Author:No custom animation possible for Skyrim? Author:Immersive Armors seeks to drastically enhance the variety of armors in the world of Skyrim in a lore friendly way. The goal of every set is to blend into the lore, balance, and feel of the game for the most immersive experience possible. Today we are talking to Dan Taylor, a professional level designer who has in the past worked for Eidos, Square Enix, Ubisoft, Rockstar (among others) on games such as Medal of Honor Heroes 2, Hitman: Sniper, or Shadow of the Tomb Raider. Dan - who started out as a modder for Morrowind, Skyrim, and Fallout New Vegas - has close to two decades of experience in the video game industry under his belt and his talk on Ten Principles for Good Level Design at the Game Developer's Conference 2013 is cu.
I don't know if you've noticed, but expired has added stuff to RaceMenu that allows morphs on bodies (it's called. So basically that would allow you to make your muscle slider and have it available in showracemenu. You could even make NPCs use it (randomized or with a fixed value) with an additional mod (this might be more annoying to do though, I don't know).Thank you for the suggestion and for bringing this to my attention.
I almost posted a response a few minutes ago, but decided I should try this out first.I'm glad I did, because this works better than I expected. I can increase bicep size on my character, and best of all her armor sizes with her. That's pretty great. A well implemented solution using this would provide complete compatibility with armor and clothing so long as it is intended for the vanilla body.
I could fix up my sliders to be essentially the default vanilla body without breast scaling and I would accomplish with a RaceMenu-based solution what I set out to do without needing to adjust any clothing or armor meshes.I couldn't get it to work on any other NPCs, but I'm sure there's a solution to that. Sufficiently large values also created bad scaling issues. It didn't adjust the lower arm in proportion to the upper arm, detaching her biceps from her arm. Keeping things to low slider values would sidestep this issue.I have an idea to get around all of this in a relatively lightweight fashion, but I don't know how to code it. It would theoretically be possible to make use of the breast size slider to automatically reduce or increase breast size of both the player and all NPCs proportional to their weight. This could be done when loading a new cell.
Increasing the bicep sliders proportionally at the upper end of the weight slider would improve things further. I could include custom meshes for the prisoner clothes in order to keep things consistent when adjusting the weight slider in a new game.I was hesitant to include RaceMenu as a requirement and initially skeptical of this solution, but my initial impressions are pretty good at the moment. Solid recommendation. I think that this functionality could be tied to NetImmersive Override, for people like myself that don't use RaceMenu. Still, I'd happily add Racemenu to my load order if it was necessary to get this working.Does anybody have any thoughts on this? Am I wrong in any of my assumptions here?Edited by Harpalus, 01 April 2015 - 07:50 PM.
Um Harpalus, sorry for the seemingly ignorant question but I get absolutely overwhelmed with all the body/face texture/mesh overhauls etc on the Nexus. The mod true daughters of Skyrim is just a face/body texture overhaul is it not?
Ie an improvement to all NPC's face and body that would replace XCE in STEP? Does it also make over Vampires in DG?I want to use vanilla body mesh because I don't use skimpy armors and don't want to d/l all the extra conversions etc. So can I ask if I want to d/l an armor mod that has CBBE or UNP conversion only, would I use the UNP as that is the closest to vanilla?If you use TDOS, do you need any other mods to go with it apart from no more ugly bronze shine?Also, do you know is XCE going to be dropped from STEP, is so what were the reasons?Really appreciate your feedback/support. Um Harpalus, sorry for the seemingly ignorant question but I get absolutely overwhelmed with all the body/face texture/mesh overhauls etc on the Nexus.
The mod true daughters of Skyrim is just a face/body texture overhaul is it not? Ie an improvement to all NPC's face and body that would replace XCE in STEP? Does it also make over Vampires in DG?I want to use vanilla body mesh because I don't use skimpy armors and don't want to d/l all the extra conversions etc. So can I ask if I want to d/l an armor mod that has CBBE or UNP conversion only, would I use the UNP as that is the closest to vanilla?If you use TDOS, do you need any other mods to go with it apart from no more ugly bronze shine?Also, do you know is XCE going to be dropped from STEP, is so what were the reasons?Really appreciate your feedback/support.True Daughters of Skyrim is just a face/body texture overhaul. It improves all NPCs and the player, but it doesn't include the body meshes (for those, I use CBBE).
I believe it does include vampire textures, but I'm not sure without checking the mod again. I've actually changed my mind again - I'll recommend V2 of Mature skin Textures , which are incidentally the same textures recommended in SRLE.
You don't need No More Ugly Bronze Shine with it. I'll be recommending some beast textures to complement Mature Skin Textures, as that mod doesn't cover beast races (or men, for that matter). For now, I'm still working on things and waiting on feedback.
(I have two exams next week, as well).If you want to use the literal vanilla body mesh, then my pack isn't for you. STEP is making a female body pack that will better suit you. When I release V1 of this pack it will include some armor mods, however, that you may want to try out. My pack will use CBBE with a body that closely matches the vanilla female body. If you're downloading armor for a different body, you would prefer to use CBBE in that case (although the body underneath won't be shaped the same as they are naked). If you don't want to use a body mod at all then I believe that vanilla textures map onto UNP bodies better than CBBE bodies (meaning fewer seams).As far as I know, XCE won't be dropped from STEP. Skyrim all dlc torrent. You can verify this for yourself by reading the.
Even if STEP were to drop XCE, I would still recommend it in my pack: I prefer its eye textures in many cases, notably the Bosmer and Altmer (which are 'humanized' by most other eye texture mods).I hope that clears up your questions! I have several reasons for delaying things: I'm still cleaning up textures, I'm wavering on what Argonian textures to recommend, and I'm hoping for some feedback on my earlier posts. Nevertheless, I expect to have everything cleaned up and uploaded in the next while.
The next step from there will largely depend on the perceived work required to accomplish the original goal of this project (a different weight slider), whether this is even possible to implement in a compatible way, and whether there's sufficient interest, or whether I should keep things simple and stick to 'vanilla shaped' bodies.Edited by Harpalus, 08 April 2015 - 10:27 AM. Thanks very much Harpalus, that has helped immensely.Just to clarify, you would put XCE as a base then put Mature Skin or TDOS on to overwrite the body and face textures but would keep XCE for the eyes? Would you consider True eyes or Eyes of beauty instead?Also, my assumption is if I don't use a body mesh, will I save a lot of resources. I plan on a STEP extended/legendary with REGS which includes JK's, hence also going for SweetFX instead of a dedicated ENB. I am about to get a high end rig (GTX 970 etc).
What I mean to say is, if I skip a body mesh like UNP/CBBE, will this go someway to conserving CPU/GPU resources?Good luck in exams by the way, cram, cram, cram. Thanks very much Harpalus, that has helped immensely.Just to clarify, you would put XCE as a base then put Mature Skin or TDOS on to overwrite the body and face textures but would keep XCE for the eyes?
Would you consider True eyes or Eyes of beauty instead?Also, my assumption is if I don't use a body mesh, will I save a lot of resources. I plan on a STEP extended/legendary with REGS which includes JK's, hence also going for SweetFX instead of a dedicated ENB.
I am about to get a high end rig (GTX 970 etc). What I mean to say is, if I skip a body mesh like UNP/CBBE, will this go someway to conserving CPU/GPU resources?Good luck in exams by the way, cram, cram, cram.XCE as a base and then Mature Skin or TDOS on top of that. Add No More Ugly Bronze Shine 1.4b on top of that. I'm assuming you're using CBBE vanilla body meshes here (or at least CBBE or UNP), because I'm not certain Mature Skin or NMUBS will work on the vanilla body.In all honesty, I wouldn't worry about conserving VRAM in regards to body meshes. If that's seriously a concern for you then I believe CBBE has a lower vertex count than UNP, but JK's Skyrim uses far more VRAM than CBBE ever will in comparison to vanilla, even with dozens of actors walking around. You'll want to use DDSopt (with the help of the STEP guide), use lower resolution textures, and perhaps avoid Skyrim Flora Overhaul if you want to save on VRAM.This guide will be intended for people who want nudity in their game: STEP is already working on a solution to vanilla female body meshes. This guide is intended in the spirit of STEP Packs: I'm not replicating work done by STEP.
If STEP decides to include options for nudity then this pack would cease to exist (unless I sort out the muscle slider problem).For SweetFX I recommend personally. ICIBINE is pretty popular, but as a big fan, ZeroENB is the closest SweetFX preset I found.
I posted some advice on remedying the oversaturation in the comments section. If you dislike the look then use the newest ICIBINE instead. On the Modular Morrowloot Overhaul STEP wiki page there is a post I made about testing your game: included in it is a colour test, with recommendations for testing out ENB/SweetFX/Imaginator colors.Edited by Harpalus, 09 April 2015 - 02:15 PM. Updated with the stable release of this pack. From now on the pack is in maintenance until/unless I fix the weight slider issue.
I hope this pack remains useful: as it is now, it serves as a set of recommendations for people that want nudity yet also want vanilla bodies, with another focus on less gendered/sexualized armor.It is maximally compatible with most things. Not installing the armor portion makes it completely compatible with everything. Minor texture seams can result from the use of CBBE bodies with vanilla outfits: these are only noticeable with skimpy armor and clothing.
Fixed forsworn meshes are included. I suspect most people using this pack won't be using skimpy armor and clothing anyways.I will consider reviving my goal of a minimalist character overhaul if there is any interest. It was removed out of concerns over compatibility. It would definitely conflict with Requiem, for a start. I didn't want to install a full STEP Extended and full SRLE in order to get the appropriate patches made.If there are any issues, please let me know and I'll fix them.Edited by Harpalus, 17 April 2015 - 03:56 PM.
This is an opinionated thread. I've always wondered. Could a mere mortal really fashion him/herself that sinister suit of armor from another realm? Sure yeah, you can say so because we do it in game, but there are a lot of things we can do in the game that would otherwise be impossible; like chug 17 potions in the blink of an eye.Personally I don't think so. You couldn't make that at some kind of run-of-the-mill forge.
Same goes with Dragon armor. Just little quirks in the game that are cool to have (until you get sick of them, like me) that wouldn't actually be able to be created by normal people.Insert thoughts and arguments below.Posts: 3434 Joined: Tue Nov 07, 2006 3:27 am. Only master smiths can forge the armor at a certain night at certain time, throw a deadra heart into the forge at just the right moment. Not true daedric, only daedra themselves know how to create that, but still stronger than plain ebony. (IIRC disclaimer applies.)In game, do it whenever you wish after making thousand gold rings Gameplay/lore segregation for better playablity. Lore friendly, but simplified.What is not lore friendly is mining black soul gems from BlackreachPosts: 3461 Joined: Sun Jul 01, 2007 6:42 am.
Skyrim Lore Friendly Armor
Well it's not alien and it's not alien tech. The whole thing about TES is that the Daedra and the Aedra are, no matter what, the same, just defined by their choice of either change or stasis.
The Plains are Oblivion are twisted forms of Nirn (or Nirn is a mellow version of Oblivion) and the same goes for its denizens. The thought process of Lesser Daedra are similar to mortal races. The Daedra (in this case, the Dremora) value honour in battle and death and glory (Orcs/Nords). They also believe in domination through both might and the mind (Imperials) and they highly value magic (Altmer/ other races).Therefore the creations of each 'branch' are basically the same. Everything constructed in Oblivion functions the same way as any mortal work, such as buildings, gates, armour, weapons, etc.Posts: 3415 Joined: Tue Jun 20, 2006 11:23 pm.
Only every seven days on those altars, when Mannimarco moves over Arkay's planet and corrupts it's light; why i keep saying that at least they still tried in OblivionOh, and it was eight days, not sevenAnyway, it's not the only way, as there are altars in Soul Cairn that can corrupt soul gems too, but that magic probably comes from the Ideal Masters.Still the key word is 'corrupt' so even if magical soul gems somehow formed naturally i doubt they'd get corrupted in a deep underground cave.Well, be that as it may, i suppose another one of those lore/gampelay separation things. Doesn't exactly keep me awake at nightPosts: 3443 Joined: Wed Jun 28, 2006 11:56 am. This.It's just like how alchemy in-game is just crushing crap in a mortar, even though it's been stated both in books and by NPC's that some brews require a lot of preparation and very specific conditions or instruments in order for the brew to work.It's not impossible, just improbable that it would me made in such a short amount of time with the materials and equipment on hand. You get a perk that allows you to work on Enchanted equipment. It's safe to assume that Smithing also involves quite a bit of arcane knowledge if you're going to work with certain materials.Dragon armor makes much more sense, too. Especially since in the base game you could only make armor.
It's much weaker than daedric, but it takes a master smith to make it. Basically, you're inventing the techniques yourself.Posts: 3463 Joined: Tue Sep 11, 2007 8:58 pmDisplay posts from previous: Sort.
This is an opinionated thread. I've always wondered. Could a mere mortal really fashion him/herself that sinister suit of armor from another realm? Sure yeah, you can say so because we do it in game, but there are a lot of things we can do in the game that would otherwise be impossible; like chug 17 potions in the blink of an eye.Personally I don't think so.
You couldn't make that at some kind of run-of-the-mill forge. Same goes with Dragon armor. Just little quirks in the game that are cool to have (until you get sick of them, like me) that wouldn't actually be able to be created by normal people.Insert thoughts and arguments below.Posts: 3434 Joined: Tue Nov 07, 2006 3:27 am. Only master smiths can forge the armor at a certain night at certain time, throw a deadra heart into the forge at just the right moment. Not true daedric, only daedra themselves know how to create that, but still stronger than plain ebony. (IIRC disclaimer applies.)In game, do it whenever you wish after making thousand gold rings Gameplay/lore segregation for better playablity. Lore friendly, but simplified.What is not lore friendly is mining black soul gems from BlackreachPosts: 3461 Joined: Sun Jul 01, 2007 6:42 am.
Well it's not alien and it's not alien tech. The whole thing about TES is that the Daedra and the Aedra are, no matter what, the same, just defined by their choice of either change or stasis. The Plains are Oblivion are twisted forms of Nirn (or Nirn is a mellow version of Oblivion) and the same goes for its denizens. The thought process of Lesser Daedra are similar to mortal races. The Daedra (in this case, the Dremora) value honour in battle and death and glory (Orcs/Nords). They also believe in domination through both might and the mind (Imperials) and they highly value magic (Altmer/ other races).Therefore the creations of each 'branch' are basically the same.
Everything constructed in Oblivion functions the same way as any mortal work, such as buildings, gates, armour, weapons, etc.Posts: 3415 Joined: Tue Jun 20, 2006 11:23 pm. Only every seven days on those altars, when Mannimarco moves over Arkay's planet and corrupts it's light; why i keep saying that at least they still tried in OblivionOh, and it was eight days, not sevenAnyway, it's not the only way, as there are altars in Soul Cairn that can corrupt soul gems too, but that magic probably comes from the Ideal Masters.Still the key word is 'corrupt' so even if magical soul gems somehow formed naturally i doubt they'd get corrupted in a deep underground cave.Well, be that as it may, i suppose another one of those lore/gampelay separation things. Doesn't exactly keep me awake at nightPosts: 3443 Joined: Wed Jun 28, 2006 11:56 am. This.It's just like how alchemy in-game is just crushing crap in a mortar, even though it's been stated both in books and by NPC's that some brews require a lot of preparation and very specific conditions or instruments in order for the brew to work.It's not impossible, just improbable that it would me made in such a short amount of time with the materials and equipment on hand. You get a perk that allows you to work on Enchanted equipment.
It's safe to assume that Smithing also involves quite a bit of arcane knowledge if you're going to work with certain materials.Dragon armor makes much more sense, too. Especially since in the base game you could only make armor. It's much weaker than daedric, but it takes a master smith to make it.
Basically, you're inventing the techniques yourself.Posts: 3463 Joined: Tue Sep 11, 2007 8:58 pmDisplay posts from previous: Sort.
Hi and welcome to my latest hub on making Skyrim look as beautiful and content rich as possible by looking at some of the best mods around. Today, I am looking at weapons. Firstly, I will be looking at improving the look of the weaponry already available in Skyrim by installing mods that add high quality and high definition textures and meshes. Then I will be looking at some of the many mods that add new content to the gameAs with all my hubs covering updating and upgrading the graphics in Skyrim, the mods must be lore friendly and add to the immersion in game. All mods are available via Skyrim Nexus Mods which can be found here:.
To learn more about getting the most out of the Nexus Mods website, I have a hub that explains how to get the most out of the site that can be found here. Rather than installing mods manually which is time consuming and can lead to problems if the mods are not installed correctly, I recommend using either Nexus Mod Manager or Mod Organizer.Nexus Mod Manager is perfect for people new to modding, with a very user friendly interface. It allows you to easily, install, uninstall and upgrade mods and will take care of your mod order for you. I have a hub on Nexus Mod Manager that can be found here:Mod Organizer is designed for people who are used to mods and offers advanced features such as profiles which can have different mods running, save game cleaning and more advanced mod installation. My hub on this excellent tool can be found here. CaBal also wrote a companion mod that upgrades all vanilla armour sets called aMidianBorn Book of Silence – Armor which I thoroughly recommend.
I have a hub in which I look not only at that mod but a number of others that will upgrade the graphics of all vanilla armour sets and also add a lot of new lore friendly armour.In fact, the improvements made by Cabal are so beautiful and also lore friendly that I would wholeheartedly recommend every mod by them. I myself, play Skyrim with pretty much every mod written by them installed. This mod gives nine unique items a much needed make over. These weapons are often rewards that you receive after completing sometimes difficult quests and they are more than deserving of a graphical make over as these are the types of item that you will keep and perhaps display in your house even should you not use them in battle. You can see below the gorgeous detail that the modder has added to these very special weapons. The weapons that are included in this mod are:.
Pale Blade. Dragonbane. Red Eagle's Bane/Fury. Kahvozein's Fang.
Oathblade. Windshear. Valdr's Lucky Dagger. The Longhammer. Angi's Bow. Lore Weapon Expansion adds a large number of weapons from earlier games in the Elderscrolls series to Skyrim. So fans of Oblivion or Morrowind will recognise a lot of these weapons (I certainly recognise a lot of them).
All weapons have had their appearance lovingly upgraded and some of them are craftable. Some additional weapons have been created from lore based on descriptions in game. There are approximately thirty different weapons added by installing this mod. They include:. Dwemer weapons from Morrowind. Silver, steel, glass and iron weapons from Oblivion. Dreogan who also wrote the excellent Skyforge Shields mod, created a mod that improves the appearance of Skyforge steel weapons and adds new weapons which can be crafted at Skyforge from Orichalcum, Dwemer metal, Moonstone, and Ebony.
In order to craft them, you need to complete the Companion quest “Glory of the Dead”. You can also choose a non-replacer mod which adds the steel weapons as new weapons.The modder also recommends Dual Sheath Redux which allows you to see your left hand weapon when it is sheathed. Make sure that you install all the optional files for any of the armour or weapons mods listed that you have installed. Also ensure that you run the Dual Sheath Redux Patch.jar which can be found in your Skyrim install folder in Data/SkyProc Patchers/Dual Sheath Redux Patch. One of my favourite parts of playing the Elder Scrolls games has always been using a bow and arrow and killing my enemies from a far. The next group of mods all add new bows and or arrows to the game. In addition, I have one mod which we will look at first that fixes a graphical glitch in the vanilla game.Closer Quivers and Longer Arrows by EvilDeadAsh34This mod simply makes arrows longer and brings your characters body closer to the quiver to close the gap between them.
In addition, this mod allows you to choose longer arrows should you wish to and also less bulky quivers if you think the vanilla ones are too bulky. You can see the difference this mod makes in the picture below. Quivers no longer hover magically just behind your back! Today we have looked at some of the best mods available to improve the appearance of all vanilla weapons and also add more lore friendly weapons to your game. For more information on managing or withdrawing consents and how we handle data, visit our Privacy Policy at: Show Details NecessaryHubPages Device IDThis is used to identify particular browsers or devices when the access the service, and is used for security reasons.LoginThis is necessary to sign in to the HubPages Service.Google RecaptchaThis is used to prevent bots and spam. AkismetThis is used to detect comment spam. HubPages Google AnalyticsThis is used to provide data on traffic to our website, all personally identifyable data is anonymized.
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