It's coldhaven vampire city, by the same mod author that created the better vampires mods. But it also has some personal modifications which are not public.
Open the mod in xEdit Right click on it and Add: **COBJ - Constructible Object ** Then right click on the newly created Constructible Object category and Add: COBJ - Constructible Object It will ask for a New FormID, just click OK. You will se an empty crafting form to fill. To do it just click on the empty cells and select ADD. EDID - Editor ID. Name your recipe to something easy to identify and differentiate it from a tempering recipe. Something like 001DaemonTargaryenArmorhelm, 002DaemonTargaryenArmorCuriass, 003DaemonTargaryenArmorGreaves, 004DaemonTargaryenArmorGauntlets COCT - Count. Don't bother with it, it just counts the number of items to craft the recipe. Items (sorted). Here you can add or remove the materials required to craft the recipe. Click on Null to search, you can enter the name of the item to find it faster. Conditions. If you are not familiar with conditions Here is an example of a condition requiring the player to have the ebony smithing perk to be able to craft the item. If you don't put a condition it's fine, it means the recipe will appear in the crafting menu from the start or create separate mod DLs for crafting with perk restrictions and without. CNAM - Created Object. The item to be crafted. BNAM - Workbench Keyword. CraftingSmithingForge [KYWD:00088105]. NAM1- Created Object Count. Number of items created by the recipe. Usually 1. After that you can copy the recipe multiple times using Copy as a new record into.... Pick a different name and edit the values as needed for each piece
Install this https://www.nexusmods.com/skyrimspecialedition/mods/106659
Familiarize yourself with this https://www.nexusmods.com/skyrimspecialedition/mods/108222
Export with this https://www.nexusmods.com/skyrimspecialedition/mods/108222
I'd really love it if this supported khajiit and argonian characters. When I put on Daemon's helmet, it just reverts to a normal dragonscale helmet; very disappointing.
Firstly love the mod! It looks amazing. I was just wondering if you were planning on making a helmet that doesn’t have the plume or wings as seen in season 2 of hotd. KEEP UP THE GOOD WORK!!!
yes, thanks to author for this amazing work but i look for this helmet everywhere. I don't understand why the modded seasons 2 armors have a crest, there is already the excellent work of Fuse for that^^
Hello, installed the armor and it's showing up in game, but for some reason it keeps making the body purple. I did run it with bodyslide but can't seem to get the purple textures away? Any help on this would be appreciated.
EDIT: Nvm i'm dumb and didn't read the requirements. xD
When player character has long hair it clips through the back of the helmet, I suggest adding 41_longhair partition to the mesh and the armor addon of all the helmets. I understand that this removes hairline from character's head, which may look bad (especially on the second helm variant, the one with 3 dragons on top), but clipping looks worse in my humble opinion.
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Also, the knee armour behaves oddly, perhaps you could redraw the weight to fit a bit more around the knee and thigh.
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Also, the boots don't seem to fit properly around the calves and at the same time clip a bit with the pants. I would suggest fitting them closer to the pants, and then drawing a 38_calves partition on the pants where they overlap with the boots to avoid clipping.
Regarding the HDT skirt, I suggest adding constraints to the front skirt like this: <constraint-group> <generic-constraint bodyA="BeltL1 01" bodyB="BeltR1 01"/> <generic-constraint bodyA="BeltL1 02" bodyB="BeltR1 02"/> <generic-constraint bodyA="BeltL1 03" bodyB="BeltR1 03"/> <generic-constraint bodyA="BeltL1 04" bodyB="BeltR1 04"/> <generic-constraint bodyA="BeltL1 05" bodyB="BeltR1 05"/> <generic-constraint bodyA="BeltL1 06" bodyB="BeltR1 06"/> </constraint-group> So it won't stretch in a weird way. Tested this config in game, looks better IMO.
And maybe tone down the baked-in ambient occlusion (idk what it's called, the dark spots) on the skirt, they look too intense in my opinion. That is all :)
Sorry I've only expressed negative thoughts so far, most of those are minor quibbles, I actually adore this armor, the skirt was a great addition, like a found missing piece :)
Thank you for the guidance on how to fix the found issues, these are really usefull.
I haven't noticed these issues myself as I don't play around with my own mods that much that I make because after spending days to make them and then implement it in game I'm pretty sick of it. I'll try to implement to add these fixes.
And yes, I've gotten a bit overboard with backing in the ambient occlusion, I added the slider to max haha
And no worries, I know these are small things and they are fixable pretty easy. I'm glad I managed to implement the Skirt, I took me about half a day to create the mesh and then play around with the diffuse and normal maps but it took me almost 4 days to tweak the smp weight painting and trying to figure out what to do with the tassets.
Done and uploaded the new version, I think I covered allmost all raised issues, please let me know if you observed any other weird behaviours with the meshes.
All is well, except the hair, it's still clipping. I checked the mesh and the armor addon and neither had the longhair partition. Maybe you've uploaded an older file?
Uploaded the correct files to fix the long hair issue as well. I also removed the ear partition from CK for the Alt Targaryen Helmet as it looked goofy without the ears and all the space.
Yes, Note that I also made the same weight painting fixes to the female armor version, so you might also need to update your bodysldie version for that.
94 comments
Open the mod in xEdit Right click on it and Add: **COBJ - Constructible Object ** Then right click on the newly created Constructible Object category and Add: COBJ - Constructible Object
It will ask for a New FormID, just click OK. You will se an empty crafting form to fill. To do it just click on the empty cells and select ADD.
EDID - Editor ID. Name your recipe to something easy to identify and differentiate it from a tempering recipe. Something like 001DaemonTargaryenArmorhelm, 002DaemonTargaryenArmorCuriass, 003DaemonTargaryenArmorGreaves, 004DaemonTargaryenArmorGauntlets
COCT - Count. Don't bother with it, it just counts the number of items to craft the recipe.
Items (sorted). Here you can add or remove the materials required to craft the recipe. Click on Null to search, you can enter the name of the item to find it faster.
Conditions. If you are not familiar with conditions Here is an example of a condition requiring the player to have the ebony smithing perk to be able to craft the item. If you don't put a condition it's fine, it means the recipe will appear in the crafting menu from the start or create separate mod DLs for crafting with perk restrictions and without.
CNAM - Created Object. The item to be crafted.
BNAM - Workbench Keyword. CraftingSmithingForge [KYWD:00088105].
NAM1- Created Object Count. Number of items created by the recipe. Usually 1.
After that you can copy the recipe multiple times using Copy as a new record into.... Pick a different name and edit the values as needed for each piece
Install this
https://www.nexusmods.com/skyrimspecialedition/mods/106659
Familiarize yourself with this
https://www.nexusmods.com/skyrimspecialedition/mods/108222
Export with this
https://www.nexusmods.com/skyrimspecialedition/mods/108222
And the crowd cheers
KEEP UP THE GOOD WORK!!!
EDIT: Nvm i'm dumb and didn't read the requirements. xD
Also, the knee armour behaves oddly, perhaps you could redraw the weight to fit a bit more around the knee and thigh.
Also, the boots don't seem to fit properly around the calves and at the same time clip a bit with the pants. I would suggest fitting them closer to the pants, and then drawing a 38_calves partition on the pants where they overlap with the boots to avoid clipping.
Regarding the HDT skirt, I suggest adding constraints to the front skirt like this:
<constraint-group>
<generic-constraint bodyA="BeltL1 01" bodyB="BeltR1 01"/>
<generic-constraint bodyA="BeltL1 02" bodyB="BeltR1 02"/>
<generic-constraint bodyA="BeltL1 03" bodyB="BeltR1 03"/>
<generic-constraint bodyA="BeltL1 04" bodyB="BeltR1 04"/>
<generic-constraint bodyA="BeltL1 05" bodyB="BeltR1 05"/>
<generic-constraint bodyA="BeltL1 06" bodyB="BeltR1 06"/>
</constraint-group>
So it won't stretch in a weird way. Tested this config in game, looks better IMO.
And maybe tone down the baked-in ambient occlusion (idk what it's called, the dark spots) on the skirt, they look too intense in my opinion.
That is all :)
Sorry I've only expressed negative thoughts so far, most of those are minor quibbles, I actually adore this armor, the skirt was a great addition, like a found missing piece :)
I haven't noticed these issues myself as I don't play around with my own mods that much that I make because after spending days to make them and then implement it in game I'm pretty sick of it.
I'll try to implement to add these fixes.
And yes, I've gotten a bit overboard with backing in the ambient occlusion, I added the slider to max haha
And no worries, I know these are small things and they are fixable pretty easy. I'm glad I managed to implement the Skirt, I took me about half a day to create the mesh and then play around with the diffuse and normal maps but it took me almost 4 days to tweak the smp weight painting and trying to figure out what to do with the tassets.
Thanks a lot!
I also removed the ear partition from CK for the Alt Targaryen Helmet as it looked goofy without the ears and all the space.
edit.: Yup, done.
Daemon Targaryen Armor Set CBBE 3BA Uniboob
Updated HIMBO Refit as well :)
Daemon Targaryen Armor Set HIMBO Bodyslide