Glad to hear. I'm timing my return to modding to coincide withe release of this mod. :wink_smile:
Well, you've been real nice to me in the past an even gave me permission to include your awesome glass dagger you made in a mod I'd like to make (maybe 2 or 3 years from now...hehehe). And I believe you have an old copy of this armor already. If you'd like, I can refresh the set for ya and give you an early modding boost.

Looks awesome, I always thought the glass armor design in Morrowind was a lot better than Oblivion. I like the different colors and those aura spells, the only thing I don't really like is how some of the weapons are really really translucent, I think I like the vanilla Oblivion glass weapons better. But still, the armor looks fantastic, a definite must-have when it comes out.
Just so you know, the transparent weapon images are WIP images which were mainly to show-off the modified meshes and how they can be used as transparent meshes. The mod will actually be configured to NOT be transparent. I will have an additional archive attached to the page that will allow you to overwrite the mod with a transparent version...however, they will not look like the WIP screenshots...which were not even using the final textures.
hey lhammonds i got a question, will this mod be a modders resource or a complete plugin? keep up the awesome work by the way, i cant wait for it!
It will be both.
Looks like the 200 post is coming up. If this thread closes, you can find the latest updates on the http://lhammonds.game-host.org/forum/viewtopic.php?f=25&t=16 on my forums...which will eventually point you to a new WIP thread here but not immediately since I don't plan to create another WIP thread after this one gets lock...until I have some significant updates to broadcast.
LHammonds
EDIT: 7/20/2010All armor color variations are done.
All armor specular maps are done.
All armor normal maps are done.
All armor glow maps are done.
Here is what the armor looks like in Blue.
http://www.tesnexus.com/imageshare/image.php?id=62218
http://www.tesnexus.com/imageshare/image.php?id=62219
EDIT: 1/11/2011I've included a bonus armor set in various colors. Each armor set consists of 4 models (2 body, 2 ground) and in 9 colors, that is 36 models. But lucky for you guys, they share an existing texture map and therefore do not significantly increase the size of the mod! Each set of NIFs are 1.8 MB which means total size will be 64 MB increase. The menu icons are done and all entries added to the plugin but this will only be light armor, single gender and no enchants. Now I just need to figure out the best way to implement the armor.
With the inclusion of these new assets, that brings my internal version number to 0.4.
The complete mod as a compressed 7z archive weighs in at 22.4 MB and extracted, it is 151 MB. That is right at 1/2 the size of my original estimation and that is with an additional creature and armor set!
EDIT: 2/19/2011Toying around with an additional creature which may or may not make it into the final cut. At this point, I am just focusing on things that to make the playing of the mod more fun / interesting.
EDIT: 3/14/2011Making the "fun" part of the mod now. I had the initial setup done but now I'm going through like a fresh perspective and writing down what seemed odd, what I thought I should expect, what I'd like to have seen, etc. Basically trying to make it a fun mod to play. Now that I have all these resources available, it is easy to pick-n-choose combinations, layouts and so on.
EDIT: 4/4/2011Since most of what I'm doing now is plugin work (and some slight weapon model/texture changes), there really isn't anything that I will be posting since I'd rather have the actual gameplay be a surprise instead of telling everyone all the things I'm doing in it. So please continue to be patient. The next update will probably be a final movie trailer just before release of the mod.
EDIT: 4/12/2011I had a dream about being attacked by thugs which gave me an idea on how to better improve how the enemy is presented in this mod. I am researching how to go about making it work in the CS the way I want it to.
EDIT: 4/17/2011Tested the new script and works like a champ. After I finish implementing the new system for all enemies, I will need to test and refine the AI packages based on play testing.