Hey, regarding your skeleton, could you tell me which slot applies to the left hand sheath/shield? Vanilla default (slot 60) appears to be under players feet. This is useful info for Dual Sheath Redux.
I've never had any reason to question the quality of rougeshot's mods and I don't want to but IMO I feel like perhaps a bit more integration between plantigrade feet and this mod might be helpful, cuz the stretched toes just look jarring. Just my opinion tho, can be ignored if people don't like it. (shrug)
I- I would never, and hear me right, NEVER dare to even put the taint of suspicion and doubt on the graceful visage of rougeshot. This man is above reproach and scrutiny of ANY kind. Understand? Some even call him... an ascended master already. THE ascended master of modding. Or simply him... or EL. The one god. "Jarring?" Ha! No, no, no, my friend. It is our mortal perception that cannot conceive the divine beauty of his creations, thus projecting our imperfections and jarring-nesserisms on this divine work of art. This magnum opus of the je ne sais quoi. Because that is the closest we will ever get to understand the mystery. To know... true perfection. Stay in the rouge light, my brother.
Now, for real. I think the op was being a tad too "polite" to ask it straight. But I would like to know the same without beating around the bush.
Hi guys, Thank you for the kind words, the foot meshes are basically vanilla. If your using this with Grimoa's Plantigrade Feet, it should look pretty good to be honest. That's what I tested it with, but if you find a bug please let me know in the bugs section.
At first glance custom skeletons don't seem to be compatible with the various animations. I have no experience in modding, patching or whatsoever, but if I wanted a group of animations to use these skeletons, should I be directing myself to you or to the animations' author? So far only the left hand has used custom animations from Underdog Animations mod, and certain idles from Varolevi's mods work, although with some clipping.
Thanks for the response. I really like the changes you made to these skeletons, but I'm not willing to forsake some f the animations I use on my khajiit. However, I'd like to know if it would be possible to only use the argonian skeleton from your mod, or if there's an easy way to do that myself.
This is interesting. Unlike the other mods that changes the feet model of Beast Race. This mod modifies the skeleton of Beast Race itself. Meaning you don't need any armor patches for both Vanilla and any Armor mods. I'll keep on track on this! The boots might look funny at times but this is Very IMMERSIVE indeed!
already looking at the files and there is no compatibility for the argonian raptor feet mod which means i can't use that mod without somehow making my own patch cause i'm not disabling that mod
Same works out the box , sadly at least for me it conflicts with the flawn argonian Redux feet option(there isn't a vanilla option, you have chose either 1 of the options). I tried removing the meshes or dragging the Load order, but nothing.
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! ! ! RELEASED ! ! !
Now, for real. I think the op was being a tad too "polite" to ask it straight. But I would like to know the same without beating around the bush.
Thank you for the kind words, the foot meshes are basically vanilla. If your using this with Grimoa's Plantigrade Feet, it should look pretty good to be honest. That's what I tested it with, but if you find a bug please let me know in the bugs section.
Most animation mods will work unless they require a specific skeleton like XP32, of course you'll have to test all that yourself.
The boots might look funny at times but this is Very IMMERSIVE indeed!
This mod should work with any texture mods you're using.