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