ya know what this makes me want? dawnguard mage armor and not just a cloth version of dawnguard armor but something that looks like an isran approved uniform that stands out as distinctly cloth
+1 to that. I'd love such a getup, and have looked into it in the past. Sadly all I'm capable of is some light xEdit work, so unless a proper modder is willing to volunteer their meshes and textures for the process then I'm at a loss. And the part I could do is so easy that there'd be little point in said modder doing anything short of just making the whole mod themselves.
A small question: if I only want to change that acorn/nutshell looking helmet's model to this beautiful hood by renaming the meshes to DawnguardHelmetF_1.nif (the male and ground object as well) and don't need the crafting/circlet options, will this work or is it better to keep the esp and all that jazz as is? Or will it break the anti-mosquito enchantment? Though, even if I was wearing the whole set it didn't show the bonus anywhere in the vanilla game.
The majority of the plugin's content is either adding the new pieces to the worldspace and making the new pieces craftable and upgradeable. If all you're looking for is a straight replacement of the vanilla helmet, you could absolutely just rename the meshes.
Nah. Everything about the Dawnguard light helmet is an abomination.
That said, even if I were inclined to agree with you I only did the plugin side of the job. As you can see in the credits on the main page, the heavy lifting/editing of the meshes and textures was done my far more talented people whose work I acquired permission to convert and repackage.
Hi! Thanks for this great mod :) Can you make one version without the symbol? I like to retexture the hood in PS but if i retexture the DawnguardHood_n file, or just simply delete the symbol, the texture going to messed up in game.
Any plans adding argonian support? I tried this on my lizard but sadly it clipped through the head. Amazing mod still. The vanilla helmet is indeed quite silly looking in my eyes as well.
The plugin shows errors in SSEEdit, in xx00A674 and xx00A675. The reason is that the keywords from CCOR are missing from your plugin. If you load up your plugin with any other plugin that has those keywords, everything works as intended. Try loading it up with only the main game plugins and you will see the errors. The solution is to add the keywords and globals you need from CCOR to your plugin (simply forward them). This will not add CCOR as a master, the keywords and globals will be injected into update.esm, which will be added as a master instead. In this case, it is only globals that needs to be added. This is what it should look like:
Thanks, and sorry if it it seems like my post assumes that you don't know how to properly add compatibility for wacf/ccor. It was certainly not my intention, I just wanted to be precise. I have made so many waccf/ccor patches for myself and for different Skyrim guides. I have no idea really if the game just ignores those errors or it it can cause any problems. Good to know that it doesn't!
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I also encourage you to drop by cthunsthrall's user page and leave him "kudos" for his work on the textures for v1.4.
https://www.nexusmods.com/skyrimspecialedition/mods/22297
like this:
That said, even if I were inclined to agree with you I only did the plugin side of the job. As you can see in the credits on the main page, the heavy lifting/editing of the meshes and textures was done my far more talented people whose work I acquired permission to convert and repackage.
https://1drv.ms/u/s!Ailw08x1RB7Yh8MPugD9MkmX86sYZA?e=ZIVi0r
Send me a pm if you want me to send you the fixed plugin. Thanks for a great mod!
Version 1.3 should correct these errors, and is now available for download.