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https://www.nexusmods.com/skyrim/mods/76988 I found this. It looks like it does what you describe.
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LE Modular Armor System
Deleted3147205User replied to Deleted3147205User's topic in Skyrim's Mod Ideas
Thanks for the input. I was afraid that would be the case. The slotting difficulties you highlight is exactly why I want to make the armorset behave as one item, just like armor in the base game. -
Long-time lurker, here. I haven't made a mod before, so I thought it'd be inappropriate to post this in the modders section. Concept: trick the game into allowing multi-piece modular armor sets without ever messing with the built-in armor slotting system. Method: create a base armor item for light and heavy, let's say a gambeson. Apply armor pieces (cuirass, pauldrons, greaves) to the gambeson at the workbench. As far as the game is concerned, it's a distinct item which takes up the standard 1 equip slot on the actor. Partially inspired by Fallout 4's armor/weapon modding system. This would allow single/mismatched pauldrons and otherwise expand the variety of armor appearances, all without cluttering up the forge/tanning rack with 20 versions of the same item. Think this is feasible? What would be a good starting point in trying to construct such a mod? Pure speculation section: Design it so rigid armor pieces are merely anchored to the gambeson (like sheathed weapons), rather than becoming part of the mesh, so they are not subject to any warping with actor animations. This would probably introduce too many clipping issues to be worth the hassle. Just a thought.
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How about this: Create a Lesser Power which allows you to assign spells to it. Casting this Lesser Power casts the assigned spell, just like in Oblivion. The only complicated part would be the UI method for assigning spells to this Lesser Power. Otherwise, proof of concept should be a breeze.
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[LE] It's in the clouds!
Deleted3147205User replied to Deleted3147205User's topic in Skyrim's Creation Kit and Modders
Epic! I hadn't flexed my search-fu sufficiently. Thanks for the find! -
Look up, and the clouds are ever-distant. Climb to the peaks of the tallest mountains, and they aren't an inch closer. Even the mightest dragons cannot begin to reach their lofty heights, despite any sentry's claims. This is wrong. Volumetric fog exists in the game engine. I want to leverage this to generate clouds at a given altitude. I'm only concerned with proof of concept, but I don't know where to begin. What direction should I swim in the sea of Creation? Supreme and Volumetric Fog by MannyGT makes excellent use of fog settings, but I have no idea how to reverse-engineer it. If some of you can guide me to what Creation Kit settings that mod actually changes, I'll have a great starting point.