Skyrim Special Edition
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Alexmancer

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41 comments

  1. hoangdai94
    hoangdai94
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    @Alexmancer https://www.nexusmods.com/skyrimspecialedition/mods/9304/ got updated, should you think you could update your mod as well ?
  2. tiberseptm
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    Any idea how to make this compatible with the existing Legacy of the Dragonborn patch? It recognizes the Daedric cloaks you've found and provides displays for them. I'd like to be able to patch it so I can use this as a replacer for the Daedric cloaks esp and not have both mods installed. Not huge issue having both - does cause some duplication.
    1. EntropyEnjoyer
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      I took a peek at the original mod, this one and the patch in SSEEdit. The patch only changes a couple of container records from the original mod, which this mod removed entirely. So, I would assume the patch is entirely unnecessary with this version.
    2. Luridum
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      I'm almost entirely sure that it does no such thing, especially at the time you said this.
    3. mattblns
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      Ok, so who is right? Has anyone actually tested this? :(
  3. MattStalinger
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    Hello, sorry but I wanted to ask you if you would not mind if a Spanish translation of your mod is on the page. Sorry but I don't know where else to ask.
  4. OldSchoolGrappler
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    Thanks for this; I hope it's not too much of a hassle, but I'm trying to use this with the Playable Skeleton Races - Become a Lich (5 types - Orc Human Elf Khajiit Argonian) by mrx16. But it uses the body of the "ManakinRace" for armor. It seems like the cloaks in the mod are invisible with the body of that race, which makes it not appear when equipped by the skeleton race, and I'm wondering if there's a way to fix that?
  5. titanbass1
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    It seems the older mods had patches for Patron Gods of Skyrim as well as WICO. Does this keep them as well?
    And as for HDT, this mod combines the meshes, while Artesian's uses the default file path for the meshes, which is mesh/clothes/divine cloaks OR daedric cloaks/clean meshes OR tattered meshes/*insert cloak name here*. So my best bet is that if you want to keep the HDT available for other users, just copy the original mesh path for the cloaks.
    1. Alexmancer
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      This does not have a patch for Patron Gods. I'd have to download it and then hand place the new cloaks onto the shrines. I am not using Patron Gods, instead, I opted for Wintersun in my game, so I won't be making a patch myself. Other users are welcome to add these to the shrines if they want.

      Every single cloak in this mod is using the same mesh. The default texture is the Azuara cloak. Every new cloak has a new texture applied to it using texture sets, so I can't just give them all the same mesh path to make this compatible with HDT mods, as then that would completely defeat the purpose of having texture sets. However, I'm sure patching wouldn't be too hard, since it may involve just replacing the original mesh with the hdt version (in this case, probably just the Azura cloak, and still use all the texture sets applied to that mesh. Since I am not using any HDT mods, I can't test this or edit them, but same as the Patron Gods thing, other users are welcome to make a patch.
    2. titanbass1
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      This issue is more Artesian is looking for the original file path of the meshes, and by looking at the files of your mod, it seems the names have changed.
      What about the WICO patch?
    3. Alexmancer
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      If Artesian is looking for a different file path, then a new patch would have to be made, though the same HDT cloak mesh probably can still be used. As I said, I wouldn't know for sure unless I was using it myself, and I don't want to figure out a site in a non-English language to try to set up HDT.

      I also don't use WICO, so I don't know about a patch. I change a few outfit lists, but I don't really change any individual NPCs (I think the ones I do are rather inconsequential?). As far as outfit lists go, a patch would be needed for Armor and Clothing Extension, however, I built this with that in mind already.
    4. titanbass1
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      You actually wouldn't have to look at Artesian/HDT if you wanted to. You'd have to repackage your mod so that it reads the meshes like it did in the original Divine/Daedric mod (meaning each cloak has its own loosly filed meshes); understandably, that could be a bit silly to redo that, though it would make compatibility easier on a couple of fronts.
      I use WICO, though I don't know what was causing the conflicts with the original.
      I appreciate your quick replies by the way!
    5. Alexmancer
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      Yeah, that would be completely against the point of why I made this. For HDT, unless there are any changes to the cloaks themselves in a plug-in, all you would probably need to do is take one of the HDT meshes (in this case, maybe the Azura one for consistency), change the name of that mesh to match the name of my mesh, and then put it in the same folder path as mine so it would overwrite mine. I can't test that of course, but it probably would work.

      If there were incompatibility with WICO in the original, it would be due to changing individual NPC records. All you would need to do is open them up in xEdit and merge the records with WICO's face data. You'd always want WICO loaded after, however, the only NPCS I actually touch are a couple of bandits related to the Hircine quest. Most of them die during that quest and are unavailable later. There are also maybe a couple of stronghold orcs? But opening both plug-ins in xEdit and resolving conflicts should be good enough. Alternatively, you can just load WICO after and no NPCs that I edited will have cloaks. I didn't do a full version, so not all NPCs that had cloaks in the original mods have them because I wanted to reduce clipping, particularly with NPCs wearing hooded robes (because those would clip heavily with the capes). SO only Vigilants of Stendarr, Hircine bandits and a couple orcs have any cloaks at all. and the Vigilants are only outfits that are edited and not NPCs, so it should work just fine with WICO without the need of a patch.
    6. titanbass1
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      Hmm...ok I'll try that.
      EDIT - ok so I just tested it out. What I did was I copied the four .nif files from the clean Azura cape of Artesian. I renamed them to the four matching .nif files in your mod...you have a fifth one called Cloak_go.nif that doesn't seem to match with Artesian. In any case, when I tested it in game, all cloaks, even tattered ones, had the physics working like a charm. However, the clean Azura cape was the only one missing textures.
      Do you have any ideas why this might happen? I'll keep testing.
    7. Alexmancer
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      Oh s***, I forgot about that xD. It's because it's still looking for the wrong texture path. This would just require opening the mesh up in Nifskope and changing it to look for the Azura cloak from my mod. Open it in nifskope, click on the cloak. Look at BSTriShape under the column on the left. (it will have a little triangle arrow pointing toward it). From there, click on BSLightingShaderProperty to expand that tree, and under that there will be BSShaderTextureSet. There will be a column under that that will show the textures on the cloak itself. All you need to do there is click on the file paths of those to point it to the texture you want. In this case, you want the Azura cloak for my mod which will be "textures\clothes\daedric cloaks\azuracloak.dds", you'll also want to change the second texture (which is the normal) to be "textures\clothes\daedric cloaks\daedriccloak_n.dds" which is in the same folder as the Azura cloak. From there, that texture should be the default. I made the Azura cloak the default texture for my mod, so don't point it to any other textures or all your Azura cloaks will have the wrong textures. But this should be it! You should be good to go! I'm glad to hear your HDT mesh is working properly!

      By the way the mesh that is "Go" is a ground mesh. It will be what you see in world if you drop the cloak. I hate the way those look because the textures never properly fit those meshes anyway, but at least this way if you drop it you won't lose it or crash the game or anything. That one doesn't need replacing.

      Edit: Alternatively, you probably could just use the original azura cloak textures in their original texture path. It's just not as clean as the texture set thing I did.
    8. titanbass1
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      You deserve a medal. It works like a charm. Thank you so much for your help. I don't know exactly how to upload this as a patch (as the author of Artesian hasn't been active on the mod page), but I can link you the files or just post it on that page as I know more than one person is gonna want this.
      By the way, is your profile picture a Death Knight?
    9. Alexmancer
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      I wouldn't mind hosting the files, but if you want, you can definitely create your own mod page and I can link to it on mine. It's up to you! Glad it works!

      And no! It's actually the Necromancer from Diablo! Close I guess though!
    10. Toasterfire
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      Can confirm following these instructions a year later, this works perfectly. Thanks!
  6. Doistsugo01
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    Excuse me, I need a little help. Could you tell me what mods might conflict with this one? I have had a constant CTD when equipping a cape
  7. TeutonicDragon
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    Would it be possible to add a version that does not give any to the NPCs? I would be grateful
  8. kjSage
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    I've patched this mod for Inhabitants of Skyrim and WARP, here. Patch for WARP without the IoS requirement is coming soon, as well. https://www.nexusmods.com/skyrimspecialedition/mods/32046
  9. bognog
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    can you do one of these for "cloaks and capes"?
    1. Alexmancer
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      Cloaks and Capes already does basically what I did here.
  10. witiss
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    hello its HDT?