[WIP]-Pharlan Race mod - (winged race)

Post » Sat Oct 29, 2016 4:38 pm

Some of you may know that I made http://www.sabregirl.com/mods/ and pharlans are my favorite race. Pharlans are my creation, originally invented nearly twenty years ago. They feature in my many short stories and two novels. Enough modding groundwork has been done by others that I believe the time has come to make a version of them for Skyrim. This is a work in progress race mod for Skyrim though it is fairly close to a potential release, it needs a bit more polishing. I'll likely wait until after the remaster is released before I release this.



http://www.sabregirl.com/mods/skph_dualcast.png



Screenshots can be seen here: http://www.sabregirl.com/pharlan/skph.html Textures are mostly complete aside from the feet and possibly the male wings.



I am posting this partly as a request for help. Though the mod is already looking good it could use a few more things to be closer to my vision for pharlans. Even without these it looks good and is still fun to play. :)




1. I still need a way to add the correct wings potion (male wings and female wings) to the PC’s inventory on creating a pharlan PC. Skyrim scripting is quite new to me so advice on this front is welcome. Currently I just have them placed in a chest in Whiterun.



2. Tweak the textures a bit more – especially on the feet. The models aren’t really ideal for my purposes but they’re far better than standard feet.



3. Possibly change the male wing textures – though the almost all black is kind of nice.



4. Balance the abilities – there are a lot fewer basic magic effects in Skyrim vs. Morrowind. Pharlans were balanced in morrowind by stunted magicka and weakness to normal weapons. While the former exists, I’m not sure how to replicate the latter. Ideally pharlans should regenerate some magicka in sunlight but none in the dark.



5. Pharlans should be immune to and even healed (and magicka restored) by electricity. The immunity seems to work but magicka is still drained by electricity. Perhaps there’s a way to script around that, perhaps not. I’ve no idea.



-A wishlist -



1. More accurate tails. I’m using reskinned Khajiit tails which are sort of close but are missing the small wings and “tail head”.



2. It would be nice to have more accurate feet. It would be fine if they were wearable boots.


Here is an image of Gadan pharlans from morrowind showing more correct feet and tail.


http://www.sabregirl.com/pharlan/gadpharlfrontback.png



3. More accurate heads – the ears should really be longer and on the top of the head. But they’re not too bad as is.



4. Figuring out how to implement the "real flying" mod for pharlans. I've been using the regular flying mod which works fine - I intend to keep flight mods separate from the race since actual flight is a bit buggy.




This mod currently uses the following resources:


It utilizes Anton’s Animated dragon wings, retextured to feathered wings and then modified by me.


The body and face textures are based on Storm Falcon’s Gadan Pharlan textures.


I am debating which foot models to use and thus haven't textured them properly yet. I haven't been able to contact one of the model makers to ask permission either.



-S

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Alkira rose Nankivell
 
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Joined: Tue Feb 27, 2007 10:56 pm

Post » Sat Oct 29, 2016 11:54 am

All I can contribute is an additional worry. The tail animations for the beast races have some known issues. One is a twist of the entire tail when sneaking, and another is a kink in several other animations where a single bone is misaligned with the rest. The thinner the tail, the more noticeable it is.



I was making a demon-like race for a character of my own, using the Anton's wings with horns, hooved feet, and a tail, but never could fix those tail issues. The required toolset for new animations is lengthy, and I've already opted for Blender as my basic 3D modeler (for its nif support) and that isn't part of the workflow.

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Dagan Wilkin
 
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Joined: Fri Apr 27, 2007 4:20 am

Post » Sun Oct 30, 2016 12:07 am

hey sabregirl!



Good to see you back into modding :)


I loved your morrowind race mods.



Will watch this thread closely.

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Hope Greenhaw
 
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Joined: Fri Aug 17, 2007 8:44 pm

Post » Sun Oct 30, 2016 12:29 am


Thanks for the heads up. I think the reskinned khajiit tail I'm using currently isn't too bad. It sort of represents the small wings being closed rather than open.



http://www.sabregirl.com/pharlan/skphtail.png



http://www.gamesas.com/user/297247-midgetalien/ - Thanks for the well wishes. :)



I think my current biggest issue is figuring out how to add the correct wing potions on character creation.



-S

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Jynx Anthropic
 
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Joined: Fri Sep 08, 2006 9:36 pm

Post » Sat Oct 29, 2016 4:44 pm

Well I fiddled with the female textures a bit and got the raptor feet mostly where they need to be. They actually look pretty good for my purposes and already have all the boot work done for them (all I have to do is set them up). I also changed to an underwear free model for the females since having a bra on a pharlan is kinda ridiculous since they shouldn't have briasts at all.



Feet here:


http://www.sabregirl.com/pharlan/skph-raptorfeet.png



Female body:


http://www.sabregirl.com/pharlan/skph-femN.png



Making a bit of progress towards adding potions, but scripting electrical damage to heal doesn't seem obvious as I'm not finding an obvious electrical damage function that I used for a similar script in Morrowind.



-S

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Bethany Watkin
 
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Joined: Sun Jul 23, 2006 4:13 pm

Post » Sun Oct 30, 2016 1:43 am

So this is what I have so far as far as a wing adding script. I've discovered it isn't working on new games, though has been working on loaded saves. But the switches for male and female work in that case thanks to some helpful people on the skyrim mod subreddit. :)



ScriptName SGQuestScript extends Quest

Potion Property SGwingspotM Auto
Race Property PharlanRace Auto
Potion Property SGwingspotF Auto
Perk Property glideperk Auto
SPELL Property Sparks Auto
float fWings

Event Oninit()
Actor player = Game.GetPlayer()
Race playerRace = player.GetActorBase().GetRace()
ActorBase PlayerBase = Game.GetPlayer().GetActorBase()
If fWings < 1
if playerRace == PharlanRace
Debug.Notification("Potions to reveal your wings have been added.")
if (PlayerBase.Getsix() == 0)
player.AddItem(SGwingspotM, 1, true)
player.AddPerk(glideperk)
player.AddSpell(Sparks)
fWings = 1
elseif (PlayerBase.Getsix() == 1)
player.AddItem(SGwingspotF, 1, true)
player.AddPerk(glideperk)
player.AddSpell(Sparks)
fWings = 1
endif
endif
EndIf
EndEvent
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Erin S
 
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Post » Sat Oct 29, 2016 2:22 pm

Okay I have this mod almost completed. It seems to be working quite well. I streamed a play session with it on twitch which https://www.twitch.tv/sabregirl007/v/97714875. Note that I was using the Skyrim unbound mod in addition to the pharlan race mod and I have digitigrade beast skeletons installed on my version, but I will not include these in the initial release. I'm planning on eventually releasing a digitigrade version that replaces all of the boot models with clawed foot models. I might even replace all the hand models with clawed versions at some point.



I did try this mod on Skyrim Special Edition and while it doesn't crash or anything, most of the hair models and most importantly the wing models are also bugged or totally non-functional (this probably means all of Anton's lovely wings won't work on SE without changes). So while it is technically "playable" on Skyrim special edition, it definitely isn't working as intended but that's not entirely unexpected considering the complexity of the wing animations.



-S

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Rob
 
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