Female Werewolves

-
*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
The base game version of werewolf is female. I mean, it's what made the current werewolf model get added in the first place.

-
*Nimiane
- Posts: 347
- Joined: Thu Jan 01, 1970 12:00 am
I seem to remember this as well. Something about wolf boobies.DigitalDragoon,May 3 2016 wrote: Didn't we actually have the model changed because of complaints about the "female model"? I cannot recall. It seems to have been a topi of discussion a while back.

-
*Pink Panties
- Posts: 23
- Joined: Thu Jan 01, 1970 12:00 am
well, the current model, if I'm not mistaken, you can't see weapons at all. I don't see why it couldn't be done in the same fashion, but then again I don't know programming, so maybe I'm mistaken

-
*Altair
- Posts: 175
- Joined: Thu Jan 01, 1970 12:00 am
Current model holds weapons just fine, although when running it has a similar issue with large weapons clipping awkwardly or near-awkwardly. I don't think there really is a good answer to the clipping.
I suppose in the interest of being more specific vis a vis bug hunting I'll update this. It's due to the loping run that the werewolf model of either gender has, where because of how long their arms are they swing them very wide when they 'jog'. This causes the tops of large weapons (G.swords, warmaces, etc) to clip through their neck. Problem is this is likely a rigging/modeling problem, and would be harder to fix than a few model/feat swaps. I suppose if they both have the same problem there's no point in not using one or the other on those grounds.
I suppose in the interest of being more specific vis a vis bug hunting I'll update this. It's due to the loping run that the werewolf model of either gender has, where because of how long their arms are they swing them very wide when they 'jog'. This causes the tops of large weapons (G.swords, warmaces, etc) to clip through their neck. Problem is this is likely a rigging/modeling problem, and would be harder to fix than a few model/feat swaps. I suppose if they both have the same problem there's no point in not using one or the other on those grounds.

-
*Pink Panties
- Posts: 23
- Joined: Thu Jan 01, 1970 12:00 am
I'm ok with that. The builds i plan on using will be unarmed or using smaller weapons anyways, so large weapon clipping issue won't have any affect on me

-
*Sinlinara
- Posts: 528
- Joined: Thu Jan 01, 1970 12:00 am
Heck, we have the Bariaur as a playable race and it just has no animations. Granted, no one plays it... but it seems like there's a lot of interest in playing with a female werewoof model.


-
*Neethanial
- Posts: 231
- Joined: Thu Jan 01, 1970 12:00 am
AHH!!! An amazing point and great idea!! Thanks!!

-
*Neethanial
- Posts: 231
- Joined: Thu Jan 01, 1970 12:00 am
A lot of the interest in the female werewolf model is because it looks like a kitsune furry type thing. Let's face it, no one is looking at the gender of a werewolf when they're about to tear you to shreds. The hybrid form is supposed to be intimidating. It's werewolf, not fuzzy naked woman with an almost might be wolf head.
If a more feminine model can be made, awesome. But I've seen the previous, and it's (in my opionion, mind) a completely inaccurate representation of a bestial huntress.
If a more feminine model can be made, awesome. But I've seen the previous, and it's (in my opionion, mind) a completely inaccurate representation of a bestial huntress.

-
*Ceremorph
- Posts: 1125
- Joined: Thu Jan 01, 1970 12:00 am
I could always make a new texture file with lipstick and six nipples for the scary werewolf model...


