Guest Posted November 22, 2018 Posted November 22, 2018 DS Silver Knight Set HDT by DKnight13 View File DS Silver Knight Set.zip Adds the Silver Knight set from Dark Souls. The set comes with the Silver Knight Helmet, Armor, Gauntlets, Leggings, and Shield. The shield is also dual-sheath redux/equipping overhaul compatible. The armour set can be crafted at any forge under the "Advance Armors" smithing perk and can be tempered at any work bench. Armor set also comes with complete Silver Knight weapons all crafted under the "Elven" smithing perk and can be tempered. And exclusive weapon Ledo's Great Hammer crafted under "Ebony" smithing perk with tempering. Greatarrows have knock-back effect. The Silver Knight Armor now comes with HDT PE cloth physics for the cape. NO LONGER BEING UPDATED!!! Please see All-in-on pack: https://www.patreon.com/posts/dark-souls-pack-28440619 Credits: Original contents from the Souls series' Dark Souls, by From Software Meshes/Textures by @Nameless God for Dragonslayer Greatbow/Greatarrows/Lightning Arrows Mesh Rigger by KGTools: https://www.nexusmods.com/skyrim/mods/87672 HDT assets by Team TAL HDT Physics Extension by HydrogensaysHDT: https://www.nexusmods.com/skyrim/mods/53996 Submitter DKnight13 Submitted 11/22/2018 Category Armor & Clothing Requires HDT Physics Extension Special Edition Compatible Not Applicable
Guest Posted November 22, 2018 Posted November 22, 2018 Thank you for this, have you thought about vertex painting the helmet to make the black parts non reflective/glossy?
Guest Posted November 22, 2018 Posted November 22, 2018 LOVE this! Is there a plan for bodyslide in the future, out of curiosity?
Guest Posted November 27, 2018 Posted November 27, 2018 On 11/22/2018 at 10:16 AM, Xerperious said: Thank you for this, have you thought about vertex painting the helmet to make the black parts non reflective/glossy? Your welcome, I will once I have time to work on it. Right now I've finished up the Tarkus set. Would it be okay if I use the Greatsword from your mod in the showcase photos for Tarkus?
Guest Posted November 27, 2018 Posted November 27, 2018 On 11/22/2018 at 11:42 AM, Doctor Octopus said: LOVE this! Is there a plan for bodyslide in the future, out of curiosity? Thank you! I might do a bodyslide conversion once I have time to figure out how to do all that, lol!
Guest Posted November 27, 2018 Posted November 27, 2018 8 hours ago, DKnight13 said: Your welcome, I will once I have time to work on it. Right now I've finished up the Tarkus set. Would it be okay if I use the Greatsword from your mod in the showcase photos for Tarkus? As long as you are not making money from it in any way.
Guest Posted November 27, 2018 Posted November 27, 2018 49 minutes ago, Xerperious said: As long as you are not making money from it in any way. That's cool, thanks. I'm not making money off of it.
Siegmeyer Posted November 28, 2018 Posted November 28, 2018 Hey, just wanted to let you know that a lot of the mesh parts had missing weighting which results in polygons not being rendered (for instance, the cloak in your screenshots). I applied some basic weighting to those spots to eliminate the missing polies issue, but haven't tested them out ingame so you might want to tweak them more so that they animate better. Spoiler Spoiler I also fixed the shader flags so the armor should now be reflective. I can't seem to get the gauntlets to be as glossy as I want, which might be caused by a difference in the textures. Still need to work on them more, but I'll go ahead and post what I've got. Spoiler Silver Knight Armor.nif Silver Knight Gauntlets.nif Silver Knight Helm.nif Silver Knight Leggings.nif
Guest Posted November 28, 2018 Posted November 28, 2018 4 hours ago, Siegmeyer said: Hey, just wanted to let you know that a lot of the mesh parts had missing weighting which results in polygons not being rendered (for instance, the cloak in your screenshots). I applied some basic weighting to those spots to eliminate the missing polies issue, but haven't tested them out ingame so you might want to tweak them more so that they animate better. Reveal hidden contents Reveal hidden contents I also fixed the shader flags so the armor should now be reflective. I can't seem to get the gauntlets to be as glossy as I want, which might be caused by a difference in the textures. Still need to work on them more, but I'll go ahead and post what I've got. Reveal hidden contents Silver Knight Armor.nif Silver Knight Gauntlets.nif Silver Knight Helm.nif Silver Knight Leggings.nif Thank you again so much for this @Siegmeyer! I don't how you did it but this looks amazing! The only thing is the cape looks metallic as well, but I could try and probably fix that. I can't export nifs from my blender for some reason. I use blender version 2.79b
Siegmeyer Posted November 29, 2018 Posted November 29, 2018 5 hours ago, DKnight13 said: Spoiler Thank you again so much for this @Siegmeyer! I don't how you did it but this looks amazing! The only thing is the cape looks metallic as well, but I could try and probably fix that. I can't export nifs from my blender for some reason. I use blender version 2.79b Spoiler For edits to shader properties you should just use NifSkope. What I did was set the Shader type (first line under BSLightingShaderProperty) to Environment Map, add the Environment Mapping flag to the first line of Shader Flags and add the "Vertex Colors" and "Double-Sided" flags to the second line of Shader Flags. Then scroll down to the bottom and set Environment Map Scale to a non-zero value (I usually start with 0.8 for shiny armor). The first two steps are necessary to add the reflections, the last step governs the intensity of said reflections. Vertex Colors can help alleviate some of the issues with meshes appearing too dark in certain lighting. Double-Sided applies the textures to both sides of the triangles, which prevents meshes from being "invisible" when seen from the opposite side (as in the case of the gauntlets in your armor port). If the cloak being glossy bothers you, disabling Vertex Colors might fix it. I thought I set the shader type back to Default and removed the environment map textures, but somehow the glossiness is persisting. I would also try adjusting the Specular Strength, and also changing the Specular Color to something other than white. For editing the weights, I recommend using Outfit Studio. You can load the naked Malebody_1.nif as a reference (make sure to pick the body from the dropdown menu, not the underwear). Then just select the mesh shapes and switch to the Bones tab, painting the weights to closely match the vanilla body. It takes some practice and lots of ingame testing to get it right (I actually tested the meshes I sent you a while ago, and the weighting on the cloak is still super bad even after my edits. I plan on fixing it soon and sending you a copy of my finalized work).
Guest Posted November 30, 2018 Posted November 30, 2018 On 11/28/2018 at 8:14 PM, Siegmeyer said: For edits to shader properties you should just use NifSkope. What I did was set the Shader type (first line under BSLightingShaderProperty) to Environment Map, add the Environment Mapping flag to the first line of Shader Flags and add the "Vertex Colors" and "Double-Sided" flags to the second line of Shader Flags. Then scroll down to the bottom and set Environment Map Scale to a non-zero value (I usually start with 0.8 for shiny armor). The first two steps are necessary to add the reflections, the last step governs the intensity of said reflections. Vertex Colors can help alleviate some of the issues with meshes appearing too dark in certain lighting. Double-Sided applies the textures to both sides of the triangles, which prevents meshes from being "invisible" when seen from the opposite side (as in the case of the gauntlets in your armor port). If the cloak being glossy bothers you, disabling Vertex Colors might fix it. I thought I set the shader type back to Default and removed the environment map textures, but somehow the glossiness is persisting. I would also try adjusting the Specular Strength, and also changing the Specular Color to something other than white. For editing the weights, I recommend using Outfit Studio. You can load the naked Malebody_1.nif as a reference (make sure to pick the body from the dropdown menu, not the underwear). Then just select the mesh shapes and switch to the Bones tab, painting the weights to closely match the vanilla body. It takes some practice and lots of ingame testing to get it right (I actually tested the meshes I sent you a while ago, and the weighting on the cloak is still super bad even after my edits. I plan on fixing it soon and sending you a copy of my finalized work). Hey @Siegmeyer! Thanks again for giving me tips and tricks on how to use nifskope. I was able to get the Silver Knight Armor to the right amount of shininess. What I did was increase the Environment Map Scale to 1 and completely disabled the "Vertex Colors" option in the second shader flags line. For the cape i was able to fix it by completely removing the specular map and setting the shader type to Environment Map and set it's scale to 0.8. I also disabled EnvMap_Light_Fade for the cape which gave it's color back. I also did the same thing for the Tarkus Set. I'm going to post the armor updates soon and be sure to thank you again. Cheers!
0nislayer99 Posted December 8, 2018 Posted December 8, 2018 I Have a question i downloaded this mod but when i equip the armor there is a black with pixels is there any thing i am missing?
H4SAKI Posted December 17, 2018 Posted December 17, 2018 On 12/7/2018 at 11:46 PM, 0nislayer99 said: I Have a question i downloaded this mod but when i equip the armor there is a black with pixels is there any thing i am missing? Yeah same here
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