As I said in the description, this is effectively a test version of the mod. So it has ALL of my new features, just in an unfinished state. But primarily this is a short term mod, used to do some bug squashing. I've worked on this mod for the last 4 years with only one release, and it has pretty much quadrupled in content, so I need some help managing any and all potential errors.
The primary spaces for concern are the Imperial Weapons in Solitude's Blacksmith and the Nord Weapons (Which have been revisited) in Windhelm's Blacksmith.
Hopefully you guys can help me in this and enjoy what I've made!
Edit: Also, it would be great to see how the models hold up with people's ENB's. I managed to make it look 'good' in vanilla so I dont know how that translates to ENB. Hopefully it's not overdone.
Hello there! Nice port of RealSwords Imperial, although it never appeared in that name previously. I only released these with WAC.
As I'm reading here some of you seems to be complaining about too much variety? What the hell guys?!! I made many different models of the same weapons several times for a reason. To make them look different when you encounter them. For most I made few differences other than decorations on the pommels/cross guards and scabbards. Lots of different scabbards to alleviate the monotony of always seeing the exact same stuff everywhere. It is the strength of it, not a lack of something. It create variations, subtles, but it's a global change. In the end it means you can encounter 12 soldiers and they won't be having the exact same thing hanging on their belt.
Another thing to point out is the fact that everyone of the Imperial weapons are based on ONE texture map! I was very excited about this when working on that. That texture is doing everything. Of course if you want other colors you need a new one with the leather part changed, but the weapons are all one one same map basically. For example: all "red" are using the same map, all blue another and all yellow a third one. So out of everything that came from this mod every weapons needs only 3 textures and one normal map. That, is cool because your graphic card need to read only 3 maps to draw hundreds of models.
I named that bunch of weapons RealSwords Imperial back then, but basically it was made to create weapons for my remake of the Imperial city' arena in Oblivion. I would probably had made different weapon choice if it had been a proper RealSwords release I guess, but it wasn't.
Maybe this could be RealSwords Imperial Legion instead...
Does anyone know where I can get the textures for the winged helmet? The wing parts show up purple, and the texture path in the mesh is textures\creatures\xivilai\helmetwing_black.dds, yet there isn't a "xivilai" folder in the BSA archive.
Love the mod! But, a few things. 1. the broadhead imperial arrows seem to have 2 meshes. One when knocked another when they are a projectile. and 2. Add more bows and arrows man. i love your stuff and use chronicles of steel and all the other variants in Oblivion. Good work
After some weeks i have to say that the weapons are really good, imho to powerful, realswords have always been the best weapons to use since level 1 till level 20 (my actual pc level). Vanilla weapons are actually useless. Sorry for my english.
I just downloaded this mod and i'm very excited to try it. I have been using the chronicles of steel since it came out and it has stayed in my load order since so i'm eager for this one
First step - check for errors in TES5edit. None. Good! Then run nifhealer on the nifs. No changes. Good! So at least this won't cause crashes
Last step, and the longest: Go into skyrim, use additem menu to add every single item from your mod to my inventory (this presumably also includes the ones you didn't mean for us to find yet, eh?), and record it.
Firstly, it's obvious just how much work has gone into this. I think this is easily the largest pack on nexus, definitely rivaling Immersive armors and weapons, and *that* was put together by a lot of different people. So yeah. Obviously a lot of things are variations, like 8 different imperial gladius pompeii or whatever, but *all* of the packs are like that.
And the swords look *good*. Good environment, reflectivity, not too shiny... perfect. Good hilt textures. Good detail without being VRAM-killing. Lore-friendly shapes.
I'm currently uploading the video of me testing everything out, I think that's easiest to see all the bugs I encountered in game, and how things look. The video was taken with Vividian ENB and the latest version of purity, so the lighting is a bit weird (vividian not having been updated for purity), and no other mods besides USLEEP, SkyUI, additem menu, UIextensions, so at least you can see what it looks like with ENB.
Nearly every weapon had a correct *inventory model*. So the meshes and textures show up right there.
But when I equip them there's no model for the majority of the weapons! My character is stuck holding an empty fist for a lot of the weapons. I didn't look closely enough to see where the disconnect between "good inventory model... invisible used model?" is, since as far as I know for weapons it's the same one! But hopefully you can figure it out (if you can repeat this. It might just be a "me" problem which is good for me to know... but I've never seen this before and I really have downloaded all the halfway decent weapon packs I could find and tested them in just this way).
Some of the weapons did work and obviously look great as you can see in the video.
Ok, what else.
The texture on the wings of all the winged helms is missing. Probably a bad file path, or maybe it just doesn't exist. I didn't check.
A few of the helms are just missing the mesh entirely, no inventory model (I started writing down which ones, then realized there were bunches with the same name, and I was too lazy to get the console codes. So you can see which ones in the video).
One of the gladiator bucklers (so-called) is actually a tower shield. Not sure how that misnaming happened
The imperial studded armor has bad, or missing, or somehow messed up, normal maps. Some of the other imperial armors have issues varying from "mesh is missing entirely" to "bad normal maps on portions of the armor."
The hide helmet... well, something is odd there. Looks fine in inventory but when you put it on the "helm" part disappears (leaving the gorget and horns visible).
For the heavy helms, and the scutums, the inventory model is not aligned well. For the heavy helms it's too low and for the scutums it's... behind me? You can see in the video.
I'm not sure I agree with the concept of a 2H gladius... that's... just wrong.
All the bows and arrows worked correctly!
Edit: Looking through this thread it looks like some people have posted pics of the same weapons I had trouble equipping, so... maybe it *is* "me" problem... but I don't know what's going on then D:
I'm sad because your video was removed because it was 'too long' but I want to see it. You really were awesome to test it as thoroughly as you did. I'm going to check over the problems you had, and see if I can figure out what was going on.
If you can reupload the video, please let me know.
64 comments
The primary spaces for concern are the Imperial Weapons in Solitude's Blacksmith and the Nord Weapons (Which have been revisited) in Windhelm's Blacksmith.
Hopefully you guys can help me in this and enjoy what I've made!
Edit: Also, it would be great to see how the models hold up with people's ENB's. I managed to make it look 'good' in vanilla so I dont know how that translates to ENB. Hopefully it's not overdone.
As I'm reading here some of you seems to be complaining about too much variety? What the hell guys?!! I made many different models of the same weapons several times for a reason. To make them look different when you encounter them. For most I made few differences other than decorations on the pommels/cross guards and scabbards. Lots of different scabbards to alleviate the monotony of always seeing the exact same stuff everywhere. It is the strength of it, not a lack of something. It create variations, subtles, but it's a global change. In the end it means you can encounter 12 soldiers and they won't be having the exact same thing hanging on their belt.
Another thing to point out is the fact that everyone of the Imperial weapons are based on ONE texture map! I was very excited about this when working on that. That texture is doing everything. Of course if you want other colors you need a new one with the leather part changed, but the weapons are all one one same map basically. For example: all "red" are using the same map, all blue another and all yellow a third one. So out of everything that came from this mod every weapons needs only 3 textures and one normal map. That, is cool because your graphic card need to read only 3 maps to draw hundreds of models.
I named that bunch of weapons RealSwords Imperial back then, but basically it was made to create weapons for my remake of the Imperial city' arena in Oblivion. I would probably had made different weapon choice if it had been a proper RealSwords release I guess, but it wasn't.
Maybe this could be RealSwords Imperial Legion instead...
Did an update to the textures for all of Imperial. Mostly the normals and reflectivity. See it below:
https://www.youtube.com/watch?v=PZGNv5BcO-M
https://www.youtube.com/watch?v=PZGNv5BcO-M
http://i.imgur.com/AFqsshu.png
KEEP UP THE GOOD WORK
best regards akak
First step - check for errors in TES5edit. None. Good! Then run nifhealer on the nifs. No changes. Good! So at least this won't cause crashes
Last step, and the longest: Go into skyrim, use additem menu to add every single item from your mod to my inventory (this presumably also includes the ones you didn't mean for us to find yet, eh?), and record it.
Firstly, it's obvious just how much work has gone into this. I think this is easily the largest pack on nexus, definitely rivaling Immersive armors and weapons, and *that* was put together by a lot of different people. So yeah. Obviously a lot of things are variations, like 8 different imperial gladius pompeii or whatever, but *all* of the packs are like that.
And the swords look *good*. Good environment, reflectivity, not too shiny... perfect. Good hilt textures. Good detail without being VRAM-killing. Lore-friendly shapes.
I'm currently uploading the video of me testing everything out, I think that's easiest to see all the bugs I encountered in game, and how things look. The video was taken with Vividian ENB and the latest version of purity, so the lighting is a bit weird (vividian not having been updated for purity), and no other mods besides USLEEP, SkyUI, additem menu, UIextensions, so at least you can see what it looks like with ENB.
https://www.youtube.com/watch?v=oacJJkAdJ3k&feature=youtu.be
Still I can see there are some bugs to work out.
Nearly every weapon had a correct *inventory model*. So the meshes and textures show up right there.
But when I equip them there's no model for the majority of the weapons! My character is stuck holding an empty fist for a lot of the weapons. I didn't look closely enough to see where the disconnect between "good inventory model... invisible used model?" is, since as far as I know for weapons it's the same one! But hopefully you can figure it out (if you can repeat this. It might just be a "me" problem which is good for me to know... but I've never seen this before and I really have downloaded all the halfway decent weapon packs I could find and tested them in just this way).
Some of the weapons did work and obviously look great as you can see in the video.
Ok, what else.
The texture on the wings of all the winged helms is missing. Probably a bad file path, or maybe it just doesn't exist. I didn't check.
A few of the helms are just missing the mesh entirely, no inventory model (I started writing down which ones, then realized there were bunches with the same name, and I was too lazy to get the console codes. So you can see which ones in the video).
One of the gladiator bucklers (so-called) is actually a tower shield. Not sure how that misnaming happened
The imperial studded armor has bad, or missing, or somehow messed up, normal maps. Some of the other imperial armors have issues varying from "mesh is missing entirely" to "bad normal maps on portions of the armor."
The hide helmet... well, something is odd there. Looks fine in inventory but when you put it on the "helm" part disappears (leaving the gorget and horns visible).
For the heavy helms, and the scutums, the inventory model is not aligned well. For the heavy helms it's too low and for the scutums it's... behind me? You can see in the video.
I'm not sure I agree with the concept of a 2H gladius... that's... just wrong.
All the bows and arrows worked correctly!
Edit: Looking through this thread it looks like some people have posted pics of the same weapons I had trouble equipping, so... maybe it *is* "me" problem... but I don't know what's going on then D:
If you can reupload the video, please let me know.
Edit: It's 35 seconds too long. I should have checked before I went to upload it. >_>
Edit2: It should be short enough now. Once youtube finishes processing it, it should be visible here: http://www.nexusmods.com/skyrim/mods/69067/?
https://www.youtube.com/watch?v=_3yCXaUdCOo&feature=youtu.be
I'm sorry to keep you waiting! Man, youtube really jacked the quality too so you can't see how pretty the weapons are.