So with this mod I no longer need Baldurian's and Bahamut's ESPs? Just meshes and textures? Does your mod replace the rest of the daedric set (boots, cuirass, pauldrons etc)?
hey. i had this mod working last night. when i got on today the face of god went back to its normal version. i cant get this mod to work now. i did everything right and reinstalled it a few times. it just wont work now. i don't get it. i didn't change anything sense last night.
Yeah this'll probably never be answered, but whenever I activate the mod the helmet itself is like shiny. Sort of like the look armor has when it's enchanted. I don't know what is causing this but if anyone could help me out that would be awesome.
I don't use OpenMW, and I do have the Morrowind Code Patch Applied (I downloaded this version from the nexus and I am running windows 10 as well). I have about 30 mods installed too, including better clothes and armor, if that helps at all.
My attempt to use this mod with Openmw leaves me with nothing but a giant exlamation point where my head should be, if you can give me any tips to fix it I would appreciate it, ive tried dragging all the data in this folder into the other daedric armor pack, and swapping activation order for the esp's several times, I honestly have no idea what to do at this point.
The issue is specular maps. This mod names them with a _s suffix, OpenMW applies spec maps with the _spec suffix. Why do they do that? I don't know, seems a silly choice to me honestly. Why does the base mod work? Not sure. You can fix this either by having every spec map used by the helmet be _spec, or changing the setting file for OpenMW from "specular map pattern = _spec" to "specular map patter = _s" under "Shaders".
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Heading over to the OpenMW forums to ask for some advice on how to fix this...