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Name: Blockhead

Version: 9.2
Date: 2/8/14
Category: Miscellaneous
Required: Patch 1.2.0416, Oblivion Script Extender, Microsoft Visal !""
2012 #edist., $P! %ex %&ea' (#eco))ended*
Author(s): shadeMe
Source: http+,,oblivion.nexs)ods.co),)ods,4-./2
Forum: http+,,for)s.bethsoft.co),topic,106020/1shade)es1fl2spec'1
creations,
Description
=======
Blockhead is an OBSE plugin in its late forties that has had enough of the Oblivion engines
limitations. Born in a robber button and brought up by a Dachshund named Colin, it learnt
the harsh facts of reality early. Only to laugh at its face, teak its nose and drop ice cubes
don its vestments.
Over the course of its unnecessarily long and insipid life, it has achieved a great many
things, such as!
"he compulsory serving of asparagus at breakfast.
#nrestricted camera movement in the race edit menu.
"he ability to override the inventory menus idle animations.
"he induction of the ord $contra%bularities in the O&ford English dictionary.
"he ability to override head and body assets of '(Cs on a per)'(C*per)+ace basis.
"he ability to override animations of '(Cs on a per)'(C*per)+ace basis.
"idymans carpets.
Fine Print
======
"he camera in the race*se& menu can be controlled ith the directional keys ,arro keys and
-S.D/ and the mouse ,hile holding don the Shift key/. 0t can be reset to its original
position by clicking on the left mouse button and dragging. 1ovement and rotation speeds
can be con%gured in the plugins 0'0 %le.
0nventory idle animation overriding allos custom idle animations to be applied on the
inventory menus 2D player model ithout resorting to replacing e&isting assets. "here are 3
available overrides, from hich one is automatically selected by the engine depending upon
the player characters e4uipped eapon. "he override values in the 0'0 %le should be set to
the %lename5e&tension of a valid 67 %le placed inside the 1eshes8Characters891ale
directory.
Blockhead implements a 2)tier override tool for customi:ing '(C body*head te&tures and
meshes!
"ier ; ,Script/ < .pplied by using script commands. +efer to the command list belo.
"ier = ,(er)'(C/ < .pplied by placing assets ,te&tures*models/ in the folloing folder!
>"e&tures81eshes?8Characters8>Body8@ead?.ssetOverrides8(er'(C8>1od7ile'ame.
e&t?.
.sset naming convention! AABBBBBB9>(art'ame?.>e&t?, here BBBBBB < 7orm0D
of the '(C ,ithout the mod inde&/.
.u&iliary %les such as normal maps, "+0, EC1, EC" %les, etc. need to be similarly
named, i.e, >7ile'ame.s.bove?9n.dds.
"ier 2 ,(er)+ace/ <
Body! .pplied by placing assets in the folloing folder!
>"e&tures81eshes?8Characters8Body.ssetOverrides8(er+ace8>187? ,here 187
corresponds to the gender of the '(C/.
.sset naming convention! BBB9>Body(art'ame?.>e&t?, here BBB < 'ame of the
race.
@ead! @ead part asset overrides ork diDerently. Since all head part related paths are
de%ned, by default, at the +ace level, overrides are only used to support gender
variance. "he override %le paths are automatically derived from the originals de%ned
in the +ace record.
.sset naming convention! >Original (ath87ilename?9>187?.>e&t?, here 1*7 <
Cender.
.s ith "ier =, au&iliary %les need to be renamed appropriately.
Ealid Body(art 'ames!
#pperBody
FoerBody
@and
7oot
"ail
Ealid @ead(art 'ames!
@ead
Ears1ale
Ears7emale
1outh
"eethFoer
"eeth#pper
"ongue
EyesFeft ,1odel override only/
Eyes+ight ,1odel override only/
Order of precedence! "ier ; ? "ier = ? "ier 2 ? Default .sset.
"ier ; overrides do not persist beteen game sessions and therefore need to be reapplied on
loading a save game.
Body*@ead parts ithout a pre)assigned asset can also be overridden, i.e., parts that do not
have a valid model*te&ture path assigned in the editor. "ier 2 overrides for such head parts,
hoever, must be placed in the folloing directory!
>"e&tures81eshes?8Characters8@ead.ssetOverrides8(er+ace8>187? ,here 187 corresponds
to the gender of the '(C/
Gith the folloing naming convention! BBB9>@ead(art'ame?.>e&t?
0n addition to the aforementioned head parts, Blockhead adds limited overriding support for
the folloing!
@air < @air assets can be assigned gender)speci%c %les by adding a $91 or $97 suH&
to their %lenames.
.ge Overlays < .ge te&tures can be overridden on a per)'(C basis through script
commands or custom assets placed in the folloing folder!
"e&tures8Characters8.ge"e&tureOverrides8>1od7ile'ame.e&t?.
7ile naming convention! AABBBBBB9II.dds, here BBBBBB < 7orm0D of the '(C
,ithout the mod inde&/, and II < .ge. Script overrides supersede the latter, do not
persist been game sessions.
'(C animations can be overridden on a per)'(C*per)+ace basis too. .nimation overrides are
implemented as special animations internally. .ll animation %les need to be placed in the
folloing directory! 1eshes8Characters891ale8Special.nims.
(er)'(C < Override %les must use the folloing naming convention!
>7ilename?9BF6D9(E+'(C9BBB9AAIIIIII.kf, here BBB < 'ame of the mod %le
name 5 e&tension, IIIIII < 7orm0D of the '(C record, ithout the mod inde&.
(er)+ace < Override %les must use the folloing naming convention!
>7ilename?9BF6D9(E++.CE9BBB9I.kf, here BBB < 'ame of the race, I < Cender
,1*7/.
"he %rst part of the %lename must follo the same naming convention as the vanilla
games, e.g., Bo0dle9(E++.CE9'ord91.
.n '(C can be aDected by more than one override at the same time < "he engine has the
%nal say on hich animation %le gets used ,the actual mechanics of the picking logic is yet
to be discovered*understood/.
"he plugins 0'0 %le is generated after %rst run ,in the same folder as the DFF %le/ and
contains options to toggle its features.
0t is recommended that Blockhead be used in tandem ith the '(C "e& "eak plugin, hich
oDers users more avenues to customi:e '(C te&tures.
Command ist
=========
SetBody.ssetOverride < .pplies a body asset ,script/ override to the calling refs '(C form.
+eturns true if successful. "he te&ture path must be relative to the Data8>"e&tures81eshes?
folder and must point to a valid asset %le.
(success:bool) ref.SetBodyAssetOverride
overridePathFormatString:string var1 var ... var! bodyPart:int asset"y#e:int
(o#t)base$P%:ref
CetBody.ssetOverride < +eturns the ,script/ override asset path of a body part. +eturns an
empty string hen no override is found.
(#ath:string) ref.&etBodyAssetOverride bodyPart:int asset"y#e:int
(o#t)base$P%:ref
+esetBody.ssetOverride < +emoves a body parts ,script/ override asset.
(nothing) ref.'esetBodyAssetOverride bodyPart:int asset"y#e:int
(o#t)base$P%:ref
Set@ead.ssetOverride < .pplies a head asset ,script/ override to the calling refs '(C form.
+eturns true if successful. "he te&ture path must be relative to the Data8>"e&tures81eshes?
folder and must point to a valid asset %le.
(success:bool) ref.Set(eadAssetOverride
overridePathFormatString:string var1 var ... var! headPart:int asset"y#e:int
(o#t)base$P%:ref
Cet@ead.ssetOverride < +eturns the ,script/ override asset path of a head part. +eturns an
empty string hen no override is found.
(#ath:string) ref.&etBodyAssetOverride headPart:int asset"y#e:int
(o#t)base$P%:ref
+eset@ead.ssetOverride < +emoves a head parts ,script/ override asset.
(nothing) ref.'eset(eadAssetOverride headPart:int asset"y#e:int
(o#t)base$P%:ref
Cet7aceCen.ge < +eturns the age of the calling refs '(C form.
(age:float) ref.&etFace&enAge (o#t)base$P%:ref
Set7aceCen.ge < Sets the '(Cs age. .ge values must lie beteen ;J and KJ.
(nothing) ref.&etFace&enAge age:int (o#t)base$P%:ref
+efresh.nimData < +efreshes the calling references animation state.
(nothing) ref.'efreshAnim)ata
Set.ge"e&tureOverride < Overrides the age te&ture base path for the calling refs '(C form.
+eturns true if successful. "he path must be relative to the Data8"e&tures folder and the
corresponding te&tures must use the folloing naming convention! >Base(ath?>.ge?.dds
(nothing) ref.SetAge"e*tureOverride overridePathFormatString:string
var1 var ... var! (o#t)base$P%:ref
+eset.ge"e&tureOverride < +emoves the '(Cs age te&ture base path override.
(nothing) ref.'esetAge"e*tureOverride (o#t)base$P%:ref
"oggle.nimOverride < Enables*Disables Blockheads animation overrides on the '(C.
+efresh.nimData needs to be called for immediate eDect.
(nothing) ref."oggleAnimOverride state:bool (o#t)base$P%:ref
Ealid Body (arts!
+##erBody ,
-o.erBody , /
(and 0 1
Foot 0 2
"ail 0 12
Ealid @ead (arts!
(ead , !
3ars4ale , 1
3arsFemale 0
4outh 0 /
"eeth-o.er 0 1
"eeth+##er 0 2
"ongue 0 5
3yes-eft 0 6
3yes'ight 0 7
Ealid .sset "ypes!
"e*ture , 1
4odel ,
.sset related changes ill not take eDect until the references 2D is reloaded.
!nstall
====
;. E&tract this archive to any folder and then copy the contents to OblivionLs Data folder.
Delete the plugins 0'0 hen upgrading to a ne version.
=. Faunch the game ith the OBSE launcher.
"ninstall
======
;. Delete the folloing %les*folders!
Data8OBSE8(lugins8Blockhead.dll
Data8OBSE8(lugins8Blockhead.ini
Compati#ilit$
========
"his plugin is compatible ith every other OBSE plugin there is. Should you %nd a
discrepancy, please report it through the contact avenues as stated belo.
.nimation overrides ill not ork on '(Cs that use non)standard %le paths for their
skeletons, i.e., skeleton meshes must be placed in the 1eshes8Characters891ale directory.
Special animations added using OBSEs "oggleSpecial.nim script command may be
superseded by Blockheads overrides occasionally. Overrides for some animation groups
,such as Cast/ may not ork consistently.
Contact
=====
Do send in your suggestions and ideas to improve the plugin ) 0ll be more than happy to add
it in henever necessary. .lso, if you %nd any bugs, please report them.
7or anything about the modi%cation, (1 me at
Bethsoft Forums! shadeMe
Credits
=====
Special thanks to!
0an (atterson, Stephen .bel and (aul Connelly ,The OBSE Team/ ) 7or keeping up the
Oblivion 1odding spirit and providing the modding community ith Oblivions Eli&ir of
0mmortality. .nd for the .(0.
F@ammonds ) 7or his readme generator.
nuska < 7or keeping me occupied on a Sunday.
scanti < 7or the '(C "e& "eak plugin and his pioneering ork in the %eld of engine
e&tension.
"he +est of the 1odding Community ) 7or the inspiration 0 needed to start modding and all
the onderful mods hich 0 use.
Bethesda ) 7or providing a rather malleable game.
%ools "sed
=======
M)Nip ) http!**.tesne&us.com*donloads*%le.phpOidP;JJMQ
Oblivion 1od 1anager ) http!**.tesne&us.com*donloads*%le.phpOidP=AQM
Oblivion Script E&tender ,OBSE/ ) http!**obse.silverlock.org
1icrosoft Eisual Studio =A;= ) http!**.microsoft.com*
0D. (ro ) http!**he&)rays.com
+eadme Cenerator ) http!**lhammonds.game)host.org*obmm*tools9readme9generator;.asp
+um ) http!**en.ikipedia.org*iki*+um
7ish ) http!**en.ikipedia.org*iki*7ish
foobar=AAA ) http!**.foobar=AAA.org
"sa&e
====
icense' WML !" Modi#y and Redistri$ute% Share A&i'e ( ish
R Iou are free to redistribute this ork in an unmodi%ed*modi%ed form, so long as you! ;/
obtain permission from the author,s/, =/ give the author,s/ credit proportional to their
contribution to the %nal ork, 2/ distribute the %nal ork under the same terms, and S/
make artistic resources included ith the %nal ork available under the same terms as
belo.
R .rtistic resources ,meshes, te&tures, sounds, etc./ included ith this ork may be included
in unmodi%ed form ith modi%ed versions of this ork, so long as their authors are given
credit proportional to their contribution to the %nal ork. 'ote that artistic resources may
not be modi%ed, or e&tracted from this ork, unless permission is given elsehere.
If you use the assets of a mod which was not created by you, please give due
credit to its creator. They deserve it.
e&al
====
"his mod is provided as TisT. "he author is not responsible for any damage done to your save
game, game installation or even your computer ,though such an event happening is highly
unlikely/. #se at your on risk.
Chan&e o&
========
Q.= < Bug %&es
Q.; < Changed anim override %le naming convention, added a script command to toggle
anim overrides, bug %&es
Q.A < .lloed overrides for body*head parts ithout default assets, added age te&ture and
hair overriding, bug %&es
3.; < 7i&ed various bugs, removed the unused ,and buggy/ $0dle inventory idle override
3.A < #pgraded to ES =A;= C55 runtimes, added tier)based overriding for head assets,
added animation overriding, bug %&es
M.A < .dded support for body model overrides, updated script commands, implemented 2)
tier system
K.A < .dded support for scripted body te&ture overrides, 7aceCen age getter*setter
commands, removed pre)generated face te&ture related patches ,the '(C "e& "eak
provides a more complete solution to the issue/
J.; < 7i&ed a body te&ture override related C"D
J.A < 0mplemented per)'(C body te&ture overriding
S.A < 0mplemented inventory idle overriding
2.; < 7i&ed age te&ture pathing
2.A < .dded +aceSe&1enu camera poser
=.A < .dded editor support
;.A < 0nitial +elease

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