OK, we're on it ....
1. 20 new plants? Wow! You are ambitious...
Me, I happen to like the plain-vanilla MW "corkbulb" and "comberry" and "Hackle-Lo" meshes for swamp/jungle plants (always remind me of
the "Jurassic Park" movies), but there are a ton of other resources available, so you can choose what you want...
"Retexturing" almost anything (and giving it new stats and properties) can make something old new again...
i wouldn't need new models, retextures is fine, but what i do need is names and descriptions of new plants. stuff to build the lore upon. open to any suggestions.
2. Argonian hair and faces [do Argonians have hair? New to me -- but, you mean "head decorations" I'm sure] ---
I have chosen SabreGirl's "Better Beasts" version for my own gaming, but AlienSlof's version is just as good (and, you may have better luck
securing permissions from SabreGirl than AlienSlof for anything you wish to re-distribute in a "publicly distributed" mod...)
Incidentally, and FYI, in my own version of RM, I fixed the "White Argonian" clipping problem by simply using SabreGirl's meshes, retextured
["greyscale" the texture, then ramp up the "gamma correction" factor until they look white - save, apply, done...]
yep, head decorations. head retextures too. this may be a bit more difficult, though would be tremendous in fleshing out argonians as a whole.
region-specific clothing would be the next step, though that's simpler. retextured ashland clothing will go a long ways there.
3. Dialog "cleaning" is never fun -- something about the MW Game Engine always seems to mess things up, no matter how careful you are..
[Never, EVER, use an "Automated Editor" to clean Dialogue...I don't care what anybody else says, in my experience, the only way to "do it
right" is to "do it yourself" in the CS...] Incidentally, in my own game I've made a lot of Dialogue changes, to give some of the NPCs a bit
more "personality," which I may share with you later, if you are interested...
i'm pretty experienced in dialog editing, so the cleaning is just monotinous. however, once cleaned and built, it'll be much easier to expand upon. first i plan on at least getting all of the generic dialog put in, for generic npc responses and temporary npcs. then i'll ask for everyone's input on specific NPC personalities, most likely starting in the taverns, since all great adventures should start with a colorful tavern visit.
Looking forward to seeing your latest update [What -- only a couple weeks since RMv3.1 was released? C'mon, enjoy it now, for what it is!
Too soon to be asking for another update -- Ah, well, such is life when "modding for the Public"...]
Yours in Service to the Hist
DARoot
we'll get the next release rounded out in august.