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Here is some of my long-term plans

I’m juggling a bunch of projects at the same time, as always. I’m not even mentioning the “2-day projects” and quick tests here, so my timing for each one is pretty stretched, as you’ve probably noticed. I’ll try to cover the most noticeable tasks and their current stages

----------------------------------------------------------------------------ABILITIES----------------------------------------------------------------------------About the FleshForge dropping on console - this is actually big for my planned project diversity

I didn’t make FleshForge just as a “scar selector” or cosmetic thing. ✧ The main idea was abilities tied to CC assets, plus diversity within the same body type for multiple party membersThis gives me a lot of freedom to branch projects around it and use it as a core feature. In other words, it lets me diversify within the same subrace.This means I can tie tags, imitate subrace features, and attach abilities in a way that bypasses console subrace restrictions.✧ The second goal was to allow bodies to be very different while still using the same body type and equipment class.Meaning: missing or altered body parts within the same general shape.Some of you might remember my tests from when FleshForge was still in its fetus stage. I left most of the generic ones in the released main file as a Minimum Viable Project, since this is the backbone one.

Wings

I needed confirmation that I wouldn’t mess up my console approved wings because of the Osiris-tied fly ability I made a while ago - and now I have that confirmation with yesterday's console drop, so I could release update with Osiris for them, wait till i finish my other tests, tho

You might remember my earlier tests About hiding in cutscenes:✧ Padme already tried hiding through Osiris before - it didn’t work, I tried separatly too in case something missing and confirmed it✧ I looked into an SE-based approach, but it’s not console-compatible, so I stopped there. I rechecked the code today, though✧ I’m going to test an animation-based approach again today. I have some new ideas on how this could work, so I want to give it another proper tryIf everything fails,

✧ I’ll probably drop the chest with the “armor” variation in main file for all platforms✧ Maybe add an SE-based solution as an optional extra for Nexus only, since it’s not console-compatible anywayI know it’s been a while, and I appreciate your patience. Thank you for that

Undead

Some of you might remember my early attempts with undeads. I originally made a test mod as an actual subrace, but it was put on hold, because console restrictions wouldn’t let me fully commit to the idea. So instead, I started planning around CC assets with abilities tied directly to them, this is how FleshForge project was actually born.Here’s the undead plans:✧ Undead heads will have an Undead tag tied to them✧ They will have their undead breath weapon tied to those heads✧ Some CC body parts will carry additional tagsImagine the possibilities, ahahahaha. I finally have confirmation that this works, and I feel FREE now. What a good day to be alive.Here’s a very raw form-bash, just to show the general direction and what to expect

Tails

I think it would be fun to put spikes and metal to good use, as Daddy Bhaal intended. You can probably imagine the chaos I’ve planned. Very long-term plans, tho

----------------------------------------------------------------------------COMPANIONS ----------------------------------------------------------------------------

I have 2 types of branching for that: actual companions and humanoid-origin overrides

Clansong - Humanoid - Origin Overrides

MORE HEADS✧ I know a lot of you are waiting for the “more heads” update - especially the speaking Durge, don’t ya?

Well, good news: I’m working on it, and also on some extra tools to make everything more diverse and faster.

Even better news about the tools - I’m not working alone. It takes a lot of time though. Lenster and I are bashing our heads together on a Vertex Order Blender Addon for shapekeying. Results are mixed so far, but promising.

And yes, I’ve tried all the vertex order addons I could find - both free and paid. I’m not happy with the results they deliver, so we’re forging a better one… or at least, we’re trying.Just to clarify what I’m talking about here, these are some examples of shapekeying. This lets me do less manual reweighting and spend that time giving you more assets in a shorter timeframe

And I think I'll trow in there some extra Pearl's heads with Vexa's scars as a bonus, after I'm done =3

Interactive Animations

I plan to start it in a month or so. I’ll have some help with an animation template to work from, thanks to Kit (animator). Hopefully I can clean up some of the current tasks cluttering my Trello before we start.------------------------------------------------------------------------------------------------------

Real Companions

I’ve got 2 collabs on this right now, and on both of them I’m moving at a snail’s pace

Cinderly

Companion of Path of Menzoberranzan (Lotrich team)MaleOne of the reasons I’ve been poking around equipment classes and mismatched footprints. The character has one leg, and it’s pretty hard to fit him into armor.

I’m having my fun with him though, working on him periodically between my personal projects. And yeah, I’ll make a digitigrade version too, since I run him in my own saves sometimes, lol

Vrax

Companion of PaaskeMaleI’ve got a base for the head right now, though I need to rethink the design - it’s still very much in the fetus stage.Will start fully after I finish wings and Cinderly

----------------------------------------------------------------------------PURE VISUALS----------------------------------------------------------------------------

Kaz Shader & KAVT

Huge pack of tattoos, makeup, glow effects etcAll visuals are tied to that and are waiting until the shader is done and the mod is ready to be published.They won’t be published under my name - they’ll be part of Kaz’s modSome posts about projects: About patchesSome collab notesSneak peek timeI will make FleshForge compatability for it after release

----------------------------------------------------------------------------EQUIPMENT CLASSES AND BODY TYPES----------------------------------------------------------------------------

Equipment classes

Some of you may have noticed the CEC Digi Modded ResourceLet’s say it’s just a hint of what’s to come from me in the very long run - I’ll just throw in a hint: feathers, why it needs equpment classes you could guess =3Also have some help with tool for compatability patchers between different equipment classes.

Body Types

It’s resource for other people. I won’t name names, since I’m not sure they want the attention yet =3

----------------------------------------------------------------------------UPDATES/ STATUS----------------------------------------------------------------------------

Status: In progress

✧ WingsStatus: 1st priority✧ ClansongPearl, ToolsStatus: In parallel, 2nd priority✧ CinderlyStatus: 3rd prioritySome head fixes planned, body in progress✧ VraxStatus: 4th priority

Status: In Queue

✧ Dragonborn HatchlingsUpdate for races/icons startedYenna update planned, not started✧ FleshForge main pack (published version)Some visual extras made, not published yet, I have some more planned✧ FleshForge Durge packSome visual extras made, not published yet, I have some more planned

----------------------------------------------------------------------------THANK YOU----------------------------------------------------------------------------

Your contribution would be put to good use for some helps, templates and tools to speed up and enhance my work as well as my coffee. I'm glad to have you all

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