Tag Archives: Sack Cloth

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

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.