Name: Universal Armor Stands Modder's Resource Version: 1.2 Date: 10/18/2009 Category: Items, Objects and Clothes Requirements: Oblivion Patch 1.2.0.214, Oblivion Script Extender (OBSE) v18b4 or later Author(s): Showler Source: http://www.tesnexus.com/downloads/file.php?id=27683 http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=237274&id=5924 Forum: http://www.bethsoft.com/bgsforums/index.php?showtopic=1046410 Description =========== Inspired by the Crusader Relics stand in Bethesda's Knights of the Nine expansion pack, Universal Armor Stands allows the player to display any armor from any source (mod or original) on a simple display stand. Location ======== There are sixty-one stands available for purchase from any Armor Smith in the game. Armor Smith in this case is defined as any NPC who sells armor, misc items and offers repair services. Details ======= 1.1 Description 1.2 Features of the Universal Armor Stand 1.3 Features exclusive to the Modder's Resource Edition 2.1 Included in this package 2.2 Instructions for adding to your mod. 2.2.1 Adding necessary items to your ESP file 2.2.2 Customizing for your mod 2.3 Instructions for adding multiple stands to your mod 2.3.1 Duplicating Necessary Items 2.3.2 Customizing multiple stands for your mod 1.1 Description: Inspired by the Crusader Relics stand in Bethesda's Knights of the Nine add-on for Oblivion, and made viable by OBSE's ability to swap model paths dynamically, this mod is intended to give an alternative to players who want to display the armor they've fought so hard to gain, but who do not want to use an NPC mannequin mod. The mod provides a new container, in the form of a body armor display stand, and scripting so that the stand will display any body armor placed within the container. The model path of the armor in the stand is read dynamically by OBSE so that it will work with any body armor from any mod, and automatically take into account any model or texture replacers that are installed. The armor will display exactly as it would if you were wearing it. The limitations of the stand are these: The stand works only with body armor. It will not display weapons, shields, quivers, rings or amulets at this time. The stand displays the armor as worn in the game...unfortunately, this includes displaying the portions of skin that are built into many armors. I have hopes that a future version may remove these limitations. 1.2 Features of the Universal Armor Stand: The armor stand has a new original model and is not dependent on Knights of the Nine (no resources are used). The armor stand can be placed into the player's inventory for transport by entering sneak mode and activating while empty. When dropped, it will automatically orient itself in front of and facing the player. The armor stand is fully havoked, and can be moved with the grab key when empty in order to ensure optimal placement. The armor stand will display the armor in the same gender form as the player by default, but comes with an option to reverse the gender form displayed at the player's request. Enter sneak mode and activate the stand while some armor is displayed in order to access the menu. The armor stand has two positions available for display of the helmet to compensate for differing helmet models. Enter sneak mode and activate while the helmet is displayed in order to access the menu. The armor stand has an option in the menu to force it into the static mode (so it is no longer moveable). Enter sneak mode and activate to access the menu, however an item has to be in the stand to get the menu. That item can be removed after the static option is selected and the stand will remain in place. The armor stand will only allow one of each type of armor to be placed in the container at a time. In order to place a new item, remove the existing item first. 1.3 Features added to the Modder's Resource Edition The armor stand will automatically display any armor placed within the container in the Construction set or by script. It will allow armor to be locked in a container and require a key to access, while still being on display to the player. In this way it is suitable for use in quests where armor is the reward for completion. Placing items in the container in the CS or by a script bypasses the item restrictions, so multiple armors as well as weapons, shields, clothing and miscellaneous items can be contained in the chest in this way. Four unplayable token items have been defined in the scripts and included in the enclosed ESP file. They can be placed into the container to activate the stand's special options for armor that is placed in the container by script or in the CS: * Armor Stand Force Alternate Helmet Position Token - Forces the stand to display the helmet in the alternate position. Use if the helmet you wish to display is not correctly positioned with the default setting. Can be overriden by the menu option. Token is removed automatically when no helmet is present in the container. * Armor Stand Force Female Token - Forces the stand to display the armor using the female model regardless of the gender of the player. Use when a story element requires the armor displayed to be suitable for a female. Can be overridden by the menu option. Token is removed automatically when no armor is present in the container. *Armor Stand Force Male Token - Forces the stand to display the armor using the male model regardless of the gender of the player. Use when a story element requires the armor displayed to be suitable for a male. Can be overridden by the menu option. Token is removed automatically when no armor is present in the container. * Armor Stand Force Static Token - Special token to fix the armor stand in a permanent position. Placing this token in the stand will prevent it from being added to the player's inventory, or moved with the grab key. This token is never removed from the container and cannot be removed by the player through normal means. Use if you do not want the player to be able to move the stand in any way. 2.1 Included in this package Universal_Armor_Stand_Modder_Resource.esp - ESP file containing precreated items necessary for stand. No placed items. UniversalArmorStand_GenericScript.txt - Script template for container item UniversalArmorStandMisc_GenericScript.txt - Script template for miscellaneous item UniversalArmorStandQuest_GenericScript.txt - Script template for quest meshes\UniversalArmorStand\UniversalArmorStandMobile.nif - Moveable havoked version of the stand meshes\UniversalArmorStand\UniversalArmorStandStatic.nif - Non-moveable static version of the stand meshes\UniversalArmorStand\UniversalArmorStandTiny.nif - Tiny version of the stand. Only used for token items. textures\Menus\Icons\UniversalArmorStand\UniversalArmorStand.dds - Inventory Icon for stand. 2.2 Instructions for adding to your mod 2.2.1 Adding necessary items to your ESP file The included ESP file contains the necessary items for adding a stand to your mod and can be merged into your mod with TES4Edit. Alternatively, you can use the following list to add the items to your own ESP yourself: Container: ID: xxxxUniversalArmorStand0000 Name: Armor Stand Nif File: UniversalArmorStand\UniversalArmorStandMobile.nif Open Sound: ITMArmorHeavyUp Close Sound: ITMArmorHeavyDown Quest Item: No Respawns: No Weight: 0.0000 Miscellaneous: ID: xxxxUniversalArmorStandMisc0000 Name: Armor Stand Weight: 25.00 Value: 100 Nif File: UniversalArmorStand\UniversalArmorStandTiny.nif Icon Image: UniversalArmorStand\UniversalArmorStand.dds Quest Item: No Quest: ID: xxxxUniversalArmorStandQuest0000 Quest Name: Armor Stand Transport Quest Start Game Enabled: No Allow Repeated Conversation Topics: No Allow Repeated Stages: Yes Clothing 1: ID: UniversalArmorStandForceAlternateHelmetPosition Name: Armor Stand Force Alternate Helmet Position Token Weight: 0 Value: 0 Quest Item: No Hide Rings: No Playable: No Hide Amulet: No Biped Object: Tail Male Biped Model: UniversalArmorStand\UniversalArmorStandTiny.nif Male World Model: UniversalArmorStand\UniversalArmorStandTiny.nif Icon Image: UniversalArmorStand\UniversalArmorStand.dds Clothing 2: ID: UniversalArmorStandForceFemale Name: Armor Stand Force Female Token Weight: 0 Value: 0 Quest Item: No Hide Rings: No Playable: No Hide Amulet: No Biped Object: Tail Male Biped Model: UniversalArmorStand\UniversalArmorStandTiny.nif Male World Model: UniversalArmorStand\UniversalArmorStandTiny.nif Icon Image: UniversalArmorStand\UniversalArmorStand.dds Clothing 3: ID: UniversalArmorStandForceMale Name: Armor Stand Force Male Token Weight: 0 Value: 0 Quest Item: No Hide Rings: No Playable: No Hide Amulet: No Biped Object: Tail Male Biped Model: UniversalArmorStand\UniversalArmorStandTiny.nif Male World Model: UniversalArmorStand\UniversalArmorStandTiny.nif Icon Image: UniversalArmorStand\UniversalArmorStand.dds Clothing 4: ID: UniversalArmorStandForceStatic Name: Armor Stand Force Static Token Weight: 0 Value: 0 Quest Item: No Hide Rings: No Playable: No Hide Amulet: No Biped Object: Tail Male Biped Model: UniversalArmorStand\UniversalArmorStandTiny.nif Male World Model: UniversalArmorStand\UniversalArmorStandTiny.nif Icon Image: UniversalArmorStand\UniversalArmorStand.dds Clothing 5: ID: UniversalArmorStandForceStatic2 Name: Armor Stand Force Static Token Weight: 0 Value: 0 Quest Item: No Hide Rings: No Playable: No Hide Amulet: No Biped Object: Tail Male Biped Model: UniversalArmorStand\UniversalArmorStandTiny.nif Male World Model: UniversalArmorStand\UniversalArmorStandTiny.nif Icon Image: UniversalArmorStand\UniversalArmorStand.dds 2.2.2 Customizing for your mod Step 1: Choose an identifier for your mod. A unique name or code that begins with a letter. For example: BananaHouse12 Step 2: Alter the names of the container, miscellaneous item and quest in your ESP file. Replace the xxxx in each item with your unique identifier. Choose no when asked to make a new form. For example: xxxxUniversalArmorStand0000 ---> BananaHouse12UniversalArmorStand0000 Step 3: Place your armor stand in a cell by dragging the container item to the cell render window and position. Edit the placed reference to make it a persistent reference, add any ownership or lock options as for any container, name it "xxxxUniversalArmorStandRef0000" replacing the xxxx with your unique identifier. For example: BananaHouse12UniversalArmorStandRef0000 Step 4: Use a search/replace on each of the three included script templates. Search for "xxxx" and replace with your unique identifier. For example: Search "xxxx"/Replace "BananaHouse12" Step 5: Create a Quest Script, paste in your modified version of UniversalArmorStandQuest_GenericScript.txt and apply it to the quest. Create a new Object Script, paste in your modified version of UniversalArmorStand_GenericScript.txt and apply it to the container item. Create another Object Script, paste in your modified version of UniversalArmorStandMisc_GenericScript.txt and apply it to the miscellaneous item. Step 6: Add any armor items and Token items to the container item as required for your mod. 2.3 Instructions for adding multiple stands to your mod 2.3.1 Duplicating Necessary Items Create necessary duplicate items by editing the container, miscellaneous item and quest created above. Edit the ID of each to increment then number by one for each new item you need. Choose Yes when asked to make a new form. For Example: BananaHouse12UniversalArmorStand0000 ----> BananaHouse12UniversalArmorStand0001, BananaHouse12UniversalArmorStand0002, BananaHouse12UniversalArmorStand0003, etc. 2.3.2 Customizing multiple stands for your mod. Step 1: Place each new stand into the cell render window. Be sure to use a new container item for each new stand and to alter the number in the Reference ID to match the container item. For example: BananaHouse12UniversalArmorStandRef0001, BananaHouse12UniversalArmorStandRef0002, BananaHouse12UniversalArmorStandRef0003 Step 2: Use a search/replace on your modified scripts created earlier. Search "0000" and replace with "0001", then create new scripts and apply to the newly created items and quests. Repeat with "0000" ---> "0002" and so on. Step 3: Add necessary items and tokens to each container item. Known Issues or Bugs ==================== Armor Stand will not appear if you attempt to place it in the Armor Testing Warehouse off of the Testing Hall. Activating the menu requires an item to be in the stand, so using the "Force Static" option requires you to place an object in the stand first. Object can be removed afterward and stand will stay in static position. History ======= 1.2, 2009/10/18 - Fixed a programming error that made the stands unusable if moved from their initial placement cell. Added "Force Static" option to the menu. Changed menu to auto exit after a selection has been made. Added protection against Quantity Menu settings getting severely corrupted. 1.0, 2009/10/15 - Initial release. Contact ======= You can find me on the official Elder Scrolls forums as 'showler' Credits ======= Thanks to everyone on the official forums for providing much needed advice and assistance. Thanks to scruggsywuggsytheferret, behippo and all the OBSE team for a fantastic resource. Thanks to Bethesda for creating Oblivion. Thanks to TESNexus.com for the a one-stop-shop resource for authors and players. Thanks also to PlanetElderScrolls.com for providing download space. and Thanks to LHammonds for the Readme Generator this file was based on. Tools Used ========== 7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579 Blender - http://www.tesnexus.com/downloads/file.php?id=12248 BSA Commander - http://www.tesnexus.com/downloads/file.php?id=3311 GIMP - http://www.tesnexus.com/downloads/file.php?id=14920 NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope Oblivion Script Extender (OBSE) - http://obse.silverlock.org/ TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536 TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367 Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp Licensing/Legal =============== The contents of this mod are free for use in other mods, no permission or contact is required. You are free to create new models or textures to replace the ones I used. This is not only permitted, it would be appreciated (Upper Class Armor Stand, perhaps?). If you create a new model, try to maintain the same proportions I have used in order to keep compatibility. Please do not upload this file to any other locations without asking me first. This only applies to the original mod...any mods created with this one are under the control of their creator.