Patch for this lovely mod and the beautiful Ancient Dwemer Metal mod.
Permissions and credits
Author's instructions
All assets created by JonnyWang are free to use, so long as you share your mod with open permissions as well.
Many of the assets found in Cathedral Project come from authors who were kind enough to share their mods openly, however, some required special permissions. Because of this, I suggest you check the credits section for a list of mods with Cathedral sharing permissions versus requiring special permissions and obtain the original assets from them.
File credits
Thanks to the Community for all their work on these Mods :) Special Thanks to Everyone who gave me permission to include their mods
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 2.5.4
capped textures at 2k and combined in one
removed glass mesh
removed jewelery textures
removed circlets
Version 2.5.3
new cubemaps
added missing meshes
adjusted cubemap strength and specular
Version 2.5.2b
fixed normal map alignment in nordplate
added forgotten cubemap to rueful ax
Added a patch for Golden Dwarven Armor
Version 2.5.2
Changed all dwarven textures for better consistency
softened and darkened imperial sword
new orc cubemap
adjusted spellbreaker texture
Version 2.5.1
removed cubemaps, fixed specular , added new textures to Nightingale Armor
Added Improved BoneCrown texture and added Cubemaps for shiny effect
Added All In One 1k version - this will not be updated as much as the main version
Version 2.5
removed unnecessary nifs
removed jewelery meshes
new textures
fixed textures and normal maps
new cubemaps
Version 2.2
Reworked Clothing Textures
Desaturated , Color Corrected and Removed Yellowing from Clothes
Improved Details to make cloth look more like cloth
removed symbols
Version 2.1b
new orc cubemap
reverted glass mesh to original
added new opal cubemap
Version 2.1
Daedric Weapons Meshes cubemaps fixed
New Specular maps added for Daedric Armor
glass helmet fix
new staff of magnus added
new magnus diffuse added
fixed dawnguard clothing textures
fixed dawnguard cubemap
better quality compression for elven textures
Version 2.0b
missing mipmaps added, now armor should be shiny
Version 2.0
New Armor Added
Meshes Added
New Textures
New Cubemaps
Armor Fixes Forwarded
Version 1.1
added new ebony armor
Version 1.0
split files for easier uploading , updating, and downloading
The Cathedral Concept Weapons, Armor, and Clothing
Cathedral Armory has now been rebuilt from scratch for LE! This will not be a copy,paste from the SE version, So this will be different form the original. Tools used, a list of Mods used and Credits will be found below in quotes. Links to LE Mods should now be included. Assets from the Mods below will not always look the same as the ones included.
If you think your mod was added by mistake pls message me and I will remove it ASAP. Original Mod : Cathedral Armory
Compatibility
To understand compatibility, you need to understand how this mod was made. Cube maps have been added to metal armors and weapons so they actually look like metal. This means we had to replace the vanilla meshes. Because of this, for any mod that overwrites these meshes, you'll want to enable the same cube maps in order to have consistent appearance among your gear. We did this for the weapons and shields from LeonWolf and Insane Armory. If you do not do this, the worst that will happen is some of your gear will look shiny, and some of it won't. MTichenor explains how to do this on his posts section of SkyRealism.
For most of the iron weapons and scimitar, these have completely new models and new textures. Do not overwrite iron weapon or scimitar textures or you may find that your meshes aren't properly uv mapped. Again, the worst that will happen is aesthetic compromise.
CATHEDRAL MODDING
There are two primary philosophies when it comes to modding, Parlor and Cathedral, originally coined by the former modder, Wrye.
In the CathedralConcept, we consider modding a joint effort. We share our work with each other to foster further mod development, to keep the community alive, and to contribute in the construction of mods of monumental scale. Individually, our contributions may be small and not worth doing for themselves, but by each person contributing something, we construct something larger and more worthwhile than any of us could do on our own.