No, it doesn't, but the Unique Iron Weapons mod assigns the default model just to Banhammer and includes a different model for the standard warhammer, which you can see in the screenshot with the other unique ones. It's very similar to the "Correct Iron Warhammer", except for the spike. But I can add the Correct Iron Warhammer as an optional component.
So OP isn't active but does anyone else notice that the iron reflection is much more pronounced in third person? I put this at the bottom of my load order and tried enabling bump/reflect map local lighting in the code patch but the reflection does not show in first person. It seems there is no reflection in first-person, little reflection in third person, and most reflection when weapon is sheathed. Is that how it is for everyone?
Well, it depends. This mod replaces the vanilla meshes, but uses its own unique texture paths for most textures except the rusty metal on the axe and war hammer shafts and the wood on the war hammer. So if a mod replaces the vanilla textures of these weapons, they will not work with these meshes, but you could either simply delete the ones you want to use vanilla texture paths or replace them with the equivalent from Psymonizer's Iron Mesh Improvements mods, which this mod is based on. If a mod replaces the meshes as well, you can just replace mine with those from the mod and there should not be any problems, no matter if the mod uses vanilla texture paths or its own ones.
Yes, I do have plans for them, which is why I made new meshes for steel and ebony in the first place - to have them as a base for new textures. However, I am not making very much progress right now, sorry. If there are news, they will be first posted here: http://forums.bethsoft.com/topic/1527420-wipzrelzpherims-improved-meshes-and-textures2/
Yuss! No offence to Darknut, but those upscaled iron weapon textures look more like gold/ivory than iron. Gleefully awaiting your steel, silver, ebony, glass, daedric etc. weapon texture replacers.
Yeah, me too. ;-) I am actually working on the steel textures, as I have already released the meshes, but I'm afraid it will still take some time. But they will come!
I'v noticed that some meshes have NiTextureEffect attached to the root node (i.e. 0 NiNode). This leads to the glitch: if you will pick up them and then drop them back to the ground, reflection will disapper from the ground model until you reload the game.
Didn't you considered to use anothe reflection texture on hilts of the swords? This one looks pretty good on blade, but sometimes wraps strangely on hilt, when you look on it in first person mode.
I didn't know about this glitch, thank you. So I should do an update where I give the parts with reflection their own sub-node, even if it is the whole weapon. I believe mostly the swords are affected, the rest should be finde, but I will check.
Also, I tried changing the reflection texture to get a different look on the hilts before, but I could not find one that really improved it. But I wanted to update the sword hilts with Bump Mapping, anyway. Maybe I'll find some time to update this, soon.
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What resolution are these? Looks very detailed.
Will "Correct Iron Warhammer" mesh use your retexture too? Or vanilla one?
Nexus tracking feature is very useful... otherwise I would completely miss them.
Yes, I do have plans for them, which is why I made new meshes for steel and ebony in the first place - to have them as a base for new textures. However, I am not making very much progress right now, sorry. If there are news, they will be first posted here: http://forums.bethsoft.com/topic/1527420-wipzrelzpherims-improved-meshes-and-textures2/
I am actually working on the steel textures, as I have already released the meshes, but I'm afraid it will still take some time. But they will come!
Anyway, thanks for your kind comment!
Didn't you considered to use anothe reflection texture on hilts of the swords? This one looks pretty good on blade, but sometimes wraps strangely on hilt, when you look on it in first person mode.
Also, I tried changing the reflection texture to get a different look on the hilts before, but I could not find one that really improved it. But I wanted to update the sword hilts with Bump Mapping, anyway. Maybe I'll find some time to update this, soon.
At least now I know why Blender always puts NiTextureEffects within separate Nodes.
Edit: Mods updated!