Fenriks Posted October 17, 2013 Share Posted October 17, 2013 I solved my problem that I described earlier. Sometimes a little sleep does the trick. :) For anyone who is interested: always set body meshes in blender to 'smooth' otherwise exporting will change the vertex numbering and weight sliders won't work properly. @luddemann: I'll send you the files this evening when I am back from work. Link to comment Share on other sites More sharing options...
luddemann Posted October 17, 2013 Share Posted October 17, 2013 @Wafffenbaum: I am considering to add deserter armors that some bandits use. I'm thinking they are very ripped and the imperial symbols removed. @Fenriks: Great news :) Link to comment Share on other sites More sharing options...
TheMedievalsKnights Posted October 17, 2013 Share Posted October 17, 2013 The tabard retexture looks much more realistic and nice than the other, but I still don't have my splinted arms :D Link to comment Share on other sites More sharing options...
Waffenbaum Posted October 17, 2013 Share Posted October 17, 2013 @luddemann' I was thinking versions with plain quilted brown/black brigandine or something similar:http://www.stahlgilde.com/image/cache/data/brigandines/Quilted%20Brigandine,%20buckled%20on%20the%20side,%20long%20%28BKAP-80%29-800x600.jpg You know, same kind of thick surcoat that the guards wear.Would be nice to have those available in shop if you're just an adventurer doing your own thing. Link to comment Share on other sites More sharing options...
luddemann Posted October 17, 2013 Share Posted October 17, 2013 (edited) Ill see what I can do. @TMK: Will you make the _0 and _1 for the imperial armors? And I NEED the textures for the baggy pants. We are releasing in about a week, and those textures need to be sent to me before that. @Derok: How is the rigging going? Edited October 17, 2013 by luddemann Link to comment Share on other sites More sharing options...
luddemann Posted October 17, 2013 Share Posted October 17, 2013 (edited) Hey. Fenriks has imported the imperial elite armor! Here it is. I am not able to edit nor add the normal maps for some reason. I edit them in photoshop and saves as .dds as normal, but nothing happens in game. I had the same issues when I tried to edit Actus' textures on the dark coat of plates and coat of plates. Anybody knows what causes this? AND WE NEED THE RIFTEN GUARD MESH. Is it only skoomaboy who has it? How about actus? Anybody?http://i426.photobucket.com/albums/pp350/bamsemisbruker/Screenshot1657_zps5f393522.jpg Edited October 17, 2013 by luddemann Link to comment Share on other sites More sharing options...
Waffenbaum Posted October 18, 2013 Share Posted October 18, 2013 That looks really great. Maybe you could ask to borrow the fancy hat from Bob's Armory unless you've something else planned.http://skyrim.nexusmods.com/mods/12060//?http://static2.nexusmods.com/110/mods/110/images/12060-2-1331539597.jpg Link to comment Share on other sites More sharing options...
TheMedievalsKnights Posted October 18, 2013 Share Posted October 18, 2013 You can't add these maps because you have not add them to the NitriShapeData properties in Nifskope Link to comment Share on other sites More sharing options...
CelestialPaladin Posted October 18, 2013 Share Posted October 18, 2013 (edited) Are you guys going to use the shoulder guards from the Arkay and Julianos armors from ActusReus for some of the armors? Here is the link. http://skyrim.nexusmods.com/mods/26904//? Also are you guys going to use the Julianos armor color on some of the armors too? Lastly can you guys please add this armet into your armors too. Here is the link. http://skyrim.nexusmods.com/mods/22602/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fid%3D22602%26user%3D1&pUp=1 Edited October 19, 2013 by CelestialPaladin Link to comment Share on other sites More sharing options...
luddemann Posted October 19, 2013 Share Posted October 19, 2013 Sunday is tomorrow I we should have the guard armor, stormcloak armor and tullius armor uploaded here by then. It seems to me that rigging models without bothering to do the _1 is very fast. So how about this: We rig everything we got and dont bother to do _1 and then release. After that, we update the page whenever we have made a _1. Another point of doing this is that we will get a lot more attention to the mod, so maybe other riggers will see the mod and help us out. Link to comment Share on other sites More sharing options...
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