Trykz Posted December 25, 2019 Share Posted December 25, 2019 So I made this Warcraft race mod for Skyrim LE initially, and since I need to delay Angels and Demons until I can sort the wing animations, I figured I'd refresh and update this for SSE in the meantime. The LE version was pretty basic. So this time around I'll be looking into conjoining the lores of both Warcraft and Elder Scrolls in some manner or another. I'm thinking I could "borrow" some Dwemer tech to help in that department ? I also want to give this race a lot of diversity. That said, I'm thinking I may build a few secondary plugins that offer differing playstyle capabilities. IE: Mage, rogue, warrior, with stats, spells, perks, and abilities that enhance their corresponding classes. The race currently has a vampire counterpart, which I plan to remove because it interferes with the Warcraft side of the race's lore. In it's place, I'll be adding a second race from Warcraft lore, the Man'ari. You can read more about them here. The tl;dr version of that page is, they're corrupted Draenei. So that's the general plan..... Trykz 5 Link to comment
TRX_Trixter Posted December 26, 2019 Share Posted December 26, 2019 Wery interesting character. She looks really beautifull. Link to comment
Downlos Posted December 26, 2019 Share Posted December 26, 2019 love the idea, though how you implement the idea for rogues intrigues me, considering in WoW, they can't be rogues waiting to see what you come up with. Link to comment
Trykz Posted December 26, 2019 Author Share Posted December 26, 2019 7 hours ago, Downlos said: love the idea, though how you implement the idea for rogues intrigues me, considering in WoW, they can't be rogues waiting to see what you come up with. That's the thing about lore from two sources converging in one place: the typical rules don't necessarily apply ? Trykz Link to comment
Downlos Posted December 26, 2019 Share Posted December 26, 2019 True. (Waiting for mod in Corner) Link to comment
Trykz Posted December 27, 2019 Author Share Posted December 27, 2019 So now that the Draenei vampire counterpart has been removed, here's what will take their place: The Man'ari These demonic Draenei are born vampires as well. Though they are NOT related to Nirn's vampires in any way, their vampirism is a trait they elected to adopt AFTER their arrival in Mundus. Therefore, they ARE capable of any and all of Nirn's vampiric capabilities. They also have one more trick. Which I'll reveal a bit further into development. That said, I made a few structural changes to the Draenei. The original rendition of the race had blue tinted textures for the head, hands, body, and hooves. Those were removed in lieu of base CBBE textures. All this means is that RaceMenu now handles skintone. That said, I was quite pleased with the results: I have a bit of smoothing work to do on the normal map for the hooves so they transition to the body better. They currently don't look too odd, but I'm sure I can make them better. What you see in these shots is essentially the VERY basic foundations for these two races. Once I finish the finishing touches, I'll be converting the plug-in to a master file (.esm) and start building the plug-ins for their respective classes, which will contain their perks, spells, and various class related abilities. Trykz Link to comment
dark2121 Posted December 27, 2019 Share Posted December 27, 2019 Looks amazing! But can u add option with little longer hooves ?) And what about face tentacles ?) Link to comment
Trykz Posted December 28, 2019 Author Share Posted December 28, 2019 4 hours ago, dark2121 said: Looks amazing! But can u add option with little longer hooves ?) And what about face tentacles ?) The hoof meshes are what they are. And I wouldn't even want to begin trying to alter them for a change that would likely cause even more required work if they don't fit the legs properly (like even further edits to their custom skeletons). As for the tentacles, I'll look into the permissions on them. I believe they're open source resource files, so I'll have a look. Trykz Link to comment
Trykz Posted December 28, 2019 Author Share Posted December 28, 2019 So yes...... it seems the face tentacles were an open resource for the LE Skyrim version. So after a little optimization for use in SSE, here is the result: While I like the look (especially with these textures), they are a static mesh that when at idle, clip well into the character torso. Also, the horns part of the mesh is somewhat different. So I'm thinking I may separate the horns from the mesh, and reconfigure the tentacles as a separate, additional head part. Doing so should allow me to adjust their position on the head without making changes to the horns. If I can rotate them slightly, I may be able to eliminate the clipping into the body. We'll see..... Trykz 1 Link to comment
Bloodtempests Posted December 28, 2019 Share Posted December 28, 2019 Keep up the good work i cant wait to play as a draenei on special edition Link to comment
Trykz Posted December 29, 2019 Author Share Posted December 29, 2019 While the following isn't really my thing, it's always nice to know of potential add-ons that enhance my races and add new functionality. So before opening the spoiler below, know that the screenshots within are VERY NSFW, probably not for everyone, and are NOT a part of this race mod. So consider yourself DULY WARNED ?: Spoiler I have to say, I wasn't sure it would even work. But there it is. And YES, it is FULLY functional. ALL SOS options, hotkeys, AND RaceMenu functions worked flawlessly. So there it is for those who were wondering ? I have a few more things to polish up in their spells and abilities, after which I'm considering releasing the base version of the race, which will be magic based. The other, class focused add-ons will add and remove spells, abilities, and perks to focus them on other class archetypes, which I can release as I finish them. I also still need to do the texture work I mentioned earlier. Trykz 1 Link to comment
Trykz Posted December 29, 2019 Author Share Posted December 29, 2019 So after a little re-scaling and re-positioning, I was able to eliminate "almost" all of the clipping between the face tentacles and body: After reducing the scale, I re-positioned them slightly higher on the face to give them some separation. The only thing I found mildly upsetting, was that no matter what I tried (and I tried everything), there was simply no way of getting them to use skin tones. So rather than fight with it and risk breaking everything, I settled on matching them to the horns. Which got me thinking, perhaps I should do the same with the tail. I'll give it a look a bit later. For now, It's errand time ? Trykz 2 Link to comment
Trykz Posted December 31, 2019 Author Share Posted December 31, 2019 So I just finished working on the hooves and their textures. The transition of the hoof texture to the lower leg is much less pronounced and is much smoother in appearance: This was achieved by creating a new diffuse texture just for the hooves using a color sample from the body texture. I also re-created the hooves in BodySlide using the base CBBE body as the reference to reduce the size of the area above the ankle. With that out of the way, I can now put more focus into the base abilities. The base for both races will be magic focused. Once I finish that, I'll be working on the add on plugins that will remove their magic focus, and add alternative class based stats, abilities, perks, etc.. If all goes according to plan, I should be able to release the base mod this weekend. Trykz 2 Link to comment
Trykz Posted January 1, 2020 Author Share Posted January 1, 2020 Welcome to the Aetherium Breach The Aetherium Breach is the point of convergence through which a fragment of the Draenei homeworld of Argus entered into Mundus. The scene of a blood soaked battle between the Draenei and their demonic brethren, the Man'ari, none can explain why the breach opened and ripped this particular chunk of Argus through space and time. Some scholars theorize that it may have something to do with the rich veins of Aetherium that run throughout it's bedrock, and the fact that this same magical mineral can be found in rare quantities around Tamriel: Upon finding it's place in the cosmos, the breach now hovers high above Lake Ilinalta. Beneath the husk of the very time rip through which it entered, which now lies completely dormant, the Man'ari jumped from the floating islands into Lake Ilinalta rather than face certain defeat at the hands of the vastly greater numbers of Draenei with whom they passed through the breach. No one knows to where the Man'ari scattered. Only that their sworn animosity toward all Draenei deems their eventual return inevitable. Crafting tools, armors, and weapons from the very Aetherium beneath their feet, the Draenei began building this grand, floating isle in the sky, into a home worth defending. --------------------------------------------------------------------------------------------- Built from this abandoned mod's foundation, it struck me as a perfect location for a Draenei town, while simultaneously giving me a great convergence point between these races and Tamriel. As I was adding and changing assets, the story pretty much wrote itself as I worked. This part of the mod is a separate add-on, to which I'll be adding Draenei NPCs for the inn, castle, and blacksmith. I'm also thinking about adding actual aetherium items and recipes to make use of the forge. I can use the two unused underground areas already on the island to place some new, re-spawning aetherium veins. While testing the changes and additions I made, I noticed that NPCs from this mod found their way onto the island through the portal. I don't plan on changing that, because I felt that their presence went a long way toward making the island feel like a valid part of the environment. Trykz Link to comment
Trykz Posted January 2, 2020 Author Share Posted January 2, 2020 Sorry I didn't mention this before, but yes, there ARE male Draenei AND Man'ari included in these races..... As is painfully obvious, I have some work to do on their hooves as well. I'll try to get it all done in time for the weekend, but no guarantees. I suspect I'll likely end up doing the same thing I did for the females, and just scrap the pre-tinted textures and let RaceMenu handle the skin tones. The end result is simply MUCH better. Trykz 2 Link to comment
Trykz Posted January 5, 2020 Author Share Posted January 5, 2020 While I had hoped to get this out this weekend, once again, work interferes sporadically with my entire weekend. I did manage however, to get quite a bit done on this. I was able to significantly improve the hooves for males AND females, AND convert the hoof armors I made for the LE version to SE. However, I have not yet updated them for SE BodySlide. So expect a bit of clipping until I get around to that. I also merged the hoof armors into the Aetherium Breach add-on. Speaking of Aetherium: I also managed to create and add a number of custom mining nodes to collect this rare resource both on and IN the Breach. A few are scattered about the Breach exterior, while the remainder can be found WITHIN the Breach's mine: The majority of the nodes are inside the mine: and yield Aetherium Ore: Which is then smelted into these: While they serve no purpose yet, they WILL be a required material for armor and enchantments in the future. But the foundation is there and fully functional. While I'm at it, it did not go unnoticed that the earlier shots of the Breach are a bit dark thanks to my ENB. So here are a couple more shots of the island during daylight hours: Other than the mine, the island's remaining interiors are currently inaccessible until I finish building them. Since the races are a separate mod which the Breach depends on, I'll be able to update the Breach add-on without any effect on the races. Meaning updates to the Breach should have no negative effect on a current play-through. The Breach is arguably the MOST important piece of this overall. I'll be adding MANY NPCs to both the exterior AND interior spaces. While the Breach is pretty specific to the Draenei race, I'm in the process of planning out an entirely separate add-on specific to the Man'ari. Though this weekend's planned release for this was a bust, NEXT weekend is certainly do-able. So watch this space...... Trykz 2 Link to comment
walkingfree2020 Posted January 5, 2020 Share Posted January 5, 2020 hey again tryks. glad to see you working on this mod. i had a discord friend load up a draenei pic and it got me curious about porting a draenei mod. i have one partial success and i was about to test the le version of this i had until i seen this pop up in my searches. i successfully did a port of the tera castanic race minus 2 very small tweeks that will need some minor attention but have no affect on actual play. once i figure out how to fix those couple minor things it'll be solid. i'll be watching and waiting to see how this goes^^b. still a huge supporter of the coldharbour mod too Link to comment
Trykz Posted January 8, 2020 Author Share Posted January 8, 2020 So it seems the Man'ari have been busy since jumping from the Breach and scattering into the wilderness. Capable wizards and mages, they've apparently devised some manner of using the magical properties of Aetherium to open a one-way portal to Argus, through which they somehow pulled yet another piece of their homeworld..... Divines can only begin to imagine what other horrors they might be able to summon from that dead world. Stay tuned...... Trykz Link to comment
Pristbeast Posted January 8, 2020 Share Posted January 8, 2020 I was about to start a new Skyrim playthrough the other day. But I guess it can wait few more days.^^ Really looking forward to this. Link to comment
Trykz Posted January 8, 2020 Author Share Posted January 8, 2020 So at this point, I have the basic foundation of the Argunite Portal island complete (Argunite being what the Draenei and Man'ari call Aetherium)..... I have a few more additions to make, but most everything I want on the surface is there. I plan on placing another Aetherium mine at this location as well. The Draenei and Man'ari factions are in also in place, and set as enemies to each other. These factions will also be applied to the player through an added perk when the plugin is loaded..... Like the Aetherium Breach, the Portal Island will have a small home for the player's use. I don't plan on making either home available until BOTH islands are complete and fully functional. The inns on both islands can be used temporarily by the player until that time. The overall mod will be released as follows: The base mod/master file will be released this weekend (barring any RL or technical issues) along with The Aetherium Breach plugin. The two files will make up the entirety of the overall mod, with the Aetherium Breach plugin being used as the only file to be altered by future updates. So I STRONGLY advise against making ANY modifications to the plugin, as any changes will get wiped with each update I make. Anyone wishing to create anything for this mod, should do so in a NEW plugin based on the Master File containing two races. At this point, I'm considering cancelling the class plugin idea. Given the way Skyrim is built, with it's class system being readily accessible to any race, it's beginning to make less sense to me to "pre-build" class specific plugins. As stated above, I'm currently still on track to release this over this coming weekend. I'm shooting for Friday evening, depending on what I have left to do by that time. Trykz 1 Link to comment
Trykz Posted January 9, 2020 Author Share Posted January 9, 2020 So a slow day of work really helped with pushing this forward. I'm by no means done, but I am a lot further than I would have been on any normal work day. I spent the better part of it navmeshing the Man'ari Portal island. All seems to working as intended since this guy managed to make his way up through the teleporter: The navmesh was the majority of the work (six hours) I needed to finish before release, so with it out of the way, I can now concentrate on polishing things up, and adding the appropriate faction to the player at startup, depending on which race they choose to play. Keep in mind that these races are sworn enemies, and opposing NPCs will think nothing of killing you on sight. While not essential, they ARE leveled AND "protected". Meaning that ONLY the player can kill them. I went this route because I eventually want to add NPC battles between them scattered around Tamriel. Again, while the inns on both islands can currently be entered and explored, they are NOT yet fully functional. They WILL respawn until I add the innkeepers, barmaids, patrons, and other various NPCs in future updates. For the time being, I would suggest NOT using them for anything but sleeping. That's it for now...... Trykz Link to comment
Trykz Posted January 10, 2020 Author Share Posted January 10, 2020 And the final touch is now in place: This is the entrance to the Aetherium (Argunite) mine on the Portal island. The mine, like the Aetherium mine at the Aetherium Breach, also has a secondary entrance inside of the island's inn. These entrances are in place for direct access to the mines for the npc miners I intend to add later, from their quarters in the inn basements. That said, I'm pretty much finished with what I initially want to release. The plan at the moment, is to run both of my test characters through both islands to insure everything is working as intended, and that I didn't forget anything. Their racial resistances are in place, and applied at character creation as intended, and also serve to add the player to their proper faction. I'll also need to test the opposing faction reactions to the PC of each opposing races' NPCs. Once that's done, I'll package everything up and add it to the downloads section sometime after work tomorrow evening. On that note, I want to touch on one last issue: I WILL NOT support any alterations to the body or skeletons used in this mod. BOTH are fully compatible with both RaceMenu AND SOS. The skeletons are HIGHLY modified to give the proper proportions to everything, such as the hooves and tails. Nearly everything is adjustable in RaceMenu, including the scale and length of their tails. Given these factors, I CANNOT assume any support to anyone tampering with the mod in ANY way. Use it as it is, or sort any issues that arise from tampering on your own. There will be NO EXCEPTIONS to this. Ever. The body is CBBE, and fully compatible with BodySlide, and I will be adding the BodySlide files to the mod for the purpose of reshaping the body to your preferred shape, and for fitting armors and the like. Trykz Link to comment
chevalierx Posted January 10, 2020 Share Posted January 10, 2020 we will never get this mod ........... until 2300 Link to comment
Fedora86 Posted January 10, 2020 Share Posted January 10, 2020 This looks amazing! Unfortunately I run UNP so I can't play with this until I've finished my current playthroughs. But I'll be keeping track with anticipation. Link to comment
Trykz Posted January 10, 2020 Author Share Posted January 10, 2020 5 hours ago, chevalierx said: we will never get this mod ........... until 2300 22:59 maybe..... literally just got in from work. Yesterday's "easy day" came with an unforeseen cost..... a loooooong day today. ? 3 hours ago, Fedora86 said: This looks amazing! Unfortunately I run UNP so I can't play with this until I've finished my current playthroughs. But I'll be keeping track with anticipation. No worries. It'll be here waiting when you're ready ? Trykz Link to comment
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