Aaaaa, Elizabee and Beegarde are my favourites, I love this. Also, do you have any plans to add physics to the head tassels and wings for them? A minor thing to note btw is there's an odd texture clipping issue on the tassels for the Elizabee and for some reason the Beegarde's eyelashes are doing funky things on mine and missing their tassel, I still really enjoy this mod. You did a great job! :}
I originally removed the tassel from beegarde because I thought it'd be a headache and now the aesthetic has grown on me. Idk what the texture issue on elizabee is that just...appeared one day.
As for physics...well...I've been trying to get Lunaris to work for...weeks now. Once I figure out lunaris I'll try to apply that to elizabee, maybe find the cause of that texture issue
Thanks! I'm just happy it works, really. Oh, yeah about beegarde's eyelashes...they're just REALLY weird model-wise. I think there are at least 5 separate meshes involved, it was kind of a pain to select them all before I discovered Wire X-ray mode in blender. They might look weird but they shouldn't be doing any unnatural animations unless you're playing one of the old versions
Actually I'm using your latest jiggle physics one with lunaris on another playthrough and having fun frolicking with the flowy head tails/ears?/lekku/whatevertheyare behind me. And it's not animations don't worry, I looked closer at your screenshot to if they were matching up but I have vision issues and can't see the details all that well. So just to doublecheck, I know you made minor changes, was the lashes one of them? I couldn't tell cos the light hits them differently and my eyes are atrocious.
If so, sorry for making you worry over nothing, please accept this bonk as an apology.
Okay looking closely at the model it appears that the eyelashes are, essentially, exactly as they "should be" It's likely that palworld has special animation systems for beegarde's eyelashes or something, but I didn't find it enough of an issue to start deleting things over. ergo, this is exactly how they look on the base model.
i've been hoping for a mod like this :) thank you so much for your work! i was excited to try out katress, but unfortunately her hat is quite big and removes some of your visibility. pals' arms also seem to clip into their body a lot easier than the human models. i'm not sure if there are ways to fix these things, but it would be very helpful! i'd love to see more pals added in the future if it is something you'd enjoy adding ^^
as a sidenote, choosing body type 2 with dark mutant selected seems to default back to the katress model instead, not that it matters much.
The clipping happens because the pals have huge bodies. Lunaris has enormous hands, and Beegarde/Elizabee have colossal fluff. I'm trying to figure out what's going on with katress, but can't seem to pin it down. I can shrink her hat a bit It's probably possible to prevent the clipping, or at least severely reduce it, but I'm not skilled enough to do it without really messing up the models
i would love to have a playable male blaze howl or male blaze howl noct or even a male Incineram noct player model but i know its just wishful thinking
*looks at blazehowl* Yeah you'd have to contact a professional modeler and be ready to fork over some serious dough for an anthropomorphic model. As for Incineram, I thought someone else added one? You should ask the author of the incineram mod
I don't think so, not a fully customizable human. I can't un-hide the hair/body/clothes on one customization option...maybe if I made it so one gender was pals and the other was human, but I'm not entirely sure
Got it! I maybe one gender for pals and humans would be nice as a optional file. Maybe have 2 files if people want a male gender to be replaced for female.
Yes. Right now if we try to spawn unreleased pals or entity labelled with [ ? ] mark, it will crash the game. If it's done as a retexture, theoretically it won't be a problem. But since you said it's not a fully customizable human, then I believe it would indeed be a problem.
Are armors supported? I've tried a few player replacers and they had this bug which causes the helmets to float below the player model, does this mod also have this bug?
Nope! Armor just doesn't render! (dancing emote) well it does, but as an empty mesh, so you can't see it. For technical reasons, this is the only option.
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As for physics...well...I've been trying to get Lunaris to work for...weeks now. Once I figure out lunaris I'll try to apply that to elizabee, maybe find the cause of that texture issue
Oh, yeah about beegarde's eyelashes...they're just REALLY weird model-wise. I think there are at least 5 separate meshes involved, it was kind of a pain to select them all before I discovered Wire X-ray mode in blender. They might look weird but they shouldn't be doing any unnatural animations unless you're playing one of the old versions
If so, sorry for making you worry over nothing, please accept this bonk as an apology.
It's likely that palworld has special animation systems for beegarde's eyelashes or something, but I didn't find it enough of an issue to start deleting things over. ergo, this is exactly how they look on the base model.
as a sidenote, choosing body type 2 with dark mutant selected seems to default back to the katress model instead, not that it matters much.
It's probably possible to prevent the clipping, or at least severely reduce it, but I'm not skilled enough to do it without really messing up the models
Thank you very much for this mod!
Yeah it's the first result if you type "pink" into the search bar
Yeah you'd have to contact a professional modeler and be ready to fork over some serious dough for an anthropomorphic model. As for Incineram, I thought someone else added one? You should ask the author of the incineram mod
All in all, take your time.
You're gonna have to wait a little longer
BOY DO I HAVE NEWS FOR YOU
well it does, but as an empty mesh, so you can't see it.
For technical reasons, this is the only option.