It doesn't seem quite right to me that no matter what race, class, level, stats, or age a character is, he or she looks like a prize fighter! Naturally, this also applies to the female "big ol' boobie" mods and the male body replacers, which do often offer variations on size and shape of bodies, but they still all apply to every actor in the game.
What I'm suggesting is some way to mix up the body types that the player and NPCs have. I know it sounds a bit demanding, but hear me out...I'd be willing to put work into this idea, if somebody would be willing to offer some expertise and advice in the matter.
I'm thinking about a few ways this could be approached:
-------1)
Make the mesh and/or texture used for a character controlled by the value of that characters level, strength, endurance, speed, or whatever stat seems most appropriate for different types of body meshes. Like, say the "speed" type bodies are slim, but increasingly toned as the value gets higher. The "strength" and "endurance" type bodies would get larger as the respective stat increases in value, in ways that are appropriate to each function (i.e. strength grows in shoulders, arms, and chest, while endurance bodies grow in back, legs, and belly...you get the idea).
In a situation where multiple body-deciding stats are at a high level, set the actor's body to a mesh/texture combination that reflects such a thing. For example, a high strength and speed would be somebody with big arms, shoulders, and chest, but have abs like a cheese grater. Conversly, high endurance and low speed would produce a character with a bulbous gut that's as smooth as a well-inflated dodgeball.
I don't know the full range of functions featured in OBSE, but if there are some sort of Get/Set functions that allow you to change the specific mesh an object uses, then this is entirely possible. From watching the demo clip of OBSE, it seems like there certainly are such functions, so I'm optimistic about this approach.
--------2)
Make the body mesh assigned to an actor be determined by that actor's class. While not as dynamic as the first approach, it certainly seems easier. When I say dynamic, I also mean interesting, since you're still going to look at your own character and think, "Wow, my skinny little bard can really swing that daedric battle axe and take loads of punishment!" It'd be better than the current system of "everybody's John Basedow!", but still not as rewarding as watching your character hit 80 strength and have that reflected in his 24 inch pythons, brother!
---------3)
Control the body type with the type of food items/potions consumed, and amount of strength-speed type activities done. I know you might be thinking "Sounds kinda like GTA:San Andreas" and you may also be thinking "That idea sucks!", and well...you'd be right on both counts. It's possible to do something like that by attaching a script to each food item that adds a value based on the item to some sort of global counter variable which changes body types at certain levels. Also, the distance the character runs and the number of swings of a weapon can modify that counter variable to change the body mesh to a healthier one
In any case, this would take a lot of new meshes, but like I said, I'm down with trying to make a thing like this work, so any experienced modelers should sling some ideas this way. I think it's entirely possible.



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