i have assembled a document with the relevant body parts for dragons and added some more details since they are gonna be playable. namely wing joints.
-snip-
i would like to reiterate i have no gd idea what i'm doing, and even less idea of how i'm gonna shuffle these parts to make the different breeds.
May I ask what you mean by, "shuffle these parts"? Like are you going for random dragon breeds? A python script that takes a template and replaces certain pieces with other pieces based on a list of possible choices would be your best bet there. Example: say you have three different types of wings defined, you could use the script to replace the wing defined in the body token of the template with one of your three different types of wings. You could generate random numbers for all sorts of things, relsizes and/or body size, gaits, egg/litter amounts, lifespan... This would get messy and you'd have creatures that are... funky, to say the least. I'd like to clarify: I wouldn't recommend doing this. It's possible, but it'll take a lot of manual editing to make the randomly generated creatures actually make sense.
But for just adding variance to different breeds, relsizes are your friend, as are the curious beast tokens, biomes, gaits, lairs if they're megabeasts, and even personality tokens if you'd like. In my own modding I'll soon be working on giving my various species their own personalities - something I neglected at the start of the mod. Just read through the
creature tokens and you'll get some ideas for ways you could make different breeds unique.
One more thing: I'd recommend you get used to body detail plans, as you'll need those for relative positioning and tissue/material layers. Just read through the default body detail plans, take a look at the
wiki page and learn by example. The default file may be confusing at first because it uses a lot of arguments, but just take a look at how vertebrate tissue layers is used:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
You can see, when we call the body detail plan in the creature we're left to define the arguments for ourselves. ARG1 for example is SKIN, and we could replace a creatures' skin with something else (say scales) by replacing the argument, rather than writing a whole new detail plan. It also calls materials that often aren't actually used, such as ivory, and if they're not needed (say no tusk part), no error is thrown. BP_LAYERS goes innermost->outermost, so if we take the layers for 'BODY', we see it has muscle first with a thickness of 50, fat with a thickness of 5, and skin with a thickness of 1.
The reason I explained all that is because if/when you start creating body parts that aren't in a default category, you're going to have to use BP_LAYERS. It can be intimidating at first so I hope this helped bring a little clarity. Sorry if I'm mistaken and you're already familiar, I just saw your post about modding for the first time and thought this might help. Anyways, best of luck! Sounds pretty neat having some variety in dragons