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Races of Nature – A Custom Race Collection View File 2024-03-07, personal announcement: I am making no money at the moment and have been struggling to find employment for a very long time. I am essentially relying on my folks for essentials and housing at this point, so if I do not make a course-correction, I will not be able to support myself going forward, let alone be able to continue with my projects. For this reason, I have decided to pivot my attention towards my most promising, potentially profitable endeavors. I have always wanted to be a 2D artist and to write my own erotic stories, so considering that I am already fairly alright in both those areas, I have decided that my main focus from now on is going to be art commissions and the development of my own visual novels. So, what does this mean in practical terms? • Some of my already announced erotica projects will be turned into visual novels on Itch.io over time, but I will no longer write pure erotica. • The Races of Nature mod for Skyrim is going to see some limited active development, mainly focused on making more races, but learning Blender on the side is no longer a viable prospect. • The Slavery Tales mod for Monster Hunter World is not being resurrected. At least not by me. Unless someone is truly willing to adopt it, not just talk the talk, it is not coming back. • The Other World will remain open to public creations, but at the end of the day, it is my intellectual property. As was always my intension, it is going to be used as the setting for much of my standalone artwork and visual novels, but I will still allow the public to make their own non-monetized stories and content set within the series' universe. • I plan to go public with my own Patreon page in the very near future for those who are willing to support me financially. INFO Races of Nature – A Custom Race Collection is an ever-expanding collection of animal-style custom races made by yours truly. Each race comes with its own, hand-crafted RaceMenu presets that will allow you to give a pre-existing race a completely new appearance in the form of an entirely new race. All of my races come with their own texture replacers, and all that are fully completed have multiple, race-specific PoserHotkeysPlus facial expression packs for those who use PHP. VOTING (Click HERE to vote for what you think I should do next; in the short term) (You can also vote HERE if you have a particular type of animal in mind) DISCLAIMER REGARDING THE PREVIEW IMAGES Please keep in mind that the body proportions seen in the preview images are not set in stone. As long as you have Racemenu and some sort of morphable, female body mod (preferably, 3BA), you could easily change the proportions to be whatever you wish. The presets simply come with the shown proportions because they seem appropriate for the animals in question. DISCLAIMER FOR THOSE LOOKING TO PLAY AS A MALE CHARACTER All of my RaceMenu character presets are made with a female player character in mind, and it is therefore unwise to assume that everything will work perfectly if you try to use them with a male player character or male NPC. Nevertheless, I have outlined some additional instructions – at the end of the HOW TO USE section of this page – that should allow you to create a male version of the presets with relative ease. HOW TO USE (These instructions assume that you already have RaceMenu and the specific requirements of the RaceMenu character preset in question) Once you are in the character creation menu (showracemenu), do the following: 1. under the ALL section, select female for your sex if you have not already done so 2. go to the PRESETS section and find a preset of mine that you want to use. Do not click it yet; just find out what race it needs. The race is specified in the name of the preset itself 3. go to the RACE section and select the race that my custom race preset needs 4. go back to the PRESETS section and load the preset If you intend to be female, then you are done at this point and can now customize yourself to your hearts content, but should you for some reason want to be male instead, then you also need to do the following steps: 5. under the ALL section, select male for your sex 6. go to the SCULPT section and import the head preset of the custom race preset that you selected earlier 7. you will likely have to do some small personal edits at this point to correct any issues that come with using a female preset with a male character, but you are otherwise done and can now begin to customize yourself as you see fit LEGEND ⬤ Finished – fully complete, featuring a RaceMenu character preset, RaceMenu head preset, and multiple PoserHotkeysPlus facial expression packs ⬤ Finished – complete, but an optimized and/or further improved version is planned or in the works ⬤ Work in Progress – close to completion ⬤ Work in Progress – intermediate ⬤ Work in Progress – early ■ Planned – feasible and likely to be finished after only a short development cycle ■ Planned – feasible, but will likely require a slightly longer development cycle ■ Planned – probably feasible, but I cannot guarantee a satisfactory result ■ Planned – more or less impossible to achieve a satisfactory result without help from a third party ■ Planned – viable but of uncertain development scope ■ Planned – highly uncertain of both development scope and overall viability * = prioritized race FINISHED RACES ⬤ Camelid – Camlenthe ⬤ Hippopotamus – Hippotem ⬤ Pig – Boegen ⬤ Rhinoceros – Rheenen WORK IN PROGRESS RACES ⬤ Alligator *⬤ "Beaked Argonian Prototype" *⬤ "Bluekin Prototype" ⬤ Crocodile ⬤ Gharial *⬤ "Isaar Prototype" / Sauropod ← currently in active development *⬤ "Nog Prototype" *⬤ "Short Faced Dragon Prototype" PLANNED RACES ■ African Elephant ■ American Bison ■ Asian Elephant ■ Badger ■ Beaver ■ Boar ■ Brown Bear ■ Ceratopsian (non-specific) ■ Cougar ■ Dodo ■ Dog, Pitbull ■ Donkey ■ Dromaeosaurid (non-specific) ■ Elasmotherium ■ Gaur ■ Giraffe ■ Hyena ■ Iguana ■ Jackal ■ Kangaroo ■ Kiwi Bird ■ Leopard ■ Lion ■ Moose (US) ■ Muskox ■ Panther ■ Polar Bear ■ Rabbit ■ Rat ■ Seal ■ Sheep ■ Skunk ■ Smilodon ■ Tapir ■ Walrus ■ Warthog ■ Weasel ■ Wildebeest ■ Woolly Mammoth ■ Woolly Rhinoceros RACE REQUESTS If you have any races that you would like to see added, feel free to leave a comment in the Support thread. REQUIREMENTS A full list of prerequisites will be published for each and every race as they are released. CREDITS The following mod authors deserve special shout outs for their fantastic work regardless of whether a preset is dependent on their mod or not. All of the custom races that I have made for this collection are dependent on one or more of these mods to function, or they are simply at their best when used in conjunction with these mods) ・@Bad Dog (for all of the amazing custom race mods that you have made) ・Acro (for CBBE 3BA (3BBB)) (multiple races use edited elements from Acro's normal maps as part of their own normal maps) ・Expired (for RaceMenu) ・Flawn (for Flawn's Argonian Overlays and Flawn's Vanilla Argonians Redux) ・KouLeifoh (for the High Poly Head mod) ・millepon (for Poser Hotkeys Plus) REQUEST TO MY FELLOW MODDERS I do not yet know how to make my races completely standalone, so If you are a modder and would like to help out, feel free to create .ESP/.ESL plugin based versions of my races and post them in the Support thread. Needless to say, you will of course get credited for your work and you will have my gratitude. If you have any modding resources to share or recommendations for software that I could use to make 3D models for SSE, feel free to also share such recommendations in the Support thread. Submitter Wonders of Eros Submitted 03/03/2023 Category Adult Mods Requires Regular Edition Compatible No
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AAF_AmeliaRace Patch View File This is a Altered version of the AAF javelin patch by leondmaster all credit needs to go to him. This was an experiment and it worked I AM NOT A MODDER. so this will be the only thing i post I do own the race it belongs to Blazze69. Submitter wolfgundam Submitted 06/19/2023 Category Framework & Resources Requires AAF, Project AMELIA Redux - Cyber Jackal Race
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Version 3.0.5
4,636 downloads
INFO Races of Nature – A Custom Race Collection is an ever-expanding collection of animal-style custom races made by yours truly. Each race comes with its own, hand-crafted RaceMenu presets that will allow you to give a pre-existing race a completely new appearance in the form of an entirely new race. All of my races come with their own texture replacers, and all that are fully completed have multiple, race-specific PoserHotkeysPlus facial expression packs for those who use PHP. VOTING (Click HERE to vote for what you think I should do next; in the short term) (You can also vote HERE if you have a particular type of animal in mind) DISCLAIMER REGARDING THE PREVIEW IMAGES Please keep in mind that the body proportions seen in the preview images are not set in stone. As long as you have Racemenu and some sort of morphable, female body mod (preferably, 3BA), you could easily change the proportions to be whatever you wish. The presets simply come with the shown proportions because they seem appropriate for the animals in question. DISCLAIMER FOR THOSE LOOKING TO PLAY AS A MALE CHARACTER All of my RaceMenu character presets are made with a female player character in mind, and it is therefore unwise to assume that everything will work perfectly if you try to use them with a male player character or male NPC. Nevertheless, I have outlined some additional instructions – at the end of the HOW TO USE section of this page – that should allow you to create a male version of the presets with relative ease. HOW TO USE (These instructions assume that you already have RaceMenu and the specific requirements of the RaceMenu character preset in question) Once you are in the character creation menu (showracemenu), do the following: 1. under the ALL section, select female for your sex if you have not already done so 2. go to the PRESETS section and find a preset of mine that you want to use. Do not click it yet; just find out what race it needs. The race is specified in the name of the preset itself 3. go to the RACE section and select the race that my custom race preset needs 4. go back to the PRESETS section and load the preset If you intend to be female, then you are done at this point and can now customize yourself to your hearts content, but should you for some reason want to be male instead, then you also need to do the following steps: 5. under the ALL section, select male for your sex 6. go to the SCULPT section and import the head preset of the custom race preset that you selected earlier 7. you will likely have to do some small personal edits at this point to correct any issues that come with using a female preset with a male character, but you are otherwise done and can now begin to customize yourself as you see fit LEGEND ⬤ Finished – fully complete, featuring a RaceMenu character preset, RaceMenu head preset, and multiple PoserHotkeysPlus facial expression packs ⬤ Finished – complete, but an optimized and/or further improved version is planned or in the works ⬤ Work in Progress – close to completion ⬤ Work in Progress – intermediate ⬤ Work in Progress – early ■ Planned – feasible and likely to be finished after only a short development cycle ■ Planned – feasible, but will likely require a slightly longer development cycle ■ Planned – probably feasible, but I cannot guarantee a satisfactory result ■ Planned – more or less impossible to achieve a satisfactory result without help from a third party ■ Planned – viable but of uncertain development scope ■ Planned – highly uncertain of both development scope and overall viability * = prioritized race FINISHED RACES ⬤ Camelid – Camlenthe ⬤ Hippopotamus – Hippotem ⬤ Pig – Boegen ⬤ Rhinoceros – Rheenen WORK IN PROGRESS RACES ⬤ Alligator *⬤ "Beaked Argonian Prototype" *⬤ "Bluekin Prototype" ⬤ Crocodile ⬤ Gharial *⬤ "Isaar Prototype" / Sauropod ← currently in active development *⬤ "Nog Prototype" *⬤ "Short Faced Dragon Prototype" PLANNED RACES ■ African Elephant ■ American Bison ■ Asian Elephant ■ Badger ■ Beaver ■ Boar ■ Brown Bear ■ Ceratopsian (non-specific) ■ Cougar ■ Dodo ■ Dog, Pitbull ■ Donkey ■ Dromaeosaurid (non-specific) ■ Elasmotherium ■ Gaur ■ Giraffe ■ Hyena ■ Iguana ■ Jackal ■ Kangaroo ■ Kiwi Bird ■ Leopard ■ Lion ■ Moose (US) ■ Muskox ■ Panther ■ Polar Bear ■ Rabbit ■ Rat ■ Seal ■ Sheep ■ Skunk ■ Smilodon ■ Tapir ■ Walrus ■ Warthog ■ Weasel ■ Wildebeest ■ Woolly Mammoth ■ Woolly Rhinoceros RACE REQUESTS If you have any races that you would like to see added, feel free to leave a comment in the Support thread. REQUIREMENTS A full list of prerequisites will be published for each and every race as they are released. CREDITS The following mod authors deserve special shout outs for their fantastic work regardless of whether a preset is dependent on their mod or not. All of the custom races that I have made for this collection are dependent on one or more of these mods to function, or they are simply at their best when used in conjunction with these mods) ・@Bad Dog (for all of the amazing custom race mods that you have made) ・Acro (for CBBE 3BA (3BBB)) (multiple races use edited elements from Acro's normal maps as part of their own normal maps) ・Expired (for RaceMenu) ・Flawn (for Flawn's Argonian Overlays and Flawn's Vanilla Argonians Redux) ・KouLeifoh (for the High Poly Head mod) ・millepon (for Poser Hotkeys Plus) REQUEST TO MY FELLOW MODDERS I do not yet know how to make my races completely standalone, so If you are a modder and would like to help out, feel free to create .ESP/.ESL plugin based versions of my races and post them in the Support thread. Needless to say, you will of course get credited for your work and you will have my gratitude. If you have any modding resources to share or recommendations for software that I could use to make 3D models for SSE, feel free to also share such recommendations in the Support thread. -
Im working on adding Mileena/Tarkatans as a race mod in Skyrim SE, since i've seen that it hasn't been done before, and so far the only attempt close to this is an outfit made by someone on patreon. Thats cool and all, but me personally, (and im sure others too) would want the race implemented instead, so that you can wear different armors and stuff. So thats what I plan to do. Also do note that I will be using Models from MK9 since I do not know where or how to get models from the newer games like MK10 or MK11, and the models I did happen to get weren't Obj files, so I wasnt able to use them in blender. I'd love to use those higher quality models, so if anyone is able to get them in obj format, then I'd be happy to use those instead. My progress so far: You can see the progress I've made so far down below. I've worked on it on and off for a few days, and the model itself had a massive hole in its head when the hair was removed, so i had to take the time to shape and fill in the head. Then I had to do some retopology because the head itself was put together in 4 fragments, which left a ugly looking seem where each piece was connected, Including the top of the head where I filled it in. It also had its faces all wrong, making the obj a dark grey, and for whatever reason fliping those faces didnt fix it, so I had to imported and exported it from 3dsmax, which fixed it, but made the model super shiny/glossy which was also not good. So the retopoly was really done to fix the dark grey color, removing the seems on the model, and removing the glossy look on it. The first retopoly I did on it made some of the detail smooth out around the mouth and brow, removing the detail on it. I didn't like the look of it, so I decided to start over and retopolyed it again, but this time following the original retopoly it already had, which took a really really really long time. Think of it as tracing a drawing or in this case connecting the dots, but with blender. If anyone is curious on what tool I used to do it, I used Retopoflow 3.1.0
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so i've been working conversing a race mod. first i had missing body what i couldn't fix, so i decided to redo the plugin now i got it all working exept for the tail. when i enable the tail in the esp and launch the mod in game, select the race game freezes and cdts, when i disable the tail in the esp it's all fine anyone any clue why plz keep in mind with explainations that i kinda new to mod development, so i won't understand everyting quite well also forgot to mention the cdt doesm't leave any crash logs let me know if you like the updated files to help then i'll upload them once again to my mega cloud
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I've been messing with mods and lurking here for years now ><. I finally have something to contribute...err will have something I only have 3 races done so far. Apex/Avian/Glitch/Hylotl I've kind of hit a wall though I'm not sure what negative traits to give anyone, so far the 4 only have positive things...like glitch heals when not in combat, like a self replicating AI is what i was going for, hylotl has jump/waterbreath/landing...avian is kind of the same as hylotl, tried reducing its overall hp, but that end badly, though kind of funny. But I'm currently running 104 mods, this being my 104th and haven't run into any issues so far...haven't tried with fracking universe though, still just messing with base game atm. But anyways anyone have any ideas for positive/negative stats/traits I'm also trying to figure out a secure way to give +/- food bonuses kind of like FracU. But its more in-depth then the others. But it something I def want in-game. anything ive added a dmg/hp/power (not done yet) is very low. Like .015/.15 or whatever the lowest number was i could get working, but still make the race feel different. *I know others have racial mods, but everyone of them has been temperamental, and the way I've done it is in no way like theirs...I feel like maybe they over complicated things there /shrug I don't know I'm not even a novice at programming so there's probley a reason for the way they have done it." *I'm gonna go ahead a post what I got. Apex Avian Hylotl Glitch If your still reading this, then kudos. I ramble a lot, so thank you and my apologies in advance =D RaceTraits.pak
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Yo could someone port this mod over to SSE???
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Bovine furry race mod?
homicidaldoktor posted a topic in Request & Find - Fallout 4 Adult & Sex Mods
I'm wondering if anybody has made an anthro cow player race for fallout 4. and if not, how hard it would be to do so? -
I have some race mods idea that i was thinking during having a number two on bathroom So there some idea here: Protogen Race Mod Renamon Race Mod (Actually theres a fallout 3 and fallout new vegas renamon race mods so why dont have this mod to fallout 4?) Loona (character from helluva boss) race mod Stolas (Another character from helluva boss) Race mod Dragon Race mod Dark latex creatures (Enemies from the game changed) Race mod
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Dragon Bound Z : ReBoot (WIP)
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- sexbound
- sexboundapi
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So to elaborate, I'm trying to play as a vampire. I got everything working great besides this one problem and I cant figure it out. When ever I change my characters eyes or hair in racemenu then exit said menu the eyes and hair vanish, not replaced but gone so empty sockets etc. I messed around myself trying to figure it out and I realized that when I change eyes or hair the changed item completely vanishes from the sculpt mode completely. I can see them fine on the character but they are gone on the sculpt model then if I hit R/Done they vanish to match the sculpt model. Any ideas or help would be great.
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View File Reworked Agaran sexbound compatibility mod Me and a friend have made a playable agaran race with a (hopefully) more pleasant appearence! We have also made support for sexbound use! the race is still in Beta, and we still have a lot of features to add, hopefully we will update this further in the future. Get the basic Agaran mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2894519108 Mods used in the screenshots are: Submitter Shr00mie234 Submitted 11/29/2022 Category Starbound
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is there a way to revert back to human, aside from deactivating the esp? i tried to do the "setplayer human", I ended up headless & bugged out long tails & pony head
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- crime against nature
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Version 6.1
17,507 downloads
This mod adds flying bird, bat and gryphon races to Skyrim for PCs and NPCs. Birds have all-new avian heads and head parts (crests, ears, horns because why not) with complete chargen and expression morphs. Crests and ears show expressions. Birds have claw hands and feet. They have wings courtesy of "Animated Wings Ultimate" by Anton over on Nexus. Birds have privy members if you want them. There's enough variety in the parts to create a wide range of birds: ravens, eagles, songbirds, parrots, Skeksis. Bats come in leaf-nose and flying fox varieties. Privy members use my "hoodies" mechanism to extrude from a slit in the crotch. The griffons have a cat peen. Lady griffons can have a peen too, if that's what you like. There was a lot of discussion when I was developing this mod about whether birds get tits. I said no, because birds. Others said yes, because titties are never a bad thing. So now they're an option. Clawfeet use my adaptation of the high heels mechanism to give digitigrade feet, if you choose that option. Don't try to put boots on them--the birds will just take them off again. SE version here. Details Get the mod from here because it's big for LL In this version Ulri (raven), Eagle, Griffon, Songbird, and Talis/vulture races. I haven't done anything fancy with the races, just gave them each a different set of perks and abilities so you have something to play with. Use the racemenu setup to get your PC looking as you like. There are a few sliders that don't do anything, but most of them are useful and some of them are intuitive. The races have presets showing some of what you can do. Bats! Various face shading. There's a dirt texture that gives you dark ears. Ear shape is on the mouth morph. Sorry about that. Maybe I'll be arsed to make a separate racemenu slider. The eye depth slider changes the size of the eyes from tiny to large. Only choose bat eyes if you use this. (I can't keep Racemenu from showing you khajiit eyes as well.) There are a few different complexions, for leaf noses and fox noses, and for furry ears or the big bat ears. You want to select a complexion that works with your nose. Muzzle/nose tints are in three places; "laugh lines" for the muzzle, "eyeliner" for the part around the nose, and "nose" for the nose itself. The leaf nose uses eyeliner + nose; the fox nose uses nose only, and you'll want the muzzle and "eyeliner" to match to cover the whole muzzle. There's a separate digitigrade feet patch. Base mod is plantigrade bird feet, so you can wear boots. I think if you wear open-toed boots it looks weird. So don't. With the digitigrade patch, NPCs will take boots off. Genitals for all races. Griffons get cat peens. Birds and bats get a new mesh by ModMansGun--say what you think of it. Bats can have an SOS bat-type schlong or a Hoodie canine-type sheath. NPC file. Load it up to have bird or bat followers. Adds a flock of birds of each race in a different place in Skyrim. Bird followers fly when you do and will fight from the air. Find their campsite or wait for them at an inn to recruit them. Most are friendly so you can just ask one to join you. As with the races I haven't tried to be really creative but they should be adequate followers with a range of abilities. There's a book in each camp that gives you some details on the races and adds markers for the camps to your map. A few birds with wings take up a lot of room, so if you're running a mod that adds a bunch of NPCs to inns you may find them awfully crowded in the evening. Ulri - Camp in the saddle between the exit from the Helgen cave and the south gate to Falkreath. They go to the Sleeping Giant Inn in the evening. Eagle - Camp just southwest of the Thalmor Embassy. Relax at the Winking Skeever in the evening. Griffon - Camp on a rocky outcrop on the plains between Whiterun and Rorikstead. At the Rorikstead inn in the evening. Songbirds - Camp southwest of Falkreath, right up against the mountain range. At Dead Man's Drink in the evening. Talis - Camp in the badlands of Eastmarch south of Kynesgrove. At Braidwood Inn in the evening. Bats - Cave southeast of Markarth. They bum around Markarth in the afternoons and congregate in the Sliver-Blood Inn in the evening. Wings and Flying lDelta6l has updated the flying mods and it's pretty much fabulous. Wings are much easier for me to handle, so each race gets their own wings on startup, no need for potions. Flying is pretty intuitive and the animations are really nice. There are no collisions while flying and you really zoom along, but that's tolerable. Wings and flying are optional if you don't want to hassle with all that. Problems and Issues There are some glitches with the flying. Generally just fiddling--pausing in the air, going into and out of sneak on the ground--fixes them. No collisions while flying. Don't fly into things, it's bad. Don't expect kissing animations--or blow job animations--or drinking from a cup animations--to work at all reasonably with a beak. Sucks to be a bird. Installation Install in this order: Sexlab if you want it SOS if you want the schlongs RaceCompatibility Animated Wings Ultimate depends on the following. Install according to AWU's instructions: Flying Mod Flying Mod Overhaul Flying Mod Rework Animated Wings Ultimate Birds of Skyrim - doesn't matter where it goes in your load order Always enable BDBirds.esp If you want to fly, enable BDBirdWings.esp. Without that there's no wings and no dependency on AWU. Don't enable BDBirdsLAL.esp. That's legacy, might go back to it if there's a reason to. --optionally-- Birds of Skyrim Digi - load this up after the base mod if you want digitigrade feet. Note they don't work well with boots--just go barefoot. Birds of Skyrim Schlongs - for the dicks Enable BDBirdSchlongs.esp and BadDogSchlongCore.esm for the bird dicks and bat sheath. These are all hoodies. Enable BDBatSOS.esp for the special bat schlong. It's a regular SOS schlong. Birds of Skyrim NPCs - For followers. Birds of Skyrim Titties - for bird tits. Wait, you're NOT DONE! Before you can fly, you have to do the following: Start the game, get out of character edit, let MCM do its thing Go to the AWU mod page and set the control keys. I use "G" held for 1.5 seconds as the wing toggle button and "G" tapped twice as the flight button. Then from the Powers menu, use the "Wings" power. Your wings will disappear. From the Powers menu, use the "Endow <something> Wings" power. (The name is different depending on your race.) Your wings will come back. Now you can fly. You just have to do that once at the beginning of the game. From then on, you can just fly. Note your own wings may not have color at first. Go through a load door or save/load and that should be fixed. Good with this mod Open Cities of Skyrim -- you should be able to fly over the walls when you're a bird DynDOLOD -- Up in the air, your eyes are on the horizon. You should be able to see what's out there. Look in the DynDOLOD manual about how to handle Shrine of Azura replacers and do what it says. Also there are special instructions for handling Open Cities. Credits Ulri and Talis races are the invention of @GDelscribe - appearance and lore follow their design. Erect schlong by @MadMansGun For Modders The birds (not the bats) have tintmasks in 256 and 2048 sizes. By default, the size is 2048 so you can set up your characters in RaceMenu. If you're creating NPCs you need the smaller files--navigate to the tintmask folder and copy the contents of the subfolder Size256 up to the parent folder. That way CK won't freak. Getting the NPCs to have colored wings was a trick, because the skin color isn't reliably applied to the wings, so wing color has to be baked in. There are a set of keywords "BDB_Keyword_<some color>". If you give your NPC one of those keywords, the wings script will apply wings of the right color.-
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Hello there Nymph Lovers! It has been quite a while since the last update, hasn't it? School has kept me terribly busy the last two three four weeks I'm afraid! Don't worry about me though, I've got some great news. I have just this week finished the fifth and final Nymph race, as well as all the presets, which means for all intents and purposes the mod is finished! I wasn't sure this day would ever come, especially with some of the endless minor glitches I had to deal with week after week. Nothing in Skyrim ever gets modded easily, as they say. Before we get into all that though, I'd like to give a few more details about how the Nymph races actually work. I've mentioned before that the nymph races get an inherent resistance to damage. Originally I was planning to have this be a form of natural armor or simply raw damage resistance, but I have decided to go with the more flavorful (and lore-friendly) version of this ability, which gives them a massive protection against damage from weapons that are steel quality or below. The reason I had not gone this route to begin with is I was sure it required the use of scripts to accomplish, something I had been trying to avoid. Not so it seems! Anyway, in game terms what this means if an attacker swings an iron sword at her, she will take almost no damage from it. I gave a little bit of wiggle room here so it's not 100%, the math works out to something like base 60% reduction, -20 on top of that. This means very weak opponents will be totally unable to hurt her with puny iron or steel arms. Silly mortals! A very strong opponent will still be able to hit you pretty hard (a lot harder than I expected actually), so don't expect to be invincible to guardsmen! Specifically this protection applies to: Iron, steel, imperial, and wooden weapons, which includes forsworn weapons (steel somehow, don't ask me) as well as giant's clubs. It does NOT include animal attacks (bears, wolves, etc.), nor any weapon of Elven, Dwarven, or higher material, and provides no protection from Draugr weapons. I am still debating in this last phase of balancing whether to make an exception for enchanted weapons, (ie if an enchanted iron sword will bypass the protection regardless of what enchantment it has), since I can't remember the mechanics of this in daggerfall. Sounds very powerful, is it balanced? Well, I have ultimately decided in favor of making the Nymph a more powerful base race trading off with the experience penalty I discussed briefly in the last entry. Base races start with +35 to bonus stats, and Nymphii start with base stats ranging from +55 to +70, depending on race, have two very powerful racial passives, but have a 25% penalty on all experience earned. This is not nearly so noticeable early in the game when stats rise quickly, but definitely slows things down mid-late game as you cannot really offset it by using a standing stone. It becomes somewhat noticeable too that skillbooks and trainers do not level you a full rank with this penalty, but there wasn't any way around this. Also keep in mind that the nymph protection from damage starts to vanish around this time too, since leveled lists will start populating enemies with higher tier weapons. The numbers on some of this is still subject to adjustment. Basically I want to emulate the feel of daggerfall where you could build a super strong starting character invincible to just about everything except that it would take you ten times as long to level. Not quite to that extreme obviously, but still on the same sliding scale. Other ideas I am playing around with in the last phase I really like the flavor of the Desert Nymph fire resistance; it didn't seem necessary to give her a penalty. In testing I found myself wanting to take her clothes off while fighting a dragon just to get that extra bump in fire resistance, which is exactly what I was going for. I may consider other races I could apply this idea to (not wearing clothes boosts the natural passive resistances of the Nymph) but only if it still makes sense. Having certain creatures be naturally non-hostile to nymph races (spriggans are the obvious one that comes to mind). Possibly adding an enchant to leveled lists that is a kind of "nymph-bane" and works like silver weapons do on werewolves/vampires. Adding Nymph Hunters as enemies (probably more interested in capturing than killing nymphii, if somebody wants to tie in a slavery mod here), who are pretty much pushovers unless you are a nymph. Maybe even adding Wild Nymphii as random encounters that could be hostile if you aren't A. a nymph, or B. in the company of a nymph follower (of course then I would have to sculpt more faces, sigh) Anyway, the general takeaway is that I've got lots and lots of flavor ideas I would like to add now that the meat of the mod is finished, but this may be where updates come in, otherwise I'll never end up releasing it! I'm pretty sure I want to release it as a .esm and sticking with the original stated intent I would hope that other people would be interested in adding their own nymph race .esp addons. Another thing I have been working on lately is polishing up the original 6 followers. I had discovered that I have done somewhat more extensive edits to each of them than I realized, and their custom normal maps no longer fit as well as they used to. Since my proficiency with texture editing has improved quite a bit in the last 3-4 months, I decided to rebuild all of their normal maps from scratch using Xnormal, rather than tweaking the existing ones. I also found a way to create a nice detail map of the base diffuse that can be layered over the generated normal map which gives it a very lifelike look in most lighting. This was especially important for the three ladies I have built custom diffuse maps for, since no existing face normal has the same details as the textures. It's hard to do justice to how these mesh mapped normals look in game with screenshots since it's easy to get the lighting in a screenshot just right. Take my word for it though, having light and shadow hit a face based on the actual mesh/texture and not just a generic normal is very striking, and I'm glad I took the time to make them. I experimented with this for the races and racial presets but the effect just wasn't the same, their facial features are too different and it ends up looking like any other generic normal map. Well, finally, with all of that out of the way, let's get on to the Beast Nymphii! From the in game description Beast Nymphii are a fairly rare subtype of Nymph, and as you might expect with their unusual hybrid appearance they do not fit in well into civilized places. Unlike Night Nymphii, who have an inherent form of magic that allows their supernatural traits to be remain unnoticed, Beast Nymphii have nothing like this, and they only vaguely resemble any known mortal race, even the very rare beast/human hybrids. Thus, they rarely, if ever, attempt to live near civilized settlements. Likewise, there is little reason for them to conceal their Nymph heritage. One of the reasons they are rare is that while most pureblood Nymphii mothers who no longer have pureblood offspring (i.e. a wood nymph mating with a non-bosmer) generally retain whatever appearance they have, just less distinct, Beast Nymphii will immediately lose their beast characteristics as soon as their magical makeup no longer favors the Beast races. Interestingly, if the offspring remains pureblooded it does not seem to matter which Beast race the father was, an Argonian Nymph mating with a Khajiit will still produce an Argonian trait Nymph, until enough subsequent generations alter the magical essence enough that she begins to add Khajiit traits to her appearance, and eventually loses her Argonian traits. Thus, it is entirely possible for a Beast Nymph to have everything from fur, scales, a lizard tail, and cat ears, all at the same time, but if such a creature exists, no one has yet reported it. The selection of traits is entirely integrated, and does not require any transformations or armor addons, just pick which parts your Nymph has at character creation, under the hair tab. You can even pick parts that are not tinted, tinted based on hair color, or tinted based on warpaint. As you might expect, I am very pleased with how much customization this offers the Beast Nymph, especially considering how much work I had to do while figuring out how to implement these options seamlessly. The Beast Nymph has the usual Nymph resistance to mundane weapons, but has no other resistances. Her greatest strength is her recovery: with stamina, health, and magicka all regenerating at rates many times faster than other races. Currently this is 300% health/stamina and 200% magicka, but I will need to do some testing to make sure this is in line with the other Nymph races. Lykaea, who is a Beast Nymph, also fully regenerates health in combat (just like a troll!), but I have to test how balanced this trait would be for the player to use. There are six Beast Nymph presets at present, three kitties and three lizzies. And on that note, all the content for the mod is finished, so all that's left is testing, balancing, and bug fixing. This is probably going to take me at least a week, maybe two, since I know that unfortunately I won't have a whole lot of time to offer support once I publish it; I want to make sure I get it as cleaned up as I can before I let it loose into the world. In the last couple weeks I made another MMD of the Night Nymphii too, so here's the link for that. Finally, keeping with the theme of the last few entries, I assembled all the followers and presets so I could take a bunch of group screenshots. Six followers and twenty four presets means it takes a really, really long time to set up these screenshots, so I hope you like it! I have some more swimsuit group screenshots on my tumblr if you're interested in those, but I thought it would be redundant to post both swimsuit/nudes of basically the same scene. Whew! This was a really long blog entry, but hopefully I made up for the last several weeks with no updates. This will likely be the last entry until after I publish the mod, so I hope you enjoyed it! Thanks for reading!
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Hi there Nymph Lovers! I've got some good news and bad news today. The bad news is that I spent an awful lot of the last week and a half doing productive stuff that isn't fun to look at. Things like fixing bugs (a lot of bugs), standardizing and organizing file structures, and optimizing textures, etc. All stuff necessary for finishing the mod for release, but boring to read about. One thing though is that during the frustrating process of getting a racemorph .tri to work with chargen .tri morphs I actually think I came up with a solution that will prevent any major issues like this from getting in the way in the future. So the good news is that I've finished the Blended Nymph! I'm quite pleased with how the Blend Nymph presets turned out too. Like the Desert Nymphii, I built the first preset which I used as the racial .tri shape pretty much from scratch, rather than from one of my old characters. That means the only race left to go is the Beast Nymph, then final testing and balance stuff, and it's ready to release! The major issue with the Beast Nymph is that I want to be able to include a sliderset for different beast race parts that you can pick from. So if you are an Argonian Beast Nymph you can pick no features, scales, tail, or both, and khajiit beast nymphii can have ears, tail, fur, or some combination of the three (maybe even pick lizard tail and cat ears if you're feeling really adventurous). The problem isn't so much if this is possible, it's not simple but I know a couple ways to try to implement it. The problem is I have no idea how to do this without a heavy script package that loads these parts as armor addons from a transform, a spell based config tool or skyui mod menu. I'm pretty sure there's a way to do this with an overlay slider, a simple mesh slider (like a pubic hair mesh) and a funky skeleton rig but I'm gonna have to spend some time figuring out how to go about it. At this point I really want to complete this mod without using any scripts. If anyone who reads this blog has some advice I'm open to any input you can offer! I do have some stuff to show off though, so enough development stuff, here's the Blend Nymph! From the in-game description Blend Nymphii have the following starting stats They have as their racial trait a mild boost to just about everything: minor resistances, a little bit faster health/stamina/magicka regen, and of course the universal Nymph damage resistance. The overall theme here is that they represent the most complete dilution of magical essence that Nymphii obtain from mortal males, looking and acting for the most part like mortal women. They are the only Nymph race that has an armor skill as a racial bonus, and unlike just about every other kind of Nymph imaginable, they don't have an instinctual tendency to go prancing around naked wherever they travel. That's not to suggest they are less sexual than other Nymphii however. Most other Nymph subtypes would be considered "hyper-sexual" by human standards, with the catch being that they are extremely selective in choosing mates. Blended Nymphii share this same superhuman drive, but do not possess nearly as much selective instinct. A quirk of the Blended Nymph pedigree means that just about any male she chooses will contribute positively to the magical energy of the offspring, there are no wrong choices! Add this to the fact that they will very often live within human or mer society, and well... you can probably guess the result: adventures that might make a succubus blush! Here are a few screenshots of the five Blend Nymph presets As range of outfits shows, they are equally likely to be skilled at magicka, fighting, or thieving. I've also finalized the starting stats for the other three complete Nymph Races My overall goal was for them to be approximately 10% better than vanilla races. At this point in the game's lifespan I'd say it's pretty unusual to imagine someone playing through for the first time, and Nymphii balance the bonuses they get against having no racial once a day powers. I would probably suggest playing on one difficulty setting higher if you play a Nymph though. With that said, and in the spirit of old-school daggerfall which let you built crazy powerful characters with the tradeoff that they level much slower or have to take on tons of drawbacks, I'm currently considering giving the Nymphii more powerful stats/abilities in exchange for giving them a racial penalty on all experience gained. It makes sense thematically, immortal magical creatures probably don't focus and learn things the same way as mortal creatures who are faced with life and death situations and a finite lifespan. It would also explain why the Nymph followers who are in the range of centuries old are likely to show up in your game as a level 15-20 warrior or spellcaster. The estimate I would say at this point is about 20% slower skill gains so you can't quite make up the difference with the lover's stone. I know one of the things that some people complain about after multiple playthroughs is that leveling is too fast compared to oblivion or morrowind, so maybe this would be a way to solve that problem too. Anyway, I know this entry has been mostly words so far and not many pictures, but don't fret! Just like the last entry, I gathered up all the girls and had a big group photo session so you can see the scale of what I've made to this point. I've also gotten around to naming all of them and giving them proper NPC settings (though lacking the custom classes and powers of the Nymph followers), so if you want to run the mod just to build your own Nymph Harem it's certainly possible: there are currently 24 different girls and I plan on making at least four or five more Beast Nymph girls, so close to 30 total. I managed to give each one a unique haircolor, weight, hairstyle, eyecolor and combination of makeup so far. And as a little update from the last entry, I managed to edit and re-upload the Wood Nymph MMD I made and so far youtube hasn't flagged it yet. There's about 20 seconds less nudity than the original, but I got some very nice lighting, cleaned up the editing a lot, and I think it's overall a lot better. Well, that's all for this entry. I'm getting really close to wrapping everything up and I hope you look forward to it! edit: I fixed a couple typos and changed some of the tumblr 1280x720 image links to full quality 2560x1440 ones.
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Me and a friend have made a playable agaran race with a (hopefully) more pleasant appearence! We have also made support for sexbound use! the race is still in Beta, and we still have a lot of features to add, hopefully we will update this further in the future. Get the basic Agaran mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2894519108 Mods used in the screenshots are: -
I was seeing some mods that haven't been updated in a while and I found this race mod interesting the mod adds 4 races and transformations say ... "big" for the player Lechean race and its transformation I thought the transformation was cool with Mods like MME, BAC .. but I think it needs some support ... the armor doesn't work, the SOS doesn't work and I don't even know if the BAC transformation works with this mod, because I used a save without the BAC to test it, but it works well with MME , but not with milking cuirass would appreciate if someone made it compatible with SOS and BAC I'm trying to make it work with TAWOBA armor, but I don't think I can do it, I don't know how to modify it very well well .. thats it, if anyone can help i appreciate it
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So recently I came across 2 mod called hybrid argonians and hybdrid khajits that make them damn sexy and less creepy. Basically unimmersive mod that makes the two races more fappable, they were once available for oldrim but I can find it, only for se so as it was once available I figured it won't be piracy to give Me the link to the mod Or some clue. Please help me my fellow perverted modders please????
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Hello, my name is .Blancc (or Dot Blancc). I'm thinking of getting into developing mods for the Skyrim SE. My first project being making a more lore friendly Miqo'te mod that would possibly fit into Tamriel. I'm a beginner and will most likely ask questions. I plan to watch tutorials on using the Creation Kit to do so, but I wish to ask for some questions. The questions are rather noob questions, but first one is, how would I go about transferring the Khajiit ears and tail to a Nord? Second would be using the UNP body mod in Creation Kit (I plan to ask the mod author before I post it on the Nexus) last question, if using the UNP mods with a custom made head preset through Racemenu (eyes, hair etc), what would I do to make sure the meshes and textures are correct? I'm aware that these questions are probably answered in a tutorial on youtube, but I guess I just wanted to ask advanced modders these questions. I apologize if this is annoying for some, but I just wanted to ask these questions.
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Bad Dog's Birds View File This mod adds flying bird, bat and gryphon races to Skyrim for PCs and NPCs. Birds have all-new avian heads and head parts (crests, ears, horns because why not) with complete chargen and expression morphs. Crests and ears show expressions. Birds have claw hands and feet. They have wings courtesy of "Animated Wings Ultimate" by Anton over on Nexus. Birds have privy members if you want them. There's enough variety in the parts to create a wide range of birds: ravens, eagles, songbirds, parrots, Skeksis. Bats come in leaf-nose and flying fox varieties. Privy members use my "hoodies" mechanism to extrude from a slit in the crotch. The griffons have a cat peen. Lady griffons can have a peen too, if that's what you like. There was a lot of discussion when I was developing this mod about whether birds get tits. I said no, because birds. Others said yes, because titties are never a bad thing. So now they're an option. Clawfeet use my adaptation of the high heels mechanism to give digitigrade feet, if you choose that option. Don't try to put boots on them--the birds will just take them off again. SE version here. Details Get the mod from here because it's big for LL In this version Ulri (raven), Eagle, Griffon, Songbird, and Talis/vulture races. I haven't done anything fancy with the races, just gave them each a different set of perks and abilities so you have something to play with. Use the racemenu setup to get your PC looking as you like. There are a few sliders that don't do anything, but most of them are useful and some of them are intuitive. The races have presets showing some of what you can do. Bats! Various face shading. There's a dirt texture that gives you dark ears. Ear shape is on the mouth morph. Sorry about that. Maybe I'll be arsed to make a separate racemenu slider. The eye depth slider changes the size of the eyes from tiny to large. Only choose bat eyes if you use this. (I can't keep Racemenu from showing you khajiit eyes as well.) There are a few different complexions, for leaf noses and fox noses, and for furry ears or the big bat ears. You want to select a complexion that works with your nose. Muzzle/nose tints are in three places; "laugh lines" for the muzzle, "eyeliner" for the part around the nose, and "nose" for the nose itself. The leaf nose uses eyeliner + nose; the fox nose uses nose only, and you'll want the muzzle and "eyeliner" to match to cover the whole muzzle. There's a separate digitigrade feet patch. Base mod is plantigrade bird feet, so you can wear boots. I think if you wear open-toed boots it looks weird. So don't. With the digitigrade patch, NPCs will take boots off. Genitals for all races. Griffons get cat peens. Birds and bats get a new mesh by ModMansGun--say what you think of it. Bats can have an SOS bat-type schlong or a Hoodie canine-type sheath. NPC file. Load it up to have bird or bat followers. Adds a flock of birds of each race in a different place in Skyrim. Bird followers fly when you do and will fight from the air. Find their campsite or wait for them at an inn to recruit them. Most are friendly so you can just ask one to join you. As with the races I haven't tried to be really creative but they should be adequate followers with a range of abilities. There's a book in each camp that gives you some details on the races and adds markers for the camps to your map. A few birds with wings take up a lot of room, so if you're running a mod that adds a bunch of NPCs to inns you may find them awfully crowded in the evening. Ulri - Camp in the saddle between the exit from the Helgen cave and the south gate to Falkreath. They go to the Sleeping Giant Inn in the evening. Eagle - Camp just southwest of the Thalmor Embassy. Relax at the Winking Skeever in the evening. Griffon - Camp on a rocky outcrop on the plains between Whiterun and Rorikstead. At the Rorikstead inn in the evening. Songbirds - Camp southwest of Falkreath, right up against the mountain range. At Dead Man's Drink in the evening. Talis - Camp in the badlands of Eastmarch south of Kynesgrove. At Braidwood Inn in the evening. Bats - Cave southeast of Markarth. They bum around Markarth in the afternoons and congregate in the Sliver-Blood Inn in the evening. Wings and Flying lDelta6l has updated the flying mods and it's pretty much fabulous. Wings are much easier for me to handle, so each race gets their own wings on startup, no need for potions. Flying is pretty intuitive and the animations are really nice. There are no collisions while flying and you really zoom along, but that's tolerable. Wings and flying are optional if you don't want to hassle with all that. Problems and Issues There are some glitches with the flying. Generally just fiddling--pausing in the air, going into and out of sneak on the ground--fixes them. No collisions while flying. Don't fly into things, it's bad. Don't expect kissing animations--or blow job animations--or drinking from a cup animations--to work at all reasonably with a beak. Sucks to be a bird. Installation Install in this order: Sexlab if you want it SOS if you want the schlongs RaceCompatibility Animated Wings Ultimate depends on the following. Install according to AWU's instructions: Flying Mod Flying Mod Overhaul Flying Mod Rework Animated Wings Ultimate Birds of Skyrim - doesn't matter where it goes in your load order Always enable BDBirds.esp If you want to fly, enable BDBirdWings.esp. Without that there's no wings and no dependency on AWU. Don't enable BDBirdsLAL.esp. That's legacy, might go back to it if there's a reason to. --optionally-- Birds of Skyrim Digi - load this up after the base mod if you want digitigrade feet. Note they don't work well with boots--just go barefoot. Birds of Skyrim Schlongs - for the dicks Enable BDBirdSchlongs.esp and BadDogSchlongCore.esm for the bird dicks and bat sheath. These are all hoodies. Enable BDBatSOS.esp for the special bat schlong. It's a regular SOS schlong. Birds of Skyrim NPCs - For followers. Birds of Skyrim Titties - for bird tits. Wait, you're NOT DONE! Before you can fly, you have to do the following: Start the game, get out of character edit, let MCM do its thing Go to the AWU mod page and set the control keys. I use "G" held for 1.5 seconds as the wing toggle button and "G" tapped twice as the flight button. Then from the Powers menu, use the "Wings" power. Your wings will disappear. From the Powers menu, use the "Endow <something> Wings" power. (The name is different depending on your race.) Your wings will come back. Now you can fly. You just have to do that once at the beginning of the game. From then on, you can just fly. Note your own wings may not have color at first. Go through a load door or save/load and that should be fixed. Good with this mod Open Cities of Skyrim -- you should be able to fly over the walls when you're a bird DynDOLOD -- Up in the air, your eyes are on the horizon. You should be able to see what's out there. Look in the DynDOLOD manual about how to handle Shrine of Azura replacers and do what it says. Also there are special instructions for handling Open Cities. Credits Ulri and Talis races are the invention of @GDelscribe - appearance and lore follow their design. Erect schlong by @MadMansGun For Modders The birds (not the bats) have tintmasks in 256 and 2048 sizes. By default, the size is 2048 so you can set up your characters in RaceMenu. If you're creating NPCs you need the smaller files--navigate to the tintmask folder and copy the contents of the subfolder Size256 up to the parent folder. That way CK won't freak. Getting the NPCs to have colored wings was a trick, because the skin color isn't reliably applied to the wings, so wing color has to be baked in. There are a set of keywords "BDB_Keyword_<some color>". If you give your NPC one of those keywords, the wings script will apply wings of the right color. Submitter Bad Dog Submitted 05/25/2018 Category Races Requires https://www.nexusmods.com/skyrim/mods/103494 Special Edition Compatible No
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Hello I've been looking for the Sheva race mod, namely the one referenced here https://forums.nexusmods.com/index.php?/topic/9619843-sheva-alomar-race-outfits/#entry99221033 for what I've gathered, it's around somewhere but the few links to it are down/broken, so I was hoping someone here would have it, if so, I would really appreciate it if you could upload it and send me the link, that's all, thanks. EDIT: found the mod, anyone who wants it, feel free to mesage me.