you said. Just mark the remove Armour box. Plus remove/switch all alternate clothing they carry. Thus guards, bandits, and any NPCs who wear armour are covered. However, that leaves non-armour wearing NPCs, plus those (e.g. Rohssan) who switch into clothing long before going to bed. For those latter NPCs you could use the container option, but only if they go back to their house. Out in the wilderness or for respawning characters it's unusable. I've been experimenting with the Un/EquipItems functions. However, just stripping them doesn't work. They put the clothes right back on. You have to remove the items completely or give them an alternative set and use EquipItem. This has its problems too, since they don't switch back when the package ends. So then you EquipItem to their former clothes. But that only works if the sleep package timeframe hasn't been overstepped by dialogue, combat, sex, whatever. Example: You set it on the Eat package they used when they get up. But the PC interrupts while the Sleep package is still in effect and the resulting dialogue runs past the 2 hours the Eat package is set for. Now the Wander package is in effect, so the NPC is wandering around town in see-through lingerie. Entertaining, sure. But not kosher for immersion. Another method I tried was adding an unplayable body/clothing set so when they Unequipitem, it goes to the unplayable part. But this screws up anyone using Setbody, and you run into the same problem stated above. Movomo mentioned Update3D, which, as far as I can tell from the nerdspeak, resets the character to a former setup, but I'm not sure how you are supposed to implement it. That's what I hate about power languages, with their techo-terms and whatnots; the only way you can learn is to already know what the hell the speaker's talking about. Like trying to learn how to fly while the airliner you're on is plummeting to the ground, while the air-traffic controller helping you only speaks ancient Sumerian, with a stutter. "Bool"! Up yours! Symon- Well, except for a handful, just about every tutorial topic I've clicked on sends me to a "there is no page for that" page.
Symon Posted March 5, 2016 Posted March 5, 2016 Odd, as I spend a fair amount of time just seeing what gems I can find on the CS wiki. Anyway - Update3D, there's not much documentation on this and quite a lot of disinformation. A shame as it is a seriously useful function. http://cs.elderscrolls.com/index.php?title=Update3D Firstly : This command does not currently work correctly on the player. Totally untrue as far as I can see, you just have to call it at the right times. Let me add to the wiki for you. A function added by the Oblivion Script Extender. Syntax: What is this? (void) reference.Update3D Updates the current visual representation of the calling actor or object reference. This can be called immediately after commands like SetModelPath and SetEyes to make the changes visible. This command should usually be called when in third person to work correctly on the player. Updates the Current visual representation of the calling actor. If called when the player is in first person it updates the first person meshes, not usually what you want to do. As you usually want to update the third person meshes, you should switch to thirdperson in your script before calling update3d. I find it works just fine on the player. It also has a reputation of being unstable. Again not so as far as I can see. The problem seems to be interaction with other game functions that when you become aware of the reason become head-slappingly obvious. For example bad interaction with an OnLoad block. "This block will be run once whenever the scripted object's 3D loads" Think about this! Want a guaranteed crash? Have an OnLoad block on an actor that calls Update3D - You'll get a crash or sometimes a brief period of recursive Update3D calls and then a crash. Eitherway you toasted your running game. I feel for you but programming is a large and complex subject. You have to expect to learn. The 'techo-terms' are there because they are describing things that don't really exist anywhere else. Terms like 'recursive', which sort of means 'does the same thing endlessly and then does it again and doesn't stop'.
varenne Posted March 5, 2016 Posted March 5, 2016 Yeah, I'm no coder or fan of coding but if I want some functionality in-game I do the research, look at literally 100s of coding examples and the work of other good script authors, and reuse their code to do what I want. So it's much like the way I learned to type; just roll up my sleeves and do it. Make mistakes? Yeah you bet, but that too is part of the learning process.
sleighrX Posted March 5, 2016 Posted March 5, 2016 Odd, as I spend a fair amount of time just seeing what gems I can find on the CS wiki. Anyway - Update3D, there's not much documentation on this and quite a lot of disinformation. A shame as it is a seriously useful function. http://cs.elderscrolls.com/index.php?title=Update3D Firstly : This command does not currently work correctly on the player. Totally untrue as far as I can see, you just have to call it at the right times. Let me add to the wiki for you. A function added by the Oblivion Script Extender. Syntax: What is this? (void) reference.Update3D Updates the current visual representation of the calling actor or object reference. This can be called immediately after commands like SetModelPath and SetEyes to make the changes visible. This command does not currently work correctly on the player. Updates the Current visual representation of the calling actor. If called when the player is in first person it updates the first person meshes, not usually what you want to do. As you usually want to update the third person meshes, you should switch to thirdperson in your script before calling update3d. I find it works just fine on the player. It also has a reputation of being unstable. Again not so as far as I can see. The problem seems to be interaction with other game functions that when you become aware of the reason become head-slappingly obvious. For example bad interaction with an OnLoad block. "This block will be run once whenever the scripted object's 3D loads" Think about this! Want a guaranteed crash? Have an OnLoad block on an actor that calls Update3D - You'll get a crash or sometimes a brief period of recursive Update3D calls and then a crash. Eitherway you toasted your running game. I feel for you but programming is a large and complex subject. You have to expect to learn. The 'techo-terms' are there because they are describing things that don't really exist anywhere else. Terms like 'recursive', which sort of means 'does the same thing endlessly and then does it again and doesn't stop'. Thank you. Read that page and had a baaaaad feeling. Nice to know it wasn't just jitters. Since I'm working with NPCs, it's already 3rd person, isn't it? Far as I can tell, that function is mainly for changing characters appearances with some event, to substitute for cloning, I guess. Don't get me wrong. I didn't expect to go from ubernoob to modding superstar overnight. It's just that even some of the beginners' tutorials seem to expect you to have a degree in scripting before you even start. Frustrating to all hell. It seems that every game I get into I have to start over from square one, knowing that by the time I've got my bearings the community will have already walked out for the next fad, and now I'm several years behind the pack and by the time I've saved enough to update my system we've circled around back to square one again and the cycle repeats. Would you believe I've heard the term "Boolean" since it was first used and still don't know what it means definitively? Plus I've had a few drinks and I tend to get all dark and introspective when I do. Sorry folks! Don't drink and mod! Brought to you by Modders Against Drunk Modding. I know I shouldn't vent online, but you know... "Whiskey reveals but it don't heal." -Johnny Cash
Symon Posted March 5, 2016 Posted March 5, 2016 Update3D is less troublesome on NPCs. They are only third person. You still need to watch out for OnLoad blocks though. As for Boolean, its means an 'Either or Variable' with two states. e.g True or False, Yes or No, 1 or 0, that sort of thing.
varenne Posted March 6, 2016 Posted March 6, 2016 Ah yes Boolean algebra. I got my intro into it back in the mid 80s while attending electrical engineering, specifically digital. More recently it has been used in a number of Business Process Modeling suites for base logic functions that I've used.
fringrey Posted March 7, 2016 Posted March 7, 2016 I recently changed from Roberts Female to TGND body and can't use any of the race mods I had. There are so many race mods out for HGEC that its difficult to know which are the really good ones. So, please tell me which race mods you love and can't do without.
myuhinny Posted March 7, 2016 Posted March 7, 2016 There's MBP (Modular Beautiful People) though it will take a bit to get everything working correctly as you have to update files for MBP. There is OCO (Oblivion Character Overhaul) you will have to read it yourself as I ignore walls of colored text and I have never used it so have no clue on it. There is the evy race as well as a smaller evy race.
varenne Posted March 7, 2016 Posted March 7, 2016 Unlike others I like MBP++, x117race and I also use a custom XEO (xeorace & xeoracex117). AIRrace Evy (customized), Blood Elves, CuteElf11, DiabloEF 6 in 1, Lop-ears Elf, Lop-ears Elf II and Lop-ears Elf_mini. FFRace, Manga Elves, PlomsOrcOverhaul v1.2 (makes female orcs hot!), Synx, SuccubusRace, Raven Elves, and X.Races.Comp. Some of the later ones are needed for either companion MODs or save games I've collected over the years. You may want to get Hair Style Master.esm too. Vanilla hair gets kind of fugly after a while.
edtide25 Posted March 7, 2016 Posted March 7, 2016 Hello.. I just got back from playing Skyrim and I just want to play some more of Oblivion. So I just want to know if there is any good vampire NPC replacer? Please I don't want to use xeo. I like to stay on MBP. Any suggestion?
gregathit Posted March 7, 2016 Posted March 7, 2016 OCO2 is pretty damn good: http://www.nexusmods.com/oblivion/mods/44676/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmodfiles%2F%3Fid%3D44676&pUp=1 Remember that MBP won't do shit to the vanilla races, you'll need OCO2 or Xeo (or something similar) to mess with those. Tons of vampire race mods over at the nexus. More than you can shake a stick at.
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