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avatar_Faelrin

Faelrin's TES IV Oblivion custom werewolf race mod

Started by Faelrin, July 16, 2025, 08:01:15 AM

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Faelrin

Prior posts (mods could they be merged into here perhaps?):

https://dinotoyblog.com/forum/index.php?topic=47.msg396251#msg396251

https://dinotoyblog.com/forum/index.php?topic=47.msg396750#msg396750

So I mentioned a little bit ago in the recent acquisitions thread about picking up a SSD to USB device to get my files off my legion lenovo 5 that suddenly bricked out of the blue. I did quite a bit of a remodel on the Oblivion wolf model's lower half in blender about a week before it croaked. Moved/re-positioned vertex by vertex (down to the knees before running out of usable vertices short of taking them from the ankles and below) to resemble another mod's custom dragon race's digitigrade legs and feet. Unfortunately from the knee's to the ankles they are a bit flat, and adding more vertices in between just makes a mess of polygons that looks even worse. Anyways I did some finishing proportional touches on the legs and feet after getting my files transferred over to this old Windows 7 laptop (which absolutely came in clutch when the other went). From there I have done a number of armor conversions. While I technically did a whole set of armor and clothing conversions for that prior dragon race a few years ago, I figured the slightly different proportions called for a redo of sorts. Anyways I got most of the light armors done (all but Elven and the faction specific ones).

Here's an example with the Shivering Isles expansion Amber armor set (one of my favorites) with the new digitigrade wolf legs:







Getting them into game has been another ordeal. As I mentioned previously in my prior post(s), at least I think, that I was using a modified version of the Dawnfang/Duskfang sword script for the day/night race transformation form swap stuff. Well I used that same modified script to manage the legs and feet swap rather armor has been equipped or not (no clothing supported yet). Basically it checks for what armor is equipped at the night time switch, unequips it, removes it, and adds and equips the custom adapted armor and paws mesh. If it finds that none of the supported armors are equipped it will equip the basic wolf legs and feet (which I'll probably add screencaps of tomorrow). Additionally the new armor models have been set to be unplayable so they don't show up in the inventory to prevent glitches I encountered when leaving them as playable (such as losing their forced equipped status when using a repair hammer, and other things). Worth noting the head and tail are not playable either for the same reasons. It hasn't been perhaps the most ideal method, but I really couldn't figure out what other method to use (with or without the script extender). It works flawlessly though I must say. The script supports most of the vanilla sets, and until I get the heavy armors adapted, I've been using placeholder files from the previous mod I did. Still need to add in the faction sets and the Knights of the Nine DLC armor set, but like all the other remaining armors have been added to the script. 

In the midst of working on the scripts and models I've also been playing the game quite a bit to get a feel for the custom race overall, and test things out in game too. I've adjusted the night form's stats/abilities a number of times, but short of perhaps increasing the acrobatics and athletics skill boosts, I think it has the right balance now, and based on a mix of the different games werewolf stats (Daggerfall mostly, but also Morrowind, and Skyrim), but toned down.

I hope this has all been readable. I have a bit of a headache (or eye strain), plus it is getting late and I'm getting tired.
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