RubberMan01 Posted March 24, 2016 Share Posted March 24, 2016 Welcome back mate!! Looking good :D Link to comment Share on other sites More sharing options...
xander2077 Posted March 25, 2016 Author Share Posted March 25, 2016 update screens. new armor done and shield aslo, just have to get gloves done to complete set and add them to an esp and the game, which i have no idea how to do yet. but i will figure it out. since it is an existing set of gloves modified and retextured, it should not be hard to do. http://i.share.pho.to/6742b8d7_o.png http://i.share.pho.to/28b1cb05_o.png Link to comment Share on other sites More sharing options...
RubberMan01 Posted March 25, 2016 Share Posted March 25, 2016 You got some bat crazy Skyrim menu's going on there mate lol Hate it haha I'm that guy that uses Morrowind menus in Skyrim LOL Love the shield by the way. Link to comment Share on other sites More sharing options...
xander2077 Posted March 25, 2016 Author Share Posted March 25, 2016 well i liked the cursor, and it was one of those simpler pluginless replacer menus, so i installed it. never looked back. thanks, the shield is now one piece on the front and back and the arm loops or straps are retextured from the same texture dds. it is nice to be able to narrow things down to one texture instead of one mesh having 3 or 4. after looking at the curass again, i noticed that the waist part of the cuirass is sticking out a bit too far for my taste near the groin, so i will probably reimport that and shift it back a bit, without retexturing anything. should hold up even with the shift. i might do some fine tuning on the upper pauldrons one more time, because even with the texture fix, they still dont quite fit with the rest. but they are better than before. there is some clipping here and there but even the vanilla armor has clipping, so nothing i can do there, but the boots for some reason on the left inner leg, are clipping the leg, and should not be. perhaps it has something to do with the BB mesh, but i have no idea how to fix that since it would mean making the boots bigger, and i dont want that. since i cant see the legs in blender it would be difficult to adjust, there is no way to import the armor and character all at once to do things like that. not that i know of. Link to comment Share on other sites More sharing options...
RubberMan01 Posted March 25, 2016 Share Posted March 25, 2016 Um right. That could be a few things. Some BB's are race specific. Try the boots on all the races and check if they still clip on others. If they don't clip on all of them then yes that's your problem. Link to comment Share on other sites More sharing options...
xander2077 Posted March 25, 2016 Author Share Posted March 25, 2016 well it is a minor issue right now, and it is only a sliver that shows, so i really dont care just yet. but i did finally finish the gloves and sad to say i cant put them in the game, becuase i dont have a way to make the CS work in linux yet. openmwCS is stingy and only wants to make an openmwmod, so i guess i either have to send it to someone else to add to the CS or try and figure out how to do it with another program outside of the CS. anyway, here are the gloves, even though they are named as armor, they dont have to have armor attributes, they just have to be able to be bought anywhere, or found in dwemer ruins, and be able to be worn by the player. http://i.share.pho.to/e4fd6f94_o.png Link to comment Share on other sites More sharing options...
xander2077 Posted March 26, 2016 Author Share Posted March 26, 2016 ok, ao now i have the ground meshes done. unless i forgot something or i missed exporting the helmet and other stuff from the BSA, but hopefully they just use the same nif as the ones you can wear. or i have to do those as well... no big deal, just like to be thorough is all. http://i.share.pho.to/accd6e96_o.pnghttp://i.share.pho.to/b9afe000_o.pnghttp://i.share.pho.to/6925154a_o.png Link to comment Share on other sites More sharing options...
xander2077 Posted March 26, 2016 Author Share Posted March 26, 2016 well, i checked the openmwCS and i was able to see some armor placed in there on shelves in ruins, and the helmet is indeed the same as the player wears. which is good cause it means i dont have to make a ground mesh for that. so far so good. the only thing i could not find yet is the cuirass ground mesh, since i want to make sure it doesnt clip through the bottom of shelves. if it does then i have to work on it some more. but it is hard to tell simply by looking at the grid in blender. sometimes it may be placed below the horizon there, but be on top of it in game. so who knows. im still working on a solution for the gloves, but no luck so far. but if i find a way to get the CS working then it wont be hard to put in there. someone asked me to redo the dwemer weapons, and i really would rather just make a texture pack for those instead of new meshes, the redone weapons seems to cover those pretty well, but who knows, if i cant seem to make them look matched with textures, i may redo those as well. after all i do have a theme going here. i almost forgot, i still have to do textured for the other two helms, there are going to be three options, one more like the legacy helm, one that is more like the oblivion helm, and the one i already finished. the cool thing is they will not share any texture names with any of the vanilla armor, and each helm will have its own unique texture, so if anyone wants to switch helms, it is simple as dropping the helmet mesh of their choice in the folder and it doesnt require any other work. figure that would be easier than worrying about the wrong texture with the wrong helm. i supose later if i wanted to and i can get the CS working, i could offer all three as in game variations, and make it so they randomize in drops and the levelled lists. but then i would have to give them unique IDs in the CS. there are all kinds of ideas i would love to expand on with them, like some with special powers, maybe some kind of repulsor gloves that shoot a wave out and knock people back, or a laser eye helm where a jewel can shoot a beam at monsters or opponents. or a dwemer shield with an actual force field like the ghost fence. just some ideas. how to do those though im not sure. probably would need an accompanying ring or need to be faked with an enchantment of some sort but named so it doesnt show as an enchanted item. and i still have a lot to do with the creatures. the spider needs to be remeshed still, and the sphere archer. and if i can figure it out, i want to make that walking crossbow into a player mount/quest. of course the static ones will still be static. i also need to redo the mechs from tribunal. that will also involve doing it for a mod that adds them as mini bosses. but probably not as difficult as a true morrowind creature, since it is based on a regular skeleton. so it was more than likely better planned out and wont have the same quirks importing it. Link to comment Share on other sites More sharing options...
RubberMan01 Posted March 26, 2016 Share Posted March 26, 2016 Send me the bloody gloves lol I'll put them in game and send you an esp back with them in it. Link to comment Share on other sites More sharing options...
xander2077 Posted March 26, 2016 Author Share Posted March 26, 2016 sent Link to comment Share on other sites More sharing options...
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