Male Oblivion Body Replacer Version 4 Final

By Robert



Again here's a probably final version of my male body mesh. Of the previous body types the bulky one was the most advanced. At first I only intended to upgrade the others, but then bit by bit most of the mesh got an overhaul.
The shape in general didn't change much but there's quite some difference in detail. Partly it's more detailed - mesh is now about 12K faces, anatomy is more correct and the shadowing is mostly satisfying now. Rigging is adjusted with animations loaded, the one of the arms is basically reworked.
Maps are only slightly upgraded - still wasn't in the mood for texturing stuff.

It contains the three main body types: muscular, average and slender. The others will come as expansion.
All shoe and pants models with ankle/foot connection visible now have the body parts replaced (of the basic game, don't have the expansions). One more pants version is contained, 4 and 5 is muscular only. The maps of 1 and 3/4 are recolored versions the same texture and can be switched.

Optional there's the Orc head and the human one with the color settings of the body mesh. Doesn't make sense to have three different settings there like Bethesda did it, because this way head and body don't match. And the settings of the Ork head made it look like plastic.

Additionally there's the two basic idles somewhat adjusted to make charakters look less ape like - only moderately to keep smooth transition to the other animations.



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INSTALLATION:
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Copy the data folder into your Oblivion directory. Average with pants1 is the default you now have in data\meshes\characters\_male, the directory for the body meshes.

If you want a different version, go to meshes\characters\RT\male, there's the folders of the different body types. It's average, muscular and slender, each with cloth and nude subfolders. All body meshes are in \nude, the \cloth folder has the lower body meshes with pants applied. From there copy the files you want to _male. The pants files must be renamed to lowerbody.nif. Same with the sandals contained in the muscular folder renamed to foot.nif. You can use the sandals too by replacing one of the shoe models in the clothes folders. Here rename it to shoes.nif.
When you use the slender version, then the respective beast tails must be used too - tail.nif goes to argonian\male and khajiittail.nif goes to khajiit\male.

If you want to use the heads, they're in RT\resource: headhuman.nif goes to characters\imperial and headorc.nif to characters\orc.
Same with the animations: idle.kf goes to \_male and stand1.kf to \_male\idleanims.
You may have to add the entries to ArchiveInvalidation.txt.

All races have separate maps in their respective texture folders. The textures of all races that originally shared the imperial texture are exchangable. To use them differently just switch the texture files. Three face textures are installed in \imperial, \darkelf and \orc.


Before starting the game activate the body replacer esp.


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I have again included the modified esp of Beautiful People V2.2, though it's probably outdated. It has my modifications added, use it instead of my body replacer esp.

The folder Ren has the fullbody textures for Rens Mystic Elf, replace the original footmale texture files with them.

Should you use other plugins that modify the same races my plugin modifies this will cause conflicts. The plugin loaded as second overwrites the modifications of the first one. Should this happen, then the solution is to add my modifications - it's only some few - to the esp of the other plugin.

Procedure:
- Load the respective esp in TESC (file - data - <plugin>.esp - Set as Active File), and go to 'Character' 'Race' 'Body Data'. For Argonionian link the nif for the tail to characters/argonian/male/tail.nif. For Breton link the foot texture to characters/breton/male/footmale.dds. For Highelf link the foot texture to characters/highelf/male/footmale.dds. For Khajiit link the nif for the tail to characters/khajiit/male/khahiittail.nif, and the texture for foot to characters/khajiit/male/Rtfootmale.dds. For Nord link the foot texture to characters/nord/male/footmale.dds. For Redguard link the foot texture to characters/redguard/male/footmale.dds. For Woodelf link the foot texture to characters/woodelf/male/footmale.dds. (BTW, linking the texture for foot means that all meshes named 'foot' in the nifs, regardless what bodyparts they actually are, will get this texture applied).
Then save and only use this esp.

There may be other ways to deal with this issue, but I'm completely incompetent there, I only played the game for some weeks in the beginning, and afterwards only entered to check my stuff. :) 

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For me it works without ArchiveInvalidation entries. Should there be problems with some of my files not used - the ones where the location isn't changed in the esp - then add the entries of ArchiveInvalidation.txt to your own one in the Oblivion directory.

The files listed here are the ones you have to delete if you want to remove my replacer, because they're used instead of original game files. The other files are additions, when you uncheck the esp the game doesn't use them anymore.



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CREDITS & USAGE:
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The meshes are derived from the Bethesda ones. Body textures and face texture have Rens textures somewhat blended in, the Orc texture partly uses Lizardos Morrowind texture. The pants texture is a composition of textures by Slof, Eshme and Bethesda.

Special thanks to the people at NifTools, without them nothing would have been possible.


Everything can be used freely without any conditions as long as it's not for commercial use. Asking for permission isn't required.


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For outfit go to AlienSlof's site http://www.slofshive.co.uk/index.php?section=gamemods. The current versions of her shops use the former body/clothing, for the next one I'll update the meshes. For Dremora I suggest to use her texture, mine is only the Bethesda textures adjusted to the fullbody map to have the gap filled.





Enjoy,


Robert

