JimReaper Posted May 26, 2013 Share Posted May 26, 2013 Ludde, about that last design you posted. I don't really know much people for whom it fits.As it does have some armor on it, so it's not "casual" clothing.It is very "simply" armored and stylish. Something that people with a lot money would use. As it does look quite cozy and nice, despite the small armor parts. Only idea for whom it would fit really well is the traveling bard.. I never remember his name. also, add rapier to it and it's perfect for fencer :biggrin: Anyhow, I like the design. It's something really new :thumbsup: I had planned to give him my bard armor which I already created and posted on the nexus. Last one was better, mix it with the original wolf armor and improve it using some of the suggestions in here. It will be much better than this latest designYou misunderstood. Its not for the companions. Something completely different. Im thinking somebody in the Yarl's staff. I could see the jarls staff wearing it actually, aventus in whiterun, I think that's his name. Link to comment Share on other sites More sharing options...
Waffenbaum Posted May 26, 2013 Share Posted May 26, 2013 (edited) TheMedievalsKnights, on 26 May 2013 - 18:03, said:This is a Man@Arms Armour I just finished, I don't know which npc could wear it :I tried to follow the style of those armour that someone posted some times ago :http://imageshack.us/a/img191/2434/batalladetoro1476cabrer.jpghttp://i1302.photobucket.com/albums/ag140/TheMedievalsKnights/ManArmsArmour_zps33487b4d.jpgThis would be an amazing guard replacer (for non imperial and non stormcloak guards), especially if you could somehow include an animation that let them lean on/stand with halberds while stationary, like a real guard would after hours of standing in the same place. The pictured version could just be available to the player, but throw a surcoat on it and every hold would want these brilliant new armors.And it wouldn't even need to be a cover-all surcoat, it could easily be the kind of slightly haphazardly thrown-over pieces of colored cloth that goes over one shoulder and is secured by the belt, like the current hold guard armor uses. That type of guard armor would also typically come with a broad belt knife to close the gap between having a medium-rage polearm and no sword, so maybe it'd be an idea to add one to the side or back of it? (as decoration, is all)I'd say color the red cloth part into light-brown/brown leather, that way it'd match perfectly with hold surcoats, whereas red is usually associated with solitude and the legion. If you're using witcher resources at all, maybe check out this mod:http://skyrim.nexusmods.com/mods/18679//?The torso is well-suited for making variations of a man-at-arms/hold guard armor (if the fleur-de-lis could be removed and the whole thing metal colored, that is) Edited May 26, 2013 by Waffenbaum Link to comment Share on other sites More sharing options...
TheMedievalsKnights Posted May 26, 2013 Share Posted May 26, 2013 (edited) @Waffenbaum, The stand animation means more CK work, and it's not really the point of the mod. But I agree with you, it's a good idea and I keep it in mind for my standalone mod. About the knife, I also had this idea but I didn't find a suitable "miséricorde" as french and english call this kind of dagger made to cut the throat of the knights when there horse's legs are cut :). Edited May 26, 2013 by TheMedievalsKnights Link to comment Share on other sites More sharing options...
Waffenbaum Posted May 26, 2013 Share Posted May 26, 2013 @TheMedievalsKnightsExactly what I was thinking. When someone attacks a guard up close or from behind, a weapon for close-quarters combat is essential. (Not to mention how, historically, most people would carry a knife no matter status or vocation, it was the ultimate utility tool for everything at the time). The light commando set from this mod: http://skyrim.nexusmods.com/mods/7807/? features a very handy knife which could probably be moved to the back of the armor and hung on the belt with the handle facing right, to make it easy to draw (or hung on the front if getting disarmed is a worry.)http://static.skyrim.nexusmods.com/mods/images/7807-1-1330122723.jpg Here's an ugly mspaint sketch of how a piece of colored cloth could go a long way towards showing which hold the guards belong to. It just seems like it would be the more realistic solution rather than to get brigantine armors in specific colors (those things are expensive enough without being purple and yellow). And if the guards no longer have shields, they still ought to have to have some kind of way of showing their allegiance.http://i39.tinypic.com/2uhs8as.jpg Link to comment Share on other sites More sharing options...
ENGOZ Posted May 26, 2013 Share Posted May 26, 2013 I would actually propose removing the bevor below the helmet (Is that what the neck guard is called?). Or maybe replace it with the neck guard on the temerian guard armor in this picture. http://static.skyrim.nexusmods.com/mods/images/5588-3-1340024138.jpgJust a thought though because I really do like the armor you have there TMK. @Luddeman For some reason that chest piece just looks weird to me. Maybe because its so small and has all of those leather straps securing it to the chest. Maybe if it seemed more connected with an underlying leather vest or something it may seem a bit more secure. Link to comment Share on other sites More sharing options...
dragonslayer2k12 Posted May 27, 2013 Share Posted May 27, 2013 I am trying to work with the heavy armor files from the witcher 2 stuff like you guys but I am having some trouble with uv mapping. I want to change the uv maps of the heavy armor mesh known as temeria_heavy_knight__b1 so it uses two texture sets instead of just one. I am trying to divide the uv map for that one armor mesh using only nifskope. I already made the two different textures from the one default that came with it. So the neck area and shoulders and arms with buckles and some stuff are one texture, and the front and back of the cuirass with main belt are the other texture. I scaled up the front and back on the second texture so there will be more detail and did the same for the first texture for some parts of the armor that are small that is why I want to do that so the armor will have better texture detail and also I plan to use 4k resolution for the cuirass with 2k for gloves boots and helmet. I have tried many things in nifskope but can't get it to let me separate the textures on the same mesh. It seems like the mesh has to be split into two meshes to make this work? I right clicked the NiTriShape for the armor and selected texture then edit uv from the list. The uv editor shows me the uv map for the whole mesh, I select the portion of the uv map I want to assign to another texture and then right click it and the option of select texture slot does nothing like it is disabled or I am thinking it does something it doesn't? The thing is I can't stand blender I have never liked that dam program and don't want it on my pc. I hate that annoying program with a passion! Also there would be a lot of mess to deal with not to mention steep learning curve to fix a uv map assignment and it seems like nifskope could do this simple thing maybe I am just doing it wrong? Can I do this with nifskope? The only way I know of to do this myself is to duplicate that NiTriShape and use alpha map to hide the parts that belong on the other texture. Also having to redo the uv map SIX TIMES (three for male and three for female) would really be a pain. Has anyone here done this yet maybe the credo files already have this available? Link to comment Share on other sites More sharing options...
TheMedievalsKnights Posted May 27, 2013 Share Posted May 27, 2013 (edited) @Waffenbaumhttp://imageshack.us...o1476cabrer.jpglook the footman on the righ hand corner, you see hisknife ? this is something like that that I wan't, I already seen something like that in mount and blade, I just have to browse my .brf files Edited May 27, 2013 by TheMedievalsKnights Link to comment Share on other sites More sharing options...
TheMedievalsKnights Posted May 27, 2013 Share Posted May 27, 2013 @dragonslayer2k12 In fact, it's because the "two groups" you wan't are attached, you have to open a 3D sofware ( like 3DS max ), import a first time your armour, delete the parts you wan't to get your torso alone, and import the same armour a second time and delete the torso to get the remaining parts ( arms, etc). When it's done, update the BSDismemberSkinModifier and export it as a .nif file. In NifSkope, replace the BSLightingShaderProperty by those of a working .nif ( like a vanilla armour ) and set up your textures.Now you'll have your armour divided in two groups which can have 2 different textures :) Hope I helped Link to comment Share on other sites More sharing options...
ThresherMaw Posted May 27, 2013 Share Posted May 27, 2013 This is a Man@Arms Armour I just finished, I don't know which npc could wear it :I tried to follow the style of those armour that someone posted some times ago :http://imageshack.us/a/img191/2434/batalladetoro1476cabrer.jpghttp://i1302.photobucket.com/albums/ag140/TheMedievalsKnights/ManArmsArmour_zps33487b4d.jpg The blue palace guards were born to use that. Link to comment Share on other sites More sharing options...
dragonslayer2k12 Posted May 28, 2013 Share Posted May 28, 2013 @TheMedievalsKnights Thanks for the help but I won't be able to get into that much detail of modding for a while I just don't have the time for it to learn everything in 3dsmax or blender right now. I am having trouble with the heavy plate helmets from the witcher 2 stuff in the ck and in game. I get an error about bslightingshaderproperty.cpp line 806 or something when trying to add the helmets in the ck and they are in game but they don't show and make the player head invisible too but they show up in inventory screen waaaay oversized. How do you guys get past this problem? I tried copy block for the shaders in nifskope from a default steel plate helmet and removed the branch from the witcher2 helmet and paste branch from default but still get this error in the ck. The helmets work for those witcher 2 mods so why don't they work for me? Link to comment Share on other sites More sharing options...
Recommended Posts