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I've been trying to create a custom race with unique body parts and custom RaceMenu body sliders, but I'm stuck on how to get the new sliders into RaceMenu (they are set up, appearing, and fully functional in Outfit Studio and BodySlide). I've gotten far enough to know it's possible, so I'll explain my process so far, and where I'm stuck. I have a model in Blender that I split into parts akin to a Skyrim character model (head, body, hands, feet, etc). For now, I am just testing with the head and the body as once I figure those out, the rest should fall into place. I am using the Pynifly addon for Blender (imports and exports .nifs and .tris in and out of Blender) to get the models into the game. https://www.nexusmods.com/fallout4/mods/52319 For the head, I created shape keys in Blender that match the names of the expression morphs in Skyrim. As per the Pynifly wiki instructions, these automatically are exported and recognised in programs like Outfit Studio without any extra work, since the names match the Skyrim standards. I verified that was the case by opening the head in Outfit Studio and BodySlide, and the sliders appear and are fully functional for the head. For the body, I wanted to try making custom slider morphs. The model already had shape keys for morphing the body shape, so as per the wiki, I renamed each shape key to have a "_" at the start of the name. This makes Blender export a .nif for each shape key. I then load the .nif for my base body (i.e what you see when the sliders are at 0), and followed a tutorial for adding sliders in Outfit Studio. I assigned each one of the .nifs exported from the Blender shape keys to a slider of the same name. The sliders are working perfectly in Outfit Studio. I saved the project, opened it in BodySlide, and confirmed the sliders are appearing and working as expected there. I then go into Creation Kit and went through the standard process of setting up a custom race, make it use my body and head, etc. Loading into game, and the body and head are loading correctly with the models looking as expected and the textures loading correctly. The eye sockets even blink for a second when switching over to the custom race. However, I have two issues: After the initial blink, the head does not emote at all, nor does changing the Expression sliders in RaceMenu have an affect on it. The custom body sliders I can see in OS and BS are not appearing in-game in the RaceMenu. The best lead I can find is on the RaceMenu mod's main description page on it's Nexus page, in the "making a plugin" section. However, once I get to the step that says "Type RaceMenuLoad into the filter and click OK", despite have downloaded and installed the Modder's Package for RaceMenu and loading the plugin in CK, RaceMenuLoad is not showing up in my list of scripts. I confirmed the script file is in the correct directory (it should be loaded through Mod Organizer anyway), and I tried putting it in my Overwrite folder as well, but no matter what I do, it never shows up. I also found this guide with a different method: https://www.nexusmods.com/skyrimspecialedition/articles/4505 But I've frankly been struggling to understand exactly what I need to do, I tried following along with it but couldn't get it to work. Any help would be appreciated, I've come far enough with this that I feel like it's possible, but I am just missing some steps or something.
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Amazons of Skyrim View File === DISCLAIMER === If you not a fan of female muscles, or you just find muscle women is disgusting - just leave this place right now. Author is not responsible for injuring your sense of beauty. This mod adds five playable races (only female versions), as well as special abilities and equipment for them. Contains custom animation pack (work with FNIS) and MCM for more detailed configuration. === RACES === Amazon Warrior The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon warriors have unmatched physical strength. Their attacks do extra damage and they can fight for days without rest. Even novice Amazon warriors can hold their own against the most experienced fighters of other races. Amazon Warlord The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon warriors have unmatched physical strength. Their attacks do extra damage and they can fight for days without rest. Warlords are experienced Amazon warriors. One Warlord is more than a match for an entire Imperial centuria. Amazon Adept The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon mages channel magic through their musculature to greatly increase the power of all spells. Their muscles continually generate vast amounts of magicka. The raw magic power of even young Amazon Adepts exceeds that of most mages of other races. Amazon Warlock The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon mages channel magic through their musculature to greatly increase the power of all spells. Their muscles continually generate vast amounts of magicka. A Warlock's mastery of Amazonian muscle-based magic grants her peerless magical power. Amazon Matriarch The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. The Matriarchs are the rulers of the Amazons. The limits of a Matriarch's martial and magical abilities are unknown. === ABILITIES === === SPELLS === == MOD ARCHIVE CONTENT == Two body variants: body with un-removable underwear and complicatedly nude body. Five different skin textures with different types of veins. Six different skeleton variants: XS, S, M, L, XL, XXL, XXXL. Seven different variants of normal maps for different muscle relief. Two plugins variants: 1) Common .esp plugin. 2) Pseudo-esm plugin (.esp plugin with .esm flag). Will load first in your load order. Extra data: ECE data for Enhanced Character Edit users. RaceMenu character presets for RaceMenu users. BodySlide data for making conversions (for experienced users). FNIS PCEA animation pack. If you have troubles with animations from main mod - use this pack instead. HDT custom preset for breasts and butt jiggles. === ARMOR ARCHIVE CONTENT === 60+ sets of premade armors, vanilla remakes and others. Most of them goes in two variants - full and cut. New weapons. === REQUIREMENTS === Skyrim Dragonborn DLC Dawnguard DLC RaceCompatibility for Skyrim and Dawnguard XPMSE HDT Physics Extension FNIS FNIS_PCEA2 for alternative animation pack. NetImmerse Override (standalone or as part of Racemenu) for armors high heels. SkyUI for MCM-Menu. ===RECOMMENDATIONS === Better Jumping - if you want to use really high jumps (300+ points). Skyrim - Enhanced Camera - SKSE-plugin for better first person experience. === INSTALLATION === Use any mod manager you want and run install. Choose any options you want. If you are ECE user - don't forget ECE-part of the mod! After finishing install don't forget to run FNIS! In the character creation menu set character gender to female before switching to Amazon races (or may occur bug with not-working passive abilities). If you are ECE user - in the character creation menu go to the slot-load part and select "Preset 1" "Preset 2" or "Preset 3". This loads pre-defined preset with various skeleton bones scaling. Only after this you can tweak your character's face! Don't forget to use MCM for further customization. === BUGS AND LIMITATIONS === Because of modified skeleton you can expect clipping or other weird things in some poses or animations. Because of custom body, this race can't normally wear vanilla armors. May appear some strange bugs in beast form or vampire lord form, especially for ECE users. For obtain armors - use AddItemMenu. Or you can found all armors in a sack near the Warrior's Stone. Because of Skyrim engine limitation, If you want to use really high jumps (300+ points) you need to install Better Jumping (SKSE Plugin), or you may stuck in mid-air during high jumps. Some animation mods may overwrite animations from my pack or set it to "vanilla" state. If this happens - use PCEA variant instead. If you use mods, that changes basic jump height, leave Jump option disabled in MCM. If you use mods, that changes attack and move speed - leave this options disabled in MCM. === THANKS AND CREDITS === Tigersan - for normal maps. HHaleyy - for Fair Skin textures. Groovtama - for skeleton. tktk1 - for ECE. Septfox - for more sliders for ECE. Caliente - for BodySlide TMPhoenix - for Race Compatibility crossfire1616 - for invaluable help in testing and screenshots kinghulk - for help in testing and screenshots Donegan - for help in testing and screenshots shidoni, resist112, debrarshackelford, RocketNow - for testing and general help bigsmitty2 - for testing and polishing English translation. clanomega2501 - for SSE version of the old True Amazons mod. Animation creators (all of them) - for animations that I used in my pack. All who I forgot to mention here. Old versions of this mod (True Amazons) can be found here. Ah, and sorry about my bad english. Submitter Azazellz Submitted 04/06/2017 Category Races Requires RaceCompatibility, HDT Physics Extension, XPMSE Special Edition Compatible Yes
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Hello Loverslab, I been trying to figure out how to convert the custom body textures or the custom body to CBBE but I havent found any info about this. Other than the cbbe to unp or viceversa but only for armor and not for skin. Does anyone know anybody that has some experience or information about this? I really want to finish this mod.
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I tried to add sos for PokeRace An Anime Race (SE Version) with a texture and I did follow the instruction from SOS - Optional files but I did something wrong. I only get is normal texture from regular sos texture. So I tried create another template but this time, I only get is invisible sos. So, can anyone make sos addon for the race that I'm trying to add? or a guide maybe?
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View File Cyberpunk Judy Alvarez for COtR Cyberpunk Judy Alvarez for COtR requirement: COtR - HQ Characters creation addon for RM RaceCompatibility for Skyrim Special Edition RaceMenu Absolutly recommanded: CyberPunk 2077 Judy Albarez Costume 3BA with Slavetat tatoo (for the armor and wig) Read the description of the mod (slavetat required for the tatoo) Recommanded: Facelight Plus SE Expressive Facial Animation -Female Edition- Random Emotions SE Install with your mod manager or put the uncompressed files into data/skse/plugins/chargen/presets. In game, open Racemenu, choose "Norddz" race and load the preset (the name of the preset end with "COR") edit: You can choose an another race like imperialdz or bretondz if you want, it also works! YOU WANT HER AS FOLLOWER OR APPLY THE PRESET ON ANY UNIQUE NPC? JUST DOWNLOAD THE MOD "PROJECT PROTEUS" BY PHENDERIX HERE: https://www.nexusmods.com/skyrimspecialedition/mods/46620 Special Credit to Outlawer that made the outfit and wig Credits: m4mk203 expired6978 Xp32/Groovtama HydrogensaysHDT ousnius DenisWinter TMPhoenix LogRaam docteure PixelsSquared Submitter daxoss Submitted 04/24/2021 Category Regular Mods Requires Regular Edition Compatible No
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I wanted to try and make a model that works off CBBE that would make players into mirelurks, it would make the fingers claws and toes sharp and pointed like the mirelurk feet so it would work fine with all outfits, not too much of a shape change, i planned on having the head be mostly the same as just ripping the head off the mirelurk model {with shell as hair that could be replaced with normal hair if wanted} but make a human like mouth with sharp looking teeth {mainly for purpose of looking good when talking to npcs} but after looking into it, i realised i cant model or texture worth a damn and the only mod that lets you be a mirelurk just makes you control one of the many mirelurks already in the game, i was wondering if anyone would wanna try and make an actual mirelurk race the conforms to the CBBE body, i saw many versions of deathclaws and a few synth tattoo mods but no one really giving any love to other creatures like the mirelurks, is anyone willing to help out? Short version of what i said: Idk how to model can someone else make a mirelurk player model working with CBBE i think that would be cool Attached images of plan i had for making it, i just did crappy quick sketches
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Greetings! I recently downloaded the SkyDraenei race mod and love it, but no armor show up on the model. None. Not even rings and circlets. Now, I understand that it is a custom race and that this is done because normal armors would clip wildly with the "goat" legs and yes, there are a few vanilla armors converted for use by the author, but I usually use modular armors like Nisetanata's Bikini armors etc. TLDR: If someone can offer some solution/file so that all armors get displayed, I would be very grateful. Also I suck at modding so anything like: open CK and do this or that would be wasted on me. Cheers!
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Looking online, I did not find an easy way to use BodySlide batch-built vanilla armors for only a given custom race and not other races. I made my own tool to solve this problem. If anyone playing a custom race has time to try it out, I'd like to get your thoughts and feedback! https://www.nexusmods.com/skyrimspecialedition/mods/42009 This was tested in Skyrim SE, let me know if it does not work in Skyrim LE.
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Problem creating a custom race
Gnafron posted a topic in Technical Support - Skyrim: Special Edition
Hello So... Every time I assign custom textures to a created race in the "SkinNaked" pannel (ARMO), CK erases half the vanilla ones : khajiit, Nords, Redguards or Bretons end up having no textures when I switch back to them and therefore are invisible ingame... Has anyone encountered this and how to prevent it ?-
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[NGoS] Nymph Girls of Skyrim View File The Nymph Girls of Skyrim This is a Custom Race and Follower Mod.There are five custom races, the Nymph Races, with powerful abilities and drawbacks. There are also seven unique Nymph followers with custom abilities who are representatives of a Nymph Race. Because of the limited length of file descriptions, the full post cannot be added here. Please See this Blog Entry for more details on the main mod. For details on the update, see the blog post linked in the Version details section. Table of Contents I. Mod Description II. Requirements and Recommendations I. Mod Description "The Nymph Girls of Skyrim" is a Custom Race and Follower Mod for Skyrim Legendary edition. It is composed of two parts. 1. First is a series of five custom races, the Nymph Races, each possessing a variety of powerful abilities along with a set of one or more serious drawbacks. Each race has 4-6 hand built presets based on a carefully sculpted racial .trishape morph that allows the player to easily customize a character that resembles a beautiful Nymph, with a total of 24 presets. These Nymph Races are all unique and distinct from each other, but share a couple things in common. The first thing they have in common is a special power that hearkens back to the days of Daggerfall where magical creatures could only be hurt with magical weapons. This power, Magical Body, makes the Nymph nearly invulnerable to weapons that are made of iron or steel. While this may sound over-powered at first, you might be surprised to find out what happens when you expect to face enemies who cannot hurt you only to ignore the one enemy carrying an elven sword! Additionally, this power does not apply to any creature attacks, such as wolves, trolls, or dragons, and it does not apply to the weapons used by either Draugr or Falmer. It has been carefully mathematically modeled using Skyrim’s armor/damage resistance formula and it is essentially balanced to give you an incredible amount of strength early in the game that weakens and eventually disappears as your foes will not only grow past its protection, but will also start to use weapons that you are no longer protected from. The second thing all Nymph races share in common is a drawback, which comes in the form of an experience penalty, Whimsical Mind. Just like the early elder scrolls games when one could design a character with great starting advantages in exchange for an extra amount of experience required per level, the Nymph Races are much stronger than vanilla races, but they will take a lot more time to level-up their skills. Additionally, four of these races possess a unique extra power that is only active when they remain unclothed, a “Naked Power”, or Nymph Power. This is a flavor ability for the most part, it is a way to justify the compulsion towards nudity of the Nymph beyond the fact that they have no need for clothing, and a means to help this playstyle remain viable through all stages of the game. Quite simply, the magical essence of the Nymph is at its strongest when they do not have their bodies covered by any fabrics, metals, or animal skins. The races have been balanced so that this special power is not a significant factor in their relative strengths. Any Nymph will be quite effective even without this power, so if you do not like the idea of playing a naked female character, you certainly do not have to. Let me be very clear about this - you can easily play through the game without these "Naked Powers", and you should find the Nymph Races to be a powerful and unique racial choice no matter how you dress them. However, if you are interested in playing an authentic Nymph and willing to stay true to your Nymph nature, you will get a little something extra that will make this choice viable for most of the game. The fifth race, the Blended Nymph, does not have such a power, because they represent the race closest to a mortal human whilst still being a magical Nymph, and in return they are blessed with a talent for using and improving armor that no other Nymph race has. Every Nymph Race uses a different set of textures and every race has a different base headshape, derived from her blender-sculpted racial .trishape morph. Thus, a Wood Nymph looks quite different from either a Night Nymph or a Desert Nymph. 2. The second aspect of this mod is a set of seven very carefully designed, sculpted, and otherwise unique followers who are all representatives of one of the Nymph Races. Each follower possesses one or more special spells or abilities that is entirely unique, with hand crafted effects, gradients, and shaders, and a personality-driven approach that these powers were designed around. They also possess a series of perks that allow them to level with the player, functioning as though they have taken the same series of perks the player can as they level up and their skill becomes sufficient for it, and they are all designed to scale the power of their special abilities based on level without the use of outside mods. All of this is in addition to carefully designed custom classes and highly tuned combat styles that ensure each girl fights quite differently from the others and that her behavior reflects her personality. Three of these followers, along with the races they represent, utilize custom texture sets that were built using a variety of image compositing methods and are unique to this mod. All seven followers, and the races they represent, have a unique body normal map that gives them different levels of muscle tone and appearance. All seven possess a uniquely built mesh-mapped face normal generated and baked specifically for that girl’s head mesh. These normals are then layered with a transparent detail map of the underlying diffuse skin texture to allow light and shadow based on the texture and gives them a very lifelike appearance in almost any lighting. If you don’t know what any of the texture jargon means, that’s ok. Just know that a considerable amount of time, care, and effort went into customizing their personal appearances as well as their play-style, and they should stand up as unique individuals both by looks and by function. Each of the 24 total unique presets also has an NPC version that is fully functional as a vanilla-style follower. Some even have unique or special powers, though they do not possess the overall depth and design put into the seven unique Nymph followers, and are pre-placed all over the world, so go exploring! Or, if you're feeling lazy, through the use of console commands and an in-game reference guide, you can obtain them the easy way too. II.Requirements and Recommendations Requirements LegendaryEdition or Dragonborn, Dawnguard, and Hearthfires Racecompatibility (the scripts in this mod may overwrite the default one, but they are identical) XP32 Physics enabled Skeleton NO LONGER STRICTLY NECESSARY, BUT YOU SHOULD STILL HAVE IT ANYWAY HDT-Highheels NO LONGER NECESSARY Some kind of HDT-Physics: Either HDT-PE or HDT-SMP Either Racemenu or ECE 7. Relationship dialogue overhaul is now required. Recommendations Any Follower management mod (EFF, AFT, etc.) I would highly recommend using a follower management mod that does not overwrite combat styles as I have tuned each follower with a unique combat style. A combat overhaul mod (Combat evolved, Ultimate combat, deadly combat) If you are going to be collecting a lot of new Nymph friends you will probably want to find a big house for them to live in... AlternateStart – Live another Life USLEEP 6. If you are interested in adding some "pirate themed" activites to skyrim, I recommend Pirates of Skyrim - The Northern Cardinal under the Black Flag. Every Nymph found in this mod should be capable of becoming a member of your pirate crew, both the followers and world encounters! KNOWN INCOMPATIBILITIES Any mod that changes the shape or texture of the default mouth mesh may result in an improperly sized mouth when switching to a nymph race during character creation. A note on Installation options DO NOT INSTALL THE SMP VERSION IF YOU ARE NOT USING SKINNED MESH PHYSICS. YOU WILL HAVE GIANT WHITE SPHERES INSTEAD OF BREASTS. There is an option for both HDT-PE or HDT-SMP, as well as bodyslide files for each. The SMP option uses a slightly modified version of the double-breast boned body made by pRz that is part of the "all in one skinned mesh physics pack." If you use SMP and have different configs than are included with this pack, you may need to change the mesh strings to get it to work with your configs, or you may need to add new configs. The body uses the string "Baseshape" rather than "UUNP" or "7BO", and the bones are named according to the "Baseshape" convention. If you don't know what this means, you probably haven't edited your configs, so you don't need to worry about it. Captain Nai'yari has three voice options to choose from. She will not work using Valerica's voice if you do not have Relationship Dialogue Overhaul installed. Bug Fixes and General Improvements! Honestly, there were so many bugs that I have fixed over the last several months that I haven't really kept track of them all. The big ones for BUGS are Nymph races now use a specifically defined up-to-date XPMSE skeleton. This should eliminate any lingering issues that users have been having with deforming chests or feet. If you had your skeleton set up correctly before you won't notice any difference, but a lot of people have mods which overwrite the default one with an outdated version, and as a result had problems with the mesh parts that malform when used with an outdated skeleton. If you had the problem with "melting feet" or "collapsing breasts" this is why. It should now be 100% resolved. Nymph followers now correctly use racial powers that are granted through perks. Notably, Mystra and Kayellie get to benefit from their blended Nymph power, and they should be a fair bit tougher as a result. Synne's magic was not scaling correctly. Her "flames of sin" is supposed to have a very large scaling factor to it, and it wasn't set up correctly. Her magic is very powerful at higher levels now, as it is supposed to be. All of the mesh and texture paths that were mis-linked have been corrected. I manually went through every single creation kit entry and every single .nif file to make sure I didn't miss anything this time. Some of the textures I have made have normals that were baked inverted, so they look odd in certain lighting. Kayellie's sword is the most notable. I fixed the .trishape paths used by bodyslide generated race files. They were incorrectly pointing to the wrong trishapes, so you would be unable to use the in-game UUNP morph plugins. Every body mesh should now work correctly with morphs. As far as IMPROVEMENTS I re-did every single custom face-normal map that I had previously made for the followers. I used a caged mesh method of baking instead of a strict UV match and I did a more sophisticated cleaning/layering technique in photoshop and I feel the results are a nice improvement. I tweaked several of the followers perk-sets and combat styles to add a few things they were missing. For example, Lykaea got a series of stealth perks. I changed the spell lists for the followers to avoid a bug that causes them to cast multiple spells at the start of combat for no reason. This often happens when a follower knows oakflesh and stoneflesh, as they will try to cast one and then the other one in sequence. Poxy has a better marble/stone texture now, and I tweaked her specular maps so that she doesn't have sweat or goosebumps anymore. Instead, her specular makes her look shinier, closer to polished stone. There are a lot of other minor things tweaks/improvements that were made to stuff like arborea's sandals. I changed out a bunch of the cubemaps too. Not really worth listing them all. Submitter goaway Submitted 01/07/2019 Category Races Requires Relationship Dialogue Overhaul Special Edition Compatible
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View File -According to the feedback i got, the patch works now- -THIS IS MY FIRST MOD EVER- ...so take it with a grain of salt... BACKUP YOUR "AAF_raceData_Fallout4.xml" BEFORE INSTALLING THE PATCH. I recently got AFF and the Vulpine Race, but i saw a few conflicts between the two. The issue this patch fixes is simple, characters using the "Vulpine Race" did not show up in the animations (That's the issue i got). So i made this quick patch to fix it, now keep in mind i have 0% experience in modding, so one of two things might happen when you download and install this mod... °1- The patch will fix the issue. °2- The patch won't fix the iusse. SO, CONSIDER THIS PATCH A TEST. Now, i really don't know if someone already made a patch or the issue is easy to fix (since i did 0% research about it, i just made the patch), if you find this patch first or you're to lazy to do it yourself, then feel free to download this. -RE-TEXTURE- I also made a quick Re-Texture with the already existing body texture of the "Vulpine Race", just added some nipples and a vagina, now keep in mind that they also change color with the fur, so this retexture works best with White-Black fur colors. -VULPINE GEAR- I made a custom Gas mask for the vulpine race, has the same stats as his human counter part, just download the "Vulpine Gear.rar" file, activate the .esp and ingame type in the command console "(Vulpine)" without the quotes or player.additem xx000f99 1. I currently planning on doing all of the headgear that covers the face. -INSTALLATION- Before you install the files, makes sure to Back up both your old "AAF_raceData_Fallout4.xml" and your new "AAF_raceData_Fallout4.xml" the old one is if you want to uninstall the "Vulpine Race" and restore the AAF data back and the new one is to keep it in hand everytime you download a AFF Update. Installing the textures is quite easy, just grab the "Texture" folder and place it on your "Data" folder. To install the "Vulpine Gear" you can use a Mod manager o just drop the files into the "Data" folder. -REQUIREMENTS- CBBE BODY -by Caliente https://www.nexusmods.com/fallout4/mods/15 The Vulpine Race also requires it. VULPINE RACE -by beardofsocrates https://www.nexusmods.com/fallout4/mods/34387 If you don't use this, then i don't know why you're doing here, but you're still wellcome!! [AAF] ADVANCED ANIMATION FRAMEWORK -by dagobaking https://www.nexusmods.com/fallout4/mods/31304 You also need this!! -CREDITS- beardofsocrates - Made the entire texture, i just painted the dirty stuff on top of his amazing job!. zentience - I just used the texture of his mod "NUCLEAR NUDE" to see where i had to draw the nipples and the vagina but still, without his amazing textures, my re-texture could have been a little bit more time consuming. https://www.nexusmods.com/fallout4/mods/1608 Submitter Pickle_Juice Submitted 12/22/2018 Category Races/Creatures Requires CBBE, Vulpine Race , [AAF] View File
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Working on a new "humanoid face" head for Servitrons. I made a custom head based on vanilla human female head, including morphs. It works great when put on a human NPC, but when put on a test NPC using my custom ServitronRace, the chargen face morphs do not work properly - only the TRI morphs work, but any face customization relying on scaling/moving of the face bones does not have any effect. What am i doing wrong? Here is what i did: Made the ServitronRace I make copies of HumanRace, HumanRaceSubGraphData, and DLC01HumanRaceAdditiveSubGraphData, and rename them to ServitronRace, ServitronRaceSubGraphData, and ServitronRaceAdditiveSubGraphData. ServitronRaceAdditiveSubGraphData is set to add to the ServitronRaceSubGraphData, which is used as a template by ServitronRace (same as how the vanilla HumanRace is put together). I edited some values, switched keywords ActorTypeNPC and ActorTypeHuman for ActorTypeRobot and new keyword ActorTypeServitron, changed the voice type, etc.. (btw. i need to copy all three race records, so i can alter the subGraph data to remove the ability of using a Power Armor, or eating and drinking) Set ServitronRace to use custom skeleton All three race records mentioned in #1, are set to use custom skeleton Meshes\Servitron\skeleton.nif. Vanilla game also has skeleton_faceBones.nif and skeleton_female_faceBones.nif, so i also made copies of those files and placed them in the same folder Meshes\Servitron\. All three skeleton files are a copy of the appropriate vanilla human file, only with added connection points to attach robot legs/torso when building the robot in the Robot Workbench. Created custom head I made copies of: Meshes\Actor\Character\CharacterAssets\BaseFemaleHead.nif, saved as Meshes\Servitron\HumanoidFemaleHead.nif, Meshes\Actor\Character\CharacterAssets\BaseFemaleHead.tri, saved as Meshes\Servitron\HumanoidFemaleHead.tri, Meshes\Actor\Character\CharacterAssets\BaseFemaleHead_faceBones.nif, saved as Meshes\Servitron\HumanoidFemaleHead_faceBones.nif, Meshes\Actor\Character\CharacterAssets\BaseFemaleHeadChargen.nif, saved as Meshes\Servitron\HumanoidFemaleHeadChargen.nif. I edited the base head shape, and all TRI morphs using Outfit Studio - head shape was sculpted by moving and scaling some vertices, and all TRI morphs were edited accordingly (using clear slider data from unmasked vertices on all morphs). These files appear to be fine - after all, the TRI morphs is the only thing that is working even when the head is used on the ServitronRace. Made a new headpart using the files from #3 I made a copy of the FemaleHeadHuman head part, saved it as ServitronHumanoidHead, and changed all its file paths to point to the appropriate files from step #3. This is of course just a minimal test scenario, not a complete mod. Now, if i give the ServitronHumanoidHead to any human NPC, i can edit all chargen face morphs in CK, and see that it all works. But if i create a new NPC based on my custom ServitronRace, or change any human NPC into a ServitronRace NPC, the TRI-based morphs do work (type of eyes/nose/etc.), but any bone-based morphs do NOT have any effect (things like size/position of the nose/eyes, or size of the cheekbones). Any ideas?
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View File I once had these up as PSD downloads to apply to people's desired textures but I figured the most accessible way would be to make a custom race. I've only had two people test this so far and they gave me mixed reviews so that's why this mod is still in beta! (No one else has wanted to test it ;;) Screenshots and stuff are most welcome! Known Problems: Normal maps need to be cleaned up to remove artifacts. Glaring neck seam, for some reason. The “joints” on the feet are spiky for whatever reason. The connections between the “joints” on the arms are crooked. Requirements: RaceCompatability.esm UUNP Bodyslide* *Not a hard requirement, but this mod uses UUNP meshes set at Zeroed Sliders, for use with the RaceMenu body sliders. Credits: Bodyslide and Outfit Studio High Poly Hands and Feet V4 Fair Skin Complexion Creating a Playable Race - The Right Way Creating a Playable Race - Revised Creating a Playable Race - The Next Steps This is my first time making a custom race but report any problems to me and I will try my best to fix them! The PSDs will be included for people who want to apply the textures to a different skin, or anything like that ? Submitter TheDaedricDoll Submitted 02/24/2019 Category Races Requires RaceCompatability.esm Special Edition Compatible View File
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I'm trying to register some custom creature races I made for a personal mod. I copied (more or less) the script from Sexy Nixy & Sexy Dwemmy, with appropriate mod and race name changes. Here's the script: Scriptname CaroWHRegisterCreatures extends Quest SexLabFramework Property SexLab Auto Event OnInit() Debug.Trace("[CaroWH] OnInit") InitializeRaces() EndEvent ; Initialise (runs once) Function InitializeRaces() Debug.Trace("[CaroWH] Initializing") ; SexLab = Game.GetFormFromFile(0xD62, "SexLab.esm") as SexLabFramework if SexLab int slversion = SexLab.GetVersion() if slversion < 16000 SexLab = none endif endif if SexLab RegisterForModEvent("SexLabRegisterCreatureKey", "OnCreatureRegister") ; If SL is already loaded up, won't get the register event... so call it directly. if sslCreatureAnimationSlots.HasRaceKey("SabreCats") OnCreatureRegister() else Debug.Trace("[CaroWH] SL creatures not yet registered") endif else Debug.Notification("Need SexLab 1.60 or higher for sexytimes") Debug.Trace("[CaroWH] Need SexLab 1.60 or higher for sexytimes") endif EndFunction ;;;;;;;;;;;;;;;;;;;; ; Callbacks ;;;;;;;;;;;;;;;;;;;; ; Catch the SL creature register event and register our creatures if needed Function OnCreatureRegister() Debug.Trace("[CaroWH] Creature Register") sslCreatureAnimationSlots.AddRaceID("Bears", "CaroWHreaturesBearBrownRace") sslCreatureAnimationSlots.AddRaceID("Bears", "CaroWHreaturesBearSnowRace") sslCreatureAnimationSlots.AddRaceID("Chaurus", "CaroWHreaturesChaurusRace") sslCreatureAnimationSlots.AddRaceID("ChaurusHunters", "CaroWHreaturesChaurusHunterRace") sslCreatureAnimationSlots.AddRaceID("DragonPriests", "CaroWHreaturesDragonPriestRace") sslCreatureAnimationSlots.AddRaceID("Dragons", "CaroWHreaturesDragonRace") sslCreatureAnimationSlots.AddRaceID("Draugrs", "CaroWHreatiresDraugrRace") sslCreatureAnimationSlots.AddRaceID("DwarvenBallistas", "CaroWHreaturesDwarvenBallistaRace") sslCreatureAnimationSlots.AddRaceID("DwarvenCenturions", "CaroWHreaturesDwarvenCenturionRace") sslCreatureAnimationSlots.AddRaceID("DwarvenSpheres", "CaroWHreaturesDwarvenSphereRace") sslCreatureAnimationSlots.AddRaceID("DwarvenSpiders", "CaroWHreaturesDwarvenSpiderRace") sslCreatureAnimationSlots.AddRaceID("Deers", "CaroWHreaturesElkRace") sslCreatureAnimationSlots.AddRaceID("Falmers", "CaroWHreaturesFalmerRace") sslCreatureAnimationSlots.AddRaceID("Gargoyles", "CaroWHreaturesGargoyleRace") sslCreatureAnimationSlots.AddRaceID("Gargoyles", "CaroWHreaturesGargoyleVariantRace") sslCreatureAnimationSlots.AddRaceID("Giants", "CaroWHreaturesGiantRace") sslCreatureAnimationSlots.AddRaceID("Horses", "CaroWHreaturesHorseRace") sslCreatureAnimationSlots.AddRaceID("Netches", "CaroWHreaturesNetchRace") sslCreatureAnimationSlots.AddRaceID("SabreCats", "CaroWHreaturesSabreCatRace") sslCreatureAnimationSlots.AddRaceID("SabreCats", "CaroWHreaturesSabreCatSnowyRace") sslCreatureAnimationSlots.AddRaceID("Seekers", "CaroWHreaturesSeekerRace") sslCreatureAnimationSlots.AddRaceID("Trolls", "CaroWHreaturesTrollRace") sslCreatureAnimationSlots.AddRaceID("Trolls", "CaroWHreaturesTrollFrostRace") sslCreatureAnimationSlots.AddRaceID("VampireLords", "CaroWHreaturesVampireBeastRace") sslCreatureAnimationSlots.AddRaceID("Werewolves", "CaroWHreaturesWerewolfBeastRace") sslCreatureAnimationSlots.AddRaceID("Wolves", "CaroWHreaturesWolfRace") sslCreatureAnimationSlots.AddRaceID("Canines", "CaroWHreaturesWolfRace") EndFunction It fails to compile with these errors: So...what am I doing wrong? I really don't understand any of this - I can only guess that one of these script files has the function that I'm calling in my script, but why would that affect it? I admit, I know almost nothing about Papyrus, and I'm terrible at coding in general. I thought copying the script from Sexy Dwemmy would be fine, since it's not particularly old, but I have no idea. EDIT: I've noticed ' ; SexLab = Game.GetFormFromFile(0xD62, "SexLab.esm") as SexLabFramework ' might be a problem, but it's commented out. (To add, I've set up so that I'm not using MO, but I honestly don't know if I got the manual installs right on everything. The mods that I'm using (some are required for my mod, some are masters of those mods) are: I followed the install guide for MNC and CreatureFramework by MadMansGun, but I wasn't sure where some of the other mods fitted into that. I'm not sure if that makes any difference though.)
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- sexlab
- custom race
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Hello, this is the first time I'll be uploading a project on this site, at the moment; I have no files available quite yet (getting there)! So what is this mod about, well it adds a new race called the Femo (which is Femboy, but missing two letters). This mod is a successor to the Femboy Race Reborn mod by Bc4life with permission to use assets by them. I will update this post once I have the files ready, as well as screenshots will be uploaded.
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which race or mod does the shocky use to make niki look like this? https://twitter.com/QueenArielle4/status/1139581059690061825/photo/2
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bhunp BHUNP Help Please!!
Elias Vexwing posted a topic in Technical Support - Skyrim: Special Edition
I'm honestly at my wits end here. I've been trying to set my character exactly the way it's shown in https://www.nexusmods.com/skyrimspecialedition/mods/31126?tab=files for weeks now and yet my dumb ass just can't seem to figure it out. If someone can tell me a step by step process on what to do that'd be much appreciated. I'll post my characters details as your questions about her whatever it is comes in. In other words, ask what you need to know and ill tell you if i can. I had good stuff going but then i fucked it all up trying to get the physics and collisions working properly. Using a custom race btw. -
Hey everyone, Recently when I was using custom race mods like Charmers of the Reach and Daghi I made a character and then did showracemenu at first it seemed alright but then I noticed all the hair options disappeared and my character was left with the default ones. However the intro creation process allowed for all hair options to be shown... just any other attempt to edit caused my character to default. I decided to try to narrow down the cause as this occurred on multiple custom race mods and after much effort I found out it was Tainted Blood..... I do run undeath, better vampires and a few other mods which are known to be somewhat buggy for custom races however they all work fine.... I am curious if anyone else had a similar issue and if so does anyone know of a way to fix it..... I put the mods at the lowest possible point of my load order and still the problem persists.... Thanks in advance and have a good day
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Anyone who knows me knows I love to play the succubus race. I also like to use the Mikan Eyes mod for some cool looking options. When i set my character up I had access to all of the eyes. Now I had been playing for a while, became a vampire, and recently decided to cure that vampirism. But now I can only access the vanilla eyes and succubus eyes with that character. I can't use the Mikan ones unless I change to another race. And if I change back, still no. So i opened a new file, made a succubus character with mikan eyes. I became a vampire and cured myself via console commands. And that file can still access mikan eyes. Doesn't make much sense. So if I add the Mikan eye texture files into the succubus folder will that fix things? Or will I be breaking everything terribly? Is there a fix or is this just something that happens with some custom races? It's not a major issue, I can live with it and I'm not restarting the character over an eye color. But it seems weird to me and I'd like to know more.
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Version 1.0
18,647 downloads
Tera Elin Race Hearthfires - Dawnguard - Dragonborn Tera Elin additions for Hearthfires, Dawnguard, and Dragonborn. UPDATE 2014March29 - Hearthfires Addition to Elin NPC Replacer. Changed the Falkreath Housecarl, Rayya, to an Elin. Requires Elin NPC and Enemy mod preinstalled. When installing the Hearthfires Elin NPC Update, allow overwriting of ElinRace NPC plugin. Requires Hearthfires. SCREENSHOT Look for the file, ElinRace NPC - Added Hearthfires Housecarl.7z. 2014Jan02 - Lakeview Manor Extended Elin NPC Replacers v2. Replaces the male npcs from the Lakeview Manor Extended mod. Includes the female replacers from version 1. Some (male) names have been changed. Install this (version 2) or install version 1 (female-only replacers), but not both. 2013Dec18 - Serana Replacer. Early release of Elin Serana. Future updates, if any, will be included with the completed Dawnguard Elin NPC. She does not share the same body as your Elin only the face and hand textures. There will be a slight tint difference between her face and what parts of her body that is exposed. Screenshots. Look for file, "2013Dec18_Dawnguard_ElinSerana.7z". 2013Dec12 - Lakeview Manor Extended Elin NPC Replacers. Check out the Hearthfires Additions section for more details. 2013Dec05 - Remade the Elin Mannequins. There are now two options: Option #1 - Skyrim + DLC - No Hearthfires Homes. Mannequin replacers for all player homes that are included with Skyrim and Dragonborn, but not the Hearthfires Homes. Option #1 - Does not require any DLCs and can be used for vanilla Skyrim homes only. Option #2 - Skyrim + DLC Homes. Mannequin replacers for all player homes including the Hearthfires homes. 2013Dec03 - Finished the replacers for Hearthfires. Any new additions will be released once I'm done with the replacers for Dawnguard and Dragonborn. ~~~~~~~~~~~~ HEARTHFIRES ~~~~~~~~~~~~ Elin npc replacers for Lakeview Manor Extended by Ac3s Ac3s has given me permission to edit the npcs from his Lakeview Extended - Hearthfires mod. Replaces the female npcs only. I might replace the males also, but only if there are enough feedback requesting it. SCREENSHOT. CREDIT: Ac3s for Lakeview Extended. REQUIREMENTS: Lakeview Extended v3.13 (my mod only contains the edited plugin). Ac3s made two types: (1) with npcs, and (2) without npcs (labeled "No NPC"). You need the one with npcs. INSTALLATION Install Lakeview Extended v3.13 (npc version). Pay close attention to Ac3s' installation instructions. Basically, you need to be done building Lakeview Manor before installing Lakeview Extended. Install my Elin NPC for Lakeview Extended. Move the plugin with the other Elin plugins. Make sure any Elin body replacer plugins are loaded after the Lakeview Extended plugin. Lakeview Extended Elin NPC v2 (replaces both male and female npcs) Screenshot Only Shows the Male NPC Replacers Either install version 1 or version 2, but not both. Requirements the same as for version 1 (read instructions above). Download "Hearthfires-Lakeview Manor Extended-Elin NPC Complete.7z". Lakeview Extended Elin NPC v1 (female-only replacers) Download "Hearthfires-Lakeview Manor Extended-Elin NPC.7z". Orphans Elin Orphan Replacers. Option #1 = Replacers for Lucia and Sophie. Option #2 = Replaces all 4 orphans. The boys Alesan and Blaise are now Alessandra and Bella. Both use the female child voice. Since the "boy" Elin orphans use the female child voice, certain unique dialogues for the boys will not play. The reason is those unique dialogues were only done for the Male Child voice. The orphans share the same body as your Elin. There is no way to give them their own separate bodies without it affecting your Elin and other Elin npcs. IMPORTANT: Allessandra and Bella will not speak certain dialogues, particularly when they explain what happened to their parents and their current situations. These dialogues were made in the MaleChild voice only so when changing their voices to FemaleChild, those dialogues will not play. Subtitles will still work. Dialogue options will still work. Once you receive the option to adopt them, they will now speak, but in the FemaleChild voice. Mannequins for Skyrim and DLCs Elin Mannequins Skyrim homes. Hearthfire homes. May not work with all mods that adds new mannequins to player homes or mannequins in custom player homes. I have not tested all of them and don't have the time or patience. If you found one that is compatible, let me know and I'll add them to a list of compatible mods. ******************** SCREENSHOTS ******************** INSTALLATION RequirEments Elin Race Main Pack v1.4 Optional Option-New Elin Bodies-BBP-TBBP v2 Option-CBBE New Body Texture Pack v2 Option-UNP New Body Texture Pack v2 All of these files and more can be found in my other post, "Tera Elin Race". http://www.loverslab.com/files/file/301-tera-elin-race/ NOTE: The Elin Main Pack includes a default body and textures. This is why the New Elin Body pack is optional. However, the default body is a custom body not related to any of the known body replacers. You can still use most armors/clothes, but expect hand and foot seams. NOTE 2: You can try out the other optional mods from the Tera Elin Race set, they will not have any affect on the DLC additions with the exception of any new texture options. ~~~~~~~~~~~~ DAWNGUARD ~~~~~~~~~~~~ Serana Look for file, "2013Dec18_Dawnguard_ElinSerana.7z" Serana does not use a body mesh, rather her clothes/body model is only used. What body you install for your Elin will have no affect on her (that I know of right now). Future updates will be include with the full Dawnguard Elin NPC. ~~~~~~~~~~~~ DRAGONBORN ~~~~~~~~~~~~ Elin Mannequins Works with Skyrim homes. Does not work with Hearthfires home (built homes). May not work with all mods that adds new mannequins to player homes or mannequins in custom player homes. If you found one that is compatible, let me know and I'll add them to a list of compatible mods. ******************** SCREENSHOTS ******************** INSTALLATION RequirEments Elin Race Main Pack v1.4 Optional Option-New Elin Bodies-BBP-TBBP v2 Option-CBBE New Body Texture Pack v2 Option-UNP New Body Texture Pack v2 All of these files and more can be found in my other post, "Tera Elin Race". http://www.loverslab.com/files/file/301-tera-elin-race/ NOTE: The Elin Main Pack includes a default body and textures. This is why the New Elin Body pack is optional. However, the default body is a custom body not related to any of the known body replacers. You can still use most armors/clothes, but expect hand and foot seams. -
Version 2.5.2a
6,417 downloads
Drow Race - Unofficial Dawnguard Edition Version: 2.5.2a Last update: March 29th, 2014 Requires Skyrim v1.9.32.0 and Dawnguard DLC. Supports UNP, UNPB, CNHF, CBBE, SeveNBase, CHSBHC and ADEC body replacers. This mod is an unofficial and unauthorized update to Zazemel's 'Drow Race BETA', made due to the author's absence primarily for my personal use. In addition to just updating it, I've tried to make the drow more authentic to the source material. New in 2.5.2a - Hotfix: Reverted 1st person flags back to normal to fix a mystery crash with cloaks. Oops? New in 2.5.2! - Partial SOS support. Thanks to b3lisario. - Replaced the male body textures. - CharGen Extended works out of the box now, no ini editing involved. Thanks Expired6978. - Internal cleaning. How is this different from Zazemel's original mod? - 100% Dawnguard & Dragonborn compatible. - Mounted combat compatible. - Uses 'RaceCompatibility for Dawnguard' by TMPhoenix. - Cleaned the plug-in with TES5Edit and removed unused files and references. - Can be used with any body replacer that is compatible with textures from UNP, CBBE, CHSBHC or ADEC bodies. - Drow racials are now Spell Resistance (25%) and Darkvision. - Drow are now shorter and skinnier, and males are now shorter than females. - Drow Vampire appearance can now be safely altered with the race menu. - Removed the Drow Child race. [ INSTALLATION ] 1). Use WinRAR, 7z or an equillevant program to extract the contents of the download to your Skyrim data folder. Default location is 'C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\' 2). If you are using one of the following bodies: CBBE, CHSBHC or ADEC body, copy the appropriate texture files from Optional Files folder. 3). Enable the files from the launcher. 4). If for some reason you're not using the 'Unofficial Skyrim Patch', delete the file 'RaceCompatibilityUSKPOverride.esp'. Note to CNHF users: As of v2.5, CNHF uses UNP compatible textures. Textures for the older version of the body are no longer included in this package. Note to Better Vampires users: Download 'Race Compatibility for Skyrim and Dawnguard' for a compatibility patch. Note on custom skeletons: Drow race will automatically use any skeleton that you have currently installed in default path. [ WHAT ARE THE DROW? ] Drow are what people usually think first when they hear the name Dark Elf. They are an evil race of dark elves from the Dungeons & Dragons tabletop roleplaying game, and they were popularised in 1980's by books taking place in the Forgotten Realms setting, which has been featured in most D&D based computer games such as 'Baldur's Gate' and 'Neverwinter Nights'. Exiled from the surface after an elven civil war, drow are now native to the Underdark, a vast network of subterrean caverns, which is inhabited by some of the most dangerous creatures on the world of Toril. Drow elves live in large, heavily fortified cities and they are organized in Great and Lesser Houses that are engaged in constant strife and secret warfare with each other. Each drow House is ruled by its Matron Mother who holds absolute authority over her people. Most powerful Matron Mothers form the city's Ruling Council. As the drow are a theocratic society and always seeking the favour of their spider-goddess Lolth who allows only female clergy, drow are completely female dominated society in every aspect. Males, who are practically always smaller and weaker than the females, have no real social standing beyond of what skills and talent they can provide. How did your drow character end up on Tamriel? That's not for me to decide, but I'll provide bit of a backstory if you need help with it... You could be the last surviving member of a fallen House. While being hunted you found an ancient devide capable of opening doors to a thousand different worlds. As a crossbow bolt barely misses you there is no time to hesitate. You jump through the portal and find yourself in middle of a scene of battle. Disoriented from the planar travel and blinded by the sunlight and snow, you're captured by a group of surfacers - human soldiers who call themselves imperials. As you're loaded on the cart with other prisoners you realise that your captors don't seem to be bothered at all by your appearance, as if seeing a dark elf is nothing out of ordinary to them. What can that possibly mean? [ Q & A ] Q: Do I need the original 'Drow Race BETA' installed? A: No, and just to be safe you should uninstall it completely first before updating to this. Q: Will you put the child race back? A: No. Q: Does this work with my old 'Drow Race BETA' saves? A: It should work as long as you're not using the removed child race. You may have to enter the race menu again to fix skin colour if it's mismatched. Q: OMG the presets are so ugly! A: Hey that isn't a question! Well I've thought of replacing them, but with RaceMenu & CharGen Extended around you can make any face you want and save your own presets, so I see very little point in bothering anymore. Q: How about support for Lady Body? A: I'd like to make it happen, but doing it would involve jumping through lots of extra hoops to get it working, so I can't be bothered unless lots of people suddenly start pestering me about it. Q: I liked the skin gloss from the earlier versions. Is there any way to restore it? A: Either adjust the brightness of the specular maps by 10-15%, or alternatively try out GlossTech program to restore it. [ KNOWN ISSUES ] - If you change your character's race after becoming a vampire lord, your Revert Form power will be broken. This is a Dawnguard bug and not caused by this mod and a fix for it is available here: http://skyrim.nexusmods.com/mods/11307 - Reportedly some other custom races can break this mod. Disable them if you run into any issues to see if that fixes it. - Darkvision doesn't work with ENB. [ CREDITS ] Zazemel - Original 'Drow Race - BETA' mod TMPhoenix - RaceCompatibility for Skyrim and Dawnguard betterbecause - UNP/CBBE textures from 'True Daughters of Skyrim' AnTiWoMaAgNoT - CHSBHC textures AcDale - ADEC textures Male body textures from Schlongs of Skyrim. Visit the original mod pages for full credits. If your work is included in this mod but you are not credited here, please let me know and I'll correct it as soon as possible. [ PERMISSIONS ] Although I've tried to credit everyone involved, I don't have permission to use the original mod or any of the assets included or later added. That said, as far as I'm concerned, you can redistribute or modify this mod freely as long as you understand that uploading it to certain websites such as Nexus or Steam will be a undisputable violation of their rules. You have been warned. [ LINKS ] Drow Race - BETA (NOT REQUIRED! DO NOT USE WITH THIS MOD!) http://skyrim.nexusmods.com/mods/16399 - Original mod page for reference only. Obsolete, do not download. RaceMenu by Expired http://skyrim.nexusmods.com/mods/29624 - Highly recommended for additional character customization options. CharGen Extension by Expired http://skyrim.nexusmods.com/mods/36925 - Highly recommended for additional character customization options. XP32 Maximum Skeleton -XPMS by xp32 http://skyrim.nexusmods.com/mods/26800 - Recommended skeleton replacer. Werewolf script _ Vampire Lord fix http://skyrim.nexusmods.com/mods/11307 - Use only if your Revert Form power was broken by a character race change. CNHF v2_5 Female Body Replacer by calyps & nuska http://skyrim.nexusmods.com/mods/44979 - Recommended body replacer. Calientes Female Body Mod Big Bottom Edition -CBBE- http://skyrim.nexusmods.com/mods/2666 - Supported body replacer. DIMONIZED UNP female body by dimon99 http://skyrim.nexusmods.com/mods/6709 - Supported body replacer. UNP BLESSED BODY UNPB - With Optional BBP Breast Physics http://skyrim.nexusmods.com/mods/14899 - Supported body replacer. SeveNBase a custom FemaleBodyReplacer by Crosscrusade DeMoNhUnTeR1986 Sevennity http://skyrim.nexusmods.com/mods/36992 - Supported body replacer. CHSBHC - BBP - Nude and Jiggly Mod by CherryHotaling http://skyrim.nexusmods.com/mods/4888 - Supported body replacer. Acdale EyeCandy Body ADEC now TBBP Compatible by AcDale http://skyrim.nexusmods.com/mods/5390 - Supported body replacer. -
3,000 downloads
***PROJECT NO LONGER SUPPORTED*** This adds the ability to make your character into one of the two Skull Demons by the artist Bewbchan; Zeezee and Neenee. You can find his other artwork at http://bewbchan.tumblr.com/ Permission has been granted by the artist for the use of his characters in this work. It includes the Body Tattoos for both Neenee and Zeezee applied outside of the game, as well as Facial Tattoos and Skin Tones that are applied in the LooksMenu in-game. It also adds equip-able pointed ears, horns and a demon and cat tail to go with each character. The Demon Tail belongs to Carloss32 over on the Nexus, Imported from Skyrim to FO4 by me. The Cat Tail belongs to Minoumimi here on the Lab, Imported from FNV to FO4 by me. Permission has been granted by both authors to use their meshes in this work. Requirements: In order to make sure only your character has the Demons' Tattoos applied to their skin, this mod requires Body Framework to operate. Without it, you will only have the skin colour and the facial tattoos. You will also be able to change your body size, if you don't like what's included. Download it here: http://www.nexusmods.com/fallout4/mods/7728/? Installation: To install extract and copy the "Main Files" into your Fallout 4 Data folder, and pick ONE of either "Zeezee Files" or "Neenee Files" to extract and copy into your FO4 Data folder. As for applying the skin tones and facial tattoos, I put together this video demonstration: The Console command "SLM 14" can be used to edit your character, and the Tails, ears and horns can be crafted at any chemical station with no skill or building requirements. To complete the Demon ensemble, I recommend downloading Glowing Eyes by Phnx: http://www.nexusmods.com/fallout4/mods/6763/? This mod is only incompatible with mods that change the HumanRace field. The body used in the screenshots is Atomic Beauty, found on the nexus at: http://www.nexusmods.com/fallout4/mods/12406/? To use the BodySlide Presets included, this Body's ShapeData is required. This mod will NOT be imported to Consoles, as per Bethesda's ToS in regards to mod uploads, as well as the lack of Body FrameWork existing on Console.-
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Version 1.2c
47,309 downloads
=== DISCLAIMER === If you not a fan of female muscles, or you just find muscle women is disgusting - just leave this place right now. Author is not responsible for injuring your sense of beauty. This mod adds five playable races (only female versions), as well as special abilities and equipment for them. Contains custom animation pack (work with FNIS) and MCM for more detailed configuration. === RACES === Amazon Warrior The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon warriors have unmatched physical strength. Their attacks do extra damage and they can fight for days without rest. Even novice Amazon warriors can hold their own against the most experienced fighters of other races. Amazon Warlord The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon warriors have unmatched physical strength. Their attacks do extra damage and they can fight for days without rest. Warlords are experienced Amazon warriors. One Warlord is more than a match for an entire Imperial centuria. Amazon Adept The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon mages channel magic through their musculature to greatly increase the power of all spells. Their muscles continually generate vast amounts of magicka. The raw magic power of even young Amazon Adepts exceeds that of most mages of other races. Amazon Warlock The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. Amazon mages channel magic through their musculature to greatly increase the power of all spells. Their muscles continually generate vast amounts of magicka. A Warlock's mastery of Amazonian muscle-based magic grants her peerless magical power. Amazon Matriarch The Amazons hail from a valley hidden deep within Skyrim's mountains. A lifestyle of harsh training under the presence of a local magical anomaly gives them incredible muscle mass and power. The Matriarchs are the rulers of the Amazons. The limits of a Matriarch's martial and magical abilities are unknown. === ABILITIES === === SPELLS === == MOD ARCHIVE CONTENT == Two body variants: body with un-removable underwear and complicatedly nude body. Five different skin textures with different types of veins. Six different skeleton variants: XS, S, M, L, XL, XXL, XXXL. Seven different variants of normal maps for different muscle relief. Two plugins variants: 1) Common .esp plugin. 2) Pseudo-esm plugin (.esp plugin with .esm flag). Will load first in your load order. Extra data: ECE data for Enhanced Character Edit users. RaceMenu character presets for RaceMenu users. BodySlide data for making conversions (for experienced users). FNIS PCEA animation pack. If you have troubles with animations from main mod - use this pack instead. HDT custom preset for breasts and butt jiggles. === ARMOR ARCHIVE CONTENT === 60+ sets of premade armors, vanilla remakes and others. Most of them goes in two variants - full and cut. New weapons. === REQUIREMENTS === Skyrim Dragonborn DLC Dawnguard DLC RaceCompatibility for Skyrim and Dawnguard XPMSE HDT Physics Extension FNIS FNIS_PCEA2 for alternative animation pack. NetImmerse Override (standalone or as part of Racemenu) for armors high heels. SkyUI for MCM-Menu. ===RECOMMENDATIONS === Better Jumping - if you want to use really high jumps (300+ points). Skyrim - Enhanced Camera - SKSE-plugin for better first person experience. === INSTALLATION === Use any mod manager you want and run install. Choose any options you want. If you are ECE user - don't forget ECE-part of the mod! After finishing install don't forget to run FNIS! In the character creation menu set character gender to female before switching to Amazon races (or may occur bug with not-working passive abilities). If you are ECE user - in the character creation menu go to the slot-load part and select "Preset 1" "Preset 2" or "Preset 3". This loads pre-defined preset with various skeleton bones scaling. Only after this you can tweak your character's face! Don't forget to use MCM for further customization. === BUGS AND LIMITATIONS === Because of modified skeleton you can expect clipping or other weird things in some poses or animations. Because of custom body, this race can't normally wear vanilla armors. May appear some strange bugs in beast form or vampire lord form, especially for ECE users. For obtain armors - use AddItemMenu. Or you can found all armors in a sack near the Warrior's Stone. Because of Skyrim engine limitation, If you want to use really high jumps (300+ points) you need to install Better Jumping (SKSE Plugin), or you may stuck in mid-air during high jumps. Some animation mods may overwrite animations from my pack or set it to "vanilla" state. If this happens - use PCEA variant instead. If you use mods, that changes basic jump height, leave Jump option disabled in MCM. If you use mods, that changes attack and move speed - leave this options disabled in MCM. === THANKS AND CREDITS === Tigersan - for normal maps. HHaleyy - for Fair Skin textures. Groovtama - for skeleton. tktk1 - for ECE. Septfox - for more sliders for ECE. Caliente - for BodySlide TMPhoenix - for Race Compatibility crossfire1616 - for invaluable help in testing and screenshots kinghulk - for help in testing and screenshots Donegan - for help in testing and screenshots shidoni, resist112, debrarshackelford, RocketNow - for testing and general help bigsmitty2 - for testing and polishing English translation. clanomega2501 - for SSE version of the old True Amazons mod. Animation creators (all of them) - for animations that I used in my pack. All who I forgot to mention here. Old versions of this mod (True Amazons) can be found here. Ah, and sorry about my bad english. -
Hi there Nymph lovers! I know I said I wasn't going to post another entry before release, but the last week has seen a lot of testing, bug fixes, polishing, and a few fairly significant last minute changes. First of all, I have done a complete overhaul on the signature spells used by two of the followers. Arborea's signature spell has been replaced by the Rainbow Beam, a very long range destruction/alteration/restoration spell that has a huge number of different effects that it causes, but which is reduced by almost every type of resistance. She is much more useful as a pure mage in general combat now, while still retaining her great strength against enemy spellcasters. You can see it here Kayellie's lifesaving spell turned out to be kind of boring and something that a number of other popular followers do already, so I wanted to give her something that made her more interesting instead. She now has two powers, one of which is Stendarr's Shield, which is an armor buff that stacks with flesh spells and affects her, any other followers and the player, and which grants the player a 7% chance of having incoming damage negated entirely. But the coolest power Kayellie has now, which is consistent with her character and background, is called "Collateral Damage." As long as she has a greatsword equipped every single hit she lands will cause a small explosion similar to when a giant smashes his foot into the ground. These explosions have some force, push around clutter, can knock down smaller enemies, and also do a small amount of damage to every enemy nearby, damage that increases as she levels. If she is using her own sword and scores a critical hit she will cause a stronger explosion that will also stagger enemies in a larger radius in addition to the extra damage. I had to be very careful while implementing these so as to never accidentally allow her to hit someone or something that would cause gameplay problems, and I think I managed to pull this off while keeping the flavor intact. It only affects hostiles and critters (chickens, goats, rabbits, elks, and so on), but it will never count as a crime no matter who she hits (which actually lines up perfectly with her back-story, coincidentally). You can see it in action here She's a lot more fun to have as a follower now since she causes so much chaos, and she is very good at fighting multiple small enemies at once (rieklings, wolves, etc) With that I think every follower has something unique and interesting about them that should make for a diverse set of follower playstyles. I have been trying very hard throughout the course of this mod to find ways to make them interesting and different enough from generic followers without the use of scripting, and I hope you will enjoy playing with them. Along those lines, I have taken my earlier notes and written a much more in-depth set of background information for each follower. Let's start with Kayellie then. Kayellie Personality Kayellie Pictures Arborea Personality and Background Arborea Pictures Lykaea Personality and Background Lykaea Pictures Yulia Personality and Background Yulia Pictures Synne Personality and Background Synne Pictures Mystra Personality and Background Mystra Pictures These girls have really taken on very distinct personalities over the course of the last few months, and I hope you enjoyed reading about them. Most of my testing at this point is finished, the only major thing I have left to do is test it out on a fresh build to ensure there are not any mod-mod or asset dependencies I am unaware of, get permissions for all the assets I used, and package it all as a FOMOD with a set of options for HDT settings and maybe even bodyshape for a CBBE version compared to the 7BO that they use now. One thing I should definitely mention about the followers which I have been avoiding for quite a while, is in regard to the voices they use. Two of the followers (Yulia and Synne) both use unique NPC voices, Yulia uses Serana's voice, from dawnguard, and Synne uses Vex's voice, from the Thieve's Guild. These work just fine (yulia has never once mentioned anything about being a vampire in all the months I have known her) and these voices are a very large part of how I imagine their characters, but I know that many people do not like the idea of followers duplicating unique NPC voices. Additionally, follower function for these unique voices requires Relationship Dialogue Overhaul to be installed, they will not follow you without it. Because I know that many people will not want followers that use unique NPC voices or maybe do not want to install RDO, I am going to build two versions of the mod, one where they have these voices and one where they use common pooled follower voices (yulia as commander and Synne maybe as dunmer), and offer this as a FOMOD option. I just wanted to mention it now because I am very attached to the way these girls sound as is and I would strongly recommend that you give the unique voices/RDO option a chance. While we're on the subject, the voices the other girls use are Mystra - youngeager (she's kind of grumpy but she sounds cheerful!) Kayellie - eventoned Arborea - sultry Lykaea - condescending Before I finish I want to share a few of the changes I have made to the Nymph Races as a result of this testing. The base passive resistance to iron and steel weapons shared by all Nymphii proved to be a little bit too strong. I had imagined it being something that would totally negate smaller weapons, like arrows from weak bows and daggers etc. while still allowing a powerful enemy with a two handed weapon to make a dent. In testing it felt like a lot of the time it was extremely unusual to take ANY damage at all, unless I had no armor and no magic of any kind. So I have reduced the multiplier from a 60% reduction to a 50% reduction, and the flat reduction that occurs after this multiplier was reduced from -20 per hit to -15. It is still extremely potent, and it will very often lull you into a careless sense of invincibility when fighting humanoid opponents, leaving you scrambling for cover if you aren't paying attention when you get hacked apart by that foe wielding an elven or dwarven sword, which is exactly how it should be. I also added a few perks to enhance the "Nymph" feel of several of the races and to make them more distinct from each other. Wood Nymphii now gather bonus alchemy ingredients and have a 10% bonus to the power of all enchantments they make, but only if they are naked while doing so. They also get a bonus to their carry weight while naked. Additionally, their 90% resistance to disease and poison becomes a full 100% immunity while naked. Night Nymphii now have an improved base magicka regen rate, which means they can recover magicka extremely fast, faster than most Altmer. To offset this, I have increased the weakness they have to shock from 15% to 25%. You can, however, negate most of this shock weakness, bringing it down to only 5% as long as you are naked. Blend Nymphii now get a flat 5% reduction in damage from all sources. This may not sound like much but when added to the Nymph iron/steel resistance it becomes fairly noticable since it will drop a significantly higher number of attacks below the damage threshold, making them the most "tanky" Nymph race, especially early in the game. It also stays relevant even late in the game, since it stacks with everything becomes more effective at capped resists. I have increased the Desert Nymph bonus to Fire resistance from 75% to 80% while naked. Not a major change, but I felt like it was a better fit for them to have a higher max fire resistance than cold resistance. Beast Nymphii are very strong already, and did not get any changes yet. I tested the combat regen and it was a problem, just like I expected. I may, however, implement a variation of the scaling troll regen ability that makes trolls regen faster as they get closer to death, and have this ability only function while the Beast Nymph is naked. Kind of an odd concept that you would want to take your clothes off if you are about to die, but maybe that's what makes it interesting. And with that, it's ready to go. You should expect to see it uploaded here and on nexus sometime in the next week, as soon as I hear back from a few of the people I requested asset permission from.
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