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Created by
RiceFarmerDaimyoUploaded by
RiceFarmerDaimyoVirus scan
About this mod
A total of 150+ Armor equipment.A huuuuge file.
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Public Service Announcement
If you have old mod in your module folder that you're not using. Delete it completely. Every single mods that you are not using in
your module must be deleted or move outside the module folder in order to get the game properly working. I don't know why, but for some odd reason, the game still read unused mod that is in our module folder. So the best course of action is to delete everything that we are not using. Any old mods would
get in the way and should not be in the Module Folder. It is also recommended to start new game since the current save file would be
bloated by old unused mod data and would most likely crash as we continue the game. I am not entirely sure if it true, but it better safe
than sorry. It work for me thus far in 1.1.3 fully release game version.
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This mod is completely functional, so if you likie, come downloadie....except for the physic part.
Update: 2.0 is now release. I have learn the ability of diffusion which allow armors the use of team color. With 85 Armors, I am still expanding for more. Whether it for body, arm, or cape. I'mma make as many as possible. Mostly because I want to create unique troops for either my Calradia Girls, Eastern Forces Rising, or Calradia Forces Rising. Now if only I know how to make use of physic to make it look right.
Update: 2.2 is now release. It is over 95+ armors, and I made various fixes to numerous previous armors. Mostly the helmets since that how I got my start.
Update: 2.3 is now release. It is easily over 100+ armor, and I made various fixes to numerous previous armor that doesn't load it graphic correctly.....hopefully. Physic is still an issue for body armor and cape armor since I have no way of dealing with it. I'mma stop making new armor mods now since I have made waaaaaaay too many, and I do not wanna make more just to end up fixing them later when Taleworld finally release a mod kit to fix the physic.
Update: 2.5: Made a lot of new armors this weekend. A total of 130+ Armor has now been release. I know I said I planning to not make any new armor......I lie. I couldn't help myself.
Update 2.6: Think I made too many. A total of 150+ armors now. Fixes some other armors to make them look a lil bit better. Now I can focus on other mods like my troop mods.
Update 2.7: Added 5 new armors and fixes two of the old hallow greave look to be like a tad different. A total of 163+ equipment. This may be the last
mod for 1.5.9 before I upgrade to 1.6 or 1.6.1 or 1.6.2. So anything after this will require version those. If i'm not completely lazy.
Update 3.0: No real changes other than optimization for 1.7.2 beta. I remove around 15 armors, mostly hand armor due to Taleworld doing a thing which cause the game to crash if you have 8 modded hand armor and higher. So the limitation is 7 mod hand armor for 1.7.2
Update 3.0 again: Made another one for 1.7.1 for people who still want to play it with my arm armor mods. The 1.7.1 version will have all the armors that is currently working.
Update 6/3/2022: I have tested 1.7.2 beta with my mod that have all my armors, and so far, it actually work. I guessing since TW updated yesterday, it fixes the arm limitation so I can move forward and go bonker. Word of warning though, 1.7.2 Beta is still unstable, so crashing is just inevitable, and with mods, even more so.
Update 3.1: Finally managed to figure out how Weight Painting work thanks to Areldir. Seriously wouldn't figure it out without his input. I updated the body armor where I fix the shoulder distortion. I still haven't figure out the clothe physic yet.
Update 3.2: I manage to completely fix the whole shoulder thing for 1.1.3 Game Version. So it definitely definitely should work. I know I haven't been around, but I been busy. Slacking.