Jump to content

Non-human races.


Werewolf_13

Recommended Posts

I am looking for non-human\beast races for fallout 3. I have found 2, but I wonder if there are any more than the ones I have found.

 

The ones I have found:

 

http://www.fallout3nexus.com/downloads/file.php?id=7090 Burmecians

 

http://www.fallout3nexus.com/downloads/file.php?id=6187 Star Fox

 

 

Are these the only ones available or are there more races hidden in the site?

Link to comment
Share on other sites

I don't know of any others. Fallout 3 doesn't have tail bones and anims by default, the way Oblivion did.

 

I'm working on a super-skelly with new idles for the new bones. I'll be doing a scorpion hybrid person for my proof-of-concept because arachnids are my interest, but I'm interested in knowing what kinds of beastfolk people would most like to see.

 

I have bones for tail, wings, pedipalps, and antennae (which can be used for ears also) and I've PM'd Breeze to ask if I can release them as a combo with his animation kit superskelly so that my new beasties will be compatible with mods made from that.

 

I'm taking it as a given that there will be interest in cat people, and I'll probably try and do some reptiles because I like them. I am open to other suggestions (not saying I'll do them all). I'll only be working with RMF3 and UF3, but mesh refits are something Exnem/Type3 users demonstrably know how to do already and the project will have open permissions.

Link to comment
Share on other sites

I don't know of any others. Fallout 3 doesn't have tail bones and anims by default, the way Oblivion did.

 

I'm working on a super-skelly with new idles for the new bones. I'll be doing a scorpion hybrid person for my proof-of-concept because arachnids are my interest, but I'm interested in knowing what kinds of beastfolk people would most like to see.

 

I have bones for tail, wings, pedipalps, and antennae (which can be used for ears also) and I've PM'd Breeze to ask if I can release them as a combo with his animation kit superskelly so that my new beasties will be compatible with mods made from that.

 

I'm taking it as a given that there will be interest in cat people, and I'll probably try and do some reptiles because I like them. I am open to other suggestions (not saying I'll do them all). I'll only be working with RMF3 and UF3, but mesh refits are something Exnem/Type3 users demonstrably know how to do already and the project will have open permissions.

 

 

Reptiles would be great. And perhaps something dog\wolf like. Tell me when you are done with your skelly mod. And when you plan your reptiles. Cant wait to get some beast races to fallout 3.

 

Thanks.

Link to comment
Share on other sites

I'm currently working on several new races for Fallout 3.

 

These are all human/aquatic animal hybrids. Though mostly human in appearance as to be compatable with many of the outfits in the game. The big difference with be in the faces and skin color.

 

Cetaceans - Orca hybrids who are quite tall compaired to average humans. They have very dark skin with white spots on the sides of their heads, most of the males are bald or have very short hair, females hair usually doesn't extend past their shoulders.

 

Great Whites - Obviously named Great White Shark hybrids. Taller than most humans but smaller than Cetaceans. They have very muscular builds to them and a greyish skin tone. All males are bald, most females have very short hair, though a rare few have long hair, it's always a dark color ranging from Natural black to unnatural to human tones such as dark greens, blues, and purples, some occasionally have white hair or crimson. The males have more outstanding shark features than females, both have razor sharp teeth.

 

Hammerheads - Again Obviously named. Size and build wise they are closest to the average human. Skin tones range from light grey to sandy brown. Males and females are both bald (with a dark patch of skin resembling hair along their hairline) with hammer shaped ridges on their foreheads, males have much larger "hammers" than females. Both males and females have very sharp sharklike teeth.

 

Lionfish - Obviously named. they are short and small framed. Their skin is mostly human tone with a slight orangeish variation to it. Some have white marks which it is unknown if it's their natural coloring (as lionfish are striped) or if they tattoo themselves to resemble their animal counterpart. All lionfish have a slight underbite. Their limbs, forehead (which they usually combs and trwat like hair), and lower back have sections of loose flesh more orange in color to their natural skin tone, when stressed or angered this flesh hardens into spines which can easily cut a human and create a sensation as if the person was on fire lasting several hours. Females have longer "fins" while males have more but shorter in length.

 

Jelly - Named for being Jellyfish Hybrids (and also Man O War, which is not a true Jellyfish), Thin and tall in build. They have almost transparant skin with blue to purple and sometimes green hues. They have loose skin around their lower legs and forearms as well as a fleshy "skirt" around their waist, each is covered in dangerous tentacles. Most are very uninteligent and rarely talk. They have very low defense but a single physical attack from one can be nearly fatal (their tentacles are HIGHLY venomous). Their "hair" is also made up of tentacles. You can see several of their organs through their transparent flesh.

Link to comment
Share on other sites

I'll probably go ahead and offer the dog/wolf race option anyway since I've already got the tail, head and ears mostly set up (not the fangs yet, but that shouldn't be too hard). I've got a doglike head mesh that is functional in-game but won't work in facegen (that is, you move the sliders and nothing happens).

 

I've been looking at TK's custom .egm/tri tutorial, but I doubt I'll be able to make it work. It requires a level of control I think may not be possible with Blender and its NIF scripts (i.e. export without changing vert order) and I know he's using a different 3d suite. I can't even get the setup of head placement he suggests to work properly, because NifSkope's placement units are different from Blender's (thus writing things down does not help).

 

So what will probably happen will be some default-headed races that work in facegen ("demi" or "half" races) and some fully animal-headed races that don't. My main emphasis will be on the skeleton and the animations. Anyone will be free to use those for their own custom races once finished.

 

As far as actual progress goes, at the moment I'm trying to get the meshes made for all the slots first so I can make sure they look good with the new animations. I currently have the dog ears and tail, scorp tail, and scorp palps. I need to finish the wings to have all my slots covered for the anims. Those will be a bit more time-consuming because I'll have to do the modeling from scratch and I want them to look somewhat accurate (old zoology textbook ftw).

 

Once the first set of idles is done I'll probably start a real WIP thread, sorry for hijacking this one. ;)

Link to comment
Share on other sites

Blender is actually the one modeller that is good for keeping the vert order intact. Max is very fickle for this. I think if I am very carefull not to do any collasping or reseting of transforms then it'll work. fricking hard annoying though, stay the hell away from strippifying! but it is doable in max, I'm sure.

 

You blender users are serious about the translation thing aren't you? Man I know I could figure it out. pivots and alignments seem to be no end of extra hassle for users

most 3d packages, they all can do the same stuff, if you know how

 

I might join you on custom race making, I do want to another stab a new custom facegen mrphs as well. i was nearly getting results when I tried for ob.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...