Kenshi
162 ratings
Roman Centurion - Equipment Mod
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File Size
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38.049 MB
4 Jul, 2020 @ 8:19pm
11 Jul, 2020 @ 1:40am
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Roman Centurion - Equipment Mod

In 3 collections by Teirdalin
Teirdalin's Fantasy Collection
63 items
Teirdalin's Ancient Rome Mods
5 items
Teirdalin's Realistic Collection
23 items
Description
I just had to release this as a standalone armour mod. The roman centurion set adds a new start as well as a new craftable equipment set and weapon, The Gladius. With a custom sheath and texture. Also a version of the helmet without the flair.

To research it you need advanced weapon crafts as well as plate armour crafting.

Version 2 adds the female meshes for the armour and helmets.

If you like this mod, consider leaving a tip on my patreon and checking out my other mods, such as Dawn of Sigmar - A Warhammer Fantasy Overhaul, and Protoss.

https://www.patreon.com/Teirdalin

https://steamhost.cn/steamcommunity_com/id/Teirdalin/myworkshopfiles/?appid=233860

This armour will be part of Dawn of Sigmar later on with the small roman empire faction, and as part of a separate mod I'm going to release as well.
31 Comments
Lato 6 Jun @ 12:40am 
None of his mods are ever fixed....
KirrieD 26 Nov, 2022 @ 2:33am 
Thank you :)
Teirdalin  [author] 26 Nov, 2022 @ 2:32am 
Well alright then, have fun.
KirrieD 26 Nov, 2022 @ 2:26am 
If ever your mod is updated, I will gradually transfer updates and new things or objects.
KirrieD 26 Nov, 2022 @ 2:24am 
I totally agree, but it would be convenient if I didn't customize each mod to fit the assembly. It's just that after the update, I will have to not only adjust the updated things in a new way, but also make new ones from scratch. I try to create everything in a balanced way right away, and if there are updates, I will add them myself and rebalance them for the build.
Teirdalin  [author] 26 Nov, 2022 @ 2:16am 
I'd recommend loading it as a master file so that if I ever update it with new rigs or items down the line it'll auto update for your project.
KirrieD 26 Nov, 2022 @ 1:55am 
Hi, can I take this mod and your other works for my build?)
Teirdalin  [author] 10 Nov, 2022 @ 9:53pm 
Toss the mod from workshop into the mods folder, change its name to match the mod name and then load it as a master when making your mod; and any changes to armor stats you make in your mod take priority when running.
Trinity 10 Nov, 2022 @ 5:20pm 
How would I get simple stat changes to override the original mod? To get around it, I make a new instance which demands that my files are either in my data folder or my mod folder. This makes it impossible in some cases, if I wanted to revamp your armor's stats, use the faction mod after your mod, and something else. I couldn't wrap my small brain around it :kabuki:

I think once I made a new instance, not a duplicate, I had to relink the mesh. This denied me saying that it must be in my mod folder. I really don't know. I thought the load order was that the lowest one was the dominate one, then surely your armor's stats would change accordingly when my faction mod is loaded after it, right? idk, man. Wanna help me get the settings to apply without relinking the mesh?
Teirdalin  [author] 10 Nov, 2022 @ 5:14pm 
Sure. Just use this as a master file and then if I ever update this with new rigs or whatnot it'll auto update to yours.