Please let me know if you'd rather have zip files of slider screenshots or text presets like those already provided. Screenshots would be significantly quicker to make, and now that I think of it, potentially easier to follow.
<Note: For a short time, sliders will be coming a bit more slowly compared to characters. I want to get new ones actually created first beforeputting older ones into writing. Thank you for your patience, and follow the page for notifications!>
I have created a discussion post under the Forum tab for anyone who would like help creating or refining their own ideas. Everyone is welcome to chime in, collaborate, or share their work. Thanks for stopping by.
If you pick a character and make a post, please indulge my curiosity and let me know which one it was. Thanks for checking out my work, please endorse if you like it, and don't be afraid to make a request!
Also if you want, upload some screenshots of your own showing off your character, it would be cool to see them in different armors!
The Author of this mod https://www.nexusmods.com/oblivionremastered/mods/207 posted a user guide on his front page for the proper installation of save files for the gamepass version of the game.
INSTALLATION ON GAMEPASS VERSION (Thanks to w0lf3629 ). So to make a Steam save file work for the Gamepass version, you need to rename the steam save file to what GP saves it under this directory C:\Users\username\AppData\Local\Packages\BethesdaSoftworks.ProjectAltar_3275kfvn8vcwc\SystemAppData\wgs\000901FA7FEA8A85_0000000000000000000000006516997E
That last random number string may be different, but inside you should see a containers index file and bunch of folders. Make a manual save in game, check which is the latest modified folder then copy this modders's save file into that folder by renaming it to the save file you just made, remember rename the whole file including the .sav section then open the game and should see it in the load list as Akani.
You're great, thanks for sharing! I just found a video by TroubleChute on YouTube (https://www.youtube.com/watch?v=bcSF25pTBnc) which can also explain the process. Big ups, I was stressing last night!
I wish it was that easy, but unfortunately Vortex doesn't handle savegames. Thankfully, manual installation for these saves is just drag-and-drop into your save folder. Please refer to the Installation/Troubleshooting tab of the description and let me know if you have any questions or issues, I'll gladly help. DM me if you need to.
So all of the raw saves are bundled in the main file, but the text slider files are uploaded separately per character and they're not all finished yet. Formatting the text files take me forever, so they always took a back seat to designing the characters themselves—that's why I'm contemplating just taking screenshots instead. I want to make a quick final pass of Faltmer tonight and I'll have an Optional file up with her sliders one way or another lol.
She's been updated and added to Optional as a ZIP file containing screenshots showing her presets. Much faster than making a text preset... Her old hair still looks good on her, I just wish it wasn't so messy. Let me know what you think!
I'll try, but as stated in my sticky post, text files are a bit lower on the list due to semi-frequent iterations and the fact that the project isn't finished yet. I'm hoping for the tool by animandan to make that process much faster pretty soon so I can just export it to text right as I finish making the character. If you need her fast, I can send you the sliders via DM in image format tonight since text files are so time-consuming.
She's up as an Optional file, the images were too large to send by DM. Don't forget to endorse if you would, every file or character takes a lot of my free time. Thanks for taking interest!
Maltmer has indeed been updated in the main save file, albeit only slightly, but the old text preset is still up labeled as Outdated. I believe all I changed was forehead height and his facial hair because the High Elf mouth morph doesn't work well with the stubble mustache. I was going through several characters that were bothering me last night and didn't have time to completely update the page. Thanks for your patience!
I'm at work, so I'll have to remake the text preset tonight. I vaguely remember messing with the mouth as well but at this point the characters are blending together lol. I was never quite happy with his mouth region without facial hair; I may take another look at him to make him more solid overall. Regardless, I appreciate you following the project, thank you!
You're very welcome! Eagerly awaiting the even further improved version + text file. Yeah I think I'll most likely end up going no facial hair. Thank you for your Art dude
Edit: I liked him so much more, I just integrated him into the main save. The text file is still up. I hope you like him too!
New Maltmer is up in a text file! The new face morphs work much better for having being clean-shaven, but sacrifice compatibility with stubble-length facial hair. Longer facial hair still works, just not the shortest style. Not a major loss, since the upper lip of even the default male Altmer had some issues with stubble anyway.
So I had some trouble getting the mod to work, but the save file was located in the documents folder. Had to resort to manually doing it but not sure if it worked properly...its sllightly less wet cat look but not entirely beef cat.
Hey, not sure if I'm entirely understanding your post. You're saying you had to do it manually, like copying the sliders instead of getting the save working? If so, I need to get those sliders fixed pronto—they should match exactly what's in the Images tab. it's odd that nobody else has reported this if that's the case. I'll DM you and we can work on getting you fixed up!
The racemenu mod isn't quite where I need it to be for dependable recreation. I'm in talks with the creator and he's making extremely fast progress, but the mod is only about 2 days old. I hope to use it to generate both text presets and its own importable presets. Thanks!
thank you for this, I understand how O.G Oblivion's character creator you could make some real monstrosities I feel like BGS leant into the meme a bit too much with randomizing appearance, there shouldve been a set of preset heads for each race like Skyrim that doesnt look like they fell outta the ugly tree and hit every branch on the way down. Maybe its a skill issue on my end but its hard to make a good looking non-default appearance and WAY too easy to make someone with a face even a mother couldnt love.
Yeah they should have started with looking decent and still let you go wild with the sliders. More sliders would also be great, it's hard not to make certain characters look cross-eyed because of how harsh the angles of their eyes are.
Thank you for the feedback and for leaving a comment, I appreciate it!
thank you for uploading sliders, too many character 'saves' on the nexus which for some reason dont work for me, making better looking non-default characters, the 'more coming soon' meaning you're making more heads/sliders? eager to try the other faces you havent uploaded slider stats for yet i.e , femaltmer and femkhajiit, the remaster is the only game I'm gonna try doing a beast race playthru of as they actually dont look ridiculous now, khajiit seems to be the only race that is impossible to make ugly AF randomized appearance tho. Love to see a male Imperial one
Edit: Femperial has been updated and added to the main file!
Yep, I plan on completing all 20 race/gender combos and eventually uploading text files for each one when I find the time, but making the faces/saves obviously takes priority. They can be pretty time-consuming themselves, unfortunately; I wish there was an export option.
Have you given everything in my description's Troubleshooting section a go? I hope there's a solution in there for you.
I'm actually refining Femperial right now. Every time I look at the banner, she stands out as being less than the rest. I'm super happy with how she turned out—she'll be up soon, and I'll work on a male Imperial after a female Argonian. Thanks for checking out my work!
after testing a lot the character creation , find out the issue and major flaw to resume all value on sliders 're wrong , i don't know why ( wo get this insane idea ) to set the value at "0" for each base race model , all offset value 're wrong so if the user move -/+ on sliders value they'll mostly break the mesh / morph target . ( it'll be more visible in game after the creation menu ) .
for example let's the mooth size for female Redguard , on character creation menu the value of 0 , isn't the value they use with the internal tools character in engine to build the scale mooth . ( it a value between -100/+100 ) , no put for redguard the value to max , do the same for imperial .. for the same max value , both 're not scaling the same way .
adding for some face base model , they used high value ( -/+ on offset ) at the end for character creation model the user don't have "freedom" to deviate from the base model .
note to mods author , nice works for your models , specially the female Redgard , its one of base model to be "tricky" to get a proper custom model :)
Sure, I can probably get that done tonight. I'm actually updating a few characters soon too, but don't worry if you already like Femjiit, I haven't changed her since she's so new.
138 comments
<Note: For a short time, sliders will be coming a bit more slowly compared to characters. I want to get new ones actually created first before putting older ones into writing. Thank you for your patience, and follow the page for notifications!>
I have created a discussion post under the Forum tab for anyone who would like help creating or refining their own ideas. Everyone is welcome to chime in, collaborate, or share their work. Thanks for stopping by.
If you pick a character and make a post, please indulge my curiosity and let me know which one it was. Thanks for checking out my work, please endorse if you like it, and don't be afraid to make a request!
Also if you want, upload some screenshots of your own showing off your character, it would be cool to see them in different armors!
https://www.nexusmods.com/oblivionremastered/mods/288
INSTALLATION ON GAMEPASS VERSION (Thanks to w0lf3629 ).
So to make a Steam save file work for the Gamepass version, you need to rename the steam save file to what GP saves it under this
directory
C:\Users\username\AppData\Local\Packages\BethesdaSoftworks.ProjectAltar_3275kfvn8vcwc\SystemAppData\wgs\000901FA7FEA8A85_0000000000000000000000006516997E
That last random number string may be different, but inside you should see a containers index file and bunch of folders.
Make a manual save in game, check which is the latest modified folder then copy this modders's save file into that folder by renaming it to the save file you just made, remember rename the whole file including the .sav section then open the game and should see it in the load list as Akani.
Hope that works.
Enjoy!
Thanks for your patience!
Thanks! Sure, I'll do that tonight.
New Maltmer is up in a text file! The new face morphs work much better for having being clean-shaven, but sacrifice compatibility with stubble-length facial hair. Longer facial hair still works, just not the shortest style. Not a major loss, since the upper lip of even the default male Altmer had some issues with stubble anyway.
Thank you for the feedback and for leaving a comment, I appreciate it!
Yep, I plan on completing all 20 race/gender combos and eventually uploading text files for each one when I find the time, but making the faces/saves obviously takes priority. They can be pretty time-consuming themselves, unfortunately; I wish there was an export option.
Have you given everything in my description's Troubleshooting section a go? I hope there's a solution in there for you.
I'm actually refining Femperial right now. Every time I look at the banner, she stands out as being less than the rest. I'm super happy with how she turned out—she'll be up soon, and I'll work on a male Imperial after a female Argonian. Thanks for checking out my work!
to resume all value on sliders 're wrong , i don't know why ( wo get this insane idea ) to set the value at "0" for each base race model , all offset value 're wrong so if the user move -/+ on sliders value they'll mostly break the mesh / morph target .
( it'll be more visible in game after the creation menu ) .
for example let's the mooth size for female Redguard , on character creation menu the value of 0 , isn't the value they use with the internal tools character in engine to build the scale mooth . ( it a value between -100/+100 ) , no put for redguard the value to max , do the same for imperial .. for the same max value , both 're not scaling the same way .
adding for some face base model , they used high value ( -/+ on offset ) at the end for character creation model the user don't have "freedom" to deviate from the base model .
note to mods author , nice works for your models , specially the female Redgard , its one of base model to be "tricky" to get a proper custom model :)
Sure, I can probably get that done tonight. I'm actually updating a few characters soon too, but don't worry if you already like Femjiit, I haven't changed her since she's so new.