No, not the eye disease. I named the sword Cataract because of waterfalls.
Download here
Friday, 4 November 2016
Wednesday, 2 November 2016
Crescent Staff
Made for JayCrane's upcoming follower mod. It's based on a staff from Elder Scrolls Online.
No download yet.
No download yet.
Sunday, 30 October 2016
Duellist Update
I have updated my previous mod the Duellist with some nice new textures and a remade normal map (did a bake this time - much better).
Download at the original mod page
Download at the original mod page
Billyro's Misc Mods
I now have a dedicated mod page to all my miscellaneous mods. There you'll find stuff that I've previous not released for whatever reason, as well as other small mods that don't really need their own mod pages.
http://www.nexusmods.com/skyrim/mods/79830/
http://www.nexusmods.com/skyrim/mods/79830/
Friday, 28 October 2016
My Mods and Skyrim: Special Edition
Good news, everyone!
I have just tested a few of my weapon mods and it seems that they work perfectly in the Special Edition without any need for patching. Therefore, you may freely install any of my weapons in Skyrim SE and use them without worry. Go nuts!
Will I be uploading my new mods in the Skyrim SE Nexus? I can't say, yet. I may stick with the normal Skyrim until SKSE and ENB are working with the Special Edition, which means my mods will still be uploaded on the original Skyrim Nexus for the time being. However, the method in which I create mods will stay the same, so technically my weapons should still work on both games, regardless of which Nexus I upload to. I'll wait and see.
I have just tested a few of my weapon mods and it seems that they work perfectly in the Special Edition without any need for patching. Therefore, you may freely install any of my weapons in Skyrim SE and use them without worry. Go nuts!
Will I be uploading my new mods in the Skyrim SE Nexus? I can't say, yet. I may stick with the normal Skyrim until SKSE and ENB are working with the Special Edition, which means my mods will still be uploaded on the original Skyrim Nexus for the time being. However, the method in which I create mods will stay the same, so technically my weapons should still work on both games, regardless of which Nexus I upload to. I'll wait and see.
Thursday, 20 October 2016
Clarion - Crystal Sword
Made for Mlee3141's upcoming mod with Aurlyn in Enderal. The sword will be made out of the crystals that you can find in Enderal (I never got that far so I dunno where, but I saw a screenshot so yeah).
Clarion can be downloaded here
Monday, 10 October 2016
Pyro's Cleaver
Made for PyroToaster. Textures are subject to change depending on how rusty it needs to be...
I may or may not release it - that's something I will have to discuss with Pyro first.
I may or may not release it - that's something I will have to discuss with Pyro first.
Saturday, 8 October 2016
Galebrand
This one didn't turn out like the concept art I made... but eh, still decent.
Skyrim download here. Might also port to Fallout 4 and replace Shem Drowne's Sword.
Skyrim download here. Might also port to Fallout 4 and replace Shem Drowne's Sword.
Wednesday, 5 October 2016
Update to Fallout 4 version of Regent
In case you weren't aware, I updated the Regent last week with some reworked normal maps. Here's a look at it:
Mod page
Mod page
Thursday, 29 September 2016
Marauder - A Mace
I don't make too many maces. Not sure why, as they're cool looking weapons. This one was a real bastard to unwrap, though - took about an hour just for that.
Skyrim Download
Fallout 4 Download
Fallout 4 Download
Saturday, 17 September 2016
Tutorial to make my weapons less shiny
I receive a lot of comments on my mods about how shiny my weapons are. Especially in comparison to the vanilla weapons, mine are very clean and shiny, and some people don't like the disparity. That's completely understandable. I, myself, like consistency in my games. So, I thought I should write up a quick and easy tutorial for people to alter my weapons to be less shiny.
First off, you'll need Nifskope (preferably Nifskope 2.0) and to install the mod you wish to edit (the textures have to be present in your Skyrim directory or else they won't show in Nifskope).
Righto, let's get started:
1. Open Nifskope, then open the .nif file you want to edit. In this case, I will be editing my Leaf Dagger (after installation, it can be found in "data\meshes\billyro\leafdagger" - all my weapons will be located inside the billyro folder).
2. Now, click on the weapon and it will go wireframe. In the Block List (the thing on the left-hand side), expand the NiTriShape and the BSLightingShaderProperty inside of it.
3.By clicking on the BSShaderTextureSet (which, on mine, is denoted as "...") we can see the textures of the weapon down the bottom of the screen in the Block Details section. Here, we want to change the cubemap from my own one (provided by Humus) to a vanilla one (most weapons use shinybright_e.dds, so that's what we'll change it to).
5. You're done! You can also tweak some other values inside the Block Details of the BSLightingShaderProperty itself, but you shouldn't need to with my weapons.
I hope this tutorial was somewhat useful, and perhaps it'll help you with unifying your Skyrim weapons. :)
First off, you'll need Nifskope (preferably Nifskope 2.0) and to install the mod you wish to edit (the textures have to be present in your Skyrim directory or else they won't show in Nifskope).
Righto, let's get started:
1. Open Nifskope, then open the .nif file you want to edit. In this case, I will be editing my Leaf Dagger (after installation, it can be found in "data\meshes\billyro\leafdagger" - all my weapons will be located inside the billyro folder).
2. Now, click on the weapon and it will go wireframe. In the Block List (the thing on the left-hand side), expand the NiTriShape and the BSLightingShaderProperty inside of it.
3.By clicking on the BSShaderTextureSet (which, on mine, is denoted as "...") we can see the textures of the weapon down the bottom of the screen in the Block Details section. Here, we want to change the cubemap from my own one (provided by Humus) to a vanilla one (most weapons use shinybright_e.dds, so that's what we'll change it to).
4. Double click on the value with the cubemap, then change it to "textures\cubemaps\shinybright_e.dds", and you'll see it change immediately to the darker version below.
5. You're done! You can also tweak some other values inside the Block Details of the BSLightingShaderProperty itself, but you shouldn't need to with my weapons.
I hope this tutorial was somewhat useful, and perhaps it'll help you with unifying your Skyrim weapons. :)
Friday, 16 September 2016
Leaf Dagger
Today I made a dagger with a leaf-blade.
You may notice how the metal looks a bit different than my previous weapons... well, the reason for that is this is my first ever successfully baked model! What this means is that the normal maps were generated from a high-poly version of the dagger, making the edges in particular really nice.
You can download it here!
You may notice how the metal looks a bit different than my previous weapons... well, the reason for that is this is my first ever successfully baked model! What this means is that the normal maps were generated from a high-poly version of the dagger, making the edges in particular really nice.
You can download it here!
Friday, 9 September 2016
Chieftain Cuirass for Morrowind
I've been playing Morrowind again (probably my favourite game, though nostalgia probably contributes to that) and wanted to make a decent cuirass for my character that didn't look weird (unfortunately, most high-tier armour in Morrowind, Tribunal or Bloodmoon look crazy) so here we are.
It's just the bear armour from Bloodmoon with a fancy cuirass on top. Since Morrowind doesn't support normal mapping on its own (I am aware of MGE XE and OpenMW - I use the latter) it won't look like this in-game, but hey... it's a render.
I am aware of the shiny fur - I cannot figure out how to apply a material mask to Knald, so yeah. It's easily fixable outside of it.
The armour will be obtainable by completing the Thirsk series of quests and becoming chieftain. You'll receive it alongside the sword Clanbringer, as it was in vanilla Bloodmoon.
No download yet - still gotta get some permissions sorted out and stuff.
It's just the bear armour from Bloodmoon with a fancy cuirass on top. Since Morrowind doesn't support normal mapping on its own (I am aware of MGE XE and OpenMW - I use the latter) it won't look like this in-game, but hey... it's a render.
I am aware of the shiny fur - I cannot figure out how to apply a material mask to Knald, so yeah. It's easily fixable outside of it.
The armour will be obtainable by completing the Thirsk series of quests and becoming chieftain. You'll receive it alongside the sword Clanbringer, as it was in vanilla Bloodmoon.
No download yet - still gotta get some permissions sorted out and stuff.
Subscribe to:
Posts (Atom)



















