This is not a good idea to ask, but do you have any retextures for armors you didn't retextured four times? Iron armor is nice once again, but you know, it is pretty much basic armor in which a lot of us spend only couple of days before moving to something stronger.
nope... there's nothing bad asking about it. i never re-retextured ebony , glass , orchish and leather but i'll do this time, i'm redoing armor sets and weaps from (almost) scratch . book of silence will not ask to chose a version or another for an armor set anymore... will bring in game 3-4 variants and an unique set for each kind (at least for armor sets...less for weaps). armor sets in particular will not be limited in their own tier...each variant will have its stats,defense -weight, giving much more variety in game, an example... plain iron will have vanilla stats, REINFORCED iron will have different look and stats around steel... maybe even better... in this way an armor set will not be forgotten in 2 days . and there's envmap compatibility/support for everything...with the use of mods like shader 2015 by zerwas or personal tweaks results will be impressive. all this forces to put the hands on every texture once more. but it's an opportunity to raise the quality bar quite a lot... and this is the best part. new retextures for missing stuff in the book will be added of course
Well some things simply don't need re-retextures, certainly not from my point of view of user, you as an author very probably see it differently, author is the most severe critic of his own creation. Cannot wait to see the new ultra content add on, all you say sound pretty amazing.
But shaders 2015 need edited meshes so there will be from now on the need for a lot of compatibility patches. That is something which could be little problematic.
indeed... body replacers patches will be needed i'll work on them when i will have the time... but also a very basic tutorial to show how to properly tweak the meshes could simplify a lot of things...afterall are just literally 2 lines in nifskope. users could tweak and eventually share with other users.
That sounds awesome, diversity whilst sticking to Skyrim's art design, and not being forced to tier up to something unfitting, Though I do get what Starfis is saying, end tier sets like dragon and daedric pale in comparison to the retextures.
I keep my armor for a very long time. I find it adds to the difficulty of the game but the main reason is I prefer to go with what I think looks and works best on my character versus tossing it for improved stats. It is one reason I love all these textures. My level 33 barbarian still wears a mix of iron armor. Its one of my favorite outfits
I like your goal of making more variants for some armors. I always thought the game forces me to always take the item with the best stats, but if i want to play as a barbarian warrior, i would like to fight in iron armor and iron weapons with better stats. And its great nothing will be replaced only expanded in the game with your mod, some other mods replace to much items and remove some vanilla stuff completely
Why would that be an issue? I'm working on adding some real studs and better speculars for the Dwemer automatons atm. I used your advice and Have used them on the clutter that I was doing from scratch. Original was at 256px, mine is at max 4096, it's overkill but it's easier to work with the close up details at that size.
absolutely, work on big size and resize just when it's done. body replacer use their own meshes for armor sets, envmap is applied on meshes so using body replacers cbbe unp and such env will be not dispalyed, unless users tweak the meshes on their own, or somebody spend some hours to produce patches, are just 2-3 things to set in nifskope: shader type,envmap scale, and add a line or two in textures paths... 2 minutes things, boring by the way. maybe (and i say maybe) an esp could do the job as well , but less precise (no envmap scale)
I Think you can do it with ESP, I did add those flags for some parallax for dragonborn roads. And as you said, yes the envmap scale is an issue. But that depends what you think is worth your time, Time < Quality or the other way around.
infinite troubles on default textures for this armor, kind of glossy, muddy, fancy stuff... and i do not know why iron weapons use envaps while iron and iron-banded armour does not have one...just weird specularity
19 comments
i never re-retextured ebony , glass , orchish and leather but i'll do this time, i'm redoing armor sets and weaps from (almost) scratch . book of silence will not ask to chose a version or another for an armor set anymore... will bring in game 3-4 variants and an unique set for each kind (at least for armor sets...less for weaps).
armor sets in particular will not be limited in their own tier...each variant will have its stats,defense -weight, giving much more variety in game, an example... plain iron will have vanilla stats, REINFORCED iron will have different look and stats around steel... maybe even better... in this way an armor set will not be forgotten in 2 days .
and there's envmap compatibility/support for everything...with the use of mods like shader 2015 by zerwas or personal tweaks results will be impressive.
all this forces to put the hands on every texture once more. but it's an opportunity to raise the quality bar quite a lot... and this is the best part.
new retextures for missing stuff in the book will be added of course
But shaders 2015 need edited meshes so there will be from now on the need for a lot of compatibility patches. That is something which could be little problematic.
time to bite the road again
I always thought the game forces me to always take the item with the best stats, but if i want to play as a barbarian warrior, i would like to fight in iron armor and iron weapons with better stats.
And its great nothing will be replaced only expanded in the game with your mod, some other mods replace to much items and remove some vanilla stuff completely
Great great work !
I'm working on adding some real studs and better speculars for the Dwemer automatons atm.
I used your advice and Have used them on the clutter that I was doing from scratch. Original was at 256px, mine is at max 4096, it's overkill but it's easier to work with the close up details at that size.
body replacer use their own meshes for armor sets, envmap is applied on meshes so using body replacers cbbe unp and such env will be not dispalyed, unless users tweak the meshes on their own, or somebody spend some hours to produce patches, are just 2-3 things to set in nifskope: shader type,envmap scale, and add a line or two in textures paths... 2 minutes things, boring by the way. maybe (and i say maybe) an esp could do the job as well , but less precise (no envmap scale)
And as you said, yes the envmap scale is an issue.
But that depends what you think is worth your time, Time < Quality or the other way around.