Hello there again. I have switched to HGEC body recently and want to ask if you have a back-up of old shaman's robe (the one with necklace)? Would be cool if you added it as optional file :)
So hey, I made two ways to get them, one as a main file download that uses the oldoriginal robes and hood, and a optional download that acts as a small replacer that only contains the old robes to go with the other main download for not to download all everything again. Enjoy.
Well, as Robert’s Female user I’m gonna say this mod isn’t for RF but HGEC. Body textures look misplaced when wearing some robes with exposed skin parts... Sadly. Thank you for fixed ESP anyway.
Did you install by chance one of the HGEC replacers after the core folder? For the RF only contain in the bsa (even the core states it). If you did by chance of downloading one of the HGEC replacers you have to delete those mesh files.
If not, which specific robes that showing with the misplace female skin texture?
I didn’t installed files from extra folders such C-cup or E-cup, only BSA. Skin layout look wrong on shaman robe. Also I noticed little texture misplace on white mage’s robe on wrists... Thank you for replying
Okay, I see it, when creating the BSA it was base off the files in my game folders. Good thing I have a backup of the RF ones. I'll be updating the fix soon.
So I had to download this version of mages equipment cause the original had everyone in cheydinal naked only problem is using this one took away my robes. I tried getting them using console commands but for some reason wouldnt give me the robes, grand mystic robes I think were the name. But just wondering tho, were any outfits removed in this version of the mod?
If its having everyone in cheydina being naked or not having those cool black and grey robes I rather everyone in cheydin being naked.
Going through mods to pick up, I was thoroughly disappointed at how old and outdated the original was. Thank you for picking this up and fixing it so many years later. I will definitely be endorsing it!
Okay thanks for telling me. Removed & uploaded the quick fix.
Yeah, I didn't check in-game for the full body preview in CS didn't had him wearing the Necro hood & robes anymore, but instead the Warlock equipment over doing the Necromancer gear. So I thought the same thing would happen in game, similar to Mannimarco robes & mask.
Thanks for the update. I'd also recommend packing this mod and your other mods in the .7z (7-Zip) format, instead of .rar, because .7 results in a small file size and the archive can be edited without unpacking it. Wrye Bash can pack folders into 7-Zip archives. Maybe you could even make a BSA for this mod as well to avoid installing 100s of files.
I also just got 116 TES4Edit errors in the latest Mage Equipment addon - alter Fran NPCs.esp file. Maybe something broke after you injected them last time.
I don't know what's up with it, base from the NPCs from that esp their equipment form ids changed, yet that esp hasn't been unaltered since the 1.1.3 update. The only thing I recall adding to the main esp is a new form ID for the Beggar Robes before the 2 new chests in the testing hall, but I don't know if that would cause the errors.
For the main ESP & as well the one for VGR, I reverted their injections back by replacing their esps with a previous version of them back in May after you telling me the errors Mage Equipment gotten. Then also in May I deleted that 1.8 & that one for VGR that was mergeable, so I don't the case.
And fixed! Re-checked the errors again before uploading, it gone now when seen in TES4Edit. Also take your advice of packing everything in a BSA file, so now no need to download the old one first. Also of 7z.
I did a v1.8.2 right after posting the above about do a 1.8.1, to make the Black Hand gloves & boots as reward items after completing Following a Lead like the hood & robes, & re-checked the Fran ESP everything still good of no errors.
The original hood mesh consist of two model pieces (one piece use the Mages Equipment Dwarven Priest texture, the other relied on vanilla base game helmet texture) & bigger heads, like max out the forehead on some races for example, could clip through it, when I was creating a egm file to go along with the nif for it can size with heads I had to merge both of those pieces together & it screw the UV mapping, for the female robe I used another robe mesh similar in design, the monk? Anyways, yeah, the mapping wasn't. Yeah, should've went with the HGEC of the Acolyte for it similar in design as well, & now see it mapping is accurate.
Basically when I edit these I was kinda juggling of all the meshes & getting burned out of doing them all! Also that looking at meshes from my patch for Vanilla Gear Redux when someone mention a issue.
Anyways, working on the meshes you mentioned, though you should've be more specific that it the HGEC robe ones.
EDIT: I re-done the HGEC robes to be more like the original even added the greaves, the hood on the other hand need to re-map, though I need to stick to only one texture, keep the ME priest one (currently as is) though I need to re-map only the top part, though it won't look like the original, go with the base game helmet texture instead then I need to re-map bottom, but it won't look like the original. Or, make it like the original in 2 model pieces, but then their be a clipping issue mess.
Okay the mod patch updated with the remapping now, though the hood I remap the top part with the M.E. Dwarven Priest texture of the reasons I mentioned from the previous reply. Also to match I changed the GND mesh of it as well to match with the remap.
1dTaloonDagger "Taloon Dagger" [WEAP:0601B293] should be called "Talon Dagger" with a single "o" (same applies to the names of the magic buffs that this weapon gives to the player).
1aMankarCamoranHood "Mankar Camoran's Hood" [CLOT:060076F9] has a count of 0 on MankarCamoran "Mankar Camoran" [NPC_:00033908] for some reason. It should be 1 count, so you can actually see the item on him (although this will give him 2 unique hoods if you are also using Vanilla Gear Redux):
Sorry no 1.1 update on this yet, unlike first releasing this patch was small fixes I'm taking time to do a lot more for 1.1:
Progress of what I already done so far to be on the upcoming 1.1 update:
Edit the "Francesco's Mage Equipment" with the edits I done in the previous ESP, & rename it as "Mage Equipment" as the regular ESP. Oddly the Dread mage got replaced in the normal ESP with a generic Fran NPC, yet in the ESP for Francesco the Dread Mage was unbothered? So of trying to add the Dread Mage to the regular ESP, I just focus on the Fran one.
Fix "Shadow Blade" typo (it was mislabeled as Sahdow)
Fix "Mystic Elven Dagger" typo (Mystic was missing the y)
Fix "Eleven Dagger" typo (added a space)
Fix Steel Staff equipping game crash
Fix Fine Steel Staff equipping game crash
Fix small gaps on the Desert Cowl (MagEq\Clothes\white robe)
Desert Rings : Added "Desert" to the title of the "Rings" for these gloves are supposed to be part of the Desert set under the white robe folder base from it's EditorID. Also made a HGEC equivalent & for Robert Female replace the hands with the actual hand meshes from Robert Female & readjust the rings for them.
Golden Akaviri Hood (Golden Flame Wizard Hood GND): Game crashed when dropping the hood, fixed it's Wizard hood_gnd file.
Golden Flame Hood (Golden Flame Priest hood_gnd): The creator left Backface Culling on the GND model file of it causing it to look invisible when looking under it, fixed it by applying a NiStencilProperty through NifSkope.
Arena Robes (Both gender models of Blue, Yellow, & Champion): The exposed body meshes they using are from vanilla Oblivion meshes. They basically using the light armor meshes but with sleeves & a small edit to the boots. I replace them with both Robert mods & for the ME HGEC resource didn't had it I used the HGEC one from Seamless - OCOv2 as a replacement with the HGEC mesh & fix them up to look like the robes from ME! For the HGEC Valor Champ Robes, for like mentioned for they use the championlight meshes, for the chest armor section I used my edit ones from a mod I done before to restore the dragon crest.
Mannimarco hood: I remove the eyeballs model from the Mannimarco hood, now one stares into the emptiness void within the skull eye sockets!
Golden Akaviri Boots: Fix some clipping.
Golden Flame Robe (by mesh file it's referred as Golden Flame Priest) (Female & Male (again): Both of their belt ornate clipping in the front of the robe. Remove the bottom part of it, legs still clip through the kilt when walking with weapon drawn.
Golden Akaviri Robe (file referred as Golden FlameWizard) Both gender models skirts are long, that feet/boots/shoes would clip through it. I raised the front up to reduce this.
Dwarven Hood: Notice some head brow ridges was clipping through the hood fixed that, also created a actual .egm file, the original named "Dwarf" was a improper/unrelated & not the same filename as to the "Dwarven priest Hood.nif" mesh file, other words deleting that EGM, the original NIF hood model still looked alright, but after editing the hood now it does needed a EGM file. Complexing I know.
Dwarven Robe (Both M & F models): The inner arm was clipping through the sleeve, most notice like during the hand to hand animation.
Akaviri Robe: Both. Feet/Boots clipping through the bottom so I lifted the skirt, made HGEC replacement skin for the female model.
More ESP work: Made info (a book, a block, clothes, NPCs, quest, script, workspace) changes to be exact like from the Unofficial Oblivion Patch. UOP is a master to it now.
Okay, I just did a small update to remove the item null reference of those NPCs & also the idle null on DASheogorathPoison [IDLE:0000549D]. For the Fran NPCs, I didn't touch yet, I'll more on it later, I think I need to download Fran to see if those combat style errors are related to that. For the masters through TES4EDIT, when copy data (I think it's AI I recall for a few NPCs) it said I had to make them as masters for the ESP.
After looking of what I could through the Francescos Creatures and Items - V5 files for help, I couldn't determine what are the ZNAM - Combat Style errored CTSY supposed to be for those certain NPCs with Fran in their EditorIDs. Heck I can't find anything on those generic NPCs through the Francescos Creatures and Items - V5 files either, it appear like Aknevrec created them to be for Fran.
I'm just going to change their ZNAM - Combat Style CTSY base off other related NPCs to save the trouble.
Thanks. Also found a name error here in an NPC: "Noshixali theh Mage". Should be 'the' instead of 'theh'.
Also, they are Frans NPCs with Fran's combat styles. I could probably separate it into a different ESP patch for you, which could be mergeable into the bashed patch, for those using Francesco's Leveled Creatures-Items Mod.esm.
Okay, I see now, on my end the TES4Edit wasn't comparing those Fran NPCs from my patched ESP to the Francesco's Leveled Creatures-Items Mod.esm not showing them as related for some reason. I'll try to fix it.
Thanks for that. There seems to also be a unique NPC added in Francesco's Mage Equipment.esp called Delthas Silerion. Maybe you could incorporate that NPC into Mage Equipment addon - alter Fran NPCs.esp, as an injected record, that injects into Mage Equipment.esp, so that Mage Equipment addon - alter Fran NPCs.esp stays mergeable into the bashed patch. Or maybe just re-add him to the main Mage Equipment.esp for everyone, if he doesn't require Frans. He is added to Fort Cuptor Battlemains. I think he's meant to appear as dead, due to having 0 health (if so, remove his AI Packages as they aren't needed). But I didn't manage to find him in my game. Disregard, you already included him.
Looks like you can now delete the edits done to 0000C03C (MG18KingofWorms) and 000146CA (MG16MageScript) in Mage Equipment.esp as they are identical to UOP and they will interfere with other mods also editing those records. The edit to MG18KingofWorms was originally just meant to give the player the 1aArchMageHood and 1aArchMageRobe. I'd suggest adding these two archmage clothing items to the Arch-Mage's Night Stand for the player to get after he or she becomes Arch-Mage. You could even create an separate, unplayable set of Arch-Mage Hood and Robes for Hannibal Traven only, so the player can't loot them from his corpse when he dies, before the player has killed Mannimarco and completed the quest line.
Okay, deleted both that quest & script edit & done those Arch-Mage equipment changes, Hannibal is now wearing a unplayable version set on him for no one can't loot it off him.
Would also mention that Mage Equipment addon - alter Fran NPCs.esp can be given the bash tags Deactivate and NoMerge. But this is by no means that important and isn't something that needs to be added in a rush at all.
Hey, can you put some version info in your Mage Equipment.esp? Like 'Version 1.1.4' in the ESP's description field. This will make it so I can add it to the LOOT masterlist more easily, to differentiate the main ESP of your mod from Aknevrec's original mod (which has the same main ESP name).
The new version I just uploaded I add & begins in the ESP description that it's a patched version by me, & in the author section I put my name but still mentioned Aknevrec as the original in parenthesis. Would that help differentiate it?
Nah that wouldn't work still. LOOT can't recognize something like that. Something like this would work and you wouldn't need to update the version info number every time you updated the ESP:
Version 2.1.BlueSnake
Patched version by Clyde BlueSnake {{BASH:Actors.DeathItem,Delev,Enchantments,Graphics,Invent.Add,Invent.Change,Invent.Remove,Scripts,Stats,Text}}
There was also a comma missing in between the Invent.Remove and Scripts tags in your ESP's description field. I don't think that you need the Invent.Change tag either, it doesn't seem like you change the count of any items.
Would be good if you could do a similar thing with your Patch for Vanilla Gear Redux Reasonable Flavor - Clipping and fpv fixes mod, so I can update that in LOOT too.
Okay fixed it as that now, also added a version # to the description for Patch for Vanilla Gear Redux as you suggested, having that one as Version 2.6.BlueSnake.
Thanks spotting the missing comma, I was rush typing the day I typed that for I needed to do something in the house
It's not needed anymore, besides the Ranger Robes that I still need to look over, the other 16 folders of robes from KadVenku's resource I already taken care of them.
I would suggest giving Delthas Silerion and Mirkal the White the Persistent reference flag. I couldn't find their corpses on my 100% complete save game that had already cleared those dungeons with them in it out. Otherwise, those two corpses only appear on a new game for me, before the cell resets for the first time after I enter them.
Delthas Silerion's Journal also has typos: 'Holly' should be 'Holy', and 'fallows' should be 'follows'.
I had both their Persistent reference checked under reference>3D data, but after searching the issue of on disappearing corpses that I needed to checkmark the "Quest Item" flag in their NPC instead. Will be uploading a 1.3.2 after typing this.
v1.2: All the boots meshes from the Boots and gloves folder fixed. The leg/pants were clipping through them. Like the gloves I didn't use any of the meshes from the HGEC Resource mod from KadVenku. Like the Claws gloves all the boots are unisex, other words didn't made any female specific mesh models boots. (saves wasting time & what the point of doing so when there's no exposed skin or specific female boot models to begin with)Edited & added the HGEC Resource's C & E cups of the white robe (Desert) & Daedric Robes in the specific female replacer folders.
Removed the big poles on the back of the Shaman Robes, no more have to bend over to enter doors now! lol IMO, I just didn't like them & logically thinking one having those on their back they have trouble going through a door & etc. Also more edits to the robes, also made a HGEC E cup one, for like the C cup one, the HGEC resource modder didn't created one.
HGEC Resourcewhite robe & Daedric C cup sizes still looked the default cup size from ME. So I replace them with the robe meshes from EVE HGEC Eyecandy Variants Expansion (where some of the meshes KadVenku was using from for their HGEC Resource I guess they just didn't got around replacing them?. Actually I was using KGTools clothes converter at first, but I just used the meshes from EVE variants, makes things more easy. (except some other ME robes)Converted the Akaviri & Golden Flame robes to proper C cup sizes (in previous updates I only fixed the skin parts to HGEC but didn't changed the breast size). Also converted the Dwarven, Lich, & Mannimarco. Then converted them to E sizes.
Added Deactivate & NoMerge bash tags to the Fran alter equipment ESP.
ESP path file fix:Women that wears the Lich Robe now doesn't wear the men one! Originally there was only one mesh of the LichRobe that was made for Male characters for the flat chest, but it also assigned for Female model characters as well. Now I fixed it.
Lich's Mantle (robe) & Claws (gloves) edit: Had to remove the extra collar it was clipping through the Lich's Cowl (hood) when equipped. For the Lich's claws the mesh was more of a guantlet model & were clipping through the Lich robe sleeves, I shorten them to reach only the wrist.Had to also edit the King of Worms' Claws as well, for it's UV texture map the same as the Lich above, so a simple copy paste of the lich one, rename the file, a small readjustment, & done.
For the Dread Mage equipment (Fighter Robe folder) the most known things with the robe is fixed by copy & renaming the Golden Flame Priest meshes for it uses the exact mesh, though oddly it wasn't noticeable with the Golden Flame Priest Fem but the female Dread robe it had a small mis-texture on a part of the back of the right sleeve, fixed it. The gauntlets had some wrist clipping of the robe. And minor fixes to the other Dread meshes.
Typo: Removed the extra "Hood" on the name of the "War Priest's Hood".
For the 1 & 2 Priest Robe meshes, even the gnd files added the NiStencilProperty to them to get rid of any invisible facing (actually I'm doing this to most of what I edited, but yeah), also converted the female meshes to HGEC C & E.For the Necromancer Robe Fem: There's already a C & E in the HGEC Resource, but for some reason the modder of those joined the Arms to the body unlike what the creator of ME had. Replace it with the meshes from EVE.
Mystic Dawn gear: Needed to do some ESP file path work for some gear still had the vanilla Oblivion file path, not directed to the folder path of this mod folder. Minor NiStencilProperty adding, didn't use the HGEC Resource C & E meshes, had clipping at the wrists & ankles, I think they probably used an older mesh from EVE? Whatever the case, I repalce them with a EVE's HGEC mesh robe that didn't had such clippings.
ESP fixings: Like Mystic Dawn gear, others had the vanilla Oblivion mesh file path not to the ME one.
Mystic Robes (not to be confuse with the Mystic Dawn): The original female meshes chests were still flat, still like the male one. So I had to convert both 1 & 2 variants of the robe 3 times of breast sizes.
Wizard's Robe+Luminary Robes+Ciirta's Robes: Minor fixes, & replace the expose vanilla skin with Robert's Male & Female, then replace the Robert Female with EVE HGEC meshes.
Conjurer Robes & Hood (from the ConjurerRobe folder not to be confuse with the "Robe of the Conjurer" that's from another folder): Remove the meshes invisible backface culling.
Dark Wizard Robes: They basically the previous white Wizard's Robes I've already edited, the filenames are the same as well. So a simple replace the files & change their texture paths.
Simple Robe gear: It's robe is identical to the previous Conjurer one, it doesn't has a belt, so a simple fix.
Plain Robe gear: Remove the meshes invisible backface culling.
Black Robe gear: Remove the meshes invisible backface culling.
Apostle robes: Besides their added gloves, they're identical to the Plain/Black robes.
Aegis gear: Robes identical to Plain & etc..
This all copied pasted from my so far changelog notes, still have a lot more checking & fixing to do. I want to release the next update with (hopefully) everything that need to be done.
56 comments
Did you install by chance one of the HGEC replacers after the core folder? For the RF only contain in the bsa (even the core states it). If you did by chance of downloading one of the HGEC replacers you have to delete those mesh files.
If not, which specific robes that showing with the misplace female skin texture?
Skin layout look wrong on shaman robe. Also I noticed little texture misplace on white mage’s robe on wrists... Thank you for replying
If its having everyone in cheydina being naked or not having those cool black and grey robes I rather everyone in cheydin being naked.
For that's the Grand Mystic Robe.Also of the NPCs being naked it could be your load order of the mods you using?
In my patch/changes I didn't remove any clothing, but added the unused Beggar Robes.
Yeah, I didn't check in-game for the full body preview in CS didn't had him wearing the Necro hood & robes anymore, but instead the Warlock equipment over doing the Necromancer gear. So I thought the same thing would happen in game, similar to Mannimarco robes & mask.
For the main ESP & as well the one for VGR, I reverted their injections back by replacing their esps with a previous version of them back in May after you telling me the errors Mage Equipment gotten. Then also in May I deleted that 1.8 & that one for VGR that was mergeable, so I don't the case.
I just manually copy paste it again.
https://imgur.com/a/wxkc8Px
Basically when I edit these I was kinda juggling of all the meshes & getting burned out of doing them all! Also that looking at meshes from my patch for Vanilla Gear Redux when someone mention a issue.
Anyways, working on the meshes you mentioned, though you should've be more specific that it the HGEC robe ones.
EDIT: I re-done the HGEC robes to be more like the original even added the greaves, the hood on the other hand need to re-map, though I need to stick to only one texture, keep the ME priest one (currently as is) though I need to re-map only the top part, though it won't look like the original, go with the base game helmet texture instead then I need to re-map bottom, but it won't look like the original. Or, make it like the original in 2 model pieces, but then their be a clipping issue mess.
Sorry no 1.1 update on this yet, unlike first releasing this patch was small fixes I'm taking time to do a lot more for 1.1:Progress of what I already done so far
to be on the upcoming1.1 update:There's a lot more mesh fixings to be done: https://twitter.com/Clyde_BlueSnake/status/1569116772313501696?s=20&t=P-jfWndV1v3Wn7IdMsEstA
?From those lists some are dupes/share the same mesh, but still a lot work to go.
I also think Orrery and the other masters are unnecessary, since you can just use a bashed patch to resolve those incompatibilities.
I'm just going to change their ZNAM - Combat Style CTSY base off other related NPCs to save the trouble.
Also, they are Frans NPCs with Fran's combat styles. I could probably separate it into a different ESP patch for you, which could be mergeable into the bashed patch, for those using Francesco's Leveled Creatures-Items Mod.esm.
Thanks for that. There seems to also be a unique NPC added in Francesco's Mage Equipment.esp called Delthas Silerion. Maybe you could incorporate that NPC into Mage Equipment addon - alter Fran NPCs.esp, as an injected record, that injects into Mage Equipment.esp, so that Mage Equipment addon - alter Fran NPCs.esp stays mergeable into the bashed patch. Or maybe just re-add him to the main Mage Equipment.esp for everyone, if he doesn't require Frans. He is added to Fort Cuptor Battlemains. I think he's meant to appear as dead, due to having 0 health (if so, remove his AI Packages as they aren't needed). But I didn't manage to find him in my game.Disregard, you already included him.Looks like you can now delete the edits done to 0000C03C (MG18KingofWorms) and 000146CA (MG16MageScript) in Mage Equipment.esp as they are identical to UOP and they will interfere with other mods also editing those records. The edit to MG18KingofWorms was originally just meant to give the player the 1aArchMageHood and 1aArchMageRobe. I'd suggest adding these two archmage clothing items to the Arch-Mage's Night Stand for the player to get after he or she becomes Arch-Mage. You could even create an separate, unplayable set of Arch-Mage Hood and Robes for Hannibal Traven only, so the player can't loot them from his corpse when he dies, before the player has killed Mannimarco and completed the quest line.
I'll edit the Arch-Mage equipment you mentioned.
Would also mention that Mage Equipment addon - alter Fran NPCs.esp can be given the bash tags Deactivate and NoMerge. But this is by no means that important and isn't something that needs to be added in a rush at all.
Version 2.1.BlueSnake
Patched version by Clyde BlueSnake
{{BASH:Actors.DeathItem,Delev,Enchantments,Graphics,Invent.Add,Invent.Change,Invent.Remove,Scripts,Stats,Text}}
There was also a comma missing in between the Invent.Remove and Scripts tags in your ESP's description field. I don't think that you need the Invent.Change tag either, it doesn't seem like you change the count of any items.
Would be good if you could do a similar thing with your Patch for Vanilla Gear Redux Reasonable Flavor - Clipping and fpv fixes mod, so I can update that in LOOT too.
Thanks spotting the missing comma, I was rush typing the day I typed that for I needed to do something in the house
Delthas Silerion's Journal also has typos: 'Holly' should be 'Holy', and 'fallows' should be 'follows'.
v1.2:
All the boots meshes from the Boots and gloves folder fixed. The leg/pants were clipping through them. Like the gloves I didn't use any of the meshes from the HGEC Resource mod from KadVenku. Like the Claws gloves all the boots are unisex, other words didn't made any female specific mesh models boots. (saves wasting time & what the point of doing so when there's no exposed skin or specific female boot models to begin with)Edited & added the HGEC Resource's C & E cups of the white robe (Desert) & Daedric Robes in the specific female replacer folders.
Removed the big poles on the back of the Shaman Robes, no more have to bend over to enter doors now! lol IMO, I just didn't like them & logically thinking one having those on their back they have trouble going through a door & etc. Also more edits to the robes, also made a HGEC E cup one, for like the C cup one, the HGEC resource modder didn't created one.
HGEC Resourcewhite robe & Daedric C cup sizes still looked the default cup size from ME. So I replace them with the robe meshes from EVE HGEC Eyecandy Variants Expansion (where some of the meshes KadVenku was using from for their HGEC Resource I guess they just didn't got around replacing them?. Actually I was using KGTools clothes converter at first, but I just used the meshes from EVE variants, makes things more easy. (except some other ME robes)Converted the Akaviri & Golden Flame robes to proper C cup sizes (in previous updates I only fixed the skin parts to HGEC but didn't changed the breast size). Also converted the Dwarven, Lich, & Mannimarco. Then converted them to E sizes.
Added Deactivate & NoMerge bash tags to the Fran alter equipment ESP.
ESP path file fix:Women that wears the Lich Robe now doesn't wear the men one! Originally there was only one mesh of the LichRobe that was made for Male characters for the flat chest, but it also assigned for Female model characters as well. Now I fixed it.
Lich's Mantle (robe) & Claws (gloves) edit: Had to remove the extra collar it was clipping through the Lich's Cowl (hood) when equipped. For the Lich's claws the mesh was more of a guantlet model & were clipping through the Lich robe sleeves, I shorten them to reach only the wrist.Had to also edit the King of Worms' Claws as well, for it's UV texture map the same as the Lich above, so a simple copy paste of the lich one, rename the file, a small readjustment, & done.
For the Dread Mage equipment (Fighter Robe folder) the most known things with the robe is fixed by copy & renaming the Golden Flame Priest meshes for it uses the exact mesh, though oddly it wasn't noticeable with the Golden Flame Priest Fem but the female Dread robe it had a small mis-texture on a part of the back of the right sleeve, fixed it. The gauntlets had some wrist clipping of the robe. And minor fixes to the other Dread meshes.
Typo: Removed the extra "Hood" on the name of the "War Priest's Hood".
For the 1 & 2 Priest Robe meshes, even the gnd files added the NiStencilProperty to them to get rid of any invisible facing (actually I'm doing this to most of what I edited, but yeah), also converted the female meshes to HGEC C & E.For the Necromancer Robe Fem: There's already a C & E in the HGEC Resource, but for some reason the modder of those joined the Arms to the body unlike what the creator of ME had. Replace it with the meshes from EVE.
Mystic Dawn gear: Needed to do some ESP file path work for some gear still had the vanilla Oblivion file path, not directed to the folder path of this mod folder. Minor NiStencilProperty adding, didn't use the HGEC Resource C & E meshes, had clipping at the wrists & ankles, I think they probably used an older mesh from EVE? Whatever the case, I repalce them with a EVE's HGEC mesh robe that didn't had such clippings.
ESP fixings: Like Mystic Dawn gear, others had the vanilla Oblivion mesh file path not to the ME one.
Mystic Robes (not to be confuse with the Mystic Dawn): The original female meshes chests were still flat, still like the male one. So I had to convert both 1 & 2 variants of the robe 3 times of breast sizes.
Wizard's Robe+Luminary Robes+Ciirta's Robes: Minor fixes, & replace the expose vanilla skin with Robert's Male & Female, then replace the Robert Female with EVE HGEC meshes.
Conjurer Robes & Hood (from the ConjurerRobe folder not to be confuse with the "Robe of the Conjurer" that's from another folder): Remove the meshes invisible backface culling.
Dark Wizard Robes: They basically the previous white Wizard's Robes I've already edited, the filenames are the same as well. So a simple replace the files & change their texture paths.
Simple Robe gear: It's robe is identical to the previous Conjurer one, it doesn't has a belt, so a simple fix.
Plain Robe gear: Remove the meshes invisible backface culling.
Black Robe gear: Remove the meshes invisible backface culling.
Apostle robes: Besides their added gloves, they're identical to the Plain/Black robes.
Aegis gear: Robes identical to Plain & etc..
This all copied pasted from my so far changelog notes, still have a lot more checking & fixing to do. I want to release the next update with (hopefully) everything that need to be done.