MOD介绍:
这是Racial Body Morphs的官方版本。我离开了旧版本,因为它有很多不同的功能,我相信有些人会想念。
(不幸的是,我现在不打算移植到这个mod。)
滚动到页面底部以查看两个版本之间的差异。
Mod摘要:
这个mod基于传说和之前的游戏,使游戏中所有种族的高度和比例(使用XPMSE骨架作为基础的Skeleton nif编辑)多样化。兽人大而魁梧,高等精灵高耸于其他种族之上,而木精灵则与前几期一样短。
长版:
在“天际”中,尽管提出了10个种族的独特性,以及它们在力量,大小和速度上的历史差异,但它们的所有身体看起来完全一样,它们之间的高度差异现在变小了。在以前的比赛中。
在Oblivion比赛中有一个权重属性可以根据它们是在orc,elf还是其他任何东西上进行缩放,在Daggerfall中,某些种族具有完全不同的角色艺术(例如Orcs):
更糟糕的是,尽管所有人都分享同一个身体,没有规模或比例上的差异,但是种族的头部在兽人身上是独一无二的,广泛而强大的,精灵上的细长和细长,导致这样的荒谬比例:
(这是不编辑的,这是一个平均体重的兽人)
或这个:
我决定做的是首先对比赛进行简单的重新缩放,以使他们的身高差异更明显。
在香草游戏中,高等精灵站立在6英尺4英寸左右,比任何其他现代ES游戏都要短,最短的种族,木精灵,站在5'9左右,几乎比帝国/ Dunmer / Khajiit短,比他们高得多在Oblivion。
其次,我使性别多样化,使女性比男性略短。
最后,这是最重要的部分,我改变了比例,使每个种族都有一个独特的轮廓,不再是帝国,布列塔尼和诺德的喜欢不可能区分,也不是木精灵/黑暗精灵。现在每场比赛都有一个独特的高度和比例,适合他们以前的比赛中的能力,传说和统计数据。
变化:从最高到最短的比赛:
高等精灵:高等精灵传统上是上古卷轴中最高的种族,高于其他种族。尽管如此,他们身体虚弱,只有布雷顿的身体状况比他们低。在“天际”中,他们扮演着玩家的主要对手,我的目标是让他们更好地适应他们的魔法根源,同时让他们更加高贵,陌生和恐惧。
为了达到这个目的,他们得到了一个高度提升,站立一个6英尺9英寸到7英尺(比一个皇家高一个头),长腿,纤细的身材和更窄的肩膀。女性被给予相同的治疗,但在约6英尺半高的地方略短。
兽人:兽人到目前为止是最激烈的变化,任何对兽人及其现代幻想描述都有所了解的人都知道兽人很大,魁梧,强壮。游戏中的兽人拥有迄今为止最强大的战士能力和最强大的力量。在以前的比赛中,他们是最艰难的比赛,当你想要破坏比赛时,他们会去参加比赛。已经是第二高,兽人仍然比高等精灵短,但仍然高于北欧。站立在6'4“-6'5”附近,略高于香草。
更大的变化是比例,而不是可怕的香草比例(见上面的Orc),它们已被缩放为具有更粗野的外观,略微驼背的身材,巨大的肩膀,大躯干,强壮的腿和手臂,整体更强大出现:
IMO适合周围最好的战士级别。
Nord:Nords没有像Orcs和High Elves那样采取极端措施,但仍然需要进行一些编辑。在以前的比赛中,Nords和Orcs一样高,同样强壮。 “天际”规定他们在大小和高度方面都坐在兽人身后,而且要小得多。为了帮助他们更容易区分其他人类种族,诺德已经获得了更宽的肩膀,更大的手和更大的胸部。它们是继兽人之后第二次最魁梧的比赛,就身高而言,它们仍然比兽人略短但不像香草那么短。 (它们比香草中的帝国高得多,比Oblivion短得多。)
Argonian:Argonians历史上是以前ES游戏中最快的比赛之一。 Argonians身材高大,刻板精神,偏爱隐身和夜班,但有可能成为多才多艺的战士。从视觉上可以看出氩气高度,它们一直是一个很高的比赛,但由于保守的比例和独特的头部形状,它很少显现出来。
使用细长的小腿和加长的颈部和爪子,使Argonians变得不那么人性化了。他们的体格运动性强,身材较长,腿部较长,躯干较长,肩部较结实。它们的灵活性和速度超过强力。
红卫兵:红卫兵被认为是最天赋异禀的战士,多样,快速,具有看似无穷无尽的耐力和单手和双持战斗的诀窍。红卫兵身处阿尔贡人身高,四肢细长,运动健美。
为了反映他们的速度和战士性质,Redguards现在拥有宽阔的肩膀,窄腰,强有力的手臂和腿。
他们更倾向于短跑运动员的体格而不是魁梧的北欧或兽人。
女性外观相似,但腰部较窄,臀部较大。 (它们更具性别二态性。)
Dunmer:dunmer是一个自豪而长寿的比赛,聪明且平衡,他们在历史上可以很好地适应任何级别。
与Nords和Imperials这样比较健壮的比赛相比,我给了dunmer一个更理想化的体格,更长的腿,更窄的腰部和更加轻盈的外观。
由于四肢略微加长,它们仍保持平均身高,虽然略高于帝国和卡吉特。
他们适合他们混合的魔法,隐身和一点点战士技能和他们拥有的能力。
Khajiit:Khajiit是隐秘和敏捷的,比其他任何种族更关注隐身。除了他们敏捷的性质之外,他们还手持激战,使用强大的爪子将敌人撕成碎片。
为了代表这些特征,Khajiit被赋予了一个光滑细长的框架,长而独特的腿部略微弯曲(不是数字化),而长臂则以比香草更大的爪子结束。他们看起来好多了,并且不会像他们在香草中那样遭受超大头和笨拙的人物。
帝国:帝国的男性没有高度变化,女性的比例高度变化,使女性略短。它们是性二态的,因为帝国军团主要由男性居住。
与“湮灭的帝国”不同,天际的帝国主义者已经失去了外交条件,并且在他们的家乡经历了多年的围困和纷争。他们在演讲中失去了奖金,支持盾牌,剑和重甲的技能。
一场艰苦的比赛,决心让他们的帝国生存下来,帝国现在更加强大,拥有更宽阔的肩膀和坚固的外表。他们构成了帝国军团的首当其冲,现在看起来像是部分。
另一方面,女性更理想化,不太可能成为军团中的脚步兵,但仍然有能力(并且经常担任领导角色),他们拥有强壮的身材,长腿和更高贵的外表,显示出强大的意志力。
布列塔尼:布列塔尼历史上是所有类人种族中最弱的,体力低,对武器或隐身几乎没有天生的亲和力,以及对魔法艺术的强烈倾向。布列塔尼比皇家略短,但不是很健壮。布里特顿具有轻盈的特征,使得它们的神奇根源更加完美,在精灵和男人之间具有比例。
布列塔尼女性比他们的男性同龄人要小很多,因为他们在香草和之前的比赛中,同样苗条的外表。
木精灵:迄今为止最短的人形种族,木精灵也是一个斗志旺盛的敏捷种族。这些木精灵拥有强壮的前臂,狭窄的腰部,以及发达的背部和肩部,拥有严酷的丛林和喜欢猎人的角色。虽然很小,但它们并不柔软。他们拥有精灵最苛刻的特征,同时比男人或兽人更精致。
随意提供任何批评或所需的更改,如果未在主文件中更新,我可以添加更多个人首选项作为可选文件。
安装和卸载:使用该死的NMM,或只是放入数据文件夹。
现在与XPMSE兼容!
也与编辑比赛的任何mod不兼容。如果你喜欢一个mod,无论是一个种族模型,还是一个你想要变形的特定骨架,只需给我一个链接,我就会考虑建立一个补丁。
致谢:非常感谢Vulcan Blast通过调整XPMSE骨架的变化将我的修补时间缩短了一半。(以及第一人称相机修复)
感谢Lightningo为数字化野兽种族的基础骨架
并感谢所有为改善不同种族比例提供批评的人。干杯:D。
最后,非常感谢任何喜欢这个mod足以捐赠的人,非常感谢。
这个和(过时的)版本之间的差异。
此版本中的功能不在过时:
+更新了更好看的网格
+减少变形
+可选的微妙版本,用于限制剪裁
+计划不断更新和遵循(比我更新更容易更新。)
+列出的高度更准确,之前列出的高度由于更长的功能(颈部/腿/等)而变化
与旧版本相比缺少的功能。
- 第一人称高度修复,至少在Oldrim,高度与玩家的相机自动对齐,它也应该在这里。(如果没有第一人称高度修复Nexus)
-NPC重新缩放,过时的版本不需要:www#nexusmods#com/skyrimspecialedition/mods/4259,因为NPC没有重新缩放。在这个版本中他们这样做,这可能比一些人更喜欢那些喜欢NPC缩放对象的人,例如香草天际的剪辑问题。(无论如何,在微妙的版本中都很明显。)
-BFQ,这个mod没有可选的补丁,因为它需要重新进行所有骨架编辑,并在我改变设计时重新进行修改。无论如何,AFAIK旧的BFQ补丁被打破了。
- 没有安装程序,我不知道如何制作或更新这些,而且这次我的选择有限。
不要求我实现任何这些旧功能,他们是由另一位作者/朋友在nexus上做了一段时间不活动,因为(只有我)喜欢这样的简单mod,更容易升级/补丁。
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This is the official version of Racial Body Morphs. I left the legacy version up because it has a lot of distinct features that I'm sure some people would miss.
(And unfortunately I don't plan on porting over to this mod as of this time.)
Scroll to the bottom of the page to see the differences between the two versions.
Mod summary:
This mod diversifies the heights and proportions(Skeleton nif edits using XPMSE skeleton as a base) of all the races in game based on the lore and previous games. Orcs are big and burly, High elves tower above the other races, and wood elves are as short as they were in previous installments.
Long version:
In Skyrim, despite how unique each of the 10 races are proposed to be, and their historical disparity in strength, size, and speed, all of their bodies look exactly the same, and the height differences between them are smaller now then they ever have been in previous games.
In Oblivion races had a weight attribute that scaled them across depending on whether they were on orc, elf, or anything in between, in Daggerfall, some races had completely different character art(Orcs for example):
What's worse is that despite all sharing the same body with no difference in scale or proportions, the race's heads are unique, broad and powerful on orcs, narrow and slender on elves, leading to ridiculous proportions such as this:
(This is not edited, this is an orc with average body weight)
or this:
What I decided to do was to first do a simple rescale of the races to make their height differences more apparent.
In the vanilla game, high elves stood around 6'4", shorter than in any other modern ES games, and the shortest race, Wood elves, stood around 5'9, barely shorter than Imperials/Dunmer/Khajiit and much taller than they were in Oblivion.
Secondly I diversified the genders, making the women slightly shorter than the men.
Finally, and here's the most important part, I changed the proportions to make each race have a unique silhouette, no longer will the likes of Imperials, Bretons, and Nords be impossible to distinguish, nor Wood Elves/Dark elves. Now each race has a unique height and proportion fitting to their abilities, lore, and stats in previous games.
Changes: From Tallest to Shortest races:
High Elf: High elves are traditionally the tallest race in Elder Scrolls, towering above the other races. Despite this they are physically weak, with only bretons having lower physical stats than them. In Skyrim they act as a main antagonist to the player, my aim is to make them fit their magical roots better while making them more noble, alien and intimidating.
To achieve this they have been given a height boost, standing an imposing 6'9" to 7 feet(A head taller than an imperial), with long legs, a slender figure, and narrower shoulders. Females have been given the same treatment, but slightly shorter at around 6 and a half feet tall.
Orc: Orcs by far are the most drastic change, anyone who knows anything about Orcs and their modern fantasy depictions, knows that orcs are big, burly, and strong. Orcs in game have the most warrior abilities by far of any race, and the strongest power. In previous games they were the toughest race and a go to for when you wanted to wreck the game. Already the second tallest, the orcs remain shorter than high elves, but still taller than nords. Standing around 6'4" -6'5", slightly taller than in vanilla.
The bigger change was in proportions, instead of the terrible vanilla proportions(See above Orc), they have been scaled to have a more brutish appearance, slightly hunched figure, massive shoulders, large torso, strong legs and arms, and overall a more powerful appearance:
IMO a fitting appearance for the all around best warrior class.
Nord: Nords didn't call for as extreme measures as Orcs and High Elves, but still needed some editing. In previous games, Nords have been as tall as Orcs, and just as strong. Skyrim dictates that they sit right behind orcs in terms of size and height, being ever so slightly smaller. To help distinguish them easier from other human races, Nords have been given broader shoulders, larger hands and bigger chests. They are the second most burly race after Orcs, in terms of height they remain slightly shorter than Orcs but not as short as in Vanilla. (They were barely taller than an Imperial in vanilla, much shorter than in Oblivion.)
Argonian: Argonians are historically one of the fastest races in previous ES games. Tall and stereotypically lean, the Argonians favour stealth and nightblade classes, but have the potential to be versatile warriors. Argonian height has been made visually apparent, they've always been a tall race, but it's rarely apparent due to the conservative scaling and unique head shape.
The Argonians have been made to look less human with long slender calves and lengthened necks and claws. Their physique is athletic and tall, with longer legs, long slim torsos, and sturdy shoulders. They are built for agility and speed over brute strength.
Redguard: Redguards are considered to be the most naturally gifted warriors, diverse, fast, with seemingly endless stamina and a knack for single handed and dual wielding combat. Redguards are around Argonians in height, with long slender limbs and an athletic physique.
To reflect their speed and warrior nature, Redguards now have broad shoulders, narrow waists, and powerful arms and legs.
They lean more towards a sprinter's physique than the burly nords or orcs.
The female have a similar appearance but with a narrower waist and large hips. (They are more sexually dimorphic.)
Dunmer: The dunmer are a proud and long lived race, intelligent and well balanced, they can historically adapt well to any class.
I've given the dunmer a more idealized physique, longer legs, narrow waists and a more gracile appearance compared to the more stocky races like Nords and Imperials.
They remain of average height, albeit slightly taller than Imperials and Khajiit due to slightly lengthened limbs.
They are fit to their mixture of Magic, stealth and small bit of warrior skills and abilities they possess.
Khajiit: Khajiit are stealthy and agile, with a larger focus on stealth than any other race. Alongside their agile nature they're also fierce at hand to hand combat, using powerful claws to tear foes to shreds.
To represent these traits the Khajiit have been given a sleek and slender frame, with long, uniquely shaped legs with a slight curvature(Not digitigrade), and long arms ending in much larger claws than in vanilla. They look a lot better imo, and don't suffer from oversized heads and dumpy figures like they did in vanilla.
Imperial: Imperials have no height change on males and a ratio height change on females, making the women slightly shorter. They are sexually dimorphic, due to the fact that the imperial legion is populated predominately by men.
Unlike the Imperials of Oblivion, the Imperials in Skyrim have lost their diplomatic streak, and have experienced years of siege and strife in their homelands. They've lost their bonuses to speech in favour of skills with shield, sword and heavy armor.
A tough race, determined to see their empire survive, the imperials are now stockier, with broader shoulders and a sturdy appearance. They make up the brunt of the imperial legion and now look the part.
The females on the other hand are more idealized, less likely to be footsoldiers in the legion, but still capable(And often in leadership roles), they have strong figures with long legs and a more noble appearance that shows a strong force of willpower.
Breton: The bretons are historically the weakest of all humanoid races, low physical strength, little to no natural affinity for weapons or stealth, and a strong leaning towards the magical arts. Bretons are slightly shorter than imperials, but not as stocky. Slight of build with gracile features, the bretons fit their magical roots much better, having proportions in between elves and men.
The breton females are smaller than their male counterparts by quite a bit, as they were in vanilla and the previous games, with a similarly slender appearance.
Wood Elves: The shortest humanoid race by far, the wood elves are none the less a scrappy and agile race. Hailing from harsh jungles and favoring the roles of hunters, the wood elves have lengthened bones with strong forearms, narrow waists, and well developed backs and shoulders. Though small, they are not soft. They have the harshest features of the elves, while remaining more gracile than men or orcs.
Feel free to offer any critique or desired changes, if not updated in the main file I can add more personal preferences as optional files.
Installation and uninstallation: Use the damn NMM, or just drop into data folder.
Now compatible with XPMSE!
Also incompatible with any mods that edit races. If there's a mod you like, whether a race mod, or a particular skeleton you want to be morphed, simply drop me a link and I'll look into putting up a patch.
Credits: Big thanks to Vulcan Blast for cutting my patching time in half by adapting the changes to the XPMSE skeleton.(And for the first person camera fix)
Thanks to Lightningo for the base skeleton for digitigrade beast races
And thanks to everyone who has provided critique for improving the proportions of the different races. Cheers :D .
Finally, massive thanks to anyone who enjoyed this mod enough to donate, it's greatly appreciated.
Differences between this and (outdated) version.
Features in this version not in the Outdated:
+Updated meshes that are much better looking
+Less deformations
+Optional Subtle version for limited clipping
+Plan to consistently update and follow(Much easier for me to update than the old one.)
+Listed heights are more accurate, previous listed heights varied due to longer features(Necks/Legs/etc.)
Features that are missing compared to the legacy version.
-First person height fix, in Oldrim at least, height scales with the player's camera automatically, it should in this too.(If not there are first person height fixes around the Nexus)
-NPC rescaling, the outdated version didn't require: www#nexusmods#com/skyrimspecialedition/mods/4259 because NPCs didn't rescale. In this version they do, which may be preferable to some people who preferring NPC scaling on objects like in vanilla skyrim over clipping issues.(Barely noticeable in subtle version anyway.)
-BFQ, There's no optional patch for this mod, as it would require redoing all skeleton edits over again and re-doing them anytime I had a change of design. AFAIK the old BFQ patch was broken anyway.
-No installer, I don't know how to make or update these, and I have limited options this time around anyway.
Don't bother asking for me to implement any of these old features, they were done by another author/friend on the nexus who has been inactive for a while, as is(With just me) prefer the mod simple like this, easier to update/patch.
演示截图:





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