Skyrim
Wizard robe WIP

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DoctorPepper

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Hello everyone !

My first mod for Skyrim will be wizard robes and some gear. :)
My objective is to make a light and heavy version for both genders.

I willl update thie deviation often until the job's done.

This clothes pack will feature :

- 2 Robes models (with different patterns versions)
- 2 headgears
- 2 boots designs
- 1 gauntlet for the battlerobe
- 1 magic sword
- 1 quaterstaff

... Back to work !

PS : DoctorPepper & Zairaam are one and the same ;)

28 comments

  1. Natterforme
    Natterforme
    • member
    • 437 kudos
    I can help with that^^.

    -Natterforme
  2. DoctorPepper
    DoctorPepper
    • member
    • 71 kudos
    Hello guys,

    I am a bit stuck with Nifskope.
    I begin to understand how it works.
    However it isn't really my thing.

    So if anyone wish to do the nifskope part. It would be appreciated.

    My first test in game was terrible, the mesh didn't show up. I just got a big fat warning icon.

    Of course, it doesn't I give up, but it is still a long way to go.
  3. Desmon91
    Desmon91
    • BANNED
    • 2 kudos
    I will endores this if it turns out the way I imagine it.

    Any chance you can add stats to it?
  4. Tapathi
    Tapathi
    • supporter
    • 7 kudos
    I like the look of this. I'm looking forward to seeing it completed.
  5. Natterforme
    Natterforme
    • member
    • 437 kudos
    Ok^^

    -Natterforme
  6. DoctorPepper
    DoctorPepper
    • member
    • 71 kudos
    @ Natterforme
    Well being new to the skyrim modding scene, I will be able to tell you about that during the import process.
  7. Natterforme
    Natterforme
    • member
    • 437 kudos


    But what do you intend to do about the lighting properties? Rigging isnt the issue I was worried about.

    Nice new update!

    -Natterforme


    Are you talking about the textures ? It shouldn't be a problem. I was able to adapt to the unreal tournament 3 system.
    And Skyrim use normal and specular maps like most of the next gen games.


    Not the textures either. Every item in Nifscope has lighting shader properties and texture set properties. If you import skyrim nifs into other 3D programs, most of them cant read the material. Now I am using Blender so I cant say anything about other programs, but we have to remove those properties and then use vanilla nifs as containers for the new items to pass Skyrims file management system. Does 3DMax not need to do any special importing or exporting of these files? What do you do in Nifscope in order to get them to read?

    If 3Dmax doesnt need any special steps, I will begin using it to push forward my mod release schedule. Any information you could supply would be very useful^^.

    -Natterforme
  8. DoctorPepper
    DoctorPepper
    • member
    • 71 kudos

    But what do you intend to do about the lighting properties? Rigging isnt the issue I was worried about.

    Nice new update!

    -Natterforme


    Are you talking about the textures ? It shouldn't be a problem. I was able to adapt to the unreal tournament 3 system.
    And Skyrim use normal and specular maps like most of the next gen games.
  9. Natterforme
    Natterforme
    • member
    • 437 kudos
    But what do you intend to do about the lighting properties? Rigging isnt the issue I was worried about.

    Nice new update!

    -Natterforme
  10. DoctorPepper
    DoctorPepper
    • member
    • 71 kudos
    Thanks again guys !

    @ BlutKult , I appreciate the critic. I will keep in mind what you suggested.

    @ nivea, I agree with you. But I can understand when modders don't have the time to do everything planned.

    @ Natterforme, Meshes must be rigged to the game animation skeleton before I can import them to the game.
    This step is done with the 3d software.

    Little update :
    I added a cloak to the back of the heavy version
    Gauntlets not finished yet