Tag Archives: Npcs

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

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.

Scripted Argonian Feet Introduction

After releasing the latest version of Argonian Beautification (v2.0) as well as during the comments and discussions about my first release the requests arised for a way to provide the Argonian Feet to ALL Argonian NPCs in the game, regardless of if they originate from vanilla Oblivion or were added by certain mods. Having done some work on a custom body-part provide-and-control script for the player for a personal-WIP race of mine, taking care that “normal” body parts will never be shown and only allowed (i.e. adapted) clothing/armor will be equippable, I decided to reduce it and adapt it to work for the Argonian Feet and the matching legs. The first step was to find a way to get a script running on ALL Argonian NPCs. I quickly came up with an idea, to somehow “hook” into one of the Argonian racial abilities with a “scripteffect”, and as a proof-of-concept I wrote a little script to make everybody affected constantly loose fatigue until they get unconscious, and it worked perfectly making ALL Argonians ingame sleeping like “Dorn Röschen”.
Sleepy Argonians
Now I had what I needed and quickly assembled the new scripts for NPCs and player, providing feet and legs meshes and, as an example for design-concepts, adapting a small number of clothing and armor meshes, namely the Iron Boots (turned them into footshields) and the Sack Cloth Sandals with matching pants (really like the outcome).
Iron FootshieldsSack Cloth Sandals
This was version 0.1beta of Scripted Argonian Feet, as the scripts and the concept itself weren’t yet thoroughly tested and only a few shoes/boots are wearable.

discussion thread on BethSoft forums: link
download from TES Nexus (seperate file in the files section of Argonian Beautification): link

Technical details:
The basis of my approach is a script constantly checking the bodyslots of feet and legs for items that are either allowed to be worn (these will stay equipped), have an adapted version available (these will be exchanged), or are simply forbidden to be equipped (basically the whole rest, these will be force-unequipped). If the feet or legs slot is empty a default clothing only consisting of the feet or matching legs is equipped, so you will never see the normal (human) feet on Argonians. This works because of the OBSE (Oblivion Script Extender) script commands CompareMale(Female)BipedPath and ModMale(Female)BipedPath, comparing and modifying the pathes to the items’ nif files with certain strings provided. Now clothing/armor items that are allowed to be equipped (i.e. adapted items) use a nif file ending on “_ABfeet.nif” (for legs and for feet when no “normal” leg clothes are worn) or “_ABffc.nif” (feet for clothing, for when “normal” leg clothing is worn) (The difference between these is just the “feet for clothing” are moved certain units forward along the y-axis to better align with normal clothing, while the “regular feet” will only align with the matching legs or adapted leg clothing.) and items that have an adapted version available use a nif file ending on “_ABnorm.nif” (thus it is currently neccessary to change all affected items’ pathes to the “_ABnorm.nif” versions in TES Construction Set).
So if anybody wants to have selfmade items equippable by Argonians when using my scripts for the feet, all what would have to be done is to rename the original nif file to end on “_ABnorm.nif” and adapt the items’ pathes in TES CS, and then to design a version fitting the feet and name it exactly the same apart from ending on “_ABfeet.nif”, then going into NifScope and applying the translation mentioned before, then saving the file ending on “_ABffc.nif”, all in the exact same directory, and it is done, absolutely no changes to my scripts neccessary.
Whoever might be interested, is invited to have a look at my example nif files provided.

It’s currently uncomfortable having to change settings in TES CS for each adapted item, but I’m hoping for a helpful script command in the next OBSE release, making all this completely unneccessary.