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#i think the MSE and DAV combo can be used on Argonians too
dawns-beauty · 2 months
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Re: current mod plans:
I still don't feel too excited to return to modding. There are plenty of things I could fix, but I just don't feel like it any more.
If it ever changes, I plan on:
Releasing the full version of Lunar Lattice Tweaks. I still have a bit of work to do on it, but @/littlemissf has been kind enough to go through and fix a bunch of stuff!
Adding CBBE/Himbo support for the Dark Lunar Armor in Khajiit Has Wears
Potentially rebooting Project ja-Kha'jay with a new system that allows for better compatibility with mods that edit the Khajiit race. It would also allow for simpler editing. Also, nicer assets. See after cut for details
I don't know about my ideas for humanoid overhauls (like Elderly Elves.) I just don't want to deal with the crap I dealt with for my orc overhaul.
TL;DR: Redoing PJKJ will give mod users who want to put in a little work an easier time editing things.
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Will call the reboot Children of the Moons, because to heck with it. Let it match my other NPCs mods.
It will not be a direct update to PJKJ, I don't want to break a gazillion patches/LOs etc.
Will require (at least) two additional mods:
Mu's Skeleton Editor and Dynamic Armor Variants
Why Mu's Skeleton Editor (MSE):
It will allow me to use separate skeletons for a single race. This way, I can keep all Khajiit types the same, default Khajiit race. This will be done by assigning keywords to each NPC that determine a few things, including what skeleton they use.
The real beauty of MSE is that users can create their own edited skeletons in RaceMenu and export them and then replace the undesired skeleton file with their own (OR another modded skeleton, like Bestial Beast Races, etc.)
Optionally, they can edit the .ini file and remove the undesired skeleton from distribution completely.
Why Dynamic Armor Variants (DAV):
DAV will let me distribute digitigrade feet to toe-walking Khajiit and simply replace their shoes with their bare feet (since boots look pretty bad with digitigrade skeletons). This is also easy enough to edit/remove via DAV's .ini.
It will also allow me to force Ohmes/Ohmes-Raht to use humanoid armors without changing their race (theoretically. I need to test this.)
Caveat: modded armors may need to be added. I believe the use-case for this is pretty rare: most variations from humanoid to beast race are in helmet shapes, not the torso part. Most Ohmes/-raht Khajiit NPCs I've edited don't use helmets.
I do plan on adding compatibility for Lunar Guard Armor and Moon Monk (both have tail edits.)
Better Assets
I will replace the Ohmes/-raht with High Poly Heads, and play around with sliders again, as well new eyes, that are able to have proper glowing irises while having proper reflections.
Nearly all of the bestial heads (outside of the serval-like Tojay and 'regular' Khajiit, like Kharjo) will be replaced with versions based on the high poly Khajiit Overhaul heads. I just think the older assets look awkward and don't emote super great (anger looks particularly silly on most of them.)
Additionally, I want to play around with KCCE, and I've also come up with a few complete redesigns. ideas. Heights will be assigned directly in the NPC records (easily tweaked via SSE Edit)
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