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[WIP]Mermaids


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Posted

Does that mean there would be no new mermaid race, just a humanoid race that's wearing a tail? That would mean everyone would swim like a mermaid, unless we can somehow get them to use the mermaid swim animations only when equipped with a tail.

just make the swim animations exclusive to the race, and a transformation script for entering water.

Posted

i barely know anything about scripting and animating

 

but ever since ive bought oblivion, and attempted things that i could have done easily in skyrim ck, ive learned alot

 

like how every race can have a diff skeleton, and if we give mers a completely new skeleton with an edited behavioural graph, we can give them swimming animations unique to them.

Posted

I don't mind if someone has a different approach. We can use a little diversity. I'm just trying to make the mermaid stuff accessible to everyone, so if someone wants to give their lvl 56 Nord warrior an underwater fight and swim ability, it should be feasible without having to start a new mermaid at lvl 1.

Posted

If you really do know, you would know that you're suggesting something beyond the limitations, besides didn't you read? Suludi said she's making an armor not a new race.

firepower, you can literally just duplicate the breton race, call them mermaids, and give them a spell that makes them grow tails when gettin in, and out of water.

 

then give them pretty much the same animation path, but slightly tweaked

Posted

To clarify:

 

I HAVE made a new race, based on Bretons (cause I find them prettier than elves. But this is optional cause we can probably add several race presets to the sliders). They have blue skin (this is optional though), can breathe underwater and will be able to equip the tail as a piece of armour instead of a body.

 

My problem is weightpainting. Until I manage to weightpaint the tail to the skeleton, I won't be able to make neither body nor tail. I'm experimenting with the new Bodyslider tool but I haven't got very far. Next problem will be the fight animations under water, we'll need Fore to add them to FNIS (I think). And then there will be the problem of scripting which I can't solve cause I can't script.

 

Not to mention the new worldspace. I'm currently thinking of simply modding a part of the existing Skyrim north sea cause the worldspace will take LONG to get finished.

Posted

To clarify:

 

I HAVE made a new race, based on Bretons (cause I find them prettier than elves. But this is optional cause we can probably add several race presets to the sliders). They have blue skin (this is optional though), can breathe underwater and will be able to equip the tail as a piece of armour instead of a body.

 

My problem is weightpainting. Until I manage to weightpaint the tail to the skeleton, I won't be able to make neither body nor tail. I'm experimenting with the new Bodyslider tool but I haven't got very far. Next problem will be the fight animations under water, we'll need Fore to add them to FNIS (I think). And then there will be the problem of scripting which I can't solve cause I canÄt script.

 

Not to mention the new worldspace. I'm currently thinking of simply modding a part of the existing Skyrim north sea cause the worldspace will take LONG to get finished.

 

i have no idea what weight painting even is, if ya want, i could prolly find someone to help out with it?

 

as for scripting, the only scripts i have succesfully made are stolen and modified ones for oblivion, i'll see if i can help at all for skyrim

 

and as for the worldspace, just save your progress now, pass it out in the topic, and im sure we'll figure out where to start working so we can get several people working on there own little zones

 

oh, and, as a quick lil idea for the transformation:

 

how about when the character is wet, the werewolf transformation occurs, but instead of changing into a werewolf, they turn into pretty much the same person as before, with a diff set of animations, and an unremoveable tail added to their inventory?

Posted

That's what exactly I had in mind. A humanoid race, (Breton in this case) that has added ability to equip tail when swimming or raining. The tail will come with a waterbreathing enchantment (they will still drown if not equipped with a tail, in mermaid lore, mermaid who gain legs loose their ability to breathe underwater), and will be using different animations whenever it is equipped. The mermaids who will auto transform depending on the ocassion will have a "transform tail" constant effect ability which will equip them a tail whenever the conditions are met. The mermaids who have the power to transform at will will have it as a fire and forget type of spell. I have a script in handy for the changing race (or equiping a tail in this case), but it doesn't have a morphing effect like slowly see the legs transform into a tail, just equip instantly. The part of making the mermaid animations only happen when the tail is equipped is difficult. I'm still looking into it. I'm sure Suludi knows how to do this with experience in creating meshes.

 

I also made mermaid related stuff like electric eel followers, dog transforming into horker pet, transmogrify into sea creature, conjure fishes, pearls, and oyster, and rainy or sunny spell, useful for not getting wet, or for wanting to get wet. 

Posted

oi, if its auto equipped and enchanted with waterbreathing, it really doesnt matter if the mer herself can breath water or not.

 

and the lack of morphing effect is just fine man.

 

and for the spells, we should make those race default spells, so they'll automatically have them.

Posted

huh, so technically, we can have a race with the tail auto equipped all the time, another that changes in the water, and another that changes at will.

 

this makes me think, whenever a tail is equipped, magicka should increase atleast a hundred times more hat what you normally have, and telekinesis should be added.

Posted

The race that has auto equip when in water/rain is just the same as the one you said that changes in water.

Btw, I don't know if there is a conditon IsInWater, there's just IsSwimming and IsRaining, so they won't change when in shore, only when they start swimming.

Sure, that's very easy to do. They should also have faster magicka regeneration, since they are in their pure magical form, and yes telekinesis can be easily added, but I think it should not really be a standard mermaid power, do you have any stories why mermaids are born with telekinesis power?

 

I'm thinking of a hydrokinesis power for mermaids too, which are part of their standard arsenal spell. I hope Suludi can make waterbolt projectiles and water hitshaders mesh.

A bound trident spell too would be nice, and a Nautilus shell where they can store the souls or life essence of their enemy.

Guest Ragna_Rok
Posted

AHA! guess ive found another sneak-project here while randomly browsing LL, eh?

 

well... good luck, folks :)

 

Posted

oh, well cant there be like, 

 

isswimming= 0

stay for 5 seconds

if not, then anytime you hit shallow water, you'd be walking again

 

and true, mermaids have no telekinetic powers, i just thought it would help in reaching things over a distance.

 

and speaking of undressing and semen, im hopin these merfolk are nsfw from the waist down

Posted

I don't know if what you said about the 5 secs thing makes sense. If they spend more than 5 secs in shallow water, then it's useless.

You need to have some kind of lore friendly story why they have telekinesis power, not just drop on them.

Posted

Hey, good work so far guys. I recently downloaded the Glass Robe armor and thought that it would look awesome if the scales on the tail could be similar to that since it does kind of look like scales. Is something like that doable?

Posted

I don't know if what you said about the 5 secs thing makes sense. If they spend more than 5 secs in shallow water, then it's useless.

You need to have some kind of lore friendly story why they have telekinesis power, not just drop on them.

that was an example, what im saying is, after you get a tail in the water, you wont grow legs again as soon as you start walking, it'll be like the crawl to shore thing, but it makes sure you still have a tail in shallow water, so you wouldnt just be going between a tail and legs constantly while making your way down a rocky/shallow river

 

Hey, good work so far guys. I recently downloaded the Glass Robe armor and thought that it would look awesome if the scales on the tail could be similar to that since it does kind of look like scales. Is something like that doable?

oi, you'll prolly have to talk to EB about that friend.

Posted

Maybe make standing still in water for 10 seconds the requirement for change to happen, or is Swimming for 10 seconds, or make changing a low cost spell. Perhaps 5 minutes of rain would force a change too.

Posted

I told you, the game's ai package works slow, so there will indeed be time you have to wait until you get legs, vice versa. Sometimes, it works instantly though, depending on your game. But if I'm not wrong, what you're trying to say is there will be a standard wait time, for 5 secs, from tail to legs. But there will also be a wait time from legs to tail, even thought you don't put a wait time between transforming, when you step in shallow water, the transformation don't take effect until you start swimming.

Posted

oi, and because there will be a wait time from swimming to shallow water, we wont have a constant leg/tail switch going on.

 

guys, get asharas siren mod for oblivion, you'll see what i mean

 

oh, also, if we give merfolk housing, how will we do that? because i had an idea: we use the solsteim/ravenrock/carapace shell houses, and flood the lower  basement parts, so you'll have kind of a cramped cooking area sorta thing for the ground level, but the rest of the house will be well furnished but flooded

 

off topic sorta: Suludi, what are you working on right now, im curious?

Posted

oi, and because there will be a wait time from swimming to shallow water, we wont have a constant leg/tail switch going on.

 

guys, get asharas siren mod for oblivion, you'll see what i mean

 

oh, also, if we give merfolk housing, how will we do that? because i had an idea: we use the solsteim/ravenrock/carapace shell houses, and flood the lower  basement parts, so you'll have kind of a cramped cooking area sorta thing for the ground level, but the rest of the house will be well furnished but flooded

 

off topic sorta: Suludi, what are you working on right now, im curious?

 

Solstheim houses is a nice idea, I'll see if I can use it.

 

And I'm working on animations. Not 24/7 though, sorry. :)

 

Posted

yaman, as i was posting it, somethin was nagging me, and i couldnt figure out what till i posted it

 

well, in any case, does everyone here have dragonborn?

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