Tag Archives: Scripts

It’s been a while…

It’s been quite a while since I last wrote anything on my site. I was quite busy with university and job the last half year and due to mostly modding in my limited free time I didn’t get around to update this site, yet.

Well, nothing has changed yet actually, but I thought it was about time to at least show some signs of life, as more and more people registered to my site. I didn’t know my projects would attract that much interest!

Ok, so during this half year most of my projects have progressed unnoticed to this site, due to me not posting any updates.

  • Argonian Beautification reached v3.0 with the first of the released packages, for the last requested body mod on my list, Robert’s Female. All other packages but Vanilla Female are up at v2.8 with drastically improved normalmaps and slightly reorganized file structures to reduce download size. They currently undergo the process of being updated to v3.0 as well, with seperate claws on the feet and seperate spikes on the tails, which use another material and the texture from Slof’s Claws so it gets a really great reflective shine. Both the male and the female feet got a workover, the claws were sharpened, the overall vertex grid straightened out a bit and everything got rerigged to remove some issues that materialized and grew with each step of previous improvements.
  • Scripted Argonian Feet received a few more adapted items, the optional upperbody slot control got integrated into the main scripts, the scripts themself were again massively overhauled and the last known flaw that can be fixed is about to get fixed in the near future. When this all is done and all adapted items received the new feet meshes and got rerigged to them, this will be the v0.5b release then, an intermediate release for the time being till I finally fixed that last flaw, if you like. I just deem it necessary now as those rather enhanced scripts are lying around unused on my drive for this half year now as other issues always kept me from releasing them.

I also added another project to my list, my eternal WIP, the custom race my main Oblivion character, Little Dragon Drake, is of. Some might already know it, some not. This character is not originating from The Elder Scrolls nor is the race really lore friendly. After I got this boy and his story in my mind the first time I always wanted to create him in some environment, when stumbling across Oblivion and its great possibilities in modding, I simply decided to create him in there. First I was only playing a Breton, just imaginating he was a dragon in human shape, but after some time I started to actually create his race and he became more and more himself. My modding skills increased and from only copy&pasting existing items to reuse them elseway and using existing textures and resources to create my own textures, after I learned modeling in Blender, I am now also able to create my own meshes from scratch, custom skeletons to rig them to, make my own animations or alter existing ones, and all this bundled with the scripting knowledge I gained while creating and improving Scripted Argonian Feet, I was suddenly able to create a custom race with heavily scripted custom body parts and many interesting features many people already can’t wait to finally get their hands on and play with (Greetings to all fans of this project who might have stumbled upon my site!).

The picture on the right top of the first page is him. Maybe I will add a section to write down the many stories I have in mind of him (continuing in my imagination each night when I’m in bed since over 2 years now), but currently I just don’t have the time for story writing. Those who know me and have read a few of my posts about Drake in forums know how complex this story will get.

I apologize for any delays, I know they’re quite long.

For those interested I’m currently working part-time on web development in multiple projects, if you ever wondered what those widgets on my first page are, I’m always testing them here first, while in university I’m 2 exams away from my diploma thesis in applied computer sciences and not making much/any progress since half a year now… it’s quite frustrating and I’m very busy to get it all done as soon as possible… that’s what’s delaying everything I do in my free time… but hey, I too need some money to live of after all.

If you’re still interested and happen to be able to read German text or even are from Germany like myself, this is the next upcoming project I will be taking part in its development: UMTS Verfügbarkeit

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

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 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 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.

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.