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0Prime0

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  1. I kind of got inspired over the past little while looking at all the screenshots and vids from the For Honor game, and decided to take a stab some armours that are in that vein. This is a sampling of some of the designs I have been playing around with. I've only touched the tabard parts so far and haven't done anything yet to add paint and markings to the armour parts themselves. The goal is to have a variety of helmets, boots, and shields to go with it. Anyway, hopefully something like this will be appealing. It has been kind of fun. http://i1063.photobucket.com/albums/t513/MikeR8/Mods/ScreenShot358_zps6psipfjw.jpg http://i1063.photobucket.com/albums/t513/MikeR8/Mods/ScreenShot357_zpshdklfuph.jpg http://i1063.photobucket.com/albums/t513/MikeR8/Mods/ScreenShot359_zps7ip0yh2z.jpg http://i1063.photobucket.com/albums/t513/MikeR8/Mods/ScreenShot356_zpsyystwwba.jpg http://i1063.photobucket.com/albums/t513/MikeR8/Mods/ScreenShot360_zpsuv0moegc.jpg http://i1063.photobucket.com/albums/t513/MikeR8/Mods/ScreenShot355_zpsz1vxajqn.jpg
  2. At long last I have gotten around to converted the original Blades Samurai Armour and Kimonos mod for use with SSE. I know it is a niche mod that isn't for everyone but there have been a lot of requests for it to appear in the Special Edition. You can find the SSE version here: Blades Samurai Armour and Kimonos It is equivalent to version 6.0 (the latest) of the Oldrim edition.
  3. This is a take on what an Akaviri / samurai estate might be like if it was built by the Nords. The intent it to try and make it fit in with the Skyrim world but have it have a bit of Japanese samurai flavor. The premise is that it is an estate outside or Riverwood that is owned by Delphine and the Blades containing Akaviri artifacts obtained over many years. Eventually she hands it over to the Dragonborn. There are three buildings, the main house, the bathhouse, and a dojo surrounding a central rock garden. There are three servants that take care of the estate. The rock garden: http://i1063.photobucket.com/albums/t513/MikeR8/Mods/ScreenShot174_zps17885eb1.jpg View of Whiterun: The front gate at dusk: Samurai on the veranda: The shrine The bathhouse: Entrance of the main house The dojo
  4. Version 3.0 is up. - removed enchantment for kimonos - improved the normal map for kimonos so that shadows are properly displayed on the pleats - 3 monk robes - Kenshin kimono - straw hat - added both robe and light armour versions of kimonos (both can be crafted independantly) - placed all items in Sky Haven Temple - new helmets added for each armour colour - katanas and wakizashi's with black, red, and blue colours - daisho (katana and wakizashi together) with black, red, and blue colours - tachi with black, red, and blue colours (recoloured Blades sword) - monk's bo staff - reorganized items in crafting menu - added 2 daikyu bows - new quiver usable with each arrow type, also in red, blue, and black variants - akaviri arrows are crafable from regular arrows, e.g. akaviri elven arrow from elven arrow - weapons are all craftable with required book in inventory - light armour kimonos can be tempered - fixed improper sleaves in some female first person view - fixed wrong inventory models and textures used for female characters - attempted to correct issue where books could not be found in Riverwood hideout (not confirmed) - various other small bug fixes http://skyrim.nexusmods.com/mods/24704
  5. Yes I did. One thing that works is to delete the female first person model in the addon, so that the entry is black. Then it either picks up the make one or the 3rd person model. Not sure which. Also, have you found that some inventory items such as robes don't show the texture set on the model, but just uses the default texture?
  6. Interesting. I just noticed the same problem today with my mod. At first I thought I had just missed one or two, but then I found they all had beeen set to the default for the robe model. And as you say I can change it, even close and reopen the armor addon and the change, but saving does not make it stick. You are not alone!
  7. When skyrim launches does it load all the asset files present in the Data/meshes and Data/textures regardless of whether the mod is enabled via the launcher? Or does it only pull in the files it needs as indicated by the .esp's as they load? As a result it is better to have a clean Data/.. dir to save on memory if everything is loaded?
  8. Great thanks. That got me on the right path!
  9. I'm trying to copy a scabbard from one sword model and attach it to the scabbard of another sword model with NifSkope. I've selected the NiTriShape of the scabbard I want to and done a block copy and block paste into the other model. I can move it around and have it show up ingame, but the new scabbard model is attached to the sword itself, not the scabbard. So when I draw the sword it has a scabbard stuck to it. How would I attach the new model to the scabbard and not the sword?
  10. For those interested, I've put up version 2 for this mod. It includes: - 7 new kimonos - 20 new helmets - 3 new Blades shields - sandals with no tabi - two books to enable/disable armour and kimono crafting - armour textures brightened slightly - renamed O-yoroi armour to Yoroi - several bug fixes It can be found at http://skyrim.nexusmods.com/mods/24704
  11. Many thanks everybody. That really helped me out!
  12. No doubt I am missing the obvious, but what determines an item's category when crafting at the forge or tanning rack? I'm thinking of iron, steel, misc, and so on. I have custom items I want to group together, but some appear under another category.
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