SKYRIM
Glowy rune and effect by devilwithin
Skyrim » Models and textures
Added: 22/12/2011 - 03:49PM
Updated: 15/07/2014 - 10:46PM

129 Endorsements

1.6.1 Latest version

3,423 Unique D/Ls

5,550 Total D/Ls

39,942 Total Views

Uploaded by devilwithin

Description

Last updated at 22:46, 15 Jul 2014 Uploaded at 15:49, 22 Dec 2011



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DWclimate:
skyrim is a huge shader heap, in order to have same glow effect than the one i show in those pictrures, you may need to set game configuration or add an ENB profile. my other mod "DWclimate"contain all you need to have exactly same result than me: click here
and a tutorial for glow mapping: click here

the Sparda problem in 1.6 version is now fixed in 1.6.1,
if you have previous 1.6 version, dowload Sparda fix patch

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fully optimized for nexus mod manager.
see read me for more information

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SUMMARY:

-Description


-Known bugs/mod compatibility/warnings (read it with attention)


-Updates historic


-Credits


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****************************UPDATED 1.6 description************************************************
now the mod can easily be downloaded and managed with nexus mod manager (NMM)

NEW weapon: the Sparda.
i'm a great fan of devil may cry games, so i've tryed to find DMC's weapons on nexus
I was satisfied to find them already available here: http://skyrim.nexusmods.com/downloads/file.php?id=6295
thanks to BOB666 for this mod.
but my best surprise was the Sparda, sadenly the base texture is realy low resolution.
so i've tryed to do a personnal re-texturing. after asking to BOB666 i've now the permission
to share my version of the sparda.
is the Sparda looks like the real DMC one?
the 3D model is the same than DMC 4 version, who's at my sence already different from DMC 1, but we can say it's the original.
the textures are not the same than original, I preferred to make something personalized.
in DMC 1 the swords seems to be organic and metalic, the DMC 4 textures looks like more
rusty raw iron piece, mine definitly look like metalic heap.
the difference is that i used HD textures. so the final answer is it's not exactly the same
but i think it's close to the original.
for now the sword is not dispalyed in the inventory menu, you will only see his name
but it's enogh for selecting it.
i will continue to enhance maps, the sword is still WIP.

all items (exept thalmor robe) are now craftable
this mod add a chest with all my modded items, you can reach it only by doing main quest.
if you want to know where they are, look at SPOILER chapter, quite below in this read me.
i've also add all item's ID if you want them by using console, in spoiler chapter.



this mod add 4 daedric armor sets: [non upgradable]
-Daedric Lord set (normal glow) enchanted (total armor rate at lvl100 = 770)
-Daedric Overlordord set (neon glow) strongly enchanted (total armor rate at lvl100 = 960)
-Daedric Lord set (normal glow) non-enchanted (total armor rate at lvl100 = 700)
-Daedric Overlordord set (neon glow) non-enchanted (total armor rate at lvl100 = 900)

this mod add 5 weapons: [non upgradable - 1hand/2hand adding damage enchant disabled]
-Daedric Lord Sword (normal glow) non-enchanted (damage at lvl100 = 105)
-Daedric Lord Claymore"swing speed equal to 1 hand" (normal glow) non-enchanted (damage at lvl100 = 150)
-Daedric Lord Dagger (normal glow) non-enchanted (damage at lvl100 = 66)
-Akaviri Lord Katana (normal glow) non-enchanted (damage at lvl100 = 105)
-Sparda "fast swing speed" (normal glow) non-enchanted (damage at lvl100 = 120)

this mod add 1 dragon priest Mask:
-Dragon Lord Mask (neon glow)

this mod add 1 speel book:
-Lord destruction(master) spell (same as fireball but a bit stronger)

this mod add 1 thalmor hooded robe: (only for male)
-Thalmor Lord robe (normal glow)

this mod add:
-a red neon glow on the dragon: alduin

this mod place some of my item on choosen NPC:
Malacath (overlord set)
Sanguine (overlord set)
Summoned dremora lord (lord set)
Valkynaz dremoras (overlord set)
Markynaz dremoras (lord set)
rarely on foresworm warlord (lord set)

you can find 1 additionals ESP in the download page of my mod:
=>DWlights (breezhome interior lights redone, solitude streets lights too, torch lights radius 2x bigger,
adding lights who's casting shadows at angarvunde fire campbleack,falls barrow exterior entrance,
chillwind depths entrance, firecracked tusk keep forge and fire camp.

you can find 2 additionals Glows intensity in the download page of my mod:
=>overlord low glow (overlord neon glow intensity divide by 2, if overlord armor shine too much for you)
=>alduin low glow (alduin glow intensity divide by 2, for same reason than armor)

Craft requirement: all items need deadric smithing perk
katana: 1 saphir, 2 orichalc ingot, 1 leather band, 1 human heart
claymore: 1 daedra heart, 3 leather band, 5 ebony ingot, 2 ruby
dagger: 1 daedra heart, 1 leather band, 1 ebony ingot, 1 ruby
sword: 1 daedra heart, 1 leather band, 2 ebony ingot, 1 ruby
sparda: 1 human heart, 1 daedra heart, 3 leather band, 2 ebony ingot, 2 flawless ruby, 2 orichalc ingot, 2 moonstone ingot
Lord boots: 1 ruby, 1 fire salt, 2 leather band, 2 ebony ingot, 1 daedra heart
Lord cuirass: 3 ruby, 1 fire salt, 3 leather band, 5 ebony ingot, 1 daedra heart
Lord gauntlets: 2 ruby, 1 fire salt, 2 leather band, 1 ebony ingot, 1 daedra heart
Lord helmet: 2 ruby, 1 fire salt, 2 leather band, 1 ebony ingot, 1 daedra heart
Lord shield: 2 ruby, 1 fire salt, 2 leather band, 3 ebony ingot, 1 daedra heart
Overlord boots: 1 flawless ruby, 1 fire salt, 1 frost salt, 2 leather band, 2 ebony ingot, 1 daedra heart
Overlord cuirass: 3 flawless ruby, 1 fire salt, 1 frost salt, 3 leather band, 5 ebony ingot, 1 daedra heart
Overlord gauntlets: 2 flawless ruby, 1 fire salt, 1 frost salt, 2 leather band, 1 ebony ingot, 1 daedra heart
Overlord helmet: 2 flawless ruby, 1 fire salt, 1 frost salt, 2 leather band, 1 ebony ingot, 1 daedra heart
Overlord shield: 2 flawless ruby, 1 fire salt, 1 frost salt, 2 leather band, 3 ebony ingot, 1 daedra heart
Lord Mask: 1 ruby, 1 fire salt, 2 leather band, 2 ebony ingot, 1 daedra heart
Lord boots no enchant: 1 ruby, 2 leather band, 2 ebony ingot, 1 daedra heart
Lord cuirass no enchant: 1 ruby, 2 leather band, 2 ebony ingot, 1 daedra heart
Lord gauntlets no enchant: 1 ruby, 2 leather band, 2 ebony ingot, 1 daedra heart
Lord helmet no enchant: 1 ruby, 2 leather band, 2 ebony ingot, 1 daedra heart
Lord shield no enchant: 1 ruby, 2 leather band, 2 ebony ingot, 1 daedra heart
Overlord boots no enchant: 1 flawless ruby, 2 leather band, 2 ebony ingot, 1 daedra heart
Overlord cuirass no enchant: 1 flawless ruby, 2 leather band, 2 ebony ingot, 1 daedra heart
Overlord gauntlets no enchant: 1 flawless ruby, 2 leather band, 2 ebony ingot, 1 daedra heart
Overlord helmet no enchant: 1 flawless ruby, 2 leather band, 2 ebony ingot, 1 daedra heart
Overlord shield no enchant: 1 flawless ruby, 2 leather band, 2 ebony ingot, 1 daedra heart


fell free to use/enhance it for your own modding project. just keep credits of base model/texture authors:
(Kohdi, RedDaimyo, Satyr/Zerofrost, BOB666)
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-------------------------------Known bugs/mod compatibility/warnings----------------------------------------------------

Important: because of glow map and environment map conflict
you may need to set this line in skyrimprefs.ini:
bFloatPointRenderTarget=0 => set it to "1"
try it if you have glow problems.

Known problems:
-glow maps and environment maps have the same path,
it can cause some visual issue, depending to game config, no fix possibility yet)
-possible imcopatibility between my neon effect and some ENB profile:
(shaders from ENB or vanilla shaders have an impact on glow visibility)
optimal ENB profile for my mod is: Confident ENB Collection v1.5 "vibrant"
you can also try my DWclimate mod who perfectly work with my glow effect.

BE CAREFULL:
it will replace base texture of:
-the dragon Alduin
-i choose to keep my weapons and armors non upgradable (easiest way for now to equilibrate them)
-my weapons are not impacted by (increase 1hand/2hand damage by ..%) enchant (same reason than before)

MOD IMCOMPATIBILITY:
-some ENB profile/version can have bad effect, especialy on neon glow (ex:low colour tone, low lightning ENBs)
-my mod place a chest with all my stuff in an interior cell (for spoil reason, i tell his location in SPOILER chapter, quite below)
any mods that modify this interior can possibly have imcompatibility whith mine, but not necessary.
-any another alduin mods are imcompatible with mine
-DWlights.ESP modify light sources (torchs, lights emitted by lanterns and mortar in solitude, and candles in whiterun player home),
then it also, modify whiterun player home(breezhome) and solitude streets.
this ESP is not compatible with any other mod who modify same things.

this mod is fully compatible with any other daedric texture mod (and akaviri katana)
armors and weapons contained in this mod are diffrent from vanilla ones, so vanilla
daedric armors and weapons are still present ingame, and NPCs are using them.
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----------------------------------------Updates historic------------------------------------------------------------------

UPDATE 1.6:
-add the Sparda
-all weapons and armors (exept thalmor robe), are now craftable
-emptys armors can be enchanted
-weapons and armor are still non-temperable
-fixed some bugs
-better textures for weapons and armors (textures and maps have been enhanced)

UPDATE 1.5:
-it's simply a re-organization of my files, and a separation of the optional files
in order to create an "easy Nexus Mod Manager" install. content is the same.
-DWlights add few more lights who's casting shadows.

UPDATE 1.4.5:
-speed up Lord claymore swings, now it's equal to 1 hands swing speed.
-add non-enchanted version of armor
-armor rate of lord and overlord sets increased
-add new spell (destruction master)
-Lord weapons damages increased
-add some of my stuff on NPCs
-katana scabard fixed
-weapons models shown in ingame items menu, are now fixed
-more location have lights sources with casted shadows:
----->(angarvunde fire camp, bleackfalls barrow exterior entrance, chillwind depths entrance fire, cracked tusk keep forge and fire camp)

UPDATE 1.4:
-because of creation kit, environement map now works with glow maps, but is impacted by glow presets.(glow map no more hide some details)
-add female version to neon daedric armors
-all nifs have been edited, each items use their own models/textures path,
so armors, clothes and weapons are compatible with vanilla and anyother modded armors/weapons.
-create ESP, each items are unique, they have been placed in chest, then in a cell. no NPC uses them.
-add daedric neon in main mod, and transform it in a diffrent armor set.
-add alduin neon in main mod (but not as a unique entity, so it overwrite alduin vanilla or modded models/textures)
-add hevnorak neon in main mod, and transform it in a diffrent dragon mask.
-change folder Arrangement
-updated read me and install/uninstall method
-exchange lights sources "without casted shadows", by "casting shadow" ones, in some place:
[breezhome (fully redone ligths);2 spots in solitude streets](DWlights.ESP)
-fix breezhome shadows

UPDATE 1.3:
-add 2 daedric armor NEON versions: normal version "i lowered 1 times irradiante glow", and LOW version "i lowered 2 times irradiante glow"
-add hevnorak neon mask

UPDATE 1.2:
-add daedric shield (beta)
-add/retex/remap thalmor robe (male only, with hood only)
-daedric armor glow re-worked, more subtile effect
-add daedric helm no eyes option (totaly black)
-add daedric helm no glow option (eyes still there but no more glowy)
-old 1.1 armor version, more flashy, is sill available in this archive


UPDATE 1.1:
-add female normal/muscular version or armor
-add male normal version or armor
-add greatsword and dagger
-glowy buggy scabard fixed
-katana normal map re-worked, runes now seem's to be inlayed
-daedric armor normal map re-worked, like katana.
-daedric gloves runes changed/re-worked, now rune's are all from draconic language
-daedric gloves glow on finger are re-worked for a better looking effect
-daedric gloves M_Map re-worked (diffrent technique from katana), runes now seem's to be inlayed
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--------------------------------Credits-----------------------------------------------------------------------------------

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
i've used Sparda model from this mod->"DMC 4 Weapons by BOB666"
click here
as base 3D model for the sparda

i've used nice textures from this mod->"Daedric Reborn by RedDaimyo
click here
as base texture for daedric armor parts.

i've used nice textures from this mod->"Kohdi Retextures Part 3 - Akaviri Katana by Kohdi"
click here
as base texture for akaviri katana

i've used nice dragon priest hood texture from this mod->
Razor_Scales_Armor_and_Cannibal_Lord-1907-1-0
but no more present on skyrim nexus.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


::::::::::::::::::::::::::::::::::::thanks::::::::::::::::::::::::::::::::::::::::::::::::::::
to "BOB666" for importing DMC's weapon in skyrim, and making them playable.

to "thewingedloke" who had patience to learn me some things about glow maping
and using nifskope.

to "Kohdi" for his nice retex work on akaviri katana

to "RedDaimyo" for his awesome retex of daedric armor

to "Satyr/Zerofrost" for his sweet chainmail retex of dragon priest hoods

and
-Vergis
-ROFlander
-Stergiosman
-IxionInc
-PastaSalad
-frozenash
-stelk
-FatalCharm
-Kabazt
-necrovox
-ced909
-SamboPL
-DrownedSoul
-SupremeListener
-Xanshio

for your comment.
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