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Everything posted by CanisRex84
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Just a quick update and preview of upcoming colour schemes and heraldry mainly for the rest of the factions.. http://i1083.photobucket.com/albums/j398/ActusReus/Thread%20Banners/AllBanners.png
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I have been having trouble deciding on the exact colour scheme for the imperials.. my choice is between: Imperial Guardsman v2 Imperial Guardsman v1 The v2 matches the Yeoman Archer outfit, you take a better look at them together here: Imperial Guardsman and Archer
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Thank you, much appreciated.. Also my latest Credo work showcased below and added to 1st post... http://i1083.photobucket.com/albums/j398/ActusReus/Thread%20Banners/IVCyrodilicEmpire.png Imperial Guardsman
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If you solve you own problem, its good manners to write where your erred, just in case another person finds them self in the same predicament as you were and stumbles across your thread..
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http://i1083.photobucket.com/albums/j398/ActusReus/Northman%20Armour/NorthmanTitle.png Northman Armour v2 http://i1083.photobucket.com/albums/j398/ActusReus/Dark%20Coat%20of%20Plates/DarkCoatofPlatesTitle.png Dark Coat of Plates
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Thanks again Gron.. Of course I will be.. :thumbsup: Whilst I probably will not be replacing every single item of vanilla clothing, I will certainly be replacing the Jarl's clothing amongst some others. I actually like quite a few of the standard clothing, might just make them look a little warmer.. E.g. the farm clothes and the blacksmith clothes are fine IMO, so I don't wish to create any extra unnecessary work for my self.
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Thanks Red, I'm a big fan of your work.. so thanks for commenting! :biggrin: I spent this evening drinking beer and doing a re-re-texture for the Imperial Yeoman Archer.. cannot believe I carried on whilst a little drunk, but here it is.. lol.. probably think it looks better than it actually does as I have had a few.. :facepalm: http://i1083.photobucket.com/albums/j398/ActusReus/Thread%20Banners/IVCyrodilicEmpire.png Imperial Yeoman Archer V3 As you might be able to recognise it is based on the archer's outfit from the Witcher 2's video, the guy is posted above.. But obviously still has the heraldry of my interpretation of the Empire..
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lol.. I do understand you believe it or not.. :tongue: I intentionally chose the components for the archer to be quite simple.. In the same way that I made General Tullius and Jarl Ulfric's armours more elaborate. They would lose their specialness if they were competing with a multitude of other OTT armours. There will be many simple designs for town guards, and other low level fighters. Colourful yes. But in my re-imagination of the Cyrodilic Empire not too colourful.. The Empire is one of great power and wealth (if what on something of a decline). Im am thinking of all the pomp and regal attire of a powerful house in medieval Europe. The empire will dress richer and more extravagant, whilst the locals of Skyrim will have a much more worn and practical attire, but still looks as though they have been influenced by the Empire as they are (were) part of it for some time. The Yeoman Archer outfit is loosely based on the following as Nuked rightly guessed: http://i1083.photobucket.com/albums/j398/ActusReus/witcher2archer2.png Edit: Sorry I seem to have unintentionally/intentionally glossed over your request for the release of some of the armours as and when they are done..lol.. There will be some that are released as separate stand alone mods, however it is likely to be those that despite having work put into them I feel do not fit into the larger imagining of my goals.. E.g. the Northman Armour which will most likely be updated into a fully working version (Male only) later today. To release them all separately and in re-placer and non re-placer versions as and when they are complete, is just... well.. without wishing to sound lazy as I am not (this takes up nearly all of my free time) its just far too much CK work for my liking.. If anyone comes to me with offers of help in this department for stand alone non-re-placers then I will listen.. Edit 2: Just finished making minor adjustments to the Dark Coat of Plates non-faction armour and added a Helm.. The differences are small but important to my satisfaction with the armour.. http://i1083.photobucket.com/albums/j398/ActusReus/Thread%20Banners/NonFaction.png Dark Coat of Plates
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Thanks.. Feel free to use the Northman Armour when released (should be tomorrow) for your mod. Except for the furry shoulder part as Nivea will need to be contacted for permission before its use. Also Dejawolf from the Taleworlds forums is responsible for the Helm mesh and texture, but has uploaded it as a modders resource.
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Thank you both, I am very pleased with the constant quality images being posted here :thumbsup: so many ideas..lol.. I still think the red needs to be a bit more.... well, red.. And well done Nuked that is what I was basing my model on! :biggrin: I have now overhauled my released unused armour mod, but cannot reveal the file until permission has been received from Nivea.. (fingers crossed).. If I do not receive permission I will have to removed the fur now covering the shoulders of the armour, as it is from Nivea's brilliant Winter is Coming Cloaks mod. The armour is now a full set.. Boots, Gloves, Helm and Cuirass.. Fully craftable and is now fully working with weight sliders.. Still no female version though..
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Thanks for the comments guys.. The cloak was straight from the Witcher 2, so I don't take any offence, I agree the shape is a bit primitive in comparison to the rest of their models.. Here is today's re-done armour.. http://i1083.photobucket.com/albums/j398/ActusReus/Thread%20Banners/IVCyrodilicEmpire.png Imperial Yeoman Archer Looking at it again, I will be changing the red a little tomorrow.. too late now..
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@Omnimuffin.. Sorry it was late last night, when I received a comment that the textures were not working.. I have now updated the file, so its ready for DL again.. @Nuked... Close, the Varangian Guard were viking immigrants to the Byzantine empire, I was going for a mix between anglo saxon warriors and vikings, here are my sources: These were kindly sent to me by a member on the nexus, who is an art student and will also be preparing some sketches for the mod.. :thumbsup: Edit: another mistake from last night... :facepalm: I was only meant to disable comments from the Ulfric armour pic.. but I disabled endorsements as well.. I just thought no one liked it.. lol..
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Thank you both.. @Gron, not sure if you were referring to the now redundant Stormcloak armour with you post or just the whole idea.. :confused: But as I received a PM I thought I would quickly upload this armour as a stand alone mod.. It is male only, and unfortunately I could not get the weight sliders to work with the torso and skirt.. Despite having NO trouble with any other armours I have been skinning :wallbash: I is craftable and is the equivalent of the Iron Armour.. Its also a modders resource and free to use, no permission required.. Iron Hauberk - Unused Credo Asset
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Ooops..lol.. I thought against that last armour.. I suppose I could put it together for you as a stand alone non-replacer if you like it that much? Updated 1st post with the re-done Jarl Ulfric in his battle armour. I have tidied up the mesh and redone the texture, but you might not notice it being all that different.. :happy: http://i1083.photobucket.com/albums/j398/ActusReus/Thread%20Banners/SonsofSkyrim.png Jarl Ulfic
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Ooops too late Nuked.. :whistling: I have decided to go with a fish, I will leave it to everyone's imagination as to whether it is meant to represent a trout looking variation of a slaughterfish or not. I do not plan on changing all of the original heraldic choices, I just felt 2 crossed daggers did not suffice.. http://i1083.photobucket.com/albums/j398/ActusReus/Thread%20Banners/Riften.png Also updated the 1st post picture today.. just for fun.. it represents the civil war within Skyrim.. Edit: Also, removed all previous pics and uploaded the new General Tullius. I have decided everything I have done prior can and will be done to a higher standard. I guess the more I practice the more I look back and feel unsatisfied. It is a WIP after all.. Although this isn't as crazy as it sounds, a lot will be minor changes and new textures, and I am working with what I have already created, so its not like I am starting all over again.. I would expect 2 or three re-made armours a day for the next few days..lol.. :rolleyes: Update: 23/10/12 - Not 100% on this one, just what I put together this morning, so feedback is appreciated.. Stormcloak Warrior A
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Yeah I spent most of the day yesterday trying to get answers from all over the place.. 4 forums in total..lol.. looks like the sneak peak of verlet physics we have been given with Dawnguard is some way off being used by the modding community for things such as cloaks/capes etc.. :armscrossed: As said by charon711 on the Beth forums.. "ah, so in other words the team at beth are probably running around singing TROLOLOLOLOLO!" This is how I feel about being allowed to look at an NPC with actual cloth physics and not be able to use it in my mod..
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CHSBHC Body, Breast and Butt Physics Mod
CanisRex84 replied to CherryHotaling's topic in Skyrim's Skyrim LE
Hello, I was hoping you could give me a bit of advice.. I am attempting to rig a long surcoat for my latest custom armour: http://skyrim.nexusm...m/images/150172 As you can see there are long dangly bits hanging in front and behind the legs, but not at the sides.. (please try to ignore his skinny chicken legs, he isnt finished).. However the vanilla skeleton does not provide suitable bones for a natural looking animation of the dangly bits.. I then discovered the Flex modifier and tried it out in Max 2012.. It looked AWESOME !!! But I have seen a post stating that Gamebryo does not support this modifier.. So my question is, do you know any methods/tricks/ways of getting the Flex modifier to work in game? Or if it is entirely impossible? Many Thanks -
Hello, I am currently working on something along those lines, however it is far from being ready for release.. http://forums.nexusmods.com/index.php?/topic/798555-credo-wip/#entry6394472
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A question to any knowledgeable passers by.. I am attempting to rig a long surcoat for my latest custom armour: http://skyrim.nexusmods.com/images/150172 As you can see there are long dangly bits hanging in front and behind the legs, but not at the sides.. (please try to ignore his skinny chicken legs, he isnt finished).. However the vanilla skeleton does not provide suitable bones for a natural looking animation of the dangly bits.. I then discovered the Flex modifier and tried it out in Max 2012.. It looked AWESOME !!! But I have seen a post stating that Gamebryo does not support this modifier.. So my question is, do you know any methods/tricks/ways of getting the Flex modifier to work in game? Or if it is entirely impossible? Edit: @Nuked thanks again for continuing to post some great pics.. :thumbsup:
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Hello, Im currently skinning my latest armour: http://skyrim.nexusm...m/images/150171http://skyrim.nexusm...m/images/150172 http://skyrim.nexusm...m/images/150173 http://skyrim.nexusm...m/images/150174 http://skyrim.nexusm...m/images/150175 And whilst working on the Surcoat (the long bits of material hanging in front and behind the legs), I thought about seeing if I could add a flex modifier in 3DS Max. However I do not wish to waste my time if the game engine will not recognise this modifier.. So any advice is most welcome.. Also on a side note, when I searched the words "flex modifier" on the forums I found a thread relating to Flails : http://forums.nexusmods.com/index.php?/topic/483353-flail-wepons-spiky-ball-on-a-chain/page__hl__flex+modifier__st__10 It was said that the engine does not recognise this modifier for weapons as they become static when equipped, however the last post on the thread (some time ago) was this by throttlekitty: "Weapons/armors can reference Havok Behavior .hkx animation files now, very cool. Whether or not that means we can have live havok sim in-hand remains to be seen, but it's a step up. At the very least, we might be able to pull off canned animations." Does anyone have an update on this as well? Many thanks
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Hey, PM me the download link to the files you want changed and I will take a look.. http://i1083.photobucket.com/albums/j398/ActusReus/Smileys/idontthinksobetchplz.png
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Hey Darkgondul.. Unfortunately its not an export problem, I am unable to import the model into blender to begin with.http://i1083.photobucket.com/albums/j398/ActusReus/Smileys/imrlynotimpressedplz.png I am using the script which allows you to extract the models from the Witcher 2's w2ent files. So far I have had no problems accessing any models I choose, until I tried to import the Mages outfits.. If you wanted (and had the time) to have a go at extracting these models, just let me know.. FYI I am not making a request there.. L0rd0fWar has kindly provided me with the one specific model I required, so kudos to him.. But I would really like my pick of all the armours within that game..
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I would be very interested in taking a look at any models you have made.. :biggrin: As you can see from my work I use whatever resources I think best suite my goal, therefore the more resources I can get my hands on the more varied and unique I can make this mod. Talking about resources... I am having some trouble with importing certain models into blender. As I do all my work in Max, (just use blender to access certain models as there are scripts that Max does not have) I have no experience with resolving these issues.. Of course I have googles this problem (I spent around 3 hours last night going into this morning with no luck), but the info I find is Python script heavy which just flies right over my head.. :confused: The error is this: "struct.error: unpack requires a string argument of length 4" If anyone knows a way to circumvent this import error I would be most grateful, as I am in need of certain models for my latest armour..
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Anyway of unpacking the models and textures yet? Also any way of repacking them?