[RELZ] Cobl Races [RELZ]

Post » Wed Mar 30, 2011 2:10 am

Cobl Races

Download as part of Cobl 1.72.

at http://tesnexus.com/downloads/file.php?id=21104,
also available at http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3508 has well.

Requires: Cobl Cosmetics Resources to be installed

New 1.73 Cobl Races Resources for Testing - Complete Archive - with OMOD Conversion data

http://www.filefront.com/17661607/Cobl-Races-Cosmetics.7z/


--PYFFI performed, only a few non animated eyes, tails, parts of bodies where optimized, Has PYFFI skips hairs, eyes, file with egm once again. Did save a little space but not much after all..Enjoy..

--1.73 Hair Resources Fixed - Nif Fixes - Many of Hairs Nif had textures path pointed to things like e:\program files or c:/program files/bethesada softworks/oblivion/data/textures/ etc,
fixed the textures path in all nif's to use absolute path instead textures\characters

meshes\babe - all
meshes\soya - all
meshes\character
*CH40 - Fixed all
*characters\hair\Capucine\ Fixed UV Texturing Alignment on Cap_MoHawk2.Nif
*Rens - Ren_Hair01-18F.nif - fixed
*Saram - All Female and Male



Cobl Races
Cobl provides a large assortment of popular hairs and eyes plus five new races.
* Eyes from Capucine and Miss Onatop.
* Hairs from: Rens, Capucines, Babe, Soya, Throttlekitty, Saram, Corean, Kafeid.
* Races: Playable Aureal, Mazken and Xivilai. Plus Ohmes-Raht (based on Luchaire's Tabaxi), and Hidden Elves (based on Ren's Mystic Elves).

New Races
* Aureal (Golden Saint)
--* This is a playable version of the existing Aureal race from Shivering Isles.
* Mazken (Dark Seducer)
--* This is a playable version of the existing Mazken race from Shivering Isles.
* Xivilai
--* This is a playable version of the existing Xivilai race.
--* This based on Alien Slof's Playable Xivilai race. The unbalanced version is close to Alien Slof's original design. Balanced version is by bg2408.
* Hidden Elves
--* This based on Ren's popular Mystic Elves race. The unbalanced version is close to Ren's original design. Balanced version is by bg2408.
* Ohmes-Raht
--* This based on Luchaire's Tabaxi race. The unbalanced version is close to Luchaire's original design. Balanced version is by bg2408.

Default vs. Balanced
Without CRB (Cobl Races - Balanced) installed, the default version of each race is pretty much the same as the way it was originally created (either by gamesas or by other modders).

The CRB mod however rebalances both races and birthsigns to "level the playing field" i.e. to make all races and birthsigns have roughly equal value. We'd like to explain it at length -- but we're a bit short of time at the moment!

Suffice it to say, that CRB is roughly a cut down version of bg2408's RBP (Race Balancing Project). You might want to look at [[http://www.gamesas.com/bgsforums/index.php?showtopic=867983|RBP]] to get a rough idea.

Upgrading to CRB
If you start a new game with CRB active, then gameplay will proceed as normal. You'll get new options in the race selection area, but other than that things will be as usual.

However, if you activate CRB for an existing character, then you'll need to go through a procedure to adapt your character to changed birthsigns and racial spells and stats. Fortunately, this is mostly automatic. Shortly after loading your savegame, you should get an option to adjust to changes. If you follow this procedure, it will proceed in three steps:
* Changes to birthsigns will be applied. Old abilities and spells will be removed from your character and new ones will be added.
* Changes to racial abilities and spells will be applied. As before, old spells will be removed and new ones added.
* Changes to racial beginning stats will be applied. This will affect skills, attributes and health.
Each of these steps is optional and can be skipped. However, skipping step two (changes to racial spells) will also force skipping step three (changes to racial stats).

Keep in mind that adjustments to racial stats may confuse player leveling mods. You may have to reset such mods, or simply live through an odd level up or two.

Generally, adjustments to stats will work better when applied to lower level characters. Keep in mind that you can always try the changes first, and then if you don't like them, revert back to the original save and try it without. Or you might hand tweak some of the stats through the console.

Upgrading from a different race balancing mod (e.g. bg2408's RBP) is likely to be difficult. We can't offer much advice for such a conversion.

Note that if you've been playing with CRB for a while, but wish to switch back to vanilla balancing, you can do that. After reloading, Cobl will again recognize the change and revert your player back to Oblivion birthsigns and racial stats, etc. The procedure will be the same as above.

If Cobl fails to autosense the change (or if you canceled the automatic update), you can force start the transition process by starting the appropriate quest from the console:
* startQuest cobBalToBalancedQ -- To switch from vanilla to balanced.
* startQuest cobBalToVanillaQ -- To switch from balanced to vanilla.

CR/CRB Credits
* Mucho thanks to contributors of hair, eyes and race mods!
* Alien Slof, Luchaire, and Ren for letting us incorporate their race mods.
* bg2408: Cosmetics aggregation, race balancing, conversion to Cobl.
* Wrye: Misc. tweaking, coding etc.
* H20DK - Cobl Races Balanced Documentation

Cobl Races Balanced Infomation Racial Changes, Attirbutes, and BirthSigns Documentaiton

Spoiler

Races

Imperial
Natives of the civilized province of Cyrodiil, Imperials do well in any role but favor defensive and social skills. They're gifted with a small bonus to magicka, the ability to reflect or absorb some spells, and resistances to poison and paralysis, but bear a weakness to fire and a weak constitution.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  35 |  35 |  30 |  35 |  45 |  40 |  50 |  50 || 1.015000 | 1.017500------------------------------------------------------------------------------Female |  40 |  35 |  35 |  35 |  40 |  35 |  50 |  50 || 1.000000 | 0.998500

  • Blade +5, Block +5, Heavy Armor +5
  • Security +5, Mercantile +10, Speechcraft +10
  • Alteration +5

  • Mundane Heritage Ability: {Fortify Magicka 25}
  • Dragon Pact Ability: {Weakness to Fire 25, Reflect Spell 5, Spell Absorption 10, Resist(Paralysis 25, Poison 25)}
  • Voice of the Emperor Power: {Fortify(Personality 25, Mercantile 10, Speechcraft 10, Blade 5, Blunt 5, Heavy Armor 5, Light Armor 5)}120secs



Redguard
The fiercely independant people of Hammerfell, Redguards are the most naturally talented Warriors in Tamriel. They're gifted with a much faster fatigue regeneration, a strong constitution, and resistances to poison, disease, and paralysis, but bear a weakness to frost.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  45 |  25 |  30 |  30 |  55 |  40 |  45 |  50 || 1.070000 | 1.080000 ------------------------------------------------------------------------------Female |  40 |  30 |  25 |  35 |  55 |  45 |  40 |  50 || 1.060000 | 0.990000

  • Blade +10, Block +5, Athletics +10
  • Acrobatics +5, Light Armor +5, Speechcraft +5
  • Restoration +5

  • Hammer and Steed Ability: {Weakness to Frost 50, Resist(Poison 50, Disease 75, Paralysis 50), Restore Fatigue 5}
  • Vitalization Power: {Cure Poison}; {Restore Fatigue 5, Fortify(Fatigue 100, Speed 25)}120secs
  • Summon Sword Power: {Bound Sword 60, Silence, Drain Endurance 40}Self/60secs



Orc
The barbarian people of Orsinium, the Wrothgarian and Dragontail Mountains, Orcs are known for their sturdiness and craftsmanship. They're gifted with a troll-like regeneration and a strong constitution, but bear a weakness to magic and heavy weaknesses to fire and poison. They possess a fearsome berserker rage.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  50 |  30 |  35 |  30 |  35 |  55 |  35 |  50 || 1.060000 | 1.275000------------------------------------------------------------------------------Female |  45 |  30 |  30 |  35 |  40 |  55 |  35 |  50 || 1.045000 | 1.180000

  • Blunt +5, Hand to Hand +5, Armorer +10, Block +10, Athletics +5
  • Acrobatics +5
  • Conjuration +5

  • Green Heart Ability: {Weakness to(Poison 75, Magic 25, Fire 50), Restore Health 2}
  • Berserker's Rage Power:
    • {Restore Health 3, Fortify Strength 25, Resist Normal Weapons 25}Self/90secs; {Dispel 1000}Self}
    • After 1 sec: {Weakness to(Magic 25, Poison 25), Stunted Magicka}Self/89secs; {Damage Magicka 500}Self
    • After 90 secs: {Drain Fatigue 2500}Self/1sec; {Damage Fatigue 100}Self



Dark Elf
Known as Dunmer in Morrowind, the Dark Elves are noted for their balanced integration of magic and combat. They're granted a medium magicka bonus, faster magicka regeneration, and heavy resistances to fire and disease, but bear a weakness to shock. They can summon an ancestral guardian.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  35 |  35 |  40 |  40 |  40 |  45 |  35 |  50 || 1.025000 | 0.935000------------------------------------------------------------------------------Female |  40 |  35 |  35 |  35 |  45 |  40 |  40 |  50 || 1.040000 | 0.960000

  • Armorer +5, Block +5
  • Light Armor +5, Marksman +5
  • Illusion +10, Mysticism +10, Destruction +5

  • Mer Heritage Ability: {Fortify Magicka 50}
  • Azura's Spell Ability: {Weakness to Shock 50, Restore Magicka 2, Resist(Fire 75, Disease 75)}
  • Battle Meditation Power: {Restore Magicka 8, Fire Shield 10}120secs
  • Ancestor Guardian Power: {Summon Ancestor Guardian}120secs



High Elf
Known as Altmer of the Summerset Isle, High Elves are the most strongly gifted in the arcane arts of all mortal races. They're gifted with a large magicka bonus and resistances to shock and poison as well as a heavy resistance to disease, but bear a weakness to frost. The power of Aldmeri Focus amplifies magics for a time.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  30 |  50 |  50 |  25 |  35 |  35 |  45 |  50 || 1.095000 | 0.995000------------------------------------------------------------------------------Female |  25 |  50 |  50 |  30 |  40 |  35 |  40 |  50 || 1.110000 | 0.995000

  • Blade +5, Armorer +5
  • Acrobatics +5, Speechcraft +5
  • Alchemy +10, Mysticism +5, Destruction +10

  • Aldmeri Heritage Ability: {Fortify Magicka 100}
  • Morning Star's Blessing Ability: {Weakness to Frost 50, Resist(Disease 75, Shock 50, Poison 25)}
  • Mental Focus Power: {Weakness to(Frost 50, Fire 50, Shock 50), Fortify(Willpower 50, Destruction 10, Mysticism 10, Magicka Multiplier 15)}Self/120secs]



Khajiit
Hailing from the province of Elsweyr, Khajiit are unmatched acrobats and thieves, and have some skill in the art of magic as well. They're gifted with a small magicka bonus, resistances to frost and fire, and a bonus to armor, but bear a weak constitution. Khajiit have the ability to see in the dark at will.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  35 |  40 |  35 |  45 |  40 |  35 |  40 |  50 || 1.035000 | 1.050000------------------------------------------------------------------------------Female |  30 |  40 |  40 |  40 |  45 |  40 |  35 |  50 || 1.050000 | 0.975000

  • Hand to Hand +5
  • Acrobatics +10, Sneak +10, Mercantile +5
  • Illusion +5, Alchemy +5, Mysticism +5

  • Mundane Heritage Ability: {Fortify Magicka 25}
  • Desert Dream Ability: {Resist(Frost 50, Fire 25), Shield 2}
  • Eye of Fear Power: {Demoralize 160(area 50)}30secs
  • Cat's Eye Lesser Power: {Night-Eye}Toggle



Wood Elf
Known as the Bosmer of Valenwood, Wood Elves are natural archers and thieves. They're gifted with faster fatigue and magicka regeneration, as well as resistances to fire, frost, shock, and disease, but bear a weakness to raw magic and a heavy weakness to poison, They can carve bone arrows in the field.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  35 |  35 |  30 |  55 |  50 |  35 |  30 |  50 || 0.900000 | 0.925000------------------------------------------------------------------------------Female |  35 |  30 |  35 |  55 |  45 |  35 |  35 |  50 || 0.975000 | 0.925000

  • Hand to Hand +5
  • Acrobatics +5, Light Armor +10, Security +5, Marksman +10
  • Alteration +5, Restoration +5

  • Green Pact Ability: {Resist(Fire 50, Shock 50, Frost 50, Disease 75), Weakness to(Magic 25, Poison 75), Restore(Fatigue 1, Magicka 1)}
  • Sharp Shooter Power: {Fortify(Marksman 50, Agility 100), Drain Speed 75, Resist Normal Weapons 10}Self/60secs
  • Craft Bone Arrows Power: {Converts all bones in inventory to woodelf arrows with random enchantment}



Breton
Inhabitants of High Rock and bearers of elven blood, Bretons are able spellcasters and battlemages. They're gifted with a medium bonus to magicka and a resistance to harmful magics, but bear a very weak constitution. Bretons possess the defensive power of Dragon Skin.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  30 |  45 |  55 |  30 |  35 |  35 |  40 |  50 || 0.980000 | 0.950000------------------------------------------------------------------------------Female |  25 |  45 |  55 |  25 |  40 |  35 |  45 |  50 || 0.965000 | 0.900000

  • Heavy Armor +5
  • Security +5, Sneak +5, Mercantile +5
  • Conjuration +10, Alteration +5, Restoration +10

  • Mer Heritage Ability: {Fortify Magicka 50}
  • Spirit of High Rock Ability: {Resist Magic 25}
  • Dragon Skin Power: {Fortify(Light Armor 5, Heavy Armor 5), Shield 15}Self/120secs



Nord
The tall and fair-haired people of Skyrim, Nords are able warriors. They're gifted with a strong constitution and resistances to frost, shock, weapons and disease. Nords wield the icy Fist of Altmora.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  55 |  30 |  30 |  35 |  30 |  50 |  40 |  50 || 1.075000 | 1.200000------------------------------------------------------------------------------Female |  55 |  25 |  30 |  30 |  35 |  50 |  45 |  50 || 1.060000 | 1.125000

  • Blunt +10, Hand to Hand +5, Heavy Armor +10
  • Marksman +5
  • Alchemy +5, Mysticism +5, Alteration +5

  • Breath of Winter Ability: {Resist(Frost 75, Shock 25, Disease 75, Normal Weapons 10}
  • Ice Fist Power: {Fortify(Blade 10, Blunt 10, Hand to Hand 10, Marksman 10), Frost Shield 10}Self/120secs



Argonian
Denizens of Black Marsh, Argonians are talented thieves and spellcasters. They're gifted with a small bonus to magicka, the ability to breath underwater, immunity to poison, resistances to all types of magic except fire and frost, and a very strong constitution. Argonians can tap an inner well of magicka in times of need.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  40 |  35 |  35 |  40 |  35 |  50 |  35 |  50 || 1.030000 | 1.078500------------------------------------------------------------------------------Female |  35 |  40 |  40 |  35 |  30 |  50 |  40 |  50 || 1.015000 | 1.040000

  • Blunt +5, Hand to Hand +5, Athletics +5
  • Security +10, Sneak +5
  • Illusion +5, Alteration +10

  • Mundane Heritage Ability: {Fortify Magicka 25}
  • Wyrm Blood Ability: {Resist(Poison 100, Magic 25, Disease 75), Weakness to(Frost 25, Fire 25), Water Breathing}
  • Magic Infusion Power: {Fortify(Magicka 100, Alteration 10, Illusion 10), Invisibility}Self/120secs; {Restore Magicka 250}Self



Hidden Elf
While most of the Ayleid elves were assimilated long ago, a few communities still exist today. These Hidden Elves are talented spellcasters. They're gifted with a medium bonus to magicka and the ability to reflect or absorb some spells, but bear weaknesses to fire and weapons. They can fade into moonlight and shadow.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  35 |  35 |  40 |  40 |  35 |  45 |  35 |  55 || 0.980000 | 0.895000------------------------------------------------------------------------------Female |  30 |  35 |  45 |  35 |  40 |  45 |  35 |  55 || 1.050000 | 0.912500

  • Armorer +5
  • Sneak +5, Speechcraft +5
  • Illusion +5, Conjuration +10, Mysticism +10, Destruction +5

  • Mer Heritage Ability: {Fortify Magicka 50}
  • Blessing of Arcane Skies Ability: {Weakness to(Fire 50, Normal Weapons 10), Spell Absorption 15, Reflect Spell 10}
  • Concealed Stars Power(Master): {Frost Shield 10, Reflect Spell 15, Spell Absorption 10, Weakness to Magic 15, Chameleon 10}Self/120secs



Mazken
Known as the Dark Seducers of the Shivering Isles, Mazken favor stealth and deception. They're gifted with a bonus to magicka and the ability to absorb spells, but have a weakness to frost. Mazken possess the power to summon a Dark Seducer companion, as well as the lesser power to detect hostile intentions.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  30 |  35 |  35 |  35 |  50 |  40 |  45 |  50 || 0.980000 | 0.985000------------------------------------------------------------------------------Female |  40 |  30 |  30 |  45 |  40 |  45 |  40 |  50 || 1.125000 | 1.085000

  • Blunt +10
  • Light Armor +10, Security +5, Sneak +5, Speechcraft +5
  • Alchemy +5, Destruction +5

  • Mundane Heritage Ability: {Fortify Magicka 25}
  • Dark Aura Ability: {Spell Absorpsion 20, Weakness to Frost 75}
  • Shivering Dark Memories Lesser Power: SPECIAL Choice:
    • Dark Glimmer Power: {Summon Faded Wraith}120secs
    • Sense Hostility Lesser Power[50]: {Sense Hostility(area 25)}10secs
    OR (Requires SI)
    • Dark Intervention Power: {Summon Dark Seducer}120secs
    • Sense Hostility Lesser Power[50]: {Sense Hostility(area 25)}10secs
    • Dark Memory Robe & Dark Memory Hood



Aureal
Known as the Golden Saints of the Shivering Isles, Aureal favor close confrontations. They're gifted with a resistance to weapons and the ability to reflect spell damage, but bear a weakness to shock. Aureal possess the ability to summon a Golden Saint companion, as well as the lesser power to detect danger.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  35 |  40 |  40 |  30 |  40 |  40 |  45 |  50 || 0.965000 | 0.950000------------------------------------------------------------------------------Female |  45 |  30 |  30 |  40 |  45 |  45 |  35 |  50 || 1.130000 | 1.155000

  • Blade +10, Armorer +5, Heavy Armor +10, Athletics +5
  • Marksman +5, Mercantile +5
  • Restoration +5

  • Golden Aura Ability: {Resist Normal Weapons 10, Reflect Spell 20, Weakness to Shock 75}
  • Shivering Golden Memories Lesser Power: SPECIAL Choice:
    • Golden Glimmer Power: {Summon Frost Atronach}120secs
    • Sense Danger Lesser Power[50]: {Sense Danger(area 250)}3secs
    OR (Requires SI)
    • Golden Intervention Power: {Summon Golden Saint}120secs
    • Sense Danger Lesser Power[50]: {Sense Danger(area 250)}3secs
    • Golden Memory Robe & Golden Memory Hood



Ohmes-raht
A manlike breed of the feline Khajiit, Ohmes-raht are more suited to melee combat than the more common Suthay and Suthay-raht. They're gifted with a bonus to armor, a resistance to frost, a heavy resistance to shock, immunity to paralysis, and a strong constitution, but bear an extreme weakness to poison.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  40 |  30 |  25 |  50 |  45 |  40 |  40 |  50 || 0.945000 | 0.925000------------------------------------------------------------------------------Female |  40 |  35 |  30 |  45 |  40 |  45 |  35 |  50 || 0.980000 | 0.920000

  • Hand to Hand +10, Armorer +5, Block +10, Athletics +5
  • Marksman +5
  • Alchemy +5, Restoration +5

  • Desert Song Ability: {Resist(Paralysis 100, Shock 75, Frost 25), Weakness to Poison 150, Shield 5}
  • Desert Sky Power: {Shock Shield 15, Drain(Heavy Armor 15, Light Armor 15), Chameleon 10}Self/120secs
  • Cat's Eye Lesser Power: {Night-Eye}Toggle



Xivilai
Imposing and highly intelligent Daedra, Xivilai are powerful mages and conjurors. They're gifted with a huge bonus to magicka, the ability to absorb spells, and a strong constitution, but bear a weakness to magic and weapons. They possess the power to summon a vicious Clannfear.

       | Str | Int | Wil | Agi | Spd | End | Per | Luc ||  Height  |  WeightMale   |  40 |  40 |  40 |  30 |  40 |  50 |  30 |  50 || 1.180000 | 1.450000------------------------------------------------------------------------------Female |  35 |  35 |  45 |  35 |  45 |  45 |  30 |  50 || 1.165000 | 1.355000

  • Blunt +5, Athletics +5
  • Mercantile +5
  • Alchemy +5, Conjuration +10, Alteration +5, Destruction +10

  • Void Heritage Ability: {Fortify Magicka 150}
  • Void of Chaos Ability: {Spell Absorption 25, Weakness to(Normal Weapons 5, Magic 50)}
  • Void Familiar Power: {Summon Clannfear, Spell Absorption 25, Resist Normal Weapons 5}120secs



Birthsigns

The Apprentice
Those born under the Apprentice are granted a large bonus to magicka and the ability to absorb and reflect spells, but bear weaknesses to poison and weapons. They possess the lesser power to recall a random beneficial cantrip from their tutelage.

  • Aldmeri Blessing Ability: {Fortify Magicka 100}
  • Elfborn Ability: {Reflect Spell 5, Spell Absorption 5, Weakness to(Normal Weapons 5, Poison 50)}
  • Apprentice's Fortune Power: {Shield 5}120secs; random effects (one of):
    • {Fortify Luck 25, Weakness to Magic 10, Fire Shield 10}120secs
    • {Weakness to Frost 25, Fortify Speed 25,Resist Fire 75}120secs
    • {Weakness to Normal Weapons 10, Reflect Spell 25, Spell Absorption 25}120secs
    • {Weakness to Poison 50, Reflect Damage 10, Resist Normal Weapons 10}120secs
    • {Fortify Health 50, Restore Fatigue 5, Water Breathing}120secs
    • {Light 100, Weakness to Disease 75, Frost Shield 10}120secs



The Lady
Those born under the Lady are granted a resistance to weapons and bonuses to personality and endurance, but bear a weakness to disease. The power of the Lady's Request commands obedience for a short time.

  • Lady's Grace Ability: {Resist Normal Weapons 15, Fortify(Personality 10, Endurance 5), Weakness to Disease 25}
  • Whispered Command Power: {Command Humanoid 100}Touch/120secs



The Mage
Those born under the Mage are granted a medium bonus to magicka, faster magicka regeneration, and resistances to paralysis and magic, but bear a weakness to weapons. They possess the power to create an arcane barrier to protect themselves.

  • Mer Blessing Ability: {Fortify Magicka 50}
  • Otherworldly Light Ability: {Restore Magicka 2, Resist(Magic 20, Paralysis 10), Weakness to Normal Weapons}
  • Gift of the Arch Mage Power: {Restore Magicka 8, Resist Magic 10, Frost Shield 10, Light 100}120secs



The Thief
Those born under the Thief are granted a bonus to agility and a large bonus to luck. They have the ability to carry more loot or to sense life in total darkness at will, and possess the lesser power to sense nearby guards.

  • Star Gold Ability: {Fortify(Luck 25, Agility 5)}
  • Sense Guards Lesser Power[50]: {Sense Guards area 250}5secs
  • Scout Toggle Lesser Power: {Detect Life 75, Night-Eye}Toggle
  • Feather Bag Toggle Lesser Power: {Feather 100}600secs



The Atronach
Those born under the Atronach are granted a very large bonus to magicka and the ability to harmlessly absorb many spells, but bear a heavy weakness to weapons and the inability to regenerate magicka normally.

  • Void Blessing Ability: {Fortify Magicka 150}
  • Wombburn Ability: {Spell Absorption 50, Stunted Magicka, Weakness to Normal Weapons 20}
  • Feeblemind Power: {Silence, Darin Intelligence 100}Touch/60secs}; {Damage Magicka 100}Touch/10secs}
  • Burning Well Ritual Power: {Fire Damage 4, Restore Magicka 2, Paralyze}Self/25secs
  • Sense Magicka Lesser Power: {Detect Magicka area 250}5secs
  • Dehydrate Lesser Power[50]: {Absorb Magicka 25}Touch/6secs; {Damage Fatigue 50}Self



The Lord
Those born under the Lord are granted health regeneration in return for heavy weaknesses to fire and poison. They possess the power to manipulate emotions. The power of the Graybeard's Voice throws enemies from their feet.

  • Trollkin Ability: {Restore Health 1, Weakness to(Fire 75, Poison 75)}
  • Word of Courage Power: {Rally 100}Touch/60secs
  • Word of Cowardize Power: {Demoralize 100}Touch/60secs
  • Word of Anger Power: {Frenzy 100}Touch/60secs
  • Word of Calm Power: {Calm 100}Touch/60secs
  • Word of Greybeards Power: {Push NPCs away from PC(area 25)}



The Lover
Those born under the Lover are granted a heavy resistance to disease, a bonus to armor, and the ability to breathe water. They possess the power to restore damaged attributes, paralyze an enemy, or cure disease and poison.

  • Mooncalf Ability: {Resist Disease 75, Shield 5, Water Breathing}
  • Restoration Power: {Restore(All Attributes 25)}4secs
  • Lover's Kiss Power: {Paralyze}Touch/5secs
  • Cure Power: {Cure(Disease, Poison)}



The Ritual
Those born under the Ritual are granted a huge bonus to magicka, but bear heavy weaknesses to magic and poison. They possess the power to sense evil.

  • Aetherial Blessing Ability: {Fortify Magicka 200}
  • Twilight Ability: {Weakness to(Frost 25, Shock 25, Magic 50, Poison 50)}
  • Blessing of Faith Power: {Turn Undead 200(area 25)}Touch/30secs; {Restore Health 100}Self/1sec; {Restore Health 5}Self/30secs
  • Sense Evil Lesser Power[50]: {Sense Evil(area 250)}5secs



The Serpent
Those born under the Serpent are granted a small bonus to magicka and immunity to poison, as well as slightly faster regeneration of health, fatigue, and magicka, but bear heavy weaknesses to weapons and frost.

  • Star-Cursed Ability: {Resist Poison 100, Weakness to(Normal Weapons 25, Frost 150), Restore(Fatigue 1, Health 1, Magicka 1)}
  • Bite Power: {Absorb Health 2}Touch/50secs; {Absorb Fatigue 3}Touch/100secs; {Demoralize 150}Touch/150secs; {Fire Damage 1}Self/25secs
  • Toggle Second Sight Lesser Power: {Detect Life 75}Toggle



The Shadow
Those born under the Shadow are granted a small bonus to magicka and a heavy resistance to fire, but bear a weakness to shock. They have the ability to fade at will, and to sense who is seeing them.

  • Mundane Blessing Ability: {Fortify Magicka 25}
  • Moon Shadow Ability: {Resist Fire 75, Weakness to Shock 25}
  • Invisibility Power: {Invisibility 60}60secs
  • Adaption Toggle Lesser Power[50]: {Chameleon 10}Toggle]
  • Sense Detection Lesser Power[50]: {Sense Detection(area 250)}5secs



The Steed
Those born under the Steed are granted much faster fatigue regeneration, as well as a bonus to speed and a resistance to normal weapons, but bear a weakness to frost. They can flee from most threats.

  • Charioteer Ability: {Restore Fatigue 5, Resist Normal Weapons 5, Fortify Speed 10, Weakness to Frost 25}
  • Ride Away Power: {Fortify Speed 150, Restore Fatigue 15, Drain(Blade 100, Hand to Hand 100, Blunt 100, Marksman 100, Destruction 100)}60secs



The Tower
Those born under the Tower are granted a small bonus to magicka and the ability to reflect melee and magic attacks, but bear a weakness to disease. They can open hard locks in return for a temporary burning sensation.

  • Mundane Blessing Ability: {Fortify Magicka 25}
  • Tower Warden Ability: {Reflect(Spell 20, Damage 1), Weakness to Disease 25}
  • Tower Key Lesser Power[100]: {Open 50(hard lock)}Target; {Stunted Magicka, Fire Damage 2, Drain(Strength 10, Sneak 10)}Self/30secs



The Warrior
Those born under the Warrior are granted a bonus to strength, resistances to paralysis, weapons, magic, and a heavy resistance to poison. They have the power to absorb an enemy's offensive ability, and to provoke nearby enemies.

  • Waywyrd Ability: {Resist(Normal Weapons 5, Paralysis 50, Magic 25, Poison 50), Fortify Strength 10}
  • Forceleech Power: {Absorb(Blade 25, Blunt 25, Hand to Hand 25, Marksman 25, Destruction 25)}Touch/120secs]
  • Soul Swamp Lesser Power: {Soul Trap(area 5)}Target/120secs
  • Provoke Attention Lesser Power[50]: {Makes NPCs attack PC(area 125)}



Beware of Finger Chomping Monkey God!
Wrye (main monkey god for Cobl) has a notoriously low tolerance for questions which could easily be answered by a) reading the readily available readme/manual, b ) reading back in the topic a little bit, c) doing a google search, and/or d) using your brain to put two and two together. He's also mostly retired (from modding) and thus even less patient than he was before. So, please, do a little research before asking your question. If Wrye http://www.uesp.net/wiki/User:Wrye#Warning in response to such a question, he later won't be available to help you if you have a more serious problem.


A bit of history/motivation...

Race resources was actually one of the things we first considered when starting Cobl (about two years ago!). But at that time MidnightVoyager still actively updating her Beautiful People compilation, and so it seemed best to leave the job to her.

Since then, MidnightVoyager has left the scene, but many new races, hairs and eyes have been added. Other compilations have been created. (Including an update to BP by Capucine.) But Cobl has also grown, and I thought tbat there would be a benefit if Cobl (optionally) included race and cosmetic info.

Last spring, I looked (briefly) at merging BP or one of the other projects into Cobl, but I found myself rather daunted at the download size, and number of difficult choices (e.g. which body types to support, etc.). Also I felt that the existing compilations gave too many options (e.g. five varieties of the Mystic Elves race. And I was busy, so I shelved the idea for a while.

However, it kept bugging me, and I was aware that bg2408 had put together a smaller compilation for his Race Balancing Project. So I recently asked bg to port that over pretty much intact for Cobl. So that's what this release is.

Salient features:
* Large selection of popular eyes and hairs.
* Five new playable races based mostly on popular existing races.
* Eyes use vanilla mesh.
* Bodies all work with vanilla, but have re-textures for popular body mods.
* (Optional) Race/Birthsign balancing by bg2408.

Usage by Modders
I'm hoping that modders will feel free to start using the new eyes hairs and races in their mods -- in the same way that they use other Cobl resources. I.e. if you're using The Luggage, you might as well make use of the new hairs and eyes while you're at it.

Eye Mesh Conflicts
The major problem with that plan is the potential for eye mesh conflicts. However, this can be resolved through patches. In the same way vanilla eye texures/meshs are replaced, so vanilla+cobl eye meshes/textures can be replaced. As I understand it, all of the eyes that Cobl is using already have converted textures available -- so all that is needed is to package those with a patch mod. Of course, a bit of racial record merging is still needed -- but that's what bash is for. (Though there would still be some options for the determined non-bash user.)

Anyway, that's the story! Again, much thanks to all of the modders who have generously contributed to this!

User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Wed Mar 30, 2011 7:08 am

The CRB mod however rebalances both races and birthsigns to "level the playing field" i.e. to make all races and birthsigns have roughly equal value. We'd like to explain it at length -- but we're a bit short of time at the moment!


Erm.. where can I read this, finally? :)
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Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Wed Mar 30, 2011 2:34 am

QUOTE (Corepc @ Oct 27 2009, 08:15 PM) *
read above about Elaborate Eyes and Cobl Races.

Capucine Glowing Eyes are included in Cobl Races

----------

Time for a new Thread..

So how would i start even begining to make Capucine's eyes glow. I just have Cobl races and the glow versions aren't glowing. I have no experience but i QUOTE (Corepc @ Oct 27 2009, 08:15 PM) *
read above about Elaborate Eyes and Cobl Races.

Capucine Glowing Eyes are included in Cobl Races

----------
Question from closed thread.
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Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Wed Mar 30, 2011 10:51 am

Erm.. where can I read this, finally? :)

Try the readme for the original RBP (Race Balancing Project), http://theelderscrolls.info/?go=9ReadMeBalancingProject.
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Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Wed Mar 30, 2011 12:44 pm

hello, first of all I have to thank bg for this conversion of his amazing RBP.

and then, a question: I like the idea to leave RBP's tweaks on magicka settings, retroactive endurance etc only for the original RBP, but why there are also other little differences?
as an aureal, for example, I miss a greater power respect to original RBP.
it's a matter of missing update or a balance choice?
(if the first, I'm running to construction set to get the power back :D)
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WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Wed Mar 30, 2011 1:56 pm

QUOTE (Corepc @ Oct 27 2009, 08:15 PM) *
read above about Elaborate Eyes and Cobl Races.

Capucine Glowing Eyes are included in Cobl Races

----------

Time for a new Thread..

So how would i start even begining to make Capucine's eyes glow. I just have Cobl races and the glow versions aren't glowing. I have no experience but i QUOTE (Corepc @ Oct 27 2009, 08:15 PM) *
read above about Elaborate Eyes and Cobl Races.

Capucine Glowing Eyes are included in Cobl Races

----------
Question from closed thread.


http://www.tesnexus.com/downloads/file.php?id=8397&navtag=file/images.php?id=8397&tab=3
That is a link to Vanilla Eyes Addon. I installed it and used Wrye Bash(did not merge as could not) but it worked. I can see again! My eyes GLOW! :shocking:

Armored_Antoroch :clap:
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Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Wed Mar 30, 2011 11:50 am

A friend of mine just got GOTY for christmas and is eager to start learning to mod. I have started him with OBMM and he apparently screwed something up already or is missing something. He is wanting to try out a new race also as he already has played vanilla on xbox. I have looked at the Cosmetic Res download stucture and whipped this OMOD installation script up for him. Is this right, or should it be more detailed as to what to install? He also got a new hard drive so space isn't an issue.
If VersionLessThan 1.0.0   Message "This mod must be installed by OBMM version 1.0.0 or later to prevent script errors."   FatalErrorEndIfDontInstallAnyDataFilesDontInstallAnyPluginsCopyDataFolder "Install FIRST\\Docs" "Docs" TrueCopyDataFolder "Install FIRST\\meshes" "meshes" TrueCopyDataFolder "Install FIRST\\textures" "textures" TrueCopyDataFolder "Install FIRST\\sound" "sound" True		   ;================================================================================== 	Select "What body replacer do you use.","Exnem Bodies","FF Bodies","Robert's Male Bodies","None"		Case Exnem Bodies				  CopyDataFolder "Install Next - IF using Exnem Bodies\\meshes" "meshes" True				  CopyDataFolder "Install Next - IF using Exnem Bodies\\textures" "textures" True				  Message		"Cobl Cosmetic Resources for Exnem Bodies installed." "Message" 			Break		Case FF Bodies				  CopyDataFolder "Install Next - IF using FF Bodies\\meshes" "meshes" True				  CopyDataFolder "Install Next - IF using FF Bodies\\textures" "textures" True				  Message		"Cobl Cosmetic Resources for FF Bodies installed." "Message" 			Break 		Case Robert's Male Bodies				  CopyDataFolder "Install Next - IF using Robert's Male Bodies\\meshes" "meshes" True				  CopyDataFolder "Install Next - IF using Robert's Male Bodies\\textures" "textures" True				  Message		"Cobl Cosmetic Resources for Robert's Male Bodies installed." "Message" 			Break 		Case None				  Message		"Cobl Cosmetic Resources for Vanilla Bodies installed." "Message" 			Break	EndSelect

Metallicow
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Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Wed Mar 30, 2011 12:11 pm

A friend of mine just got GOTY for christmas and is eager to start learning to mod. I have started him with OBMM and he apparently screwed something up already or is missing something. He is wanting to try out a new race also as he already has played vanilla on xbox. I have looked at the Cosmetic Res download stucture and whipped this OMOD installation script up for him. Is this right, or should it be more detailed as to what to install?

Metallicow


And here is my Revision to your omod script which works and

once we do update the Cobl Races Cosmestics, then it can be used.

I removed all the extra "=====" in line 13, and

added SelectMany has option for those that use both Female and Male Body Replacers which was really only change that it needed.

Tested has needed and works correctly now..

If VersionLessThan 1.0.0   Message "This mod must be installed by OBMM version 1.0.0 or later to prevent script errors."   FatalErrorEndIfDontInstallAnyDataFilesDontInstallAnyPluginsCopyDataFolder "Install FIRST\\Docs" "Docs" TrueCopyDataFolder "Install FIRST\\meshes" "meshes" TrueCopyDataFolder "Install FIRST\\textures" "textures" TrueCopyDataFolder "Install FIRST\\sound" "sound" True		   ;	SelectMany "What body replacer do you use.","Exnem Bodies","FF Bodies","Robert's Male Bodies","None"		Case Exnem Bodies				  CopyDataFolder "Install Next - IF using Exnem Bodies\\meshes" "meshes" True				  CopyDataFolder "Install Next - IF using Exnem Bodies\\textures" "textures" True				  Message		"Cobl Cosmetic Resources for Exnem Bodies installed." "Message" 			Break		Case FF Bodies				  CopyDataFolder "Install Next - IF using FF Bodies\\meshes" "meshes" True				  CopyDataFolder "Install Next - IF using FF Bodies\\textures" "textures" True				  Message		"Cobl Cosmetic Resources for FF Bodies installed." "Message" 			Break 		Case Robert's Male Bodies				  CopyDataFolder "Install Next - IF using Robert's Male Bodies\\meshes" "meshes" True				  CopyDataFolder "Install Next - IF using Robert's Male Bodies\\textures" "textures" True				  Message		"Cobl Cosmetic Resources for Robert's Male Bodies installed." "Message" 			Break 		Case None				  Message		"Cobl Cosmetic Resources for Vanilla Bodies installed." "Message" 			Break	EndSelect


Thank you, now Cobl Races has omod installer script..

Corepc
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Wed Mar 30, 2011 12:22 pm

I am having a terrible time installing this.

I installed it once and it worked fine. but when i removed a small shop mod from my game, suddenly I dropped from lvl 10 to lvl 6. Since I had installed COBL inbetween installing and uninstalling that one, I removed it also, completed rebuilt my game from a data back up file, and now reinstalled COBL, using the OMOD.

I play a wood elf character. The first time I installed COBL, the race balance adjustments happened and I got the new "balanced" effects. When I reinstalled and went into a clean save, and it tells me that my balancing has already happened and that no adjustment needs to be made. But now I have No Greater Powers and no active effects. In essence, I have lost the vanilla race and class effects and not gained the CRB ones, and have nothing.

I am getting a bit frazzled by this whole process. Is there a way to fix this without completely reinstalling again, for the 3rd time?

I used obmm to install the cobl omod, installed the race compilation (incl the FF body folder), I use wrye bash and boss for load order. and I did the bash patch.

I can post a load list if it helps, but it is pretty clean, no other mods that effect race attributes, mainly the official and unofficial patches, the dlc's and their patches, OOO, and a few odds and ends like slof's horses.

Help would be greatly appreciated.

Edit: After searching around more, I have come to the conclusion that when I uninstalled COBL, the new spells I had gained were not removed. When I reinstalled, it saw the spells and gave me the following message: Racial spells appear up to date so no changes to racial stats will be applied either".

I went back through all my saved games until I found one that was before any new spells had been added, and that one did correctly apply the reinstalled COBL. Seems like if you uninstall this you need to make sure your last saved game does NOT include any new spells. I didn't read anything like this in the uninstall directions. Maybe it should be added. I lost a few days of game play, but it is working now.
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Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Wed Mar 30, 2011 1:27 am

Edit: After searching around more, I have come to the conclusion that when I uninstalled COBL, the new spells I had gained were not removed. When I reinstalled, it saw the spells and gave me the following message: Racial spells appear up to date so no changes to racial stats will be applied either".

I went back through all my saved games until I found one that was before any new spells had been added, and that one did correctly apply the reinstalled COBL. Seems like if you uninstall this you need to make sure your last saved game does NOT include any new spells. I didn't read anything like this in the uninstall directions. Maybe it should be added. I lost a few days of game play, but it is working now.


Did you try this..

Note that if you've been playing with CRB for a while, but wish to switch back to vanilla balancing, you can do that. After reloading, Cobl will again recognize the change and revert your player back to Oblivion birthsigns and racial stats, etc. The procedure will be the same as above.

If Cobl fails to autosense the change (or if you canceled the automatic update), you can force start the transition process by starting the appropriate quest from the console:
* startQuest cobBalToBalancedQ -- To switch from vanilla to balanced.
* startQuest cobBalToVanillaQ -- To switch from balanced to vanilla.


Else read this

http://theelderscrolls.info/?go=9ReadMeBalancingProject
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(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Wed Mar 30, 2011 10:10 am

OK...in reference to http://www.gamesas.com/index.php?/topic/1081905-obmm-question/ for me to contact you here...

Just for review - I want to have Cosmetic rez as a turn on/off module loaded in OBMM. Here were my steps:

* Create a new mod
* Point the archive to my Cobl Cosmetic Rez archive
* Add the script and save.

Once I did that all was good, until I activated the mod. OBMM was looking good and seeming to decompress the files. Then the little decompression window went away and I"ve been waiting almost an hour - OBMM is running but won't let me click on any of the buttons or close it. It seems to be hung. (Edit: I just killed the process - it was hung)

What did I do wrong?
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carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Wed Mar 30, 2011 10:54 am

Once I did that all was good, until I activated the mod. OBMM was looking good and seeming to decompress the files. Then the little decompression window went away and I"ve been waiting almost an hour - OBMM is running but won't let me click on any of the buttons or close it. It seems to be hung. (Edit: I just killed the process - it was hung)

What did I do wrong?


Sometimes you have to give time for OBMM to make omods, the decompression window usually goes to background once it start and you cannot do anything else in obmm until that is done, you can alt-tab, to bring it to the front.

If you set the compression rate too high sometimes it will stall out like it did for you if you have alot of other programs running, Try disconnecting from internet, turn off firewall, and av and then rebuild omod once again.
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darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Wed Mar 30, 2011 1:04 am

Sometimes you have to give time for OBMM to make omods, the decompression window usually goes to background once it start and you cannot do anything else in obmm until that is done, you can alt-tab, to bring it to the front.

If you set the compression rate too high sometimes it will stall out like it did for you if you have alot of other programs running, Try disconnecting from internet, turn off firewall, and av and then rebuild omod once again.


Thanks - I rebooted, unloaded some programs and tried again. It took. Hope everything loads and looks all right now! I'm really looking forward to seeing the results of TNR.
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sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Wed Mar 30, 2011 3:02 am

Hey!

A quick question - this doesn't seem to be based off the 10.5 version of the RBP - please correct me if I'm wrong.

As such, I'm wondering if there's a place where one could read upon the differences between the two mods. I'm asking because I'm working on a clean install and I was reluctant on using RPB because of its Magicka and Birthsign changes.

Thank you!

cc
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Stefanny Cardona
 
Posts: 3352
Joined: Tue Dec 19, 2006 8:08 pm

Post » Wed Mar 30, 2011 2:14 pm

Hey!

A quick question - this doesn't seem to be based off the 10.5 version of the RBP - please correct me if I'm wrong.

As such, I'm wondering if there's a place where one could read upon the differences between the two mods. I'm asking because I'm working on a clean install and I was reluctant on using RPB because of its Magicka and Birthsign changes.

Thank you!

cc

Quick, not so complete answer - Cobl's version hasn't really been updated since it was included. If I remember correctly, that puts it at around v9.5. As for differences, the newer RBP has a few extra races, and Cobl has simplified a few things, but that's all I know for sure.
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Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Wed Mar 30, 2011 7:01 am

For some reason, none of the packs included in COBL races are working. I just get black eyes, and no hair.

Perhaps it's a compatibility issue?

Here's my mod list, any help will be appreciated.

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b1]06  FCOM_Convergence.esm  [Version 0.9.9a7]07  Kvatch Rebuilt.esm08  Better Cities Resources.esm09  CM Partners.esm0A  Unofficial Oblivion Patch.esp  [Version 3.2.0]0B  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0C  DLCShiveringIsles.esp0D  Better Cities .esp0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  Francesco's Optional Chance of More Enemies.esp11  Francesco's Optional Leveled Guards.esp12  FCOM_Francescos.esp  [Version 0.9.9]13  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Natural_Weather_by_Max_Tael.esp16  Natural_Habitat_by_Max_Tael.esp17  Enhanced Water v2.0 HD.esp18  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]19  DLCHorseArmor.esp1A  DLCOrrery.esp1B  DLCVileLair.esp1C  DLCMehrunesRazor.esp1D  MaleBodyReplacerV4.esp1E  EVE_StockEquipmentReplacer.esp1F  DLCThievesDen.esp20  Cobl Glue.esp  [Version 1.72]21  Cobl Si.esp  [Version 1.63]22  OOO 1.32-Cobl.esp  [Version 1.72]23  Bob's Armory Oblivion.esp24  FCOM_BobsArmory.esp  [Version 0.9.9]25  Oblivion WarCry EV.esp26  FCOM_WarCry.esp  [Version 0.9.9]27  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]28  FCOM_Convergence.esp  [Version 0.9.9]29  FCOM_RealSwords.esp  [Version 0.9.9]2A  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]2B  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]2C  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]2D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]2E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]2F  OOO-WaterFish.esp  [Version 1.34]30  MMM-Cobl.esp  [Version 1.69]31  (DC) Sutch Reborn.esp32  Sutch Reborn Spawn Patch.esp33  Kvatch Rebuilt.esp34  Kvatch Rebuilt - OOO Compatibility.esp35  Kvatch Rebuilt - Leveled Guards - FCOM.esp36  Region Revive - Lake Rumare.esp37  Solace.esp38  CM Solace.esp39  Villages1.1.esp3A  DLCFrostcrag.esp3B  Knights.esp3C  EVE_KnightsoftheNine.esp3D  AFK_Weye.esp3E  Rumare-AFK_Weye Patch.esp3F  ElsweyrAnequina.esp40  xuldarkforest.esp  [Version 1.0.5]41  xulStendarrValley.esp  [Version 1.2.2]42  xulTheHeath.esp43  XulEntiusGorge.esp44  xulFallenleafEverglade.esp  [Version 1.3.1]45  Anequina-Fallenleaf-Patch.esp46  xulColovianHighlands_EV.esp  [Version 1.2.1]47  xulChorrolHinterland.esp  [Version 1.2.2]48  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]49  SutchReborn-LostCoast patch.esp4A  OOO-UL-Sutch patch.esp4B  xulBravilBarrowfields.esp  [Version 1.3.2]4C  xulLushWoodlands.esp  [Version 1.3]4D  xulAncientYews.esp  [Version 1.4.2]4E  xulAncientRedwoods.esp  [Version 1.6]4F  xulCloudtopMountains.esp  [Version 1.0.3]50  xulArriusCreek.esp  [Version 1.1.3]51  xulRollingHills_EV.esp  [Version 1.3.2]52  xulPantherRiver.esp53  xulRiverEthe.esp  [Version 1.0.2]54  xulBrenaRiverRavine.esp  [Version 1.0.2]55  xulImperialIsle.esp  [Version 1.6.5]56  xulBlackwoodForest.esp57  xulCheydinhalFalls.esp  [Version 1.0.1]58  KvatchRebuilt-CheydinhalFalls patch.esp59  Villages-CheydinhalFalls patch.esp5A  xulAspenWood.esp  [Version 1.0.1]5B  xulSkingradOutskirts.esp5C  Open Better Cities Full.esp5D  Open Better Cities - Full City Defences.esp5E  OBCChorrol-ChorrolHinterland fix.esp5F  OBCBravil-Barrowfields patch.esp60  OCLR+ULBWForest Patch.esp  [Version 1.0]61  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.3]62  Natural_Vegetation_by_Max_Tael.esp63  EVE_ShiveringIslesEasterEggs.esp64  CM Partners.esp65  CM Partners Special NPCs.esp66  CM Partners NPC.esp67  CM Partners More NPCs.esp68  CM Partners Marker NPCs.esp69  CM Partners Extra NPCs.esp6A  Cobl Races.esp  [Version 1.52]6B  Cobl Races - Balanced.esp  [Version 1.52]6C  EVE_KhajiitFix.esp6D  Better Cities - Full City Defences.esp6E  Better Cities Full.esp6F  BCBravilFULL-Barrowfields patch.esp70  BCChorrol-ChorrolHinterland fix.esp71  BCCheydinhalFULL-CheydinhalFalls patch.esp72  Better Cities - No LEYAWIIN Flooding.esp73  BCSkingrad-SkingradOutskirts patch.esp74  Better Cities - VWD of the IC.esp75  Better Imperial City.esp76  Better Imperial City FPS Patch.esp77  Better Cities - COBL.esp  [Version 2]78  Better Cities Full FPS Patch.esp79  Francesco's 7 days respawn time - 1-24 day lenght rescale.esp7A  MiniMap.esp7B  Bashed Patch, 0.esp7C  Oblivion Graphics Extender Support.esp  [Version 0.2]7D  OOO-Sutch patch.esp



The races themselves aren't working either. I'm at a loss here, anyone else have experience with this problem?

I'll edit the mod list out, if it's unneeded.
User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Wed Mar 30, 2011 12:09 pm

Use Wrye Bash, right click the header in the mods tab and choose "list mods". Replace the list you posted with that one.

The way you've posted it doesn't provide the necessary information.
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Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Wed Mar 30, 2011 2:01 am

For some reason, none of the packs included in COBL races are working. I just get black eyes, and no hair.



Did you download and install the cobl cosmetics file has well. Sound like missing resource's

did you install the exnem folder has well and robert folder has well.

What version of Bash are you using?
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Wed Mar 30, 2011 7:21 am

Did you download and install the cobl cosmetics file has well. Sound like missing resource's

What version of Bash are you using?


275, been putting off updating it, due to laziness. :shrug:

Also yes I did download the COBL cos file, but I just deactivated/reactivated the mod through OBMM in an attempt to fix it myself. I don't know if that means I'll have to reinstall the cos pack, but yeah.

I'm going to try reinstalling the cos pack, maybe something happened to them while I was downloading other mods. Can't hurt, they'll just overwrite the old ones, right?
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lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Wed Mar 30, 2011 12:32 am

275, been putting off updating it, due to laziness. :shrug:


update bash to 2.83 well worth it for it new features.

reactivate cobl cosmetics in obmm

the move eve_khajiitfix up in load order above Cobl Races and Races Balanced

Make sure MaleBodyReplacer, Eve_Khajjitfix, and Cobl Races and Race Balanced are selected in Races section of Bash.

Corepc
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Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Wed Mar 30, 2011 12:19 pm

Sounds like a plan, I'll start on that right now. Will let you know how it turns out later.

Thanks for the help, btw.
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Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Tue Mar 29, 2011 10:24 pm

update bash to 2.83 well worth it for it new features.

reactivate cobl cosmetics in obmm

the move eve_khajiitfix up in load order above Cobl Races and Races Balanced

Make sure MaleBodyReplacer, Eve_Khajjitfix, and Cobl Races and Race Balanced are selected in Races section of Bash.

Corepc


Okay, I activated the cos pack, BOSS took care of the load order, and got 2.83

Now, as for Bash, do you mean check their boxes in the window that comes up when you rebuild the bashed patch? When it comes to Wrye Bash, I'm a novice.
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Chris Ellis
 
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Joined: Thu Jul 26, 2007 10:00 am

Post » Wed Mar 30, 2011 6:12 am

Okay, I activated the cos pack, BOSS took care of the load order, and got 2.83

Now, as for Bash, do you mean check their boxes in the window that comes up when you rebuild the bashed patch? When it comes to Wrye Bash, I'm a novice.


Bash, yes that is what I mean, when you are rebuilding your patch select those mods under races section once again. If not already selected that is.
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Jessica Phoenix
 
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Joined: Sat Jun 24, 2006 8:49 am

Post » Wed Mar 30, 2011 8:07 am

Bash, yes that is what I mean, when you are rebuilding your patch select those mods under races section once again. If not already selected that is.



Okay. I did all of that, booted up the game, and the hairs eyes and whatnot still do not work correctly.

I'm going to crack open the CS and look around a bit, perhaps I can figure out what the deal is.
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Nichola Haynes
 
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Joined: Tue Aug 01, 2006 4:54 pm

Post » Wed Mar 30, 2011 1:32 am

Okay. I did all of that, booted up the game, and the hairs eyes and whatnot still do not work correctly.


Did you start a new character ? has you would either need to do that or else use console and bring up character menu and change your eyes and hair that way.

Install Cobl Races TNR to verify Cobl Cosmetics are working, if they show up on npcs then it is installed correctly..
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Grace Francis
 
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