I'm not sure if anyone will see this but I have an issue with the 1st person when the chest is equipped. The armor is, for some reason, visible in 1st person and while it's not much of an issue normally it is basically blinding while sneaking. The metal slats go straight up in the character's face and mostly obscure my vision. Is there any way to disable it being visible from that perspective?
How did you convert skyrim armor to morrowind? I am genuinely curious as im putting a armor set together for personal use out of various meshes and wish to use some from later games.
This looks fantastic in the game. Although I'm wondering about the non-standard body sections (biped objects) that were used. For instance, normally a chest armor would completely hide a shirt, but this does not, because "chest" was not selected in the CS for the cuirass. Consequently, a shirt clips badly with the cuirass. Same with pants and the greaves. Also, the cuirass takes up an ankle slot in addition to other slots, which makes it unable to be worn with any foot armor other than the foot armor in this mod without one of your feet being invisible. Maybe this has to do with it being more complicated than vanilla armor (more pieces, more voids, etc.?)
For BB compatibility I think you can just replace Meshes\a\MK_ANA_BootA.nif Meshes\a\MK_ANA_BootB.nif Meshes\a\MK_ANA_Fem.nif Meshes\a\MK_ANA_FemGrvs.nif with MacKom's original bettr bodies version (note: personally I also rescaled the helmet X Y vertices to 1.05 in NIFskope for better head fitting)
There's also one difference in body parts, for upper armor MacKom's version uses ankle slot, mine uses forearm slot, so if somone want to use this with BB version, body part names should be renamed with nifskope
17 comments
The armor is, for some reason, visible in 1st person and while it's not much of an issue normally it is basically blinding while sneaking.
The metal slats go straight up in the character's face and mostly obscure my vision.
Is there any way to disable it being visible from that perspective?
player->additem "MK_ANA_BootA" 1
player->additem "MK_ANA_BootB" 1
player->additem "MK_ANA_BracerL" 1
player->additem "MK_ANA_BracerR" 1
player->additem "MK_ANA_Greaves" 1
player->additem "MK_ANA_Helm" 1
player->additem "MK_ANA_PauldronL" 1
player->additem "MK_ANA_PauldronR" 1
also if you wantto do some tes5 conversions/whatever just learn how to weight stuff to morrowind skeleton, thats all
Meshes\a\MK_ANA_BootA.nif
Meshes\a\MK_ANA_BootB.nif
Meshes\a\MK_ANA_Fem.nif
Meshes\a\MK_ANA_FemGrvs.nif
with MacKom's original bettr bodies version (note: personally I also rescaled the helmet X Y vertices to 1.05 in NIFskope for better head fitting)
what about assigning in CS
MK_ANA_f_forearm to Ankle
and using e.g. Left Ankle for MK_ANA_cuirass?