Garry's Mod

Garry's Mod

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Elden Ring: Carian Knight Set (PM&NPC + Ragdoll)
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Content Type: Addon
Addon Type: Model
Addon Tags: Fun, Roleplay
File Size
Posted
80.894 MB
7 Jul @ 12:05am
1 Change Note ( view )

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Elden Ring: Carian Knight Set (PM&NPC + Ragdoll)

In 1 collection by Kerosenn
Kerosenn Workshop
72 items
Description
The Carian Knight Set (or Oscar, Knight of Astora) from Elden Ring

Welcome back Oscar, Knight of Astora

Notice: I recommend putting "mat_specular 1" in console, or type "+mat_specular 1" in GMOD's launch properties. Be sure to have DirectX 9 selected as well for the proper shaders.

Includes:

C_arms.
Accurate Hitboxes
Cape bodygroup.
Ally and enemy npc variants.
A ragdoll.

Credits:

FromSoftware
For creating the original assets and game.

Kerosenn:
Everything except creating the assets.

Support or Commission me!
My Ko-Fi! [ko-fi.com]
My PayPal! [www.paypal.com]

The original model and textures do not belong to me!
Please support the original creators!



16 Comments
Holand Dutch 1 Aug @ 6:15pm 
Nice model! btw heres a suggestion for you: you could make ansbach or igon, it would be really cool to see it, thanks
Shadow 11 Jul @ 5:04am 
now we need the twin moon knight armor lol
TRAPPUSSY 11 Jul @ 2:31am 
THANK YOU SO MUCH!I've been porting a lot of ER models to Dragons Dogma 2 and was curious if you had any special methods so it's nice to see that renaming seems to be the cleanest method. I usually use XPS to print out a list of all the bones and have chatGPT create a bone list like this:

ER Armature vs DD2 Armature
spine 1 = spine
spine 0 = hip
clavicle L = Shoulder L

then clean up as much as I can and have GPT write a copy paste script that renames the bones for me. It's hit or miss but anything to be lazy lmao. Keep it up with the models! Love your work.
Kerosenn  [author] 10 Jul @ 2:01pm 
Then you scale the Elden Ring model to around the same size as the other character, and you essentially pose the Elden Ring model to match the other character's as close as possible.

You then swap the Elden Ring model's armature to the character's.

If you want to keep helper/cosmetic bones (clothes/hair/accessories) then you dupe the Elden Ring armature, delete all the bones that aren't the helper/cosmetic one's, and then join them to the character's armature. You then finally have to reparent the joined bones to what their respective parent bone was.
Kerosenn  [author] 10 Jul @ 2:01pm 
You could do all three with varying amounts of success/accuracy. With Gmod I rename the biped bones to the ValveBiped name scheme and use the proportion trick method. The trick allows me to keep the original armature of the model and apply HL2's animations pretty well.

If you were porting a model to another game and wanted to use another characters animations then it gets a little more complicated.

If you wanted to maintain the original weights of the Elden Ring model then you'd have to rename the biped bones to same naming scheme of the other character.
TRAPPUSSY 10 Jul @ 9:38am 
Keep churning them out! Love your PM model choices. I WANTED TO ASK THO!?
I port a lot of ER models to dif games, what method do you use to swap armatures between games? Do you just rename the bones or redo the weights entirely. Maybe an automatic method?
Hermanator 10 Jul @ 1:07am 
A Prisoner set soon? also amazing Playermodel.
Dekko 8 Jul @ 5:58am 
I mean it is the best looking one by far
Nuts 7 Jul @ 10:52pm 
Gigachad Moongrum
Duckz0 7 Jul @ 7:20pm 
more elden ring, thanks lad