The license in there is a safety/precautionary measure, to make it clear these are free-to-use assets, and also for anyone who wishes to use those assets for their own projects,i'll always include it although it won't always be the same license. Don't forget to thank the 3D Artists whose assets were used when thanking me, i did not make this from scratch :)
Added a circlet variant, compatible with one of the main files, works only on Human/Elf male and female. ESPFE plugin. With short hair it's possible to see the transparent spots behind the horns but there's nothing i can do about that. You can only get it with AdditemMenu.
I'm not taking anymore requests for the time being and my mods will not receive further updates until i'm done with a project i'm working on.
Thank you so much for making this mod reach the hot mods ! I didn't think any of my stuff would but one did ! I am glad you people like it :D thank you !
The model wasn't made by me which means i don't have the skill to make a circlet model sadly, and if i just changed the crown's record to make this model a circlet, the hair would still be clipping i think ? (not sure). + that means making a plugin for it which i kinda wanted to avoid so i could backport it to LE.
So i don't think there's anything i can do about that :-/ sorry.
No problem at all, that was just an idea. I've done it for myself, so I just thought it might be interesting. (I sent you a screen) (you can edit remove parts of a mesh in outfit studio very easily, so I removed top and back parts. and I also made a very simple esp-fe (to not take any mod slot^^) with alternate crown, but yep for backport you would need to make another esp. and you're right, esp and mesh must have same slot informations, so as it's tag as hairs 31, it'll be hairs without esp modification)
Ah i had seen the screen but i was still sleepy so didn't see the difference, your characters hair is clipping a bit at the front though. I'll see if i can do something now that i know you can do that kind of thing in OS.
It's a very nice model. Any chance of a version where the bone parts look old and bleached rather than new and bloody? It is an ancient relic after all.
Looks good, fancy posting before and after shot just to make things a little easier. Only a suggestion :) Other than that what's with the license stuff in the download?
i'll do before/after pics from now on, should have thought about this, thanks.
The license in there is a safety/precautionary measure, to make it clear these are free-to-use assets, and also for anyone who wishes to use those assets for their own projects,i'll always include it although it won't always be the same license.
Re- license stuff, might be worth pinning that in mod description and permissions rather than inside the download to cut back on download clutter. I assume you increased poly count on the original bethesda model and tweaked UV maps and made higher resolution textures based on the wrapping. Currently rebuilding my install from scratch atm so I may end up going with your version, will see :) Keep up the great work.
Will do that from now on for the next things i release, i was worried it would end up cluttering but didn't know what to do... I'm not the one who made the model, "BlakkMatto" did (that's why there's a license), you can check his sketchfab profile linked in the description if you want :)
Very nice model. I'm definately gonna use that, thank you. The spec map(and therefore the environment map) is plain white though. The metal parts need to be light grey for skyrim and the bone parts very dark grey. Then it would look even more badass.
I tried to do that but i couldn't keep the look of the bones like the way they are right now, i wanted it to look like it was made recently, like the flesh and bones were still "fresh" + to me the metal parts would end up looking like stone lol, you'll defo do a better job than i did :D
Edit: wow i'm an idiot.. i had done this before adding the env map shader type and flag so i couldn't see the difference when looking at it in nifskope...ffs i'm dumb,oh well i still wanna see what you end up doing with it so i'll leave my version the way it is now :)
Uploaded a quick version, that was before I knew you wanted the flesh a bit shinier. I just copied the diffuse into the alpha map and painted the bone parts darker. There are better methods to create a spec/env map I've been told though.
It looks kinda similar to when i was trying to do the same hence why after struggling i just left the alpha white and played with all the values in nifskope.
Yeah someone's been teaching me 2 or 3 different methods to make spec/env maps but i'm still struggling with the slightly more complex ones so i'm just trying to stick to the grayscale pasted in the alpha method when i don't mess up.. for now.
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The author has locked this comment topic for the time beingDon't forget to thank the 3D Artists whose assets were used when thanking me, i did not make this from scratch :)
Added a circlet variant, compatible with one of the main files, works only on Human/Elf male and female. ESPFE plugin.
With short hair it's possible to see the transparent spots behind the horns but there's nothing i can do about that.
You can only get it with AdditemMenu.
I'm not taking anymore requests for the time being and my mods will not receive further updates until i'm done with a project i'm working on.
I will now lock this thread so i can focus on my other mods, thanks again !
But maybe, a circlet alternative replacer with hairs (see my screen, very rough edit) would be cool for many people don't you think?
+ that means making a plugin for it which i kinda wanted to avoid so i could backport it to LE.
So i don't think there's anything i can do about that :-/ sorry.
I've done it for myself, so I just thought it might be interesting. (I sent you a screen)
(you can edit remove parts of a mesh in outfit studio very easily, so I removed top and back parts.
and I also made a very simple esp-fe (to not take any mod slot^^) with alternate crown, but yep for backport you would need to make another esp.
and you're right, esp and mesh must have same slot informations, so as it's tag as hairs 31, it'll be hairs without esp modification)
I'll see if i can do something now that i know you can do that kind of thing in OS.
And yep there will be clipping depending on haircut. Impossible to avoid for hairs with lots of volume .
I'll try your version very soon.
Thanks and good luck for your next project! (the word "big" is intriguing! *_*)
This mod is now featured on my True Graphics and Immersion List
Only a suggestion :)
Other than that what's with the license stuff in the download?
The license in there is a safety/precautionary measure, to make it clear these are free-to-use assets, and also for anyone who wishes to use those assets for their own projects,i'll always include it although it won't always be the same license.
I assume you increased poly count on the original bethesda model and tweaked UV maps and made higher resolution textures based on the wrapping.
Currently rebuilding my install from scratch atm so I may end up going with your version, will see :)
Keep up the great work.
I'm not the one who made the model, "BlakkMatto" did (that's why there's a license), you can check his sketchfab profile linked in the description if you want :)
Thanks for the suggestions !
The spec map(and therefore the environment map) is plain white though.
The metal parts need to be light grey for skyrim and the bone parts very dark grey. Then it would look even more badass.
Edit: wow i'm an idiot.. i had done this before adding the env map shader type and flag so i couldn't see the difference when looking at it in nifskope...ffs i'm dumb,oh well i still wanna see what you end up doing with it so i'll leave my version the way it is now :)
I just copied the diffuse into the alpha map and painted the bone parts darker.
There are better methods to create a spec/env map I've been told though.
Yeah someone's been teaching me 2 or 3 different methods to make spec/env maps but i'm still struggling with the slightly more complex ones so i'm just trying to stick to the grayscale pasted in the alpha method when i don't mess up.. for now.
I was hoping for this since a very long time!
Thanks a lot!