Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks for the comment! I've updated the mod description a bit (haven't touched this thing in years, it definitely needed some work) just to clarify a few things on the mod; to increase ease of use and to minimize compatibility issues, this mod was built as a stand-alone, and the armor added with it is specific to the mod. Any mods you get that alter armor will more than likely not be able to affect it unless they've intentionally included my mod in theirs. Armor has to be specifically targeted in a mesh-swap mod and a new mesh and skin has to be handmade for every piece included in it. So not only would they need to include my mod with theirs, but they would need to remake the skins I've made to fit their new mesh, because my skins are made specifically for the vanilla glass armor meshes.
TL;DR, for my mod to work with "Skimpy Armor", you'd need to ask the creator of that mod to basically remake my entire mod as part of theirs.
As noted in the mod description, it's in the Sleeping Tree Camp cave; the Sleeping Tree Camp is a giant camp based around the Sleeping Tree, found in the central plains west of Whiterun. If you enter the camp from the road, the cave will be on your right before you actually reach the camp itself. Here's a Wiki link with more info; http://en.uesp.net/wiki/Skyrim:Sleeping_Tree_Camp
Hypothetically, yes it should be. I haven't done any testing though, and it looks like there may be more than one 'transparent glass armor' mod on the Nexus, so I can't really give you a definite.
But each piece of the armor in this mod has been created as it's own item; none of the original properties of base glass armor has been changed. So I doubt there would be any problems.
The helmet is actually inside the cave located at the camp. It's next to, but not in, the treasure chest in there. Have you checked there yet? I remember I had a placement glitch where it would bounce when you entered, but I'm very certain I fixed that before releasing the 'quest' update.
The enchantments were based loosely on the Nightingale set. The whole set of armor was meant to be a bit of a tie-in with the Thieves' Guild, so I wanted it to work well as a replacement for the armor they offer. If it really bothers you that it doesn't do that, you could always enchant one of the blue glass helmets to do what you want and use it instead- there's no 'set bonus' that I can remember putting in, and they're identical in appearance.
Y'know, I could've sworn someone already made a set that matched Chillrend's color, but after doing a quick search on here, I wasn't able to find it. It's been a while since I've actually done any modding, so I'm pretty rusty, but this is something I've thought about in the past.
If I did do it, though, it would be in a second mod, not added directly into this one.
I hadn't planned on putting it on the main armor, but any time you block with the shield, a Frost Cloak spell is activated until you lower it.
So, technically speaking, it's already there. ;D
I had thought about it, but ultimately decided not to; the point of this was to give 'vanilla' Skyrim some cooler armor. I'd have to either make a seperate mod or make this one require the Dragonborn DLC. I don't really have time to do the first, and I'd rather not do the second, since that would block people who don't have DB, which would be kind of unfair.
I'll keep it in mind as a supplementary mod, though, if I ever get the time to work on these.
@robloxyethan
I made copies of the original skin files that go on the models and just did some hue and contrast effects (coupled with a lot of erasing) in Photoshop. The tough part is gathering all of the external tools like Nifskope, an unpacking program, and the PS .dds pluggin. And by tough I just mean "I did a Google search and then BAM I'm a modder now."
i agree with you
There's a cave with the camp called the Sleeping Tree Cave. It's northwest of the tree.
I'm not sure I can help you with that one- that sounds like a main-game bug, not something caused by my mod. What stage of the TG questline are you on? Was this supposed to be your first time speaking with Brynjolf, to actually start the questline?
Thank you, I'm glad you like it! :D
@Chyannelane
The armor is on a table in the section that marks the end of the "bandit" half of Raldbthar. When you reach the room with Alain and his cronies, there's a section behind a half-gate, half-table wall; it should be in here. If you start to see Dwarven spiders, you've gone too far in.
go to a blacksmith, activate the crafting menu, look under blue glass armor.
taadaaaaahh, there it is ;)
Well, if you had actually read the description, you would have known that this was a crafted armor, not a found one. But, as I'm answering this late, and right after a major update, the NEW answer is now in the description. :P I suggest you read it this time.
The enchanted set will, at some point, be one of a kind, and gained through a quest. The quest may just turn out to be a book with locations, but eh. We'll cross that bridge when we get there. I'm still learning the quest tools.
But yeah, short version? Blue will be craftable, Chill will be one-of-a-kind, tempered with Frost Salts. That seems fair to me.