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I started work on these awhile back (as far back as 6 months ago).  The release of SSE motivated me to continue working on them.  Keep in mind that these are not finished yet.

These were ported and modified by me from The Witcher 3.  My original goal was to make them modular, but due to them being pretty much full-body armor, that became increasingly difficult.  I decided to splice parts of the body mesh off to avoid clipping.  For personal use, weights _0 and _1 suit my gaming needs.  However, for a public release, I would like to add support for Samson and Samuel if/when that day comes.

 

Geralt's Wolf Armor Set (Tier 4) with Wolf Steel Sword (Tier 4)

ssegw1.jpgssegw2.jpgssegw3.jpg

This armor set comes with a jacket, pants, boots, and gloves. I decided to remove the bottom layer of clothing to display the SAM body mesh underneath.  The belt isn't part of the set, but with the removal of the undershirt, I felt like something was missing there.  The official modkit refused to export the bottom half of the jacket due to PhysX clothing shenanigans.  I had to recreate it from scratch with my basic experience in 3d modeling.

ssegw6.jpgssegw7.jpgssegw5.jpg

There's also a shoulder belt that still needs work.  All the textures are not finished yet.  The Witcher 3 blends multiple normal maps to create a distinct look for each piece of equipment.  Since Skyrim doesn't have that feature, I would need to generate one.  The normal map for the pants is a test and will be changed.


Geralt's Cat Armor Set (Tier 1)

ssegw4.jpg

This one is far from finished.  I always wanted to use this armor in Skyrim and tried to quickly port it.  The body armor proved to be difficult since I wanted a modular setup by having the full body mesh underneath.  I ended up making it more bulky than intended to avoid clipping.  The cat armor set in The Witcher 3 was meant to emphasize fast attacks and maneuvers by utilizing lightweight armor.  Having it bulky goes against that idea.  I may just scrap it and do the tier 4/5 version with a non-modular setup instead.

If you have any questions, feel free to ask. xD

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I have been thinking about something, but it would be extremely... complex to setup. But, it would be feasible to split SAM's body into different NiTriShapes, so that, for example, you would enable the SAMChestplate, the script would then set the alpha on the torso body part to 0. However, this would imply splitting the body into inumerous parts, and in the end they could end up not fitting certain setups.

But, you can still make it modular. is the body below cut? or is it still full? You can also setup several different normals for different looks, blending may be possible with NiOverride, I believe, thats what I'm planning to maybe do if I get to go with the Normal Tangent thing.

Its looking pretty good btw =)

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Author of the topic Posted
17 minutes ago, Vector said:

I have been thinking about something, but it would be extremely... complex to setup. But, it would be feasible to split SAM's body into different NiTriShapes, so that, for example, you would enable the SAMChestplate, the script would then set the alpha on the torso body part to 0. However, this would imply splitting the body into inumerous parts, and in the end they could end up not fitting certain setups.

Witcher 3 has it setup where the torso is a separate mesh from the legs.  I had considered doing that same setup by making use of armor slots, but this would alienate equipment from other mod makers.

 

17 minutes ago, Vector said:

But, you can still make it modular. is the body below cut? or is it still full? You can also setup several different normals for different looks, blending may be possible with NiOverride, I believe, thats what I'm planning to maybe do if I get to go with the Normal Tangent thing.

The body underneath the pants is cut to avoid clipping.  For my previous mods, I had it setup where the pants with the bare chest would use the body slot 32 while a chest armor would occupy slot 46 and belts on slot 49.  This means that any chest armor must be big enough to avoid clipping with the bare chest during movement.  Low poly chest armors are usually fine, but high poly ones with a lot of vertices along the shoulders are a nightmare to deal with.  The shoulders will almost always clip through.

I'm not too worried about the texture swap for the normals since that can be easily set in an .esp file.  I'm just not sure if NiOverride can blend normals together to the same extent that Witcher 3 does it.  From what I understand, the base normal map gets blended with multiple texture patterns using the color channel of a separate tintmask as alpha.  It sounds nifty if something like this can be made functional in Skyrim, but it might just be easier to generate the final normal maps since it's really just one combination.

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2 minutes ago, KouLeifoh said:

The body underneath the pants is cut to avoid clipping.

You can name the pants whatever (so it wont be turned off) but name the upper SAMChestplate. that way you can still have some modularity.

Here's a full list of node names that may be setup:

  • SAMCollar
  • SAMChestplate
  • SAMUpperDetails
  • SAMPauldrons
  • SAMArmbands
  • SAMPants
  • SAMSkirt
  • SAMLowerDetails
  • SAMUnderwear

You dont need to have ALL the parts, and the name parts may not exactly match the mesh, they are more to give you a general idea. You can even have only one SAMxxx part, and that will only make that part on/off. You can chose just to hide details, whatever. Also, bear in mind that some parts have a hierarchy, for example, disabling the collar, will automatically disable Chestplate and UpperDetails. Disabling the Underwear, will disable Pants, Skit, LowerDetails

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On 11/11/2016 at 5:59 AM, Vector said:

[snip]

You dont need to have ALL the parts, and the name parts may not exactly match the mesh, they are more to give you a general idea. You can even have only one SAMxxx part, and that will only make that part on/off. You can chose just to hide details, whatever. Also, bear in mind that some parts have a hierarchy, for example, disabling the collar, will automatically disable Chestplate and UpperDetails. Disabling the Underwear, will disable Pants, Skit, LowerDetails

That looks like the easiest approach to dealing with different naming conventions.  I'm assuming these are directly toggling alphas from 1 to 0 rather than negating them (1 to 0, 0 to 1).  If it's the latter case, I can include the full bare chest without the splicing but have its default alpha set to 0.  With the hierarchy, I can set it up where disabling the chest armor (named SamCollar for this example) will negate spliced body (Chestplate) alpha from 1 to 0 and negate full body (UpperDetails) alpha from 0 to 1.  Although, it'll take a bit more work to keep track of toggle states and can get buggy depending on order of hierarchy.

Weights 0 and 100 are pretty much done for the Wolf armor set.  I still need to fine-tune the vertices and bone weights before working on the shoulder belt.

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On 11/21/2016 at 11:56 PM, Kyoshi said:

When do you release it?

With all intents and purposes, it works fine with weights 0-100 and I've been using it for my current playthrough of SSE.  For the public release, I want to add Samson/Samuel morphs first.  Progress on that won't continue until after Thanksgiving.  It should be done before Xmas though.

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16 hours ago, KouLeifoh said:

With all intents and purposes, it works fine with weights 0-100 and I've been using it for my current playthrough of SSE.  For the public release, I want to add Samson/Samuel morphs first.  Progress on that won't continue until after Thanksgiving.  It should be done before Xmas though.

Wow! Thanks! I can't wait it!

So, do you have a plan where you will release it on skyrim not SSE?

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To clear up some confusion, this will be released for both Skyrim classic and SE.  As mentioned elsewhere, I only use SAM meshes and textures without the scripts for both games due to personal preference.  I prefer the SAM body mesh and proportions over vanilla and can live without Samson/Samuel morphs for more stability.  With this usage scenario, it will work fine in both games.  However, I want to include Samson/Samuel morphs for the public release for those who do use them.  Until SKSE64/NiOverride gets ported to SE, these morphs will only work in Skyrim classic.  I still have classic installed, but it's only used for mod testing.

tldr; Release will be for both Skyrim classic and SE, but morphs will only work in classic for now.

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Update:

Samson/Samuel morphs are pretty much done for the Wolf armor.  I just need to generate the .tri files, recreate the .esp file for both Oldrim/SSE, and then package everything up nicely in a .bsa archive.  Since I don't have access yet to upload anything to the Downloads section, I may just have to attach the files here temporarily until it gets sorted out.

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Release:  Geralt Wolf armor for SAM

This is a temporary release until I can upload it to the Downloads section.

Weapon and Armor parts in this mod:

gwa0.jpg

It can be crafted under the Elven section.  The stats are the same as dragonscale armor and intended for endgame.


Requirements:

  • Male skeleton.nif from SAM or XPMSE


Known Issues:

  • Texture in jacket armpit areas
  • Shoulder belt along collar while crouching


This mod is exclusive to www.vectorplexus.com and must not be uploaded anywhere else.

Geralt Wolf Armor v1.0 (SkyrimClassic).zip

Geralt Wolf Armor v1.0 (SkyrimSE).zip

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