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Drakes Anthro-Dragon Race WIP pre-beta releases


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#41
DrakeTheDragon

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The one is a creation from AlienSlof, I think from her More Male Clothes, but I'm not sure. I only created some adapted files for it so it can be worn, because it fitted Drake so nicely. These are now heavily outdated mesh-wise and need updating first before I can go and ask for permission, if it's really wished for release.

The irons Dark the Black Dragon is wearing is a patchwork-assembly I created from one set of small handcuffs (I don't know where this was coming from but might try to find it out and ask for re-use permission, if a release is wished) plus a set of armblade- and tailblade-restraints, to keep those dangerous things far away from his captors.

I simply needed to restrain this evil fellow to keep him from going on a never-ending killing spree through Cyrodiil. It was never meant to be released. But if people ask,... well, you know me.
Originally there was a muzzle going along with them, to keep his fire-breathing, biting maw shut, and some sturdy chains... but I didn't like the first and the latter were never fully finished. You might see them in one or more older screenshots of mine though, if you're curious.

Edited by guardian01, 01 March 2010 - 04:53 AM.


#42
Wolf of the azar

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I also remember you had some more equipment (armor as I recall) in the screens for the Drake's Guardian Equipment mod as well.

In a mod where pretty much everything [here, clothing and armor-wise] sort of needs to be redone to match, as much compatible material would a great thing to its favor to have! I'd suggest releasing anything that is in working order (or even just as more resources in the event of not having any .esp) and is done to your satisfaction. (And of course, for non-original material, the permission to re-release)

I'd love to have some equipment for my dragons that actually fits them! :D

Anyhow, it's your call on when and what to release and all that, permissions aside. (And gl on getting the new computer soon! XD)

I'd love to help if I could actually export .nif files.


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Edit:

For some reason I’ve gotten some very strange issues with the mod; I’m certain its not the mod itself; because it was working fine yesterday. I loaded my prior game up, and suddenly the wing and arm blade meshes were all messed up; the vertices were all over the place, in a manner very similar to what happens when the ram (in 3D applications, not 2D) on a video card begins a gradual failure. A different mod (I installed a few) may be causing this, though I’m pretty sure its just a spontaneous problem with oblivion (its done this from time to time). Just wanted to ask if anyone else had this, and if so, what may have caused it…

On an unrelated note, I also noticed that the mesh just above the shoulders, next to the neck, where the wing meshes join the torso meshes, there is a slight break. Its only really noticeable zoomed up in inventory view though.

Edited by Wolf of the azar, 02 March 2010 - 03:31 AM.


#43
DrakeTheDragon

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I totally forgot the adapted files for my Guardian Equipment were only released in a different resource package, as part of my ancient Hybrid-Dragon race release.

But I'm currently in the process of upgrading these as well to make them fitting to the latest state body meshes. I was planning to release these adapted files as an add-on package to the Guardian Equipment.

As for further fitting attire, Fearil did create a lot of adapted meshes for almost all Vanilla/SI clothing or armor items and some of the DLCs, but it was a long time ago already and they're no longer fitting the latest state, maybe even will be a little glitchy due to the massive changes my meshes did undergo since then.
An upgrade and release of those files is also planned, but it takes its time, and I don't get much free time as of late.

To your edit, this sounds like my skeleton(s) got replaced with those from some other mods you installed. Is this possible? If it's only the wings and blades, these are bones only included in my own skeletons. Without these the vertices have nothing to stay attached to. It's like creating a beast-race NPC but forgetting to assign a beast-skeleton to it, the tail will go haywire ingame.

I'll check this seam at the neck for improper rigging, but I can't remember ever experiencing this myself yet.
If it's a Robert's V5 or a different upperbody by chance, due to my scripts' control over the upperbody slot being a little buggy right now, it might cause gaps like this. The meshes were designed to fit Robert's V4 muscular. Any noticable difference and it might not fit properly anymore nor seamless.

Edited by guardian01, 02 March 2010 - 04:29 PM.


#44
sarac

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Simply amazing work...can't wait to see it finished! ;)

#45
Wolf of the azar

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Ok, I found the bug! You were right; it was a different mod (not sure which one - I've got over 150 mods (and those are just the active ones), so I'm not terribly inclined to hunt down the culprit).
I resolved it simply by moving your .esp down to the bottom of the load list, so it would load last (or near last). [thus over-riding whatever mod was causing the problem]

-edit: yes, I'm using roberts v5, so that was probably the cause

Edited by Wolf of the azar, 05 March 2010 - 01:35 AM.


#46
Wolf of the azar

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Finally!
A dragon race mod that is ACTUALLY, a Dragon race. I have been stalking (non creepy way) this mod for months on end.

Very much the same here! ^^

-At one point, for some weird reason when i died...my poor little Dragoness turned into liquid??? Her body would stretched out and flatten out into liquid gooness..I have yet to see that happen anymore, but not sure if it was from this mod or no.

- If I recall this bug correctly, I beleive it has to do with the way in which you died, as it IS reproducible in unmodded oblivion with creatures and NPC's, and presumably the PC (though very unlikely, as I recall, to get the circumstances exactly right)

#47
DrakeTheDragon

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Thanks for the heads-up and the reports, everybody.

I, too, have no idea what could have caused this "gooness on death"-bug, other than that it most likely doesn't come from the mod per se. Apart from my additional bones the whole skeleton is an exact copy of the Vanilla one. I didn't even import&export one to begin with but just copy&pasted my new bones into an already working original NIF file.
I remember in Oblivion dying under mysterious or weird circumstances always caused havok to wreak havok (pun intended).

lizardshivok, I guess you're meaning OBSE (Oblivion Script Extender). OBMM has nothing to do with my mod nor can any version of it make a difference from working to non-working. OBSE though indeed needs to be a proper version for my scripts to work properly. I think the readme states something about v0018 beta 4, but I think for the later improvements beta 5 is required at least. Weird things happen "100% guaranteed" when using an older version of OBSE.
My OBSE checks currently aren't working reliably, maybe even not at all. I apologize for this but I had no possibility to fix it yet.

I have no idea what could have caused the sky-blue screen. That's a new one to me.

The yellow Missing Meshes indicators, apparently from the Dragon Eye Senses tokens, also shouldn't be there by any means. They're not meant to be dropped and I "thought" they couldn't be, thus they don't have meshes assigned for when dropped, thus the yellow signs. Guess I shouldn't assume the game would do what it's told to do and take better precautions next time. Assigning some dummy meshes for when those impossible-to-be-dropped items for whatever cause should actually be dropped regardless wouldn't hurt after all.
Thanks for bringing this to my attention.

As for the save times there's not much I could do about this. All I'm doing is maintaining a lot of complex arrays. This seems to be too much for the current OBSE to provide "fine" save/load times, considering it must save all these in a seperate file along with your ESS file each time.
I think I'll have a talk to one of the OBSE gurus about where this issue especially when using my plugin could be coming from and if I (or even they) could do anything to speed-up the process. Maybe it will speed-up already once OBSE 18 leaves beta state, but we'll see.

Wolf of the azar, I must admit I don't know how load order could have affected anything in this. As far as I remember there's nothing in my plugin which could have been overridden or could override something itself. After all I'm not "changing" things, I'm "adding" some.
But a solution is a solution, and things working for you is the only thing that matters, regardless of how much sense a solution makes to me or not.

#48
Loro4

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for some reason i still cant get any repilian chests unless i put on a shirt and i cant get the wraps to work i only get a normal shirt no wraps plz help me i have all the requirments how do i fix this?!

edit:found another bug the arrows stick in to the spines on the back

Edited by Loro4, 08 March 2010 - 07:02 AM.


#49
DrakeTheDragon

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The short answer is "you can't". The upperbody slot is impossible to enforce by my currently released scripts, regardless of if it's set to be controlled or not in the config menu. There's a bug in this particular section of my scripts I couldn't yet figure out. Unmatching upperbody clothing/armor will stay unmatching and there won't be chest wraps.

However, if you're actually experiencing human skin texures on your upperbody, you need Stock Clothing and Armor Replacers for Robert's Male Body badly.

In Oblivion your body comes from the clothing/armor you wear. If you equip a Vanilla item which wasn't replaced to be a Robert's Male fitting one, you'll get back a Vanilla body while wearing it. Vanilla meshes use different textures and will end up with Imperial skin all the time, regardless of what race is wearing them, because Robert's bodies only use (and thus only replace) the "foot" textures, the rest stays default.

My race is only using/replacing the "foot" (for the whole body) and "hand" (only for wing membranes) textures, so the upperbody will stay Imperial either.
To fix this and make my mod compatible to people not using Robert's Male Bodies properly I could recreate Vanilla textures from my Robert's textures, but it would still have a lot of clipping issues between the different body parts, simply because non-Robert bodies and Robert's Bodies don't align. That's why using Robert's Bodies properly is always preferable and installing the proper Stock Clothing and Armor Replacers for Robert's is the only real solution.


My, what was I reading? You wrote "it's working when you put on a shirt", so you must be using a Stock Clothing and Armor Replacer properly already, I'm Sorry. So those lines are not for you but for others who aren't.
Now what could cause you not having a Robert's upperbody when nude? Make sure Robert's Male Body is properly installed and all its meshes are where they should be inside "meshes/characters/_male".

As for "arrows sticking in the spines on the back"... I don't know how this is supposed to be a bug. Either I don't get what you're aiming at or it's not a bug at all.
Arrows stick in collison meshes, wearable items (what my dragon bodyparts are) don't have collision, it's coming from the skeleton itself, which in my case didn't have any collision added, it's still the same as the original one.
I don't see a way to make them "not" stick there, because there's nothing which "makes" them stick there to begin with.

Edited by guardian01, 08 March 2010 - 03:05 PM.


#50
Wolf of the azar

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for some reason i still cant get any repilian chests unless i put on a shirt and i cant get the wraps to work i only get a normal shirt no wraps plz help me i have all the requirments how do i fix this?!

Was this modded armor/clothing? If so, the copy you have isn't Robbert-compatible (Rather annoying when there isn't a compatible version, but there's not much you can do short of making a compatible one yourself (or asking for a conversion)).
If it was, you'll need the stock clothing/armor replacer (see guardian01's post below)




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