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The army's tired now


AVS

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Okay, I didn't get around to doing the Edhildil masking today.

 

One of the things on my list, since I got the meshes working at least, has been playable versions of the Centurion's arms. New arms in general is something I've wanted to try for a while, and have been putting off because I didn't want to get into the weightpainting. But doing it for the new legs ended up being easier than I expected, so I figured I should give it a shot.

 

It turned out really well.

 

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Popped right into the game with no weighting issues whatsoever. Reuses the upper arms from the Arms body to save some slight bit on having to make yet more new parts. The way the mesh is built makes flipping the weapons around a bit of a pain, so you'll have to live with them turned upwards. I wanted to leave it pretty much straight Vanilla aside from the downsizing, anyway, but ended up having to adjust the levers on the sides. The outside ones are shifted inwards a bit, to reduce the big gap between them and the elbows, while the inner ones had to be removed entirely due to clipping like crazy through the hips in movement. 

 

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This revision avoids that problem and actually looks better in-game, I think. It certainly makes the first-person view a bit cleaner, anyway.

 

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Since this went so well, I figured I might as well fulfill my most recent 'I really oughta' concept, brought on by the conversion of the Dwemmy legs...

 

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The rest of the Dwemmy legs! 

 

I'll be honest, I didn't get much else done today because working on these was hilarious.

 

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Getting these positioned took a few revisions. I tilted the claws downwards, but left them fused to the arm bones; I had considered linking them to the hand bones, like I did with the foot bones on the legs, but I wasn't at all sure how well it would turn out. And early in the testing, I decided that my main goal should be this:

 

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Since it doesn't have working hands, I tried to get it posed for unarmed combat as well as I could. 

 

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Also, when I shrank these down to fit, by sheerest happenstance I ended up with the right hand's magic effect floating right in that gap caused by the asymmetric arm guards. I'm not going to argue with the effect.

 

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It also looks pretty good in motion. As with the beast feet, having the claws appearing to kick up during the run cycle amuses me to no end, and the lack of independent motion actually helps that here as it forces them into a trotting position.

 

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And of course I did the horse as well. 

 

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This took way too long, what with all the giggling.

 

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If anything, these are even better for unarmed combat. I mean, you're basically replacing your hands with clubs.

 

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Hilarious clubs.

 

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I cannot overstate my amusement.

 

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I mean, goddamn.

 

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They're also pretty amusing when using magic, if not quite as serendipitiously effective as the claws are.

 

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And they're simply wonderful in the run cycle.

 

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I expect it'll only be better once I get them off these builder models and mated with their legs. In the meantime, I'm just going to be insufferably pleased with myself.

 

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And also sleeping.

 

 

3 Comments


Recommended Comments

15 hours ago, Holzfrau said:

Now we just need a mechanical horse tail ArmorAddon so we can make pretty Dwemer ponies!

 

That would be something, wouldn't it?

 

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Also the Dwemmy tail, while I was at it.

 

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Now if I could just get the head-related stuff to gel together right so I can complete the set...

 

14 hours ago, Tex said:

Dumb question, but is there an ETA to release ?

 

Soon-ish. Probably. Assuming I can stop finding new things to try to cram into it. And don't run into any problems with building the Bodyslide files and Creation Kit entries. 

 

Hopefully within the next couple of weeks, but don't quote me on that. 

 

 

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