But the Scrib is the late larval form, while the Kwama Forager is the early larval. If anything, this texture coloring completes the set, as the Scrib felt out of place amongst the rest.
Because of its colors, mostly the eyes I think, the vanilla scrib always felt like a crash test mannequin to me ! I gladely prefer this version ! Thanks much Leyawynn.
I took the liberty of making this edit for you, if you'd like to use it: Download Link
It started off being a simple optimization and mesh recolor to make it compatible with texture replaces, but I ended up with significant feature creep to fix a few vanilla issues and make it look more like the concept art:
Spoiler:
Show
* Head node resized instead of individual TriShapes to avoid open seams, with a new parent node repositioning the head to prevent (most) body clipping. * Broken vanilla throat covered with a new throat mesh. * Jawbone reinforced with a new joint mesh so it isn't literally hanging by a narrow polygon edge. Translucent membranes added to inner mouth for extra support. * Reassigned textures and UV for the underside of the skull and jaw for a more boney appearance that blends better with the rest of the head. * Skull UV edited to shrink the eye sockets, remove the center head seam and make both halves perfectly symmetrical. * Rear eyes separated by a new bone protrusion like the concept art, and to make the sockets less black. * Eyes made slightly translucent with UV adjustments to use more of their assigned texture, with new detail mapping as well as emissive coloring to give them a slight violet-red glow in the dark. * Chest, belly and tail segments slightly enlarged (along with their shadows) in accordance with the concept art. * Jelly-flesh added between body segments that previously lacked it and so there's exposed flesh instead of pure shell when a slain Scrib is broken apart. * Slight thickening of the tibias, with new three-toed feet replacing the vanilla tips. All eight legs tilted so the shorter feet reach the ground, with all segments repositioned so they line up better. * All right femurs, left femurs, right tibias and left tibias share the same four NiTriShapeDatas, so any UV edits and scaling of vertices will affect all of them at once instead of having to do them individually. * Leg shadows are also given the same NiTriShapeData as their above counterparts to ensure everything lines up properly. * New shadow mesh for the skull and jaw, since the vanilla version was blocky and asymmetrical.
Let me know if you want to add or backtrack any changes. The animated NIF also has unmerged TriShapes, if you want to edit those any further.
There's a NiMaterialProperty labeled "Shell Color" that affects the entire exoskeleton, if you want to adjust its Ambient and Diffuse colors to your liking.
Im glad to endorse this one... It's funny how incredibly important has become to me. It really makes the difference, and is one of the mods that is making Morrowind playable for me. No kidding!
Very nice! However, I'd like to see it combined with Flash/Reizeron's mesh fix (https://www.nexusmods.com/morrowind/mods/43352). That'll make this so much more complete IMO
21 comments
I gladely prefer this version ! Thanks much Leyawynn.
This one and this one...a good start.
Kwama Scrib:
Kwama Forager:
It started off being a simple optimization and mesh recolor to make it compatible with texture replaces, but I ended up with significant feature creep to fix a few vanilla issues and make it look more like the concept art:
* Broken vanilla throat covered with a new throat mesh.
* Jawbone reinforced with a new joint mesh so it isn't literally hanging by a narrow polygon edge. Translucent membranes added to inner mouth for extra support.
* Reassigned textures and UV for the underside of the skull and jaw for a more boney appearance that blends better with the rest of the head.
* Skull UV edited to shrink the eye sockets, remove the center head seam and make both halves perfectly symmetrical.
* Rear eyes separated by a new bone protrusion like the concept art, and to make the sockets less black.
* Eyes made slightly translucent with UV adjustments to use more of their assigned texture, with new detail mapping as well as emissive coloring to give them a slight violet-red glow in the dark.
* Chest, belly and tail segments slightly enlarged (along with their shadows) in accordance with the concept art.
* Jelly-flesh added between body segments that previously lacked it and so there's exposed flesh instead of pure shell when a slain Scrib is broken apart.
* Slight thickening of the tibias, with new three-toed feet replacing the vanilla tips. All eight legs tilted so the shorter feet reach the ground, with all segments repositioned so they line up better.
* All right femurs, left femurs, right tibias and left tibias share the same four NiTriShapeDatas, so any UV edits and scaling of vertices will affect all of them at once instead of having to do them individually.
* Leg shadows are also given the same NiTriShapeData as their above counterparts to ensure everything lines up properly.
* New shadow mesh for the skull and jaw, since the vanilla version was blocky and asymmetrical.
Let me know if you want to add or backtrack any changes. The animated NIF also has unmerged TriShapes, if you want to edit those any further.