ZarthonTheVanquished Posted February 14, 2017 Posted February 14, 2017 Creature Penises View File Just simple mesh replacer for a few of the creatures with models that have a penis mesh grafted onto em. Currently Includes:- Deathclaws (two versions - erect and flaccid).- Mirelurk Kings (both normal and glowing variants).NOTE: The Deathclaw files here are set up to replace all the deathclaw meshes EXCEPT for the Deathclaw Matriarch, since I mean, cmon: that word literally ONLY refers to females.I'd highly recommend you use the female deathclaw model from this mod for the Matriarchs.No other files are required, however I DID design the penis texture for the Deathclaws to match this deathclaw retexture mod, so you may get some penis color mismatching if you use any other deathclaw retextures. ALSO: This file should be treated as an open-ended modder's resource, meaning anyone can use these assets in any way they'd like.Although it would be nice if you'd list me under your credits section, and I DO like seeing how my creations get used so you could also send me a PM with a link to your mod that uses these models! :3 Credits:- dentarr for the dragon penis mesh I converted and used. Submitter ZarthonTheVanquished Submitted 02/14/2017 Category Races/Creatures Requires 3
Kaz Aanh Posted February 14, 2017 Posted February 14, 2017 I don't think thats particulary safe for my waifu entrails. 1
vinfamy Posted February 15, 2017 Posted February 15, 2017 Great work! I'm actually surprised it took that long for someone to put a penis on a Deathclaw considering it's LoversLab. Shame that we don't have SexTec yet though.
ZarthonTheVanquished Posted February 15, 2017 Author Posted February 15, 2017 Great work! I'm actually surprised it took that long for someone to put a penis on a Deathclaw considering it's LoversLab. Shame that we don't have SexTec yet though. I honestly wonder how hard it would be to try and port werewolf sex animations from Skyrim. Deathclaws use the Skyrim werewolf skeletal rig and behaviors (although I'm unsure how modified they are). The animations .hkx files need to be 64-bit for Fallout 4 now, though, but Bethesda included a .hkx converter tool with Skyrim Special Edition that does that for you, so maybe we could just use that... ----- Also I'm working on a penis conversion for the custom deathclaw companion from the Fusion City mod atm (Spike). It's gonna take some more work since I really do need to edit the textures a bit for that guy, as they're so different in color from normal deathclaws: What he looks like with the default penis coloring: *Sorry, the lighting is absolutely terrible for viewing colored textures in that screenshot. I will take some better ones later once I finish messing with the textures for him.
ZarthonTheVanquished Posted February 15, 2017 Author Posted February 15, 2017 Any chance for a flaccid version? I was wondering how long it would be before someone asked that. n.nU I'd need to find a halfway decent "sheathed" mesh. I don't really feel up to trying to make one from scratch at the moment. I think there's one from BadDog's SIC Creatures Framework Patch for Skyrim that might work well. I'll try and track down the one I'm thinking of in a bit.
ZarthonTheVanquished Posted February 15, 2017 Author Posted February 15, 2017 "sheathed" YES LMFAO!!!!!!! Heh, what? That IS the term for when a creature's flaccid penis is internally stored rather than loosely drooping. :]
ZarthonTheVanquished Posted February 15, 2017 Author Posted February 15, 2017 Any chance for a flaccid version? I was wondering how long it would be before someone asked that. n.nU I'd need to find a halfway decent "sheathed" mesh. I don't really feel up to trying to make one from scratch at the moment. I think there's one from BadDog's SIC Creatures Framework Patch for Skyrim that might work well. I'll try and track down the one I'm thinking of in a bit. I couldn't find the model I was thinking of, so I tried to make one myself. Looks ok to me: Screenshot: Update released - added that flaccid/sheathed variant as an option. :3
MsTerkup Posted February 15, 2017 Posted February 15, 2017 Yess, finally, now I can have both female and male deathclaws running about! Only one minor thing to note though, Deathclaw savages are also seemingly female, since they share the unique horns of the matriarch, but with one being broken off. (So I personally took the savage out of this for myself)
ZarthonTheVanquished Posted February 15, 2017 Author Posted February 15, 2017 Only one minor thing to note though, Deathclaw savages are also seemingly female, since they share the unique horns of the matriarch, but with one being broken off. (So I personally took the savage out of this for myself) Ah, yeah I think you're probably right lol. Not that I really think Bethesda thought that one through. XD
MsTerkup Posted February 16, 2017 Posted February 16, 2017 Ah, yeah I think you're probably right lol. Not that I really think Bethesda thought that one through. XD Prooobably not knowing Bethesda, they probably just thought the upturned, long horn looked cooler when broken, (which is does honestly) but still!
FauxFurry Posted February 16, 2017 Posted February 16, 2017 I don't think thats particulary safe for my waifu entrails. It should be alright if one's waifu is a Deathclaw.
sikamikanico78 Posted February 17, 2017 Posted February 17, 2017 thats very nice! a new step! what i am waiting for thought are mutant penises and feral ghouls!!!
ZarthonTheVanquished Posted February 17, 2017 Author Posted February 17, 2017 thats very nice! a new step! what i am waiting for thought are mutant penises and feral ghouls!!! Thank you! But, err... Heh, while I happen to like bestiality, I'm not into necrophilia and/or disfiguration. Someone else can do super mutants and ferals. n.nU --- I was considering trying to do another species, though, but unsure what. I also can't stand bugs or arthropods, so that pretty much ices out most of the creatures (which includes Mirelurks). Was thinking maybe Yao Guai (should be stupidly easy since they're identical to Skyrim's bears in every single way), or I could do the various types of dogs (although I think at least Dogmeat has been done already?). Hmm, I actually don't have any problems with the Mirelurk Kings, so maybe I'll do those next actually. :3
ZarthonTheVanquished Posted February 17, 2017 Author Posted February 17, 2017 Working on the Mirelurk King, progress so far: Screenshot: Had an annoying time trying to line up the skin texture colors. But anyways, I have to go do some stuff atm, so I will test it in-game and release it if it's working when I get back. I'll probably just end up renaming this resource to "Creature Penises" or something rather than posting it elsewhere. :3
ZarthonTheVanquished Posted February 18, 2017 Author Posted February 18, 2017 Uploaded the Mirelurk King penises. I tried something a bit different with the Glowing Mirelurk King penis, since their skin has more of a "diseased" or "otherworldly" look, I tried to make a mottled kind of texturing for em. I think it turned out well! :3 Screenshot:
MadMansGun Posted February 28, 2017 Posted February 28, 2017 Deathclaws use the Skyrim werewolf skeletal rig and behaviors (although I'm unsure how modified they are). they may look the same but they are vary different: 1. the node names don't match, that on it's own will kill any animations. 2. the head and tail nodes don't match up at all, any missing nodes can mess up animations. 3. are they even using the same havok setup in FO4? 4. Deathclaw mesh is bigger then the Werewolf mesh. The animations .hkx files need to be 64-bit for Fallout 4 now, though, but Bethesda included a .hkx converter tool with Skyrim Special Edition that does that for you, so maybe we could just use that... theoretically my skyrim animations may already be 64bit (made in 64bit 3DS Max 2010, then exported with 64bit havok content tools 2010)
ZarthonTheVanquished Posted February 28, 2017 Author Posted February 28, 2017 Deathclaws use the Skyrim werewolf skeletal rig and behaviors (although I'm unsure how modified they are). they may look the same but they are vary different: 1. the node names don't match, that on it's own will kill any animations. 2. the head and tail nodes don't match up at all, any missing nodes can mess up animations. 3. are they even using the same havok setup in FO4? Yes, but it's still obvious that they just converted and modified the werewolf rigging. I didn't say no edits were made to it, and who knows what the hackjobed tool Bethesda used to convert the animations and/or skeletons to 64-bit did to the node ordering. There trillions of examples of the fact that tons of things in Fallout 4 are just straight ports of assets from their previous games. I won't list them all since it would take me an hour to doso, but one of the most obvious and easy to notice examples are the wild dogs. Bethesda was SO LAZY when they rigged the model to Skyrim's canines that they didn't change a thing. - They have 110% the EXACT same sound set: footstep sounds, breathing idle sounds, attack sounds, hurt sounds, death sounds, etc. etc. etc. - They use the same animation suite. Nothing was added or changed, even the breathing idles are clearly identical (you can actually port them to Skyrim with no visible model tearing, I did that once just to prove a point). - They use the Skyrim wolf AI like completely. They attack as a pack and try to flank you. Don't get me wrong, it was one of the best attack AIs Bethesda has ever designed, but I'm just saying it's 100% a copy+paste effort.
darkdragonlove Posted May 9, 2017 Posted May 9, 2017 Cool step in the right direction imo... definitely need to slap a schlong on dogmeat... but since "FourPlay" is out, we just need creature on human animations. I don't have the skill for this though, but I'm optimistic that someone will/does.
ZarthonTheVanquished Posted May 9, 2017 Author Posted May 9, 2017 Cool step in the right direction imo... definitely need to slap a schlong on dogmeat... but since "FourPlay" is out, we just need creature on human animations. I don't have the skill for this though, but I'm optimistic that someone will/does. There's been a dogmeat junk mod for a loooong time actually. It's just kinda obscure and not exactly easy to find, so I don't blame ya for not knowing about it. It's here: http://www.loverslab.com/topic/64627-wip-dogmeats-genital
Halstrom Posted May 10, 2017 Posted May 10, 2017 Cool step in the right direction imo... definitely need to slap a schlong on dogmeat... but since "FourPlay" is out, we just need creature on human animations. I don't have the skill for this though, but I'm optimistic that someone will/does. There's been a dogmeat junk mod for a loooong time actually. It's just kinda obscure and not exactly easy to find, so I don't blame ya for not knowing about it. It's here: http://www.loverslab.com/topic/64627-wip-dogmeats-genital Yeah but it would be good to have one download pack/thread for all creatures/robots etc
ZarthonTheVanquished Posted May 10, 2017 Author Posted May 10, 2017 Yeah but it would be good to have one download pack/thread for all creatures/robots etc No disagreements there lol, but tbh I was hoping that Leito would finish all of what he'd started here instead. Rather fortunately (or possibly because he was aware of this mod?), he hasn't done the Deathclaw or Mirelurk King yet, and I floated an open offer to him over in that thread to make use of what I've got here if he wants to incorporate my edits, alter them, improve them, etc. He's doing a lot more than I have done here, making complete rigs for the creates for to make creating animations for them much, much easier it looks like.
Leito86 Posted May 10, 2017 Posted May 10, 2017 Yeah but it would be good to have one download pack/thread for all creatures/robots etc No disagreements there lol, but tbh I was hoping that Leito would finish all of what he'd started here instead. Rather fortunately (or possibly because he was aware of this mod?), he hasn't done the Deathclaw or Mirelurk King yet, and I floated an open offer to him over in that thread to make use of what I've got here if he wants to incorporate my edits, alter them, improve them, etc. He's doing a lot more than I have done here, making complete rigs for the creates for to make creating animations for them much, much easier it looks like. I'll probably make and release them as I develop the animation mod. I don't really have a thing for DCs so...it'll be a while before I get to them (if ever)...
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