Category Archives: Oblivion Mods

Plugins and resources for The Elder Scrolls 4: Oblivion

WIP Update Argonian Beautification Robert

For now this post will be used only as a means to show possibly explicit content without breaking the forum rules of the BethSoft Forums. Additional content might be added later.

As promised I improved the texture for Robert’s body fixing the absence of better textures for a certain “dangling bit” in the groin area. I also took the opportunity to take care the textures will still work for Robert’s new V5, currently in beta stage obtainable only via the Canadian Ice Forums, but nevertheless already used for some new clothing items.

WARNING! THESE PICTURES SHOW ARGONIAN NUDITY AND EXPLICIT CONTENT IN FORM OF THE MALE REPRODUCTIVE ORGAN, VIEW ONLY IF YOU’RE NOT OFFENDED BY THAT!

New textures for groin area and tackle
2nd version, improved workover
3rd version, scales less blotchy
4th version, much finer scales, release candidate?

These pictures actually show the lowerbody of Robert’s new V5 as I only realized it was the wrong body after I already uploaded it, but Robert’s current V4 looks similar, the texture fitting exactly identically. This time there’re NO thumbnails due to obvious nudity and not to break the BethSoft Forum Rules by direct linking to my site.

The current textures can already be used with Robert’s new V5 body as long as you also use claws (there are no proper textures for Robert’s nails, yet) and Argonian Feet (Robert’s feet texture map got changed again and doesn’t look good with my current textures). I’m going to release the improved version after I did some more work and maybe also incorporated Breeze’s new Vascular Body Normal Maps into mine as an alternative option, given I can obtain permission to do so.

Proof Of Concept Release Upperbody Test Addon

During a conversation with dewshine on the Official BethSoft Forums the idea arose to “force” female Argonians to wear special adapted upperbody clothing as well, to give their chests a rather flat, reptilian style, look. The goal was to use the clothing meshes for HGEC AA-cup on female Argonians, when you’re using HGEC or Exnem already anyways.

I couldn’t resist and, due to the fact my scripts were originally intended for “universal application”, I quickly expanded them to control the upperbody also, switching to adapted clothing items if present, and compiled a little Proof-Of-Concept addon release to Scripted Argonian Feet. Due to the fact I don’t use Exnem or HGEC myself I didn’t have any proper meshes in my possession, so I simply made female Argonians use the nude variant of the TFF upperbody when naked (explicit content censored in the pictures) and made them wear the male meshes for the Sack Cloth Shirt.
Proof Of Concept: female Argonian nude upperbody, others still clothedProof Of Concept: nude upperbody also on Argonian NPCsProof Of Concept: flat-chested and normal shirt next to each other

As you can see my scripts are a really mighty resource, able to take total control of every body slot you want to show every custom bodypart one can think of. The only bottleneck is the fact that you need adapted meshes for all items, but that’s not a specific issue of my approach but of all possible approaches in general, due to the fact Oblivion clothing items include bodypart meshes and will replace any bodypart currently visible on equip.

The only work left to get dewshine’s idea working now would be to rename all upperbody clothing files from the HGEC AA-cup package to end on “_ABfeet.nif” according to my scheme and then simply move them into their respective folders to take their places alongside the normal Non-AA HGEC clothing items. It’s as easy as that.

This time this release is only available on TES Nexus due to the fact it’s just a Proof-Of-Concept and doesn’t have any real use without proper meshes. It’s simply my share to the conversation anyways.

read more about it on the Official BethSoft Forums here
download from TES Nexus

New Release Scripted Argonian Feet v0.4 beta

Controlling clothing equipment and exchange on NPCs through scripts running on magic effects from the Resist Poison Argonian Racial Ability always seemed to me to be a bit unreliable. It seems the script effect wasn’t always running continuously on them, so I experienced some Argonians with human clothing items at some really rare but still noticeable times. It was time for a new approach and I gave the idea of “tokens” a try, simply some (preferably unnoticeable) inventory items having scripts running on them, thus practically controlling the NPC that wears those, with remarkable results in the end. Object Scripts in Oblivion seem to be way more reliable and stable than Spell Scripts for Abilities, at least I haven’t experienced one single weird occurance anymore since I improved my scripts.

The Argonian Racial Ability Resist Poison is still used, but only to provide those tokens now to all Argonian NPCs, which only has to happen once. This way now the NPC or Player Character also doesn’t have to be exactly of the vanilla race “Argonian” anymore (as it was the case previously) for my scripts to take control. The only necessity now is that the Argonian Racial Ability Resist Poison is affecting the NPC’s or player’s race, and this particular ability mustn’t be altered by another mod, or this will remove my scripts providing the tokens in the first place from it. Technically even any custom race is fine now, as long as it has the specific Argonian Racial Ability.

Due to Object Scripts never ceasing to run, even corpses are now still controlled, thus you can’t strip dead NPCs down to showing human body parts anymore either. My scripts are now technically “waiting” for a body slot to get changed (an item equipped or unequipped) before any further action is taking place, which again improved performance drastically, were they previously checking all body slots continuously over and over again each frame. For convenience there’s also a delay of 10 frames before any further checks take place, so they don’t even check for this each frame but only each 10th frame. The exact value of frames to skip can be changed via console ingame (“set ABraceQuest.framesToSkip to X“, X being the number of frames you want them to wait).

Also they aren’t altering “base items” anymore, but create new ones with adapted meshes instead, copying about all stats and properties from the originals. There will be no more Argonian items seen worn by Non-Argonians just because of “bad timing” anymore! To keep track of already adapted items and not to create new base items again each time, which shouts for savegame-bloating, I now use Pluggy Arrays to store once adapted items in and regularly check for existance before adding new items to them. Thus it became necessary to have a recent release of the OBSE plugin “Elys Pluggy” installed and running for my scripts to work. Failure to do so or an insufficient version of OBSE should now raise an alarm by my Quest Script the first time you play a game after installing my latest release and result in my scripts immediately terminating!

Another important point is, any release of OBSE prior to the recently released v0015a bugfix will, when used by my scripts, lead to an inevitable and guaranteed CTD, when equipping an item without a designated female NIF file! (A few random items, mainly custom modded content, intended for male only, fail to have designated meshes for both genders) So I highly recommend upgrading if it hasn’t happened already, though my scripts will still “accept” previous releases for convenience’s sake. Also I took special care to catch any such cases in my scripts and make them basically work exactly like the game engine itself, using male meshes if there are no female meshes present, not running into a script-breaking condition. Unfortunately, as I was told, there’s no way to check for this condition without triggering such a CTD the same time. But as long as you have a recent OBSE release v0015a or later, it will be totally fine for items to not have meshes for both genders assigned now. My scripts are guaranteed work-safe regarding this issue.

Due to base items possibly still altered by a previous version of my mod I highly recommend deactivating it first and saving, so all possibly altered base items will hopefully get reverted back to normal, before installing and running my latest release!

download from TES Nexus
download from Planet Elder Scrolls
as usual as an alternative download file alongside Argonian Beautification

New Release Scripted Argonian Feet v0.3 beta

Thanks to the OBSE team and the new functions in OBSE v0015 beta 1 it is now possible to check, if a NIF file referenced by an item actually is present, and so to simply check for the mere presence of adapted NIF files for an item. This makes it unneccessary to alter all vanilla items for my scripts to know they should search for adapted alternatives, so now I could finally remove all those changes from the plugin, thus it won’t conflict with any other mods altering vanilla Oblivion items anymore.

Due to my first set of adapted meshes only being for Robert’s Seamless Male Body V4 and Team FantasyFigures, the body mods I myself use and mainly mod for, I decided to change its name into “UFF_RobertV4-ScriptedArgonianFeet” to be used from now on. Later in the future I will release support packages with adapted meshes for other bodies to simply replace those. But because of the fact that my scripts use (and thus also need) both male and female feet and leg items, it wouldn’t make sense to release SAF on a per-body basis. If one gender was missing you would get a ton of missing meshes warnings!

I also included a set of alternative lowerbody meshes (for mammalian and also reptilian nudity and some underwear variances) as requested by some readers at the BethSoft Forums. For now they’re only replacement files, their names should be self-explanatory, just make sure that whichever alternative you want to use is renamed into “malelegs_ABfeet.nif” or “femalelegs_ABfeet.nif” (better make backups of the original files for if you reconsider later!). Later this will be handled by an OMOD script as well and at least all alternatives from your respective body mod will be present.

download from TES Nexus
download from Planet Elder Scrolls
as usual as an alternative download file alongside Argonian Beautification

New Release Argonian Beautification v2.6

Another intermediate update, no bugfixes but a lot of added content.

Argonian Beautification now also supports Exnem’s bodies and HGEC bodies. The meshes and textures created therefore should be fitting all available body type options.

Creating fitting textures for Exnem’s UVs, which are similar to the UVs of HGEC so they can use the same textures, wasn’t that easy, but finally I got a result that pleases me. There are some issues with texture seams, as it wasn’t easy to get the texture at the borders of the UVs fitting their appropriate counterparts, and also some body parts don’t use Exnem’s texture at all. But the original argonian texture which came with Exnem’s had similar texture seams anyways.

Here’s a picture showing the differences between Exnem’s and HGEC’s texture maps (orange and red grids) and the difficulties in getting a texture fitting both:
Exnem and HGEC texture maps

Additionally I seperated the large 40 megs archive into much smaller individual archives for each supported body. They are downloaded much faster, take up way less space on your drive, and you won’t have tons of meshes and textures for body mods you don’t use yourself anyways just cluttering your data folder. I recommend cleaning your data folder from all the unnecessary files from previous releases before installing the two archives for your individual body mods (deactivating your previous OMOD is the most simple and clean way to achieve that). Remember, only download the two seperate archives for your appropriate body mods. The larger complete one (or its two parts on PES) is redundant now and will get removed soon.

download from TES Nexus
download from Planet Elder Scrolls

Argonian Beautification

First off, this is an ongoing project of mine, at least until it is supporting most of the common body replacers.

There’s also a first sub-project, Scripted Argonian Feet, providing scripts running on all Argonian NPCs and the player, which control adding and equipping of the Argonian Feet or armor/clothing adapted to them, so those actors will no longer be able to equip anything that would replace the Argonian Feet apart from adapted items containing them. Never again will those awesome looking feet disappear inside some rather boring boots or shoes they definitely won’t fit into or be replaced by normal human shaped feet inside sandals or the like.

Argonian Beautification is mainly:

  • adding claws from Slof’s Oblivion Better Beasts to hands and feet (if you don’t use the Argonian Feet as well)
  • giving the option to stick to the usual tails for your body mod (or vanilla) or to use the spiked tails from Better Beasts (seperately for each gender)
  • replacing the respective textures from your body mods (or vanilla) by new high quality compositions created from IABT
  • replacing the Argonian Feet options from jdayT by meshes with reworked UV maps using the appropriate textures now, fitting your respective body

read the introduction for details and screenshots

Currently supported bodies:

  • Vanilla Oblivion (male and female)
  • Robert’s Seamless Male Body V3 (muscular)
  • Robert’s Seamless Male Body V4 (muscular)
  • Breeze’s Defined Male Body
  • Team Fantasy Figures
  • Exnem’s Female Eyecandy
  • HGEC
  • Biu’s Adventuress Body (Bab)

stay up-to-date

Download:

Requirements:

  • Slof’s Oblivion Better Beasts – to make sure the claws and tails really show up. You need to have either Slof’s plugin activated or its features somehow “merged” into your game (f.e. by using Wrye Bash and the bashed patch feature) and working already. Notice though that without the replacement textures the spiked tails won’t necessarily look adequate or there might even be serious texture issues.
  • jdayT’s Argonian Feet – for the plugin to add them to the game (if you won’t use Scripted Argonian Feet instead). jdayT equipped so far all Vanilla Argonian NPCs with Argonian Feet and sometimes also matching legs wearing an option of hand-selected underwear. Notice though that there won’t be Argonian Feet on NPCs added by some other mods, companions or the player right from the start (this is achieved by Scripted Argonian Feet). There’s a chest under a footbridge in front of the IC Prison Sewer Exit containing some equippable feet and legs for the player and companions.

Installation:

This is only a compilation of resources, i.e. replacements for other things. You should by all means make backup copies before overwriting anything.
By now it won’t overwrite anything by just copying into the data folder.

  • Manual Install:

    • Textures:
      • IABT textures for female bodies are inside their respective folders in “\textures\characters\argonian\female”, just copy those for your body into “\textures\characters\argonian\female”
      • IABT textures for male bodies are inside their respective folders in “\textures\characters\argonian\male”, just copy those for your body into “\textures\characters\argonian\male”
      • If you use the Argonian Feet, rename the files “footmaleforfeet.dds” and “footmaleforfeet_n.dds” into “footmale.dds” and “footmale_n.dds” and copy them into “\textures\characters\argonian\male”, the same goes for female
      • If you use the Spiked Tails from Better Beasts, rename the files “tailspiked.dds” and “tailspiked_n.dds” into “tail.dds” and “tail_n.dds”
    • Meshes:
      • If you want to use spiked tails for males or females, copy the files from the respective “\SpikedTails…” folders for your body into “\meshes\characters\argonian”
      • If you don’t want to use spiked tails for males or females, copy the files from the respective “\NormalTails…” folders for your body into “\meshes\characters\argonian” (TFF bodies MUST use spiked tails though)
      • If you use the Argonian Feet, rename the files “tailforfeet.nif” and “tailfemaleforfeet.nif” into “tail.nif” and “tailfemale.nif” (this removes the disturbing toe-claws not fitting the argonian feet)
      • The Argonian Feet for the different bodies are in their respective folders, just copy them into “\meshes\characters\argonian”
  • OBMM OMOD conversion:

    • The archive comes OMOD-ready with OMOD conversion data. In OBMM just click “create” in the bottom row of buttons and select “Add archive”. If you’re asked to import the information from the conversion data, answer yes, and after this is finished and you see the fields filled in, click “Create omod”.
    • If you activate the OMOD, you are asked step-by-step which features you want and which not. The script handles the rest. If you’re missing a required mod you will be warned.

New Release Argonian Beautification v2.5

This is an intermediate update fixing some bugs and also including some additional features.

I recreated most of the normal maps and simultaneously fixed a bug with mixed up normal maps for the Argonian Feet with normal maps for the normal feet, showing some strange artifacts of toe nails at odd places on the Argonian Feet when light reflects in certain angles.

The Spiked Tails and Claws for Vanilla now really “fit” vanilla bodies after a short re-aligning session in Blender, now that I’m able to do such things in Blender, and I’ve also taken a look at all other supported bodies as well to be sure everything fits right.

Also it was requested quite a while ago to be able to keep the normal non-spiked tails
which come with their respective body mods and I answered this would already be possible. Later I gave it another look and realized it was only possible when NOT using Slof’s Oblivion Better Beasts AT ALL. So I now created new nifs containing the normal spikeless tails as well as the claws from Better Beasts and added another option to the OMOD script.
Keep in mind though that spikeless tail is only available for body mods which have a spikeless tail originally and NOT for TFF also, because I couldn’t find a way to get another spikeless tail fitting their unique lower body mesh quite right.

release thread on BethSoft Forums: link
download from TES Nexus: link
download from Planet Elder Scrolls: link

New release beta0.2

Scripted Argonian Feet v0.2 beta is up.

It took me some more time than expected to get a useful workaround for the OnEquip problem mentioned, but at least for the Arena Raiment it now works. I’m currently working on another approach to exchange scripted items already while still in the inventory, so my scripts won’t unequip them anymore.

I also included the adapted version of the Arena Raiment as mentioned. The meshes are for use with Robert’s Body v4 and TeamFF, but future expansions for other bodies are planned as well. I really hope someone else also starts creating new items for the Argonian Feet as they now can be equipped flawlessly, and I also hope for lots of conversions from existing modded content as well. But most of all I hope for feedback.
Argonian inside Arena

download from TES Nexus as usual (still optional part of Argonian Beautification): link

WIP support for more body replacers

It was requested right from the start to make my Argonian Beautification compatible to other female body replacers as there are quite a number of them actually. I started with Robert’s v3.x and TFF because that was what jdayT initially designed his Argonian Feet fitting to. For v2.0 I already started including others as Robert’s v4 (not that a big deal of course), Breeze’s Defined Male Body and vanilla male and female, by creating new textures for vanilla closely resembling my original fullbody textures (neither for Robert’s nor for Breeze’s was it neccessary to change textures as they all use the same, apart from the normal maps for Breeze’s) and creating new meshes from the Argonian Feet fitting all these bodies together with fitting “slightly bend” legs for all of them, quite as jdayT originally did.

Now I decided to include textures and meshes (in no particular order) as well for Exnem’s Female Eyecandy, Biu’s Adventuress’ Body and Robert’s female (which will be the easiest texture-wise, quite similar to TFF) and am currently analyzing what would have to be done and thinking about a way to get my textures somehow fitting or to create new ones from scratch again. At least the modeling work in Blender won’t be too complicated as I’m already well used to it. By this time I’m also able to adapt all spiked tail and claws meshes to fit the respective bodies, so I will give it a try as well.

WIP new scripts and more adapted clothing

I soon realized my scripts released previously only exchange the meshes with the version fitting the Argonian Feet when equipped by an Argonian, but will never revert them back to normal, e.g. if they are taken away from the Argonian and given to another NPC or the player. Fixing this though was really easy and is already implemented and working and will be included in the next release.

I also adapted the Arena Raiment, as it is a very important armor and can’t stay an item forbidden to equip, which will be automatically force-unequipped as soon as you try to equip it.
Female Light Arena RaimentFemale Light Arena Raiment feet close-up
And again I really like the results.

But working with the raiment I realized another very annoying fault of my scripts, which I unfortunately can’t fix currently as it originates from an engine glitch of Oblivion, so they might not work as expected for items having a script running on them.

Technical details:
Due to an engine glitch the script command “EquipItem” doesn’t trigger an “OnEquip” block in a script running on the item that gets force-equipped. The Arena Raiment uses such a script to set a flag if it is worn or not to allow entering the arena or not. Unfortunately now the script command “UnequipItem” in fact does trigger an “OnUnequip” block in a script on the item that gets force-unequipped. So when you equip the Arena Raiment, its script sets the flag to 1 (allowing you to enter the arena), then my script kicks in and force-unequips it (because it’s not a mesh fitting the Argonian Feet) and the flag is set to 0 (normal behavior up to here as expected), it replaces the mesh to be loaded to one fitting the feet and afterwards re-equips it. Now the flag doesn’t get set to 1 again as expected due to the engine glitch mentioned, which eternally prevents you from entering the arena.

There are some possible workarounds for this and one of them will be included in the next release, but only affecting the Arena Raiment for now, because I will only change the script running on it into something working more fail-safe and reliable. Later after I implemented a “global” workaround I have in mind already this will no longer be neccessary nor needed anyways.