would it be possible to do this as a replacer for the vanilla thalmor Armour like the golden one you have is for soldiers,archer etc and the black one is for commanders would love to have a more menacing and intimidating thalmor not that i like them lol
For those using SkyRe, remember to put this file's .esp before the ReProccer.esp in the load order. BOSS load order tends to put the ReProccer first. The stats won't adjust otherwise.
I figured out why some people are having the problem PanTast and others have reported...and you won't like it. This mod is broken. The author created the retexture by assigning a differing skin texture to the model. But in the CK, skin texture doesn't govern the material of the armor, it governs the skin underneath the armor. Because the default vanilla armor covers the entire body, you don't notice it, that's why it works. The minute you put an exposing armor on, you are revealing the skin underneath, and since this mod modifies the skin texture, it tries to place the ARMOR'S texture on your skin instead, thus the error. The reason that it doesn't effect faces and hands is because they use separate textures. If you changed the meshes on those, they too would break.
Sorry guys, but this mod just won't work with replacers. To get it to work with replacers, you'd need a seperate set of .nif meshes directed towards the new textures.
Here is a fix: 1) Copy all the meshes from the /armor/elven subdirectory. There should be two folders, M and F. 2) Make a new folder in the /elven directory name "Thalmor" 3) Paste the meshes in the folder. You should not have a M and F folder in /elven/Thalmor that contains all the M and F meshes from /elven/m and /elven/f 4) Open each female mesh in nifSkope. Change the textures on each armor part to direct to the textures you are using. 5) Repeat for male textures if you are using a replacer for those. 6) Save and close 7) Open the CK and load the .esp for those mod, set it as active. Make sure you back up the original ESP first. Select "*All" in the CK, and search for "vbthalmor". 9) Open up "VBThalmorCuirassAA" and "VBThalmorCuirassLight", change the F skin texture to "NONE" and the mesh to the ones we made in steps 1-6. Hit Okay. Repeat for the light cuirass. 10) Save the .esp.
That should do it. Maybe I'll release my own version of this and fix all the mistakes in here. It really only takes about a half hour.
I only know what I've experienced and worked out for myself. I've never experienced that particular bug. So I'm not sure how much help I can be...
Some ideas though: The textures you are using are not the textures the mesh expects, or the mesh you are using does not match the texture map of the textures you are using.
In the meantime, have you tried this mod? It pretty much does what this one does, but with proper meshes. If you want better textures, you'll have to do some renaming though (pretty easy).
Great mod, I have one problem, however. I use this: http://skyrim.nexusmods.com/mods/23125 for the Thalmor and this: http://skyrim.nexusmods.com/mods/7300 (autumn version) for regular Elven armor. Now the Thalmor helmets are green. The rest of the armor works fine, though. What might be causing this?
@PanTast, VonBarb: Looks like the game has to be told to use the body-texture for some reason, but I have no idea why it works for the normal Elven Armour but not for the Thalmor one and no clue on how to fix it.
I'd love to see the Thalmor-Robe-Armour from Jethead (http://skyrim.nexusmods.com/mods/25636) included in this mod (using the textures the Thalmor-variation uses and in the leveled list). His version uses the vanilla-texture-path, so it'd be golden if I used it with your mod. Not that it wouldn't look good, but then the name Thalmor won't fit anymore (won't mind two versions of it in this mod).
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Sorry guys, but this mod just won't work with replacers. To get it to work with replacers, you'd need a seperate set of .nif meshes directed towards the new textures.
Here is a fix:
1) Copy all the meshes from the /armor/elven subdirectory. There should be two folders, M and F.
2) Make a new folder in the /elven directory name "Thalmor"
3) Paste the meshes in the folder. You should not have a M and F folder in /elven/Thalmor that contains all the M and F meshes from /elven/m and /elven/f
4) Open each female mesh in nifSkope. Change the textures on each armor part to direct to the textures you are using.
5) Repeat for male textures if you are using a replacer for those.
6) Save and close
7) Open the CK and load the .esp for those mod, set it as active. Make sure you back up the original ESP first.
Select "*All" in the CK, and search for "vbthalmor".
9) Open up "VBThalmorCuirassAA" and "VBThalmorCuirassLight", change the F skin texture to "NONE" and the mesh to the ones we made in steps 1-6. Hit Okay. Repeat for the light cuirass.
10) Save the .esp.
That should do it. Maybe I'll release my own version of this and fix all the mistakes in here. It really only takes about a half hour.
Some ideas though: The textures you are using are not the textures the mesh expects, or the mesh you are using does not match the texture map of the textures you are using.
http://skyrim.nexusmods.com/mods/6524
Looks like the game has to be told to use the body-texture for some reason, but I have no idea why it works for the normal Elven Armour but not for the Thalmor one and no clue on how to fix it.
I'd love to see the Thalmor-Robe-Armour from Jethead (http://skyrim.nexusmods.com/mods/25636) included in this mod (using the textures the Thalmor-variation uses and in the leveled list). His version uses the vanilla-texture-path, so it'd be golden if I used it with your mod. Not that it wouldn't look good, but then the name Thalmor won't fit anymore (won't mind two versions of it in this mod).