Prometheus capes

Post » Sun May 27, 2012 4:42 pm

I suppose now works as nobody complained ...
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Hussnein Amin
 
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Post » Sun May 27, 2012 4:52 pm

Updated version II 4.2

http://skyrim.nexusmods.com/downloads/file.php?id=2822



I have updated the file with the new 4.2 version ... strange so many downloaded the 4.1 and no one reported that it didn't show up the cape , well now this is fixed couse I just frogot to enable the node slot used wich is different now from the amulet so you shoudl be able to wear the amulets and the capes together without overcrossing ....
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Alberto Aguilera
 
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Post » Sun May 27, 2012 2:24 pm

oi thanks for the release :D
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jasminε
 
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Post » Sun May 27, 2012 8:01 pm

Thanks for bumping , is there any request or new sugestions for the capes?
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Megan Stabler
 
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Post » Sun May 27, 2012 4:12 pm

didn't mean to bump I am a really devoted fan of the mod :P
before actually making a request (and I have many, LOL) I want to ask what are your feelings and skills about clipping atm. do you think it can be optimized?
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aisha jamil
 
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Post » Sun May 27, 2012 3:30 pm

No ... You can either have standalone cape + clips somehow or capes merged in same armor with. Fixed clipiing... I have incorporated this mod too in issgard...
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X(S.a.R.a.H)X
 
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Post » Sun May 27, 2012 5:00 pm

Prometheus - I posted in your PM (and in your Issgard board) how to make your cloaks compatible with Frostfall. Is this something you'd be interested in doing? If it's something you've already done, let me know, and I will post the information on my threads and provide a link to your cloaks.
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Nicole Kraus
 
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Post » Sun May 27, 2012 3:41 pm

I am interested in doing but , I am not sure if I have already done by adding the naming tag , I must recheck , anyway I do not want to make those kind of capes "heavier" than the others like winter is coming stuff or cloacks as , are more capes and less protective I guess , but I have intentions to make also heavier ones because I "need" them for Issgard , so , yes surely I will make them compatible if aren't already ...
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Ridhwan Hemsome
 
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Post » Sun May 27, 2012 10:25 pm

Cloaks are cloaks to me, I don't have "light" or "heavy". I just look for 4 keywords and, if they're present, that's a cloak.

Just let me know. Thanks!
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kasia
 
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Post » Sun May 27, 2012 8:25 pm

I need to use all tof those

ArmorMaterialLeather
VendorItemClothing
ArmorClothing
ClothingNecklace


Or just one is enough ?

becouse so far the actual used are :

VendoritemClothing
ClothingBody
ClothingRich
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Tessa Mullins
 
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Post » Sun May 27, 2012 4:43 pm

I posted this recently in the Frostfall Nexus thread, this should answer your question.

For a cloak to be recognized by Frostfall properly, it must have the following keyword combination:

(ArmorMaterialLeather OR ArmorMaterialHide; you must pick one)
AND VendorItemClothing
AND ArmorClothing
AND ClothingNecklace


And the following keywords are prohibited:
ClothingBody, ArmorCuirass, ClothingHands, ArmorGauntlets, ClothingFeet, ArmorBoots. ClothingHead, ArmorHelmet
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James Hate
 
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Post » Sun May 27, 2012 1:40 pm

apart in your mod what does this imply in game normally?
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Dalia
 
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Post » Sun May 27, 2012 9:30 pm

Keywords are just metadata. Scripts and condition functions can use this information to make decisions.

In this application, it means that if your cloaks were craftable, they would show up under the Leather or Hide subcategories, and vendors who purchase clothing would buy the cloaks. Nothing major, really.

http://www.creationkit.com/Keyword
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Lou
 
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Post » Mon May 28, 2012 1:42 am

Ok is what I supposed was the use , so I can use in case clothing rich if Imake a richer version and what if I have a cape made of dragonskin? couts as hide?
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danni Marchant
 
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Post » Mon May 28, 2012 3:15 am

You just need that combination of keywords, and to avoid the prohibited ones. That's all. You're going to have to do your own research. If using this combination is a problem, let me know.
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Ricky Meehan
 
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Post » Sun May 27, 2012 7:02 pm

Ok one last question ...

since clothing head is forbidden

1 how I do if I make a cape that is also with a hood? should I make them separate objects? for some reason of modeling it woudl be better not in some cases ( depending on the model )

2 How I do to make a much heavier cape than the normal capes? if I have a cape made of linen vs a heavy pelt and fur one ... how I make to differentiate and make that one heavier?
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jenny goodwin
 
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Post » Sun May 27, 2012 12:13 pm

why forbidden?
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Paula Ramos
 
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Post » Sun May 27, 2012 10:29 pm

Ok one last question ...

since clothing head is forbidden

1 how I do if I make a cape that is also with a hood? should I make them separate objects? for some reason of modeling it woudl be better not in some cases ( depending on the model )

2 How I do to make a much heavier cape than the normal capes? if I have a cape made of linen vs a heavy pelt and fur one ... how I make to differentiate and make that one heavier?

1) I currently don't support hood + cloak models. No one else had made one yet. If this is something you think you will do, I could try to add support for it in 1.6.1. For now, I would use the cloak keyword combination, plus ClothingHead or ArmorHelmet.

2) In a previous post, I said,

Cloaks are cloaks to me, I don't have "light" or "heavy". I just look for 4 keywords and, if they're present, that's a cloak.
Is there something about this that you did not understand?

why forbidden?
Because I use those keywords to look for body equipment.
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sunny lovett
 
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Post » Sun May 27, 2012 11:04 pm

1) I currently don't support hood + cloak models. No one else had made one yet. If this is something you think you will do, I could try to add support for it in 1.6.1. For now, I would use the cloak keyword combination, plus ClothingHead or ArmorHelmet.

2) In a previous post, I said,


Is there something about this that you did not understand?
I did understand perfectly but I wanted to know if there is a way to actually get a difference between a cape mantle or cloack and a heavy version with furs , pelts and heavy coverage , there is a huge difference between capes , mantles , cloacks etc mostly I woudl define just a heavy and light difference for use and with or without hood ... actually the hood can be treated even as a helmet kind but still distinguish in light and heavy ... since the game gets a difference in light armor and heavy armor can't this difference be utilized as well?




Because I use those keywords to look for body equipment.
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RUby DIaz
 
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Post » Sun May 27, 2012 10:16 pm

I did understand perfectly but I wanted to know if there is a way to actually get a difference between a cape mantle or cloack and a heavy version with furs , pelts and heavy coverage , there is a huge difference between capes , mantles , cloacks etc mostly I woudl define just a heavy and light difference for use and with or without hood ... actually the hood can be treated even as a helmet kind but still distinguish in light and heavy ... since the game gets a difference in light armor and heavy armor can't this difference be utilized as well?

If you understood, then you must be fully aware that you are asking me for new features, very indirectly.

If you want to ask me to add a feature, just ask, instead of asking me in such a way that makes me believe that you don't understand what I support; it's a waste of my time and yours. You asked, "How [do I] make a much heavier cape than the normal capes", not, "Could you please support capes that are heavier than normal".

Anyway, the answer is that I could, but I won't. My current system is weighted to grant a particular bonus if a cloak is worn, and attempting to differentiate between what "looks warm" and what doesn't is very subjective, and would lead to needing to develop a W.E.A.R. system for cloaks as well, because not everyone will agree with what I think looks warm. It would also require rework on the parts of Cloaks of Skyrim and Winter is Coming to support the new system. I'm not interested in developing something like this right now.
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sarah taylor
 
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Post » Sun May 27, 2012 5:21 pm

Sorry English is not my primary language so spellign and grammar difference may sound different ....
I tought it could be more realistic to have a difference between heavy and light capes ... but I guess we can stick with just a graphical roleplay difference .
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James Rhead
 
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Post » Sun May 27, 2012 10:33 pm

Very nice work.
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Haley Merkley
 
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