New version released! No XP23 version for now, I want some feedback on how everything looks before I commit to that kind of busywork.
As you can see the feet look a lot more flat to the ground, and the mesh isn't quite as stretched out. Unfortunately you still float while sneaking. I have no idea why that's happening, but it's a little less noticeable now.
Additionally I'm sorry to say that I'm going to scrap my plans on making a truly Morrowind style skeleton. After fighting for so long with the feet meshes, I'm convinced it'll just look terrible. The only way to do it would be a combined custom skeleton and feetmesh. And while I have interest in doing that, I don't have the time at the moment. (Not to mention mod compatibility will be out the window.)
Please give me your feedback so I can improve the edited skeleton before releasing it--and making all the XP23 compatible versions as well.
Lightningo, if you edited those in blender, [the feet meshes] i'm sure there is a plugin that shows you animations in blender itself. That way, you can see how the skeleton itself is moving and why. If that helps you at all to understand the bug, then you can fix it.
I think that this may be fixed with new sneak animations for the modified skeletons. And then again, the problem and resolution may just be elsewhere. I have no knowelege of skeleton editing.
... Wait, i just thought about something. What about Beast Skeletons? http://www.nexusmods.com/skyrim/mods/28957/? If they are set to use the skeletonbeast.nif... *O*
Thanks for this! It's so great to have real khajiit-feet This new version is great looking! Best so far. My only suggestion would be to over do it. What I mean is really make the changes and angles as extreme as you can. The reason I'm thinking like this is when you wear armor now you can see the difference no doubt but its dulled by the armors shape. If they were more extreme it might translate better to when your wearing boots. Sort of like when an actor has to play a monster in a costume, the movements and actions have to be more pronounced to have the same effect. I think bending the toes more would translate better but that's your call. Love the new version anyway. Cant wait for the XP32! Thanks for this and It's staying in my game that's for sure.
Any tips for HDT? I can't seem to make it work regardless of what I do, I don't know if I'm just not installing it right or what, but for some reason I can never get it to have any effect in-game, not even crashes. Maybe an install guide, or a place I can get the latest version that has an install guide? Thanks in advance :3
The High Heels System only works with specific shoes, so you'd have to make a new "empty" shoe mesh with the height setting for it. Be aware of MORE stretching.
I Don't know if you'll get this but I seem to be getting a glitch that if I unequipped my shoes the feet change into something else that looks very weird, is there any way for me to fix this? do I have to put the digigrade feet mesh on the top of the load order or the bottom or is this a fault in your mod? please respond
I actually just downloaded this amazing mod a moment ago. I absolutely LOVE your version 1.1 for the Plantigrade Khajiit, the 1.0 version feet just seem way too thin to even hold my Khajiit Dovahkiin upright. Looking forward to your XP32 skeleton version as well. My current body mod requires it, sadly.
How did I not see this in all those years? Being a Morrowind fan, I never liked how suddenly the lore was thrown out of the window and suddenly Khajitts and Argonians had Human feet?
To anyone who wants to use this but is desperate for a XMPSE version, just grab this and your XMPSE skeleton and copy the legs over to the other one, use NifScope, it takes all of like 5 minutes and seems to work perfectly, admittedly I don't play a beast character but they all look normal, and the general XMPSE and HDT support is all there.
Hello, i really dont understand how to get this mod into my game. Ive been trying to do so for the past couple of days but its never right. Basically the feet are sucked in the ground and the texture is very off. Could someone please explain how to correctly install this? Thank you
Hello I need help, I am having an issue with using this mod, before installing this mod I previously removed all of my other texture mods that involve the feet (Argonian Reptilian Feet) and (Digitigrade Khajiit) but for some reason when true digitigrade is installed my khajiit character has no claws for the feet, same with the argonian model, both look like raised up vanilla feet. *disregard this, I fixed the problem*
194 comments
As you can see the feet look a lot more flat to the ground, and the mesh isn't quite as stretched out. Unfortunately you still float while sneaking. I have no idea why that's happening, but it's a little less noticeable now.
Additionally I'm sorry to say that I'm going to scrap my plans on making a truly Morrowind style skeleton. After fighting for so long with the feet meshes, I'm convinced it'll just look terrible. The only way to do it would be a combined custom skeleton and feetmesh. And while I have interest in doing that, I don't have the time at the moment. (Not to mention mod compatibility will be out the window.)
Please give me your feedback so I can improve the edited skeleton before releasing it--and making all the XP23 compatible versions as well.
I think that this may be fixed with new sneak animations for the modified skeletons. And then again, the problem and resolution may just be elsewhere. I have no knowelege of skeleton editing.
... Wait, i just thought about something. What about Beast Skeletons? http://www.nexusmods.com/skyrim/mods/28957/?
If they are set to use the skeletonbeast.nif... *O*
Can't wait for the xp32 version, need it for my mods.
Fixed Skeleton + HDT = Morrowind Argonians.
But how come there is still clipping with the argonian's claws?
But is there an SE version of this?