Gotta keep the n'wah nice and quiet when they're working out in the fields.
1. Classic rope muzzle, jury-rig but effective. Completely prevents the lizard from opening its mouth. Might be used especially when other options are unavailable.
2. Wire muzzle. Undoubtedly useful, and can be worn over long periods of time. However, this one looks quite modern, something Mitokep-style might fit better.
3. Sort of a halter made out of guar leather. Makes it impossible to open mouth, but still it's mostly comfortable. Good for leading a slave that has its hands bound behind its back.
4. Metal muzzle inspired by DD gear for Skyrim (I'm not a fan of the whole mod, but Heretic's meshes tend to be quite lore-friendly). Given how stiff and heavy it is, I imagine it would be more often used for punishment rather than as a precaution. The writing on this one says "runaway".
It's a loose concept of an addition for one of my mods. I'm not yet sure if I will be modelling all these muzzles, or just some, or none at all. It would also require some work on the horn meshes, and some scripting to attach the muzzle to the head without making part of the body disappear.
Elder Scrolls © - Bethesda
1. Classic rope muzzle, jury-rig but effective. Completely prevents the lizard from opening its mouth. Might be used especially when other options are unavailable.
2. Wire muzzle. Undoubtedly useful, and can be worn over long periods of time. However, this one looks quite modern, something Mitokep-style might fit better.
3. Sort of a halter made out of guar leather. Makes it impossible to open mouth, but still it's mostly comfortable. Good for leading a slave that has its hands bound behind its back.
4. Metal muzzle inspired by DD gear for Skyrim (I'm not a fan of the whole mod, but Heretic's meshes tend to be quite lore-friendly). Given how stiff and heavy it is, I imagine it would be more often used for punishment rather than as a precaution. The writing on this one says "runaway".
It's a loose concept of an addition for one of my mods. I'm not yet sure if I will be modelling all these muzzles, or just some, or none at all. It would also require some work on the horn meshes, and some scripting to attach the muzzle to the head without making part of the body disappear.
Elder Scrolls © - Bethesda
Category Artwork (Digital) / Bondage
Species Argonian
Size 1280 x 985px
File Size 118.5 kB
Thanks. It's definitely not ebony, I don't think such an expensive metal would be used for something as mundane as slave gear (although one of my characters keeps a Khajiit slave and has her wear an ornate ebony bracer, but then again, he can easily afford two sets of ebony armor so it's not a big issue for him... But I can't imagine ebony on regular field slaves). It's just iron or steel, probably quite worn and rusty. Though it might have a Silence enchantment :)
Are you asking about the mod that inspired the solid metal muzzle, or my Argonian mod, or both?
Are you asking about the mod that inspired the solid metal muzzle, or my Argonian mod, or both?
I was thinking of a slave in a Telvanni tower if the muzzle was made of ebony.
I was asking about your Argonian mod, which I'm assuming is for Morrowind. I tried something a few years back after seeing an Argonian slave muzzle on Deviantart. Of course at the time, I was too shy to y'know, just ask the guy for the files so I opened a 3D modelling program and tried to make my own copy. Then I started experimenting with making other types of Argonian-specific gear like leg irons, an iron beak precursor, punishment mask, that sort of thing and applying scripts to them. I also experimented with cloning the Dark Brotherhood attack script from Tribunal to create slave hunters. But I didn't go much further than that.
I don't have the mod or source files any more though. But your comment on body parts disappearing reminded me of similar issues I ran into when making my own mod.
I was asking about your Argonian mod, which I'm assuming is for Morrowind. I tried something a few years back after seeing an Argonian slave muzzle on Deviantart. Of course at the time, I was too shy to y'know, just ask the guy for the files so I opened a 3D modelling program and tried to make my own copy. Then I started experimenting with making other types of Argonian-specific gear like leg irons, an iron beak precursor, punishment mask, that sort of thing and applying scripts to them. I also experimented with cloning the Dark Brotherhood attack script from Tribunal to create slave hunters. But I didn't go much further than that.
I don't have the mod or source files any more though. But your comment on body parts disappearing reminded me of similar issues I ran into when making my own mod.
That's possible, but I guess if you want to keep a slave in your tower, it should already be well-trained enough for the muzzle not to be needed. But maybe? The Telvanni sometimes get weird ideas.
This is the current version (1.4) of my incredibly creatively named mod: https://www.nexusmods.com/morrowind/mods/45918 . It comes from a time when I had little experience with textures, and hardly any idea about anything else mod-related. Recently I've started working on remaking this mod almost from scratch, with completely new head meshes, all new textures, more compatibility and optimization. Currently making the head animation.
Great to find out you've also been a modder! <3
>I was too shy to y'know, just ask the guy for the files
Haha, relatable! I often prefer making my own stuff rather than using assets. If I do use someone's resources, I tend to set the original mod as a requirement.
>I don't have the mod or source files any more though.
Not uploading great stuff like that anywhere is cruel :(
>your comment on body parts disappearing reminded me of similar issues
Lua scripting in MW Script Extender 2.1 makes it possible to attach meshes to characters without taking an equipment slot.
This is the current version (1.4) of my incredibly creatively named mod: https://www.nexusmods.com/morrowind/mods/45918 . It comes from a time when I had little experience with textures, and hardly any idea about anything else mod-related. Recently I've started working on remaking this mod almost from scratch, with completely new head meshes, all new textures, more compatibility and optimization. Currently making the head animation.
Great to find out you've also been a modder! <3
>I was too shy to y'know, just ask the guy for the files
Haha, relatable! I often prefer making my own stuff rather than using assets. If I do use someone's resources, I tend to set the original mod as a requirement.
>I don't have the mod or source files any more though.
Not uploading great stuff like that anywhere is cruel :(
>your comment on body parts disappearing reminded me of similar issues
Lua scripting in MW Script Extender 2.1 makes it possible to attach meshes to characters without taking an equipment slot.
Checked out the other mods you did, I like how clean the textures are. Those roadsigns and the Gnisis hand texture look really good.
>Not uploading great stuff like that anywhere is cruel :(
It was never a complete mod and honestly, it wasn't that great. I made the models in Milkshape, which if you ever heard of it you'll know is an abomination for 3D modelling. Luckily I now use Blender for 3D modelling now and can do decent UVs as well, not so sure about making textures though since I normally use pre-existing ones. I could probably remake the models from scratch fairly quickly and to a much higher standard if I were to do it now though. (Tempted to...)
>Lua scripting in MW Script Extender 2.1 makes it possible to attach meshes to characters without taking an equipment slot.
Man that would have been handy, trying to figure out how to handle the hair (or spikes in this case) disappearing was a big problem with the muzzles. The other problem was that one Argonian head with a spike on the snout which stuck through iron beak-type metal muzzles. The only issue I'd have now is I prefer using OpenMW, so no MWSE scripts.
>Not uploading great stuff like that anywhere is cruel :(
It was never a complete mod and honestly, it wasn't that great. I made the models in Milkshape, which if you ever heard of it you'll know is an abomination for 3D modelling. Luckily I now use Blender for 3D modelling now and can do decent UVs as well, not so sure about making textures though since I normally use pre-existing ones. I could probably remake the models from scratch fairly quickly and to a much higher standard if I were to do it now though. (Tempted to...)
>Lua scripting in MW Script Extender 2.1 makes it possible to attach meshes to characters without taking an equipment slot.
Man that would have been handy, trying to figure out how to handle the hair (or spikes in this case) disappearing was a big problem with the muzzles. The other problem was that one Argonian head with a spike on the snout which stuck through iron beak-type metal muzzles. The only issue I'd have now is I prefer using OpenMW, so no MWSE scripts.
Thanks!
>I now use Blender
There is now a new Morrowind-specific nif exporter for Blender (and still being worked upon to be even better). If I recall correctly, it also supports rigged assets, so Blender 2.49 is no longer needed. (I'm still using it for my Argonians, since apparently I quite enjoy self-torture.)
Using preexisting textures is great, especially vanilla ones. But then, it's hard to optimize the mesh. Painting the textures by hand, especially using 2D image software, is a pain.
>Tempted to...
Just make sure to atlas the textures, writing in the description that the mod assets are atlased gives 20% more downloads :D
And seriously, I'd be happy to see some stuff from you in MW, especially considering that your designs are lore-friendly.
>that one Argonian head with a spike on the snout
No way to get rid of that (that I know of), all Argonian heads are one mesh to make animation possible (except of the head I'm making for IA 2.0). Mod compatibility would also be an issue, since most people use some sort of replacer for the Argonians. An overview:
-vanilla: 3 head shapes, one with spike
-New Beast Bodies: N/A (it doesn't touch heads at all)
-Slof's Beasts: 3 vanilla head shapes, 1 variant with fangs
-Wey's Argonians: 1 new head shape, males have a variant with spikes
-Improved Argonians # 1 vanilla head shape
-Improved Argonians dev version: 1 new head shape
>I prefer using OpenMW, so no MWSE scripts
There is a fork of OpenMW called TES3mp. As far as I know, it supports multiplayer AND lua scripting. But I won't be able to tell you much more, since I don't use it.
>I now use Blender
There is now a new Morrowind-specific nif exporter for Blender (and still being worked upon to be even better). If I recall correctly, it also supports rigged assets, so Blender 2.49 is no longer needed. (I'm still using it for my Argonians, since apparently I quite enjoy self-torture.)
Using preexisting textures is great, especially vanilla ones. But then, it's hard to optimize the mesh. Painting the textures by hand, especially using 2D image software, is a pain.
>Tempted to...
Just make sure to atlas the textures, writing in the description that the mod assets are atlased gives 20% more downloads :D
And seriously, I'd be happy to see some stuff from you in MW, especially considering that your designs are lore-friendly.
>that one Argonian head with a spike on the snout
No way to get rid of that (that I know of), all Argonian heads are one mesh to make animation possible (except of the head I'm making for IA 2.0). Mod compatibility would also be an issue, since most people use some sort of replacer for the Argonians. An overview:
-vanilla: 3 head shapes, one with spike
-New Beast Bodies: N/A (it doesn't touch heads at all)
-Slof's Beasts: 3 vanilla head shapes, 1 variant with fangs
-Wey's Argonians: 1 new head shape, males have a variant with spikes
-Improved Argonians # 1 vanilla head shape
-Improved Argonians dev version: 1 new head shape
>I prefer using OpenMW, so no MWSE scripts
There is a fork of OpenMW called TES3mp. As far as I know, it supports multiplayer AND lua scripting. But I won't be able to tell you much more, since I don't use it.
FA+

Comments