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
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.