Mounted Skeletons
#1
Posté 27 janvier 2014 - 01:00
Not a big deal, as it only took a few minutes to adapt the basic human model.
#2
Posté 27 janvier 2014 - 05:59

My quick bodge looks OK, I think.
If no one identifies a better solution, and I had time to package this, I'm wondering how best to publish. It might fit with a CCC theme, but I don't think CEP-based work is in scope? Perhaps I should submit it for the next CEP release?
#3
Posté 27 janvier 2014 - 08:50
In my opinion, the best option would be to add it to the new Vault as your own project, then add it as a suggestion (with permission) for inclusion in a CEP update. If it's just a modification of the dynamice skeletons already in the CEP, it should be an easy add, like I with the dynamic brownie riding phenotype.Proleric1 wrote...
If no one identifies a better solution, and I had time to package this, I'm wondering how best to publish. It might fit with a CCC theme, but I don't think CEP-based work is in scope? Perhaps I should submit it for the next CEP release?
#4
Posté 27 janvier 2014 - 09:38
The Amethyst Dragon wrote...
If it's just a modification of the dynamice skeletons already in the CEP, it should be an easy add, like I with the dynamic brownie riding phenotype.
Dynamice skeletons sounds like something PHoD would create.
Okay, I have nothing useful to contribute, so I'll shut up now.
Dynamice
Modifié par Zwerkules, 28 janvier 2014 - 04:37 .
#5
Posté 27 janvier 2014 - 10:43
Nah. I think all of his would end up covered in rotting flesh. Diseased, mangled, slightly crazy skeletons, perhaps?Zwerkules wrote...
Dynamice skeletons sounds like something PHoD would create.
The dynamic skeletons in the CEP were, I believe, originally from Darkworld3D's Skeleton Race (w/ Robes, Wings, Tails), which is itself a modification of Amala's Skeletons 1.1. They're pretty handy for whipping up some random skeletons that need different colors.
#6
Posté 28 janvier 2014 - 12:40
TR
#7
Posté 28 janvier 2014 - 07:43
The CEP versions seem to work fine with 1.69, except that the mounted phenotypes are missing, and I need to check out the robes/coats. That's what I'm proposing to fix (assuming no one else has done this already).
#8
Posté 28 janvier 2014 - 08:01
Nobody has done that for the dynamic skeletons yet. And as far as robes, they likely just use the ones from BioWare, rather than the rest of the ones in the CEP.Proleric1 wrote...
Great to see the provenance of this work.
The CEP versions seem to work fine with 1.69, except that the mounted phenotypes are missing, and I need to check out the robes/coats. That's what I'm proposing to fix (assuming no one else has done this already).
#9
Posté 28 janvier 2014 - 01:54
The CEP skeletons currently support robes 3-6 and 110-187, so I guess they never had time to add the 1.69 and newer CEP robes. I'll stick to that scope for now.
In my module, I've converted some of the old CEP horses to work with the 1.69 system (so that the Party Mount command works for all horses). I can brush that up for publication, too, if anyone is interested.
#10
Posté 29 janvier 2014 - 05:55

I published Mounted Skeletons for CEP on the new Vault.
EDIT : I looked at converting the CEP horses to 1.69, too, but I don't think it's worthwhile. I do have a fix for the ponies, if anyone wants it.
Modifié par Proleric1, 01 février 2014 - 12:25 .





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