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Frisicus

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  1. Here are some examples of medieval armors whom I textured for a mod of another game: From right to left: The most right is a shortsleeved aketon that was worn over the common day clothes. It was a popular piece of armor for peasantry, citizens and low class guard. The aketon was made of several layers of cloth sewn on top of each other. It was warm but proved reasonable protection against piercing attacks (sword thrusts and arrows). Concerning cutting attacks and blunt attacks it took some stress away from the impact of a slash. The single most right is a completer version of the aketon, this was usually called a padded gambeson (although aketon is still appropriate). It is again made of quilted patches of cloth, leather, hair, etc..Because it is longsleeved it provided more armor. Sometimes it was studded with a tunic of boiled leather riveted on it, providing additional armor against cutting attacks. The one in the middle is a version of a full mail armor that was worn over a padded gambeson. Never mail was worn over naked skin! Mail provides excellent protection against cutting attacks: It is impossible with a normal sword or katana to cut through a proper mail. Though the trauma caused by the impact would still cause broken bones and arrows can easily penetrate through the rings. So gambesons were a necessity to be worn beneath mail. Only the trust of a lance, blow of an axe or a full thrust with a hard tipped sword could damage a man inside his mail. Single from the left is mail armor with plain surcoat (late 12th century - early 14th century). In the late 12th century men started to wear a garment over the mail. This garment wass called a surcoat or robe. The word surcoat stems from French sur cotta and is the most common term for it. However even until the 1250 there were still knights and squires wearing plain mail armor without a surcoat. The most lef image shows the armor of the Count of Holland from around 1254 AD. During the 13th century the surcoat got often decorated with the heraldry of the wearer (if he was noble enough to carry a heraldic weapon) or otherwise the patron. Heraldry was under strict regulations concerning it color usage (only metal colors on tincture colors or the other way, never tincture on tincture or metal on metal). Though it can't be seen from here but over the mail (that is worn over the gambeson) and beneath the surcoat a bodyjacket of steel plates was worn, providing additional protection against lance thrusts, spiked maces, piked axes and hard tiped swords. (no picture) From the late 13th a early 14th century more parts of the body received plated armors (starting with pauldrons and greaves) and during the first half of the 100yrs War most of the body got covered in plate. The long surcoat was shortened to a sort of tabard while mail was only worn at the parts not completely covered in plate (the joints), to save on weight.
  2. I greatly agree with you on point 1: dungeons could be darker, especially the dwemer- and nordic ruins. The bandit hideouts of course not, no one is going to sit in a dark room surrounded by night dark passage ways, miles away for the nearest point of civilization. A bandit would be bored pretty quickly. point 2: I agree partly: Old Nordic ruins should contain old Nordic stuff as Dwemer ruins should contain dwemer stuff (including dwemer weapons and armor!). However mines, forts/castles, bandit hideouts in caves and necromancers hideouts shoudl contain a mix of modern and perhaps some old stuff. point 4: The traps and puzzles are actually a nice addition imho. Though there might be a need for some harder ones I agree. However entering a room when suddenly the doors go shut and 3 draughr overlords jump out the walls is nasty.;) point 3 and 5: Not agreed, it is your own decision if you want to carry as much of the treasures as you can bear. There are many fairy tales about to greedy people carrying to much loot that died for it. If you get in a dungeon and carry more than you can burden you pay the price, as simple as that. Concering the dugeons being skill specific, I'd rather have some of the joinable factions being skill perk specific! --- I think dungeons miss something which was still there when Daggerfal came out. Now I'm not pointing at the size, Daggerfall dungeons where way to big! No, I miss the searching for the quest item. Currently (and it was also a flaw in Morrowind and Oblivion) you have to go through the entire dungeon passage ways who are more or less straight forward and at the end there's the quest item. What I would like to see is different paths throughout a dungeon of which most end up in totally different places. Daggerfall used like 10 or 12 possible quest item locations and you were in bad luck if you found the item at the 11th or 12th spot. So I make a plea for a more spider shaped grid within dugeons with plenty of dead ends. Sure makes the dungeon crawling puzzling.:)
  3. SOLVED: http://www.thenexusforums.com/index.php?/topic/469935-modding-skyrim-with-tessnip-and-nifskope/page__view__findpost__p__4069106
  4. It seem to get it working. I converted the ID to the right symbols and now it seems to function proper. The original ID was 00 01 3e d2 (Imperial Studded Armor) which I changed to the unique 00 0f 3e d2 for my custom ARMA (Imperial Mail Armor). In the MODL of my ARMO I now placed the right conversion which in this case was "Ò>.." (on the place of the dots is another character what this forum is unable to visualize) and it worked!
  5. Hi, I'm trying to get a duplicated retextured body armor mesh into the game and have been having this same problem of being invisible when the piece is equipped. The nif works, as the entire armour model is visible in the inventory window if I link it to the ARMO mod2, it's just invisble when equppied. (pic attached) Is there anything else I should change in ARMA other than the form id, modl and edid name? would really apreciate some help from others who have managed to get it sorted out. I'm having the same trouble, the nif of the new armor is visible in the inventory. But when wearing it the wrong nif is used. There must be a way to link the other nif files to the ARMO, but when randomly filling some of the entries of the ARMO the armor gets invisble when worn ingame. Anyway, I made a thread about it (My link).
  6. Thanks, but I'm not able to change the title anymore (ony the text I can still edit). :( Anyway you are right, it is about assigning the custom mesh tot the custom armor.
  7. I will first explain what I have done sofar: 1. I made a mail version of the imperial studded armor (frismail.dds and frismail_n.dds) 2. created a directory in skyrim\data and placed here the changed .dds (.\textures\armor\fris\m\..) 3. I copied the needed meshes to the resp. directory (.\meshes\armor\fris\m\..) 4. Loaded the different meshes in Nifskope (the _0, -1, gnd, etc..) and told them where to find the texture (in the shader etc..). In Nifskope everything looks fine, the NIFs use the right texture. 5. I made a 'esp' file with TESsnip, here I added the ARMO and a smithing option. OK, I loaded the game and these things work: - I can make the armor at a smithy. - When I view it in my inventory it looks like the NIF with the right dds (the cuirassmediumgnd.nif) - But when I wear it I see the standard imperial studded armor on my PC. The problem I think is that in TESsnip I only adressed MOD2 (Model Path 2) to the path of the cuirassmediumgnd.nif. So this NIF he can find now, but for the other altered NIFs he still looks in the BSA. Main problem: I don't know how to adress to the other NIF files in TESsnip, how and where do I adress to these NIF files?
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