About this mod
NPCs will wear cloaks when the weather isn't sunny, and add hoods of the same colour as the cloak when it rains. The player can loot them from NPCs. ALPHA version; needs testing in long play.
- Requirements
- Permissions and credits
- When it's not sunny, NPCs will get a cloak to wear. When it's raining, they will also get a hood of the same colour.
- Cloaks normally occupy the tail slot, but beast races receive cloaks that use the amulet slot, so their tail does not disappear. You won't see cloaks on Khajiit and Argonians wearing armour, because cuirasses cover the amulet slot, unless you have a mod that lets you see amulets worn by characters with a cuirass. Also, Argonians don't care about the rain, so they don't wear hoods.
- NPCs without cuirass use cloaks from the Travelling Equipment mod (you must downloaded it separately). NPCs with a cuirass use cloaks from the capes and cloaks mod (they are already included in mine, no further download needed), to minimise clipping.
- This mod randomly distributes cloaks and hoods to NPCs. It does not directly edit inventories, so it should be compatible with anything else that doesn't use the same body slots.
- This mod does not directly affect the player.
- If there is interest, I can also try to make a version which simply gives everyone a cloak, without the weather factors.
- The most recent version (3.2) uses the "don't remove" flag. See the changelog for details. The flag is very useful, but it can cause a crash if you hit the NPC with a "removeallitems" command. If you get a crash from trying to use a mod that removes all items from an NPC (for example, by trying to turn it into a charred corpse without any equipment), use the old version (3.1).
REQUIREMENTS
Needs Traveller's equipment, because I built it while using that mod, although one could make an independent version; but it's a nice mod, and I don't see much reason not to use it.
Also needs OBSE.
INSTALLATION
Download the archive and drop its contents in the oblivion\data folder. You probably should use a mod manager like MO2, however, because it makes everything easier.
HOW IT WORKS
This mod searches for NPCs and gives them two tokens. One is simply to show that they did get a cloak type already. The other one is a cloak token, one of many of various colours. So each NPC gets one colour token. These tokens contain a script that triggers the use of the cloaks and hoods when the weather is right and determine their colour. So a character that gets a green token will sport a green cloak and a green hood when it rains. The token also makes sure the NPCs actually wear the cloaks when they have them (they don't normally wear tail slot items on their own).
The first version of this mod used a levelled item to distribute the tokens. This however had a small problem: characters close to each other usually got the same cloak colour. The current version instead selects a random number and uses it to pick a cloak from an array.
CHANGELOG
3.2
- Uses rand and arrays to select the cloak, for a more random distribution, while it previously used a levelled item.
- Uses
npc.equipitem cloak 1
to add a "don't remove" flag to the cloaks, so NPCs won't remove their tail item slots when you get close to them. - All NPCs with a tail, even from custom-made races from other mods, now use amulet slot cloaks.
- Dremora, Golden Saints and Dark Seducers don't use cloaks.
3.1
- First published version.
WARNING
This is an alpha version. I have tested it with the console command fw, which occasionally causes bugs in and of itself. It seems to work in normal play, but it occasionally stopped working when forcing weather with the console. See how it works for you. Please leave comments if you find problems.
LOICENCE
My esp and the hood resources I made are distributed with CC0 license; see the mods linked above for licenses concerning their resources.