I still had the parts lying around, so I tried that out of curiosity, and it works a lot better than I expected. It's got a certain mysterious swashbuckler style to it, very much like the phantom of the opera. Here it is.
Is it at all possible to add this as a "altered garment" version of the messmer helmet, so we can have both? I don'tt know how restrictive modding ER is, and i've been wondering why a lot of these replacers that remove parts of the armor arent using the alter garments system and are just replacing the original.
Fair question. It's possible because I've seen other mods that do it (elden ring reforged, specifically), but I myself don't know how to. But even if I could, I'm fairly certain that doing so requires changing the regulation.bin file and likely several others as well, which would cause these mods to conflict with practically every gameplay-altering mod out there. And since these kinds of cosmetic mods are rarely anyone's priority, I figure most people would just ignore them instead of trying to figure out a merge.
First extract the .rar file you downloaded. It contains a "parts" folder, and inside it are the .dcx files of the mod.
-If you're using ModEngine2, drop the "parts" folder inside Mod Engine's "mod" folder. If there's already a "parts" folder from another mod in there, you can also drop the .dcx files directly into it.
-If you're using Metis Mod Launcher, launch it and go to the "Mods" tab on the left. Select "Add from folder" and select whichever folder you put the "parts" folder in (Not the "parts" folder itself! Remember that the program is looking for a "parts" folder, it won't detect any loose .dcx files). Then go to the "Profiles" tab, select a profile (or create one if it's the first time), scroll down to "Select mods" and choose the newly added mod: playing on this profile will now use that mod and any others that you select.
Metis seems more complex, but it's helpful for keeping track of multiple mods because you can keep them in separate, custom named folders. And it has an actual user interface.
Depends on what exactly you want. I can change the textures and any meshes that don't use physics, and I can probably remove pieces of most meshes as well. But I don't know how to change meshes that have cloth physics without breaking them, and leaving them stiff as cardboard. And most of the dryleaf set has cloth physics.
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If you don't feel like wasting time on such a small thing for a random user, is there a guide somewhere on how to edit armor meshes in ER?
But even if I could, I'm fairly certain that doing so requires changing the regulation.bin file and likely several others as well, which would cause these mods to conflict with practically every gameplay-altering mod out there.
And since these kinds of cosmetic mods are rarely anyone's priority, I figure most people would just ignore them instead of trying to figure out a merge.
First extract the .rar file you downloaded. It contains a "parts" folder, and inside it are the .dcx files of the mod.
-If you're using ModEngine2, drop the "parts" folder inside Mod Engine's "mod" folder. If there's already a "parts" folder from another mod in there, you can also drop the .dcx files directly into it.
-If you're using Metis Mod Launcher, launch it and go to the "Mods" tab on the left. Select "Add from folder" and select whichever folder you put the "parts" folder in (Not the "parts" folder itself! Remember that the program is looking for a "parts" folder, it won't detect any loose .dcx files).
Then go to the "Profiles" tab, select a profile (or create one if it's the first time), scroll down to "Select mods" and choose the newly added mod: playing on this profile will now use that mod and any others that you select.
Metis seems more complex, but it's helpful for keeping track of multiple mods because you can keep them in separate, custom named folders. And it has an actual user interface.
I can change the textures and any meshes that don't use physics, and I can probably remove pieces of most meshes as well.
But I don't know how to change meshes that have cloth physics without breaking them, and leaving them stiff as cardboard.
And most of the dryleaf set has cloth physics.
Nice work.