Excellent mod. I too did not like the greenish hue the armor add.
In reagrds to making the armor playable I took a peak in the Creation Kit and it isnt going to be straight forward. The armor (I think) is attached to the Ayleid model itself - so that will need to be seperated. Then the 1st person models created. There are seperate items for the helmets (4 types of helms), boots (only shin gaurds - 2 types: One that covers both shins and one that only covers one shin) and Gauntlets (Same as shins, two types: One for both forearms and one covering one forearm).
What this means is that it will be easy to impliment the helmets and boots from this armor. The Gauntlets too would be easy but require a 1st person model setting up ( though could likly use the same model as the guantlets themselves without any issue). So the main problem will be getting a working armor from seperating the Armor (Curiass) from the creature model itself. I will take a look at the model shortly to see if this is feasable.
You would then need someone who could "tidy up" the armor, to restore it, otherwise you will be left with the torn/worn look.
I took a deeper look at the possibility in Nifskope and the Creation Kit. Here are my findings. I used the Nord race in my play testing:
The Armor:
The way the armor is set up I could not get it to show on the default races even after setting everything in the creation kit. I.e setting up the ArmorAddon and the Armor. Linking the armor to the armoraddon and setting the default races. All that happens is you appear naked when equiping the armor. The Helms:
I set up the helms the same way I did with the armor and the helms worked! Whoo hoo! The only issue is there is some major clipping at the back with the heads. It would require someone with more model making experience than I to sort this out:
hey fren, ive been trying to recolour certain things myself, but havent gotten a result as good as yours? how did you do it? I've just been using hue, but im wondering if there is a better method.
I mostly use GIMP and a combination of hue saturation and brightness-contrast options. Using selection tools allows me to choose what I want to change, but that can be difficult depending on what you want to edit. This one took some time because there were a lot of green cloth parts I had to find in the texture. I am by no means a professional though, so there might be a more efficient way.
17 comments
In reagrds to making the armor playable I took a peak in the Creation Kit and it isnt going to be straight forward. The armor (I think) is attached to the Ayleid model itself - so that will need to be seperated. Then the 1st person models created. There are seperate items for the helmets (4 types of helms), boots (only shin gaurds - 2 types: One that covers both shins and one that only covers one shin) and Gauntlets (Same as shins, two types: One for both forearms and one covering one forearm).
What this means is that it will be easy to impliment the helmets and boots from this armor. The Gauntlets too would be easy but require a 1st person model setting up ( though could likly use the same model as the guantlets themselves without any issue). So the main problem will be getting a working armor from seperating the Armor (Curiass) from the creature model itself. I will take a look at the model shortly to see if this is feasable.
You would then need someone who could "tidy up" the armor, to restore it, otherwise you will be left with the torn/worn look.
The Armor:
The way the armor is set up I could not get it to show on the default races even after setting everything in the creation kit. I.e setting up the
ArmorAddon and the Armor. Linking the armor to the armoraddon and setting the default races. All that happens is you appear naked when
equiping the armor.
The Helms:
I set up the helms the same way I did with the armor and the helms worked! Whoo hoo!
The only issue is there is some major clipping at the back with the heads. It would require someone with more model making experience than I to sort this out:
Don't know how long it'll take me, but I've started working on making the Wight Armor playable for a mod I'm doing
I checked the conflicts tab of my mod manager and saw the armor textures being overwritten, but not the helmet.
Opened up the meshes in NifScope and they are correctly pointing to "textures\CreationClub\BGSSSE067\Actors\Wight\WightHelmet.dds"
Included in the mod is "textures\CreationClub\BGSSSE067\Actors\Wight\WightHelmet1.dds"
I renamed the texture to removed the extra "1" and the helmets matched.
Excellent work nevertheless.