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I am a great fan of the 18th-19th century British Royal Navy. It hurted me to see that FSE made the sailors look like half naked Pirates. Some may like that, yes but I prefer historical accuracy. I am working on several small mods which will fix the British Navy unit to be more accurate. I also have some small unsused thingies which I will upload eventually as modder's resources. I will post updates from time to time about what I am working on and when it will be released. Take note, I just started making custom skins, I am not a skinning mastermind like Beta or Kochi. I will try to make accurate 19th century Naval Uniforms and clothing. Nothing more, nothing less.
Now, onwards to the mods. Below is a list of all plans and actual releases:
Released
-Ship Crew Voice mod (See post below)
Planned Mods
-reskin the British Captain uniform to a proper one
-Give Sailors shirts. Maybe even coats
-reskin of the British Captain to Lord Nelson
Thanks everyone. I have worked a little on the British captain, he now has a proper Bicorne.
Spoiler
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It's a modified version of Napoleon's Bicorne, I still have to do the texturing but the model is there now.
It might be possible!
While I was working on NS, I came upon two issues. One, the cav gloves wouldn't sit properly on the model and would cause a lot of clipping due to the fact that it would sit on top of the hand model. Using the .brf editor, I was able to stretch and skew the glove so it goes over the hand and reduce the amount of clipping it caused.
The second issue was when I was working on the U.S. Grant uniform, the coat would sit above the pants and leave blank or dark space in between, again, I had to stretch the model (pants) in order for it work. I didn't notice any impact in the animations after doing this.
For example, lets say I want to replace the British captain pants with the French sailor pants.
1. Open the Brf editor.
2. I've selected the captains coat and the pants, as you can see, we have a problem.
Spoiler
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3. Select only the pants and then click on "selected" then "Roto-translate-rescale".
Spoiler
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4. For this test, I figured it was better to stretch the pants rather than adjust the hight of the pant model. Uncheck the "uniform" box and adjust the Y to 110.00. This will stretch the pants to make them longer.
Spoiler
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5. Click on pants and coat and note the difference. As you can see, now we have another problem.
Spoiler
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6. Click on only the pants again and follow step 3.
7. Adjust the Z value, for this test I set the value to 0.0150.
Spoiler
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8. View the jacket and pants together again.
Spoiler
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Here's the in-game test screen shot:
Spoiler
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Obviously he needs boots but that can be fixed via the Brf editor. This is just to illustrate that you can play around with the model a bit without having to physically edit it.