Have you fixed the bracers on bonemold armor, as well as some of the other bugged armor sets yet though. I hate to keep nagging on you jlike this, but they really are FAR more important than anything else you could be doing for the Skywind project.
Hot. And Shadow, while I partially agree that amors are more important, you also have to realise that most people play in first person and only see their hands and other peoples armor while your weapon is like a third of your screen and both you and NPC's use have them unsheated a lot as well. They are equally important, but armor is still more important at this point since there is already a lot of it done and that part is much closer to completion.
The thing is, we have weapons. However good or bad the models may be, we still have them. There is 0 armor ingame at the moment, and with quests, the lack of armor really stands in the way of making this mod playable.
Ok I get it, the armor author has reached his mental limit on the armors and has decided to work weapons to refresh and recharge. I get it. The new weapon textures look awesome!
Split armor will be standard. I have absolutely no idea why you would want otherwise? The only people that I can think of that would prefer the Skyrim system would be people that have never played Morrowind :)
No Skyrim armor will be affected though if that's what you are worried about. This system will only be done in Vvardenfell.
We still need to split up the hands. I went ahead and got all possible items assigned to slots. The only ones i didn't add is the 2 rings, because i think we shouldn't assign slots for them for visibility.
Hair 31Head 30Chest (armor)32Legs (armor)49Feet37L Pauldron 57R Pauldron 58L Hand (Gauntlet/Bracer) 59R Hand (Gauntlet/Bracer) 60Belt 52Amulet 35Shield 39Chest (Shirt) 44Legs (Pants/Skirt) 45L Hand (glove) 46R Hand (glove) 47Robe 48
What do you think of these?
Well I don't know there is going to be clipping issues obviously because there are some gauntlets that will be more wide than others so it will result in terrible clipping.
Gauntlets can't and shouldn't be worn with bracers (it was like this in Morrowind too), and rings should be visible just like in Skyrim, but it wouldn't kill me if they weren't I guess. Also, I don't think gloves could be equiped at the same time as armor in Morrowind either? But I'm not sure on that one. But I do kind of like the idea of being able to wear gloves with gauntlets, so I don't know.
My only other thought is this: Is there a way to script things to make items placed in certain slots invisible when other slots are equiped? Like make shirts invisible when armor is equipped. That would solve a lot of clipping issues.
Edit: Oh, one other thought. The Morrowind robes are essentially the same as Skyrim armor and robes right? So maybe we should add those to the same slot as the Skyrim armor and make a new slot for the Morrowind cuirass instead?
I just tested it in Morrowind, and Bracer, Gauntlets and gloves share the same slot, so you cannot wear both at the same time in Morrowind.
In Skyrim, rings can be visable, but only on the right hand, if we wanted rings on the left hand, we would have to add left handed ring types. There's actually a mod for this, and it doesn't sound like it's worth it tbh. http://skyrim.nexusmods.com/mods/21720
Machine says there is a way to make a certain slot invisible when equipping another slot.
Oh, and just reading chat. You could only wear 2 rings in Morrowind. :)
That's awesome about the invisibility though.
And if you guys don't remember stuff about Morrowind, you can always just ask me. I know that game like the back of my hand.
Edit: More chat log :) I'm fine with having pants and skirts using different slots I suppose. I only ever used the skirt for enchantments in Morrowind. But the question I have is, How many slots do we have left after everything else is said and done? Because if we have a few extras, we might as well make it as close to Morrowind as possible.
I thought i remember some bracers being able to be worn with gauntlets, like the nordic fur ones. Can you try wearing them in morrowind and find out for sure?
The way I would envision layering would work like this.
Take for example the chest. You would have a shirt, amulet, and cuirass.
The amulet could be the lowest layer, so it would use slot 35. The shirt would be the next layer, so that would use 44 and 35. The cuirass would be on top of everything so that would use 32, 44, and 35. That way the shirt would hide the amulet, and the cuirass would hide the shirt and the amulet.
Edit: This probably won't work either, as wearing an amulet means, you can't wear a shirt or cuirass. With SKSE I know you can read the bodyslots of armor pieces. Maybe scripts can be used somehow to hide armor pieces. I'll dig into this a bit more.
Some shirt sleeves still show when you wear a cuirass, but I guess it might just be easier to hide it due to crazy clipping issues that will probably occur.
There's a mod DSpSoB (Dual Sheath plus Shields on Back) which is not compatible with custom skeletons, any chance using vanilla one or maybe some compatibility patch?
You don't understand,it's the same skeleton, we r just breaking it off at different spots (like how gauntlets are separate from the body) for the pants and left/right gauntlets and then we r using script extender to add more usable nodes to ck
Split armor will be standard. I have absolutely no idea why you would want otherwise? The only people that I can think of that would prefer the Skyrim system would be people that have never played Morrowind :)
No Skyrim armor will be affected though if that's what you are worried about. This system will only be done in Vvardenfell.
I've played through Morrowind, but I honestly would prefer to have the 4 slot Skyrim system for my game. It seems rather odd to me that this won't be optional. I can understand why some people might want it, but why should those who don't be left high and dry?
Because it would take about 5000% more effort to give the two options. And no one on the team wants the Skyrim system. We also had a poll somewhere, and virtually everyone not on the team wanted the Morrowind system as well I believe.
Sorry, but you're not getting the Skyrim system unless you or someone else wants to make a HUGE mod.
So even though the Skyrim system is already in there, and the Morrowind system is being put in by the team, it would be that much harder to simply have the option to either turn it off, or not download that part of the mod?
it isnt optional because it DOESNT AFFECT GAMEPLAY IN SKYRIM. i will go through and make an esp that covers all the nodes we add so that skyrim armor will not have naked man legs underneath em lol. im just trying to get this as close to morrowind ads possible
I'm just trying to wrap my head around it. It utilizes the Skyrim engine and resources, why not have the normal Skyrim systems in place, with the Morrowind systems as a separate mod?
The armor has to be split up manually, and placed in the world. There is absolutely no way to simply "turn it off". It does not affect Skyrim at all. And we are using custom pieces of armor for everything in Skywind. There is no full "Skyrim style armor" that we can just switch to.
I don't know why this keeps getting repeated, it has nothing to do with what I was asking.
But I have a better picture in my head now.
One last question: Would it be possible (all practicality of such a massive task aside) for an individual using the mod to go in and alter it to a 4 slot system if they chose to do so(replacing all the armor pieces and so on and so forth)?
Everything is possible. But I would probably laugh at you if you tried. :)
Really though, in all seriousness, just try our system. We're putting a lot of work into it and it will be really nice, and complete with all the layering options from Morrowind (but no clipping). Maybe you'll be less adamant on having the Skyrim way after you've tried it.
1. If you'll manually add these new nodes to each vanilla Skyrim armor so that the naked legs wouldn't be seen, then they'll still be seen for all of the custom armors from different armor mods, so it'll generally make all armor mods incompatible? Probably I just missed something here.
2. Also DSpSoB mod (Dual Sheath plus Shields on Back) will not work even if the exact copy of vanilla skeleton is added to the Meshes folder to overwrite the default one. Hope it'll be sorted out somehow.
Imho some sort of pre-alpha with at least one armor set ingame will allow to see how it'll work with different mod setups on different systems. Really looking forward to this, it's going to be awesome :)
That's what we're hoping for Gerard, at least one armor set in the next release. We probably won't have one set of clothing to try out the layering though. Just the separated armor.
Bone Mold Stuff! just like put it in game, u know, it all works, well the normals on some dont work, but dont even talk about it!
shhhh....... just dont talk about it...
Hey Alex, are there any instructions for putting these ingame? Like what nodes are we using?
Hmmm
32- Chest
49-pants
31-hair
30-head
37-feet
57-left pauldron
58-Right Pauldron
34- hands (will be updated when i get everything fixed)
---------------------------------------------------
make sure that when u choose hair, also select long hair to be biped
Great work Alex! Have you not done armor yet? (I still have the default Skyrim iron armor on any armor I try on bonemold, chitin, ect)
Also after downloading the bonemold and chitin weapons are invisible, and any other weapon still looks normal :(
But I LOVE the pictures :)
they havent been set up in game, i am only doing models lol
chitin dagger im working on! almost done! need hilt and stuff
That's very nice. :)
Have you fixed the bracers on bonemold armor, as well as some of the other bugged armor sets yet though. I hate to keep nagging on you jlike this, but they really are FAR more important than anything else you could be doing for the Skywind project.
Hot. And Shadow, while I partially agree that amors are more important, you also have to realise that most people play in first person and only see their hands and other peoples armor while your weapon is like a third of your screen and both you and NPC's use have them unsheated a lot as well. They are equally important, but armor is still more important at this point since there is already a lot of it done and that part is much closer to completion.
The thing is, we have weapons. However good or bad the models may be, we still have them. There is 0 armor ingame at the moment, and with quests, the lack of armor really stands in the way of making this mod playable.
Ok I get it, the armor author has reached his mental limit on the armors and has decided to work weapons to refresh and recharge. I get it. The new weapon textures look awesome!
Still amazed by your armors as well :-p :)
Btw will split armor system be merged in vanilla Skywind, or will it be optional? Will there also be standard gloves/helm/body/boots one? Thanks.
Split armor will be standard. I have absolutely no idea why you would want otherwise? The only people that I can think of that would prefer the Skyrim system would be people that have never played Morrowind :)
No Skyrim armor will be affected though if that's what you are worried about. This system will only be done in Vvardenfell.
We still need to split up the hands. I went ahead and got all possible items assigned to slots. The only ones i didn't add is the 2 rings, because i think we shouldn't assign slots for them for visibility.
Hair 31 Head 30 Chest (armor) 32 Legs (armor) 49 Feet 37 L Pauldron 57 R Pauldron 58 L Hand (Gauntlet/Bracer) 59 R Hand (Gauntlet/Bracer) 60 Belt 52 Amulet 35 Shield 39 Chest (Shirt) 44 Legs (Pants/Skirt) 45 L Hand (glove) 46 R Hand (glove) 47 Robe 48 What do you think of these?Forearms?
I thought about that last night. Bracers and gauntlets can be worn together can't they? I added them to the list.
Well I don't know there is going to be clipping issues obviously because there are some gauntlets that will be more wide than others so it will result in terrible clipping.
Gauntlets can't and shouldn't be worn with bracers (it was like this in Morrowind too), and rings should be visible just like in Skyrim, but it wouldn't kill me if they weren't I guess. Also, I don't think gloves could be equiped at the same time as armor in Morrowind either? But I'm not sure on that one. But I do kind of like the idea of being able to wear gloves with gauntlets, so I don't know.
My only other thought is this: Is there a way to script things to make items placed in certain slots invisible when other slots are equiped? Like make shirts invisible when armor is equipped. That would solve a lot of clipping issues.
Edit: Oh, one other thought. The Morrowind robes are essentially the same as Skyrim armor and robes right? So maybe we should add those to the same slot as the Skyrim armor and make a new slot for the Morrowind cuirass instead?
I just tested it in Morrowind, and Bracer, Gauntlets and gloves share the same slot, so you cannot wear both at the same time in Morrowind.
In Skyrim, rings can be visable, but only on the right hand, if we wanted rings on the left hand, we would have to add left handed ring types. There's actually a mod for this, and it doesn't sound like it's worth it tbh.
http://skyrim.nexusmods.com/mods/21720
Machine says there is a way to make a certain slot invisible when equipping another slot.
Oh, and just reading chat. You could only wear 2 rings in Morrowind. :)
That's awesome about the invisibility though.
And if you guys don't remember stuff about Morrowind, you can always just ask me. I know that game like the back of my hand.
Edit: More chat log :) I'm fine with having pants and skirts using different slots I suppose. I only ever used the skirt for enchantments in Morrowind. But the question I have is, How many slots do we have left after everything else is said and done? Because if we have a few extras, we might as well make it as close to Morrowind as possible.
I thought i remember some bracers being able to be worn with gauntlets, like the nordic fur ones. Can you try wearing them in morrowind and find out for sure?
I never encountered that in my hundreds of hours in Morrowind that I can remember, but if you really want I can check for you.
The way I would envision layering would work like this.
Take for example the chest. You would have a shirt, amulet, and cuirass.
The amulet could be the lowest layer, so it would use slot 35. The shirt would be the next layer, so that would use 44 and 35. The cuirass would be on top of everything so that would use 32, 44, and 35. That way the shirt would hide the amulet, and the cuirass would hide the shirt and the amulet.
Edit: This probably won't work either, as wearing an amulet means, you can't wear a shirt or cuirass. With SKSE I know you can read the bodyslots of armor pieces. Maybe scripts can be used somehow to hide armor pieces. I'll dig into this a bit more.
That sounds great to me Machine. Don't forget about the robes hiding the armor, shirt, and amulet though. :)
What do you think about my idea of switching the slots for cuirass and robes?
Some shirt sleeves still show when you wear a cuirass, but I guess it might just be easier to hide it due to crazy clipping issues that will probably occur.
I can always add more slots by adding new nodes to skeleton lol
I can always add more slots by adding new nodes to skeleton lol
There's a mod DSpSoB (Dual Sheath plus Shields on Back) which is not compatible with custom skeletons, any chance using vanilla one or maybe some compatibility patch?
Alex, I think we are limited to what slots we can use in the CK.
Well we will find a way with script extender.
please don't change the skeleton, it will break a lot of mods...
You don't understand,it's the same skeleton, we r just breaking it off at different spots (like how gauntlets are separate from the body) for the pants and left/right gauntlets and then we r using script extender to add more usable nodes to ck
Shadow wrote:
I've played through Morrowind, but I honestly would prefer to have the 4 slot Skyrim system for my game. It seems rather odd to me that this won't be optional. I can understand why some people might want it, but why should those who don't be left high and dry?
Because it would take about 5000% more effort to give the two options. And no one on the team wants the Skyrim system. We also had a poll somewhere, and virtually everyone not on the team wanted the Morrowind system as well I believe.
Sorry, but you're not getting the Skyrim system unless you or someone else wants to make a HUGE mod.
So even though the Skyrim system is already in there, and the Morrowind system is being put in by the team, it would be that much harder to simply have the option to either turn it off, or not download that part of the mod?
it isnt optional because it DOESNT AFFECT GAMEPLAY IN SKYRIM. i will go through and make an esp that covers all the nodes we add so that skyrim armor will not have naked man legs underneath em lol. im just trying to get this as close to morrowind ads possible
Yes it would. I don't think you quite understand this at all.
I'm just trying to wrap my head around it. It utilizes the Skyrim engine and resources, why not have the normal Skyrim systems in place, with the Morrowind systems as a separate mod?
how would this affect skyrim.esm exactly?
alexanderb wrote:
I never said it would. I think you're misreading me.
The armor has to be split up manually, and placed in the world. There is absolutely no way to simply "turn it off". It does not affect Skyrim at all. And we are using custom pieces of armor for everything in Skywind. There is no full "Skyrim style armor" that we can just switch to.
Shadow wrote:
I don't know why this keeps getting repeated, it has nothing to do with what I was asking.
But I have a better picture in my head now.
One last question: Would it be possible (all practicality of such a massive task aside) for an individual using the mod to go in and alter it to a 4 slot system if they chose to do so(replacing all the armor pieces and so on and so forth)?
yes i can release two versions one that has pants/chest/pauldrons all together and one that does not
Everything is possible. But I would probably laugh at you if you tried. :)
Really though, in all seriousness, just try our system. We're putting a lot of work into it and it will be really nice, and complete with all the layering options from Morrowind (but no clipping). Maybe you'll be less adamant on having the Skyrim way after you've tried it.
I definitely plan on playing it. I just have a personal preference for the more simplistic equipment system.
You have to understand that we can't please everyone. And you are about the only person we have come across that prefers the simplified Skyrim system.
I'm almost willing to bet your personal preferences will change once you actually play with the split armor though :)
Can we have a definite response on this (maybe put that in the faq).
1/ Will Skyrim-style (helmet, body, feet, hands) vanilla and moded armor work in Skywind ? YES/NO (but you won't find them on enemies, loot, etc...)
2/ Will Skywind offer Morrowind-style (pauldron left/right, ...) armors ?
Yes ;) You can take them back with you to Skyrim but you won't find them anywhere other than Vvardenfell.
3/ Will Skywind modify the vanilla armors and all the armors mod I downloaded ?
YES/NO (Skywind is fully compatible with any armor mod/is not compatible with armor mods)
4/ Will I be able to mix Skyrim and Skywind armors ? It depends which part with which, I guess :P
I know I try to follow the armor work even if I'm not involved and it's a little confusing ;)
see they work now! WOOT
So pumped! Awesome!
1. If you'll manually add these new nodes to each vanilla Skyrim armor so that the naked legs wouldn't be seen, then they'll still be seen for all of the custom armors from different armor mods, so it'll generally make all armor mods incompatible? Probably I just missed something here.
2. Also DSpSoB mod (Dual Sheath plus Shields on Back) will not work even if the exact copy of vanilla skeleton is added to the Meshes folder to overwrite the default one. Hope it'll be sorted out somehow.
Imho some sort of pre-alpha with at least one armor set ingame will allow to see how it'll work with different mod setups on different systems. Really looking forward to this, it's going to be awesome :)
That's what we're hoping for Gerard, at least one armor set in the next release. We probably won't have one set of clothing to try out the layering though. Just the separated armor.
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