mantaman Posted August 31, 2013 Posted August 31, 2013 Well, after doing that final bit of work on Ashara's Sirens and Tritons (the tail/bra setup for player and NPCs, which made a lot of people very happy), you've gotten a lot farther, which is nice. The idea of race changing is a good one, for obvious reasons, the underwater swimming, though, unlike Oblivion, Skyrim really doesn't have much in the way of deep waters. For the transformation animations, I'd say, the tail would split apart into feet and the reverse, they'd disrobe from the waist down and dip their feet into the water, their legs would "glue" together and form a tail. One suggestion would be a "kiss" animation, to give the follower the temporary ability to follow them under water. Though, at present, there really isn't much in the way of under water activities for Skyrim, seems to be something they kind of... avoided. GuruSR. im thinkin, it would be best just to make merfolk their own race, that can change manually, via spells. i say they should be their own race because, imagine transforming argonians with dolphin tails. uuugh
Monsto Brukes Posted September 1, 2013 Posted September 1, 2013 Well, after doing that final bit of work on Ashara's Sirens and Tritons (the tail/bra setup for player and NPCs, which made a lot of people very happy), you've gotten a lot farther, which is nice. The idea of race changing is a good one, for obvious reasons, the underwater swimming, though, unlike Oblivion, Skyrim really doesn't have much in the way of deep waters. For the transformation animations, I'd say, the tail would split apart into feet and the reverse, they'd disrobe from the waist down and dip their feet into the water, their legs would "glue" together and form a tail. One suggestion would be a "kiss" animation, to give the follower the temporary ability to follow them under water. Though, at present, there really isn't much in the way of under water activities for Skyrim, seems to be something they kind of... avoided. GuruSR. im thinkin, it would be best just to make merfolk their own race, that can change manually, via spells. i say they should be their own race because, imagine transforming argonians with dolphin tails. uuugh yeah the easiest way to 'change' would be via spell effect. . . glow... glow... glow... GLOW... BAM done.
GuruSR Posted September 1, 2013 Posted September 1, 2013 im thinkin, it would be best just to make merfolk their own race, that can change manually, via spells. i say they should be their own race because, imagine transforming argonians with dolphin tails. uuugh Well, yes, they would be their own race, one with and one without a tail, but there'd be an animation to go from one to the other and back, spell effects could be too, but I doubt that'd need to happen too much. yeah the easiest way to 'change' would be via spell effect. . . glow... glow... glow... GLOW... BAM done. Actually, no, you wouldn't need to. A mer would merely wander into water and a few moments later, the tail would start to emerge, part of being a mer is that when you "get yourself wet", the tail comes out, drying off on-land would let your tail split to form legs, letting you go on-land for about 12 hours before you'd need to "get yourself wet" again. Would also need to make mudcrabs and other sea fish not aggro the mer, but that isn't too hard. As for others getting tails, yeah, it's actually not that difficult, since you can make the tail into an "armor" and force it on and make it unremovable, much like was done in the Ashara's Sirens and Tritons for Oblivion. (I know, I rewrote most of that code to offer typed tails/bras/necklaces when transforming.) GuruSR.
cptkorea Posted September 1, 2013 Posted September 1, 2013 im thinkin, it would be best just to make merfolk their own race, that can change manually, via spells. i say they should be their own race because, imagine transforming argonians with dolphin tails. uuugh Well, yes, they would be their own race, one with and one without a tail, but there'd be an animation to go from one to the other and back, spell effects could be too, but I doubt that'd need to happen too much. yeah the easiest way to 'change' would be via spell effect. . . glow... glow... glow... GLOW... BAM done. Actually, no, you wouldn't need to. A mer would merely wander into water and a few moments later, the tail would start to emerge, part of being a mer is that when you "get yourself wet", the tail comes out, drying off on-land would let your tail split to form legs, letting you go on-land for about 12 hours before you'd need to "get yourself wet" again. Would also need to make mudcrabs and other sea fish not aggro the mer, but that isn't too hard. As for others getting tails, yeah, it's actually not that difficult, since you can make the tail into an "armor" and force it on and make it unremovable, much like was done in the Ashara's Sirens and Tritons for Oblivion. (I know, I rewrote most of that code to offer typed tails/bras/necklaces when transforming.) GuruSR. After opening many tabs, and then reading this without remembering I was on the mermaid page, I have to say you confused me greatly, as mer is the other name for elves in Skyrim, and I was wondering why you thought elves grow tails in the water.
PeppyGreyskull Posted September 1, 2013 Posted September 1, 2013 You know, I see all this talk about changing from tail to tailless. Why not just have the tail be around all the time and have it be something like Irenes and the demihumans from Chrono Cross? Have them somewhat float around in a 'standing' form and 'slither' around to move. I'm not a modder myself, but I feel like this would be the best result with the least amount of work. I mean, we already have tail animations for kahjiit. It shouldn't be too much different than that. It'd also transfer well to Naga/Lamia style characters as well ;D
mantaman Posted September 1, 2013 Posted September 1, 2013 so guys, how's this: mers have legs, and when they go into the water they get tails. however, when getting out of the water, they keep the tails for around a minute, so you'll have to crawl abit on land, not only that, but you'll be a bit limited in fighting, maybe you'll only be able to use magic, bows, and daggers/swords? none of that twohanded stuff horkers, slaughterfish, and mudcrabs dont aggro you unless you attack them much faster swimming can ignore water currents water breathing underwatercombat (more slaughterfish scales guys, and when you get your head above water, maybe you can fire magic at people on the shore?) fire based spells do more damage to you, but you can ignore ice based spells, and cast them easier butts ----------and for stuff that could be added to the mod, after it is done---------- maybe mer based armour? mermaid merchants that carry mermaid merchandise(pearls, glass weapons/armour) by the shore more rivers, lakes, sunken ships underwater caves in skyrim teleport to a diff map thats really swamp based, get a mer follower that cant get legs, and take them there both genders? what do you guys think of that?
PeppyGreyskull Posted September 1, 2013 Posted September 1, 2013 so guys, how's this: mers have legs, and when they go into the water they get tails. however, when getting out of the water, they keep the tails for around a minute, so you'll have to crawl abit on land, not only that, but you'll be a bit limited in fighting, maybe you'll only be able to use magic, bows, and daggers/swords? none of that twohanded stuff horkers, slaughterfish, and mudcrabs dont aggro you unless you attack them much faster swimming can ignore water currents water breathing underwatercombat (more slaughterfish scales guys, and when you get your head above water, maybe you can fire magic at people on the shore?) fire based spells do more damage to you, but you can ignore ice based spells, and cast them easier butts ----------and for stuff that could be added to the mod, after it is done---------- maybe mer based armour? mermaid merchants that carry mermaid merchandise(pearls, glass weapons/armour) by the shore more rivers, lakes, sunken ships underwater caves in skyrim teleport to a diff map thats really swamp based, get a mer follower that cant get legs, and take them there both genders? what do you guys think of that? I still like my idea better. xD What's the point of having a mer race if you aren't going to see it outside of the 5 lakes in the game?
mantaman Posted September 1, 2013 Posted September 1, 2013 so guys, how's this: mers have legs, and when they go into the water they get tails. however, when getting out of the water, they keep the tails for around a minute, so you'll have to crawl abit on land, not only that, but you'll be a bit limited in fighting, maybe you'll only be able to use magic, bows, and daggers/swords? none of that twohanded stuff horkers, slaughterfish, and mudcrabs dont aggro you unless you attack them much faster swimming can ignore water currents water breathing underwatercombat (more slaughterfish scales guys, and when you get your head above water, maybe you can fire magic at people on the shore?) fire based spells do more damage to you, but you can ignore ice based spells, and cast them easier butts ----------and for stuff that could be added to the mod, after it is done---------- maybe mer based armour? mermaid merchants that carry mermaid merchandise(pearls, glass weapons/armour) by the shore more rivers, lakes, sunken ships underwater caves in skyrim teleport to a diff map thats really swamp based, get a mer follower that cant get legs, and take them there both genders? what do you guys think of that? I still like my idea better. xD What's the point of having a mer race if you aren't going to see it outside of the 5 lakes in the game? welllll, they'll still have certain abilities on land, water magic? and they dont aggro mudcrabs, so now you an fastravel in the middle of morthal. :'D i dunno, having constant tails would be kinda cool, but i'd rather the slithering be for a naga race, and the crawling be for mermaids
PeppyGreyskull Posted September 2, 2013 Posted September 2, 2013 so guys, how's this: mers have legs, and when they go into the water they get tails. however, when getting out of the water, they keep the tails for around a minute, so you'll have to crawl abit on land, not only that, but you'll be a bit limited in fighting, maybe you'll only be able to use magic, bows, and daggers/swords? none of that twohanded stuff horkers, slaughterfish, and mudcrabs dont aggro you unless you attack them much faster swimming can ignore water currents water breathing underwatercombat (more slaughterfish scales guys, and when you get your head above water, maybe you can fire magic at people on the shore?) fire based spells do more damage to you, but you can ignore ice based spells, and cast them easier butts ----------and for stuff that could be added to the mod, after it is done---------- maybe mer based armour? mermaid merchants that carry mermaid merchandise(pearls, glass weapons/armour) by the shore more rivers, lakes, sunken ships underwater caves in skyrim teleport to a diff map thats really swamp based, get a mer follower that cant get legs, and take them there both genders? what do you guys think of that? I still like my idea better. xD What's the point of having a mer race if you aren't going to see it outside of the 5 lakes in the game? welllll, they'll still have certain abilities on land, water magic? and they dont aggro mudcrabs, so now you an fastravel in the middle of morthal. :'D i dunno, having constant tails would be kinda cool, but i'd rather the slithering be for a naga race, and the crawling be for mermaids The crawling would be awesome too, I quoted "slithering", because it's kinda what it is, but not really. The best reference I could give is this: http://www.youtube.com/watch?feature=player_detailpage&v=iH23cfLRSJE#t=176. Pre-linked to the spot you need. She has a slithering-ish animatin in the fact that her tail moves back and forth somewhat, but it's more like a seahorse's propulsion. It's a lot more attractive and makes them capable of fluid combat out of water.
Monsto Brukes Posted September 2, 2013 Posted September 2, 2013 im thinkin, it would be best just to make merfolk their own race, that can change manually, via spells. i say they should be their own race because, imagine transforming argonians with dolphin tails. uuugh Well, yes, they would be their own race, one with and one without a tail, but there'd be an animation to go from one to the other and back, spell effects could be too, but I doubt that'd need to happen too much. yeah the easiest way to 'change' would be via spell effect. . . glow... glow... glow... GLOW... BAM done. Actually, no, you wouldn't need to. A mer would merely wander into water and a few moments later, the tail would start to emerge, part of being a mer is that when you "get yourself wet", the tail comes out, drying off on-land would let your tail split to form legs, letting you go on-land for about 12 hours before you'd need to "get yourself wet" again. Would also need to make mudcrabs and other sea fish not aggro the mer, but that isn't too hard. As for others getting tails, yeah, it's actually not that difficult, since you can make the tail into an "armor" and force it on and make it unremovable, much like was done in the Ashara's Sirens and Tritons for Oblivion. (I know, I rewrote most of that code to offer typed tails/bras/necklaces when transforming.) GuruSR. what i'm sayin is rather than attempt to animate something, that covering it with a blinding spell effect and then just changing it outright while it's covered, would be easiest.
mantaman Posted September 2, 2013 Posted September 2, 2013 so guys, how's this: mers have legs, and when they go into the water they get tails. however, when getting out of the water, they keep the tails for around a minute, so you'll have to crawl abit on land, not only that, but you'll be a bit limited in fighting, maybe you'll only be able to use magic, bows, and daggers/swords? none of that twohanded stuff horkers, slaughterfish, and mudcrabs dont aggro you unless you attack them much faster swimming can ignore water currents water breathing underwatercombat (more slaughterfish scales guys, and when you get your head above water, maybe you can fire magic at people on the shore?) fire based spells do more damage to you, but you can ignore ice based spells, and cast them easier butts ----------and for stuff that could be added to the mod, after it is done---------- maybe mer based armour? mermaid merchants that carry mermaid merchandise(pearls, glass weapons/armour) by the shore more rivers, lakes, sunken ships underwater caves in skyrim teleport to a diff map thats really swamp based, get a mer follower that cant get legs, and take them there both genders? what do you guys think of that? I still like my idea better. xD What's the point of having a mer race if you aren't going to see it outside of the 5 lakes in the game? welllll, they'll still have certain abilities on land, water magic? and they dont aggro mudcrabs, so now you an fastravel in the middle of morthal. :'D i dunno, having constant tails would be kinda cool, but i'd rather the slithering be for a naga race, and the crawling be for mermaids The crawling would be awesome too, I quoted "slithering", because it's kinda what it is, but not really. The best reference I could give is this: http://www.youtube.com/watch?feature=player_detailpage&v=iH23cfLRSJE#t=176. Pre-linked to the spot you need. She has a slithering-ish animatin in the fact that her tail moves back and forth somewhat, but it's more like a seahorse's propulsion. It's a lot more attractive and makes them capable of fluid combat out of water. true, but mers are OP in the water, they gotta be weak in their transition period, like mer in water: tons of powers, fast, OP mer out of water: slow, kind of weak, makes you want to have legs faster legged mer: regular skyrim character with gills. like, there has to be a tradeoff for water travel
lami Posted September 2, 2013 Posted September 2, 2013 so guys, how's this: mers have legs, and when they go into the water they get tails. however, when getting out of the water, they keep the tails for around a minute, so you'll have to crawl abit on land, not only that, but you'll be a bit limited in fighting, maybe you'll only be able to use magic, bows, and daggers/swords? none of that twohanded stuff horkers, slaughterfish, and mudcrabs dont aggro you unless you attack them much faster swimming can ignore water currents water breathing underwatercombat (more slaughterfish scales guys, and when you get your head above water, maybe you can fire magic at people on the shore?) fire based spells do more damage to you, but you can ignore ice based spells, and cast them easier butts ----------and for stuff that could be added to the mod, after it is done---------- maybe mer based armour? mermaid merchants that carry mermaid merchandise(pearls, glass weapons/armour) by the shore more rivers, lakes, sunken ships underwater caves in skyrim teleport to a diff map thats really swamp based, get a mer follower that cant get legs, and take them there both genders? what do you guys think of that? I still like my idea better. xD What's the point of having a mer race if you aren't going to see it outside of the 5 lakes in the game? welllll, they'll still have certain abilities on land, water magic? and they dont aggro mudcrabs, so now you an fastravel in the middle of morthal. :'D i dunno, having constant tails would be kinda cool, but i'd rather the slithering be for a naga race, and the crawling be for mermaids The crawling would be awesome too, I quoted "slithering", because it's kinda what it is, but not really. The best reference I could give is this: http://www.youtube.com/watch?feature=player_detailpage&v=iH23cfLRSJE#t=176. Pre-linked to the spot you need. She has a slithering-ish animatin in the fact that her tail moves back and forth somewhat, but it's more like a seahorse's propulsion. It's a lot more attractive and makes them capable of fluid combat out of water. true, but mers are OP in the water, they gotta be weak in their transition period, like mer in water: tons of powers, fast, OP mer out of water: slow, kind of weak, makes you want to have legs faster legged mer: regular skyrim character with gills. like, there has to be a tradeoff for water travel I like your idea better, hovering with tail on the ground seems too anime-ish to me. Nothing agains anime, exactly opposite, but it doesn't fit into Skyrim much. Something like Asharas Sirens And Tritons for Oblivion with added variety is perfect in my book.
GuruSR Posted September 2, 2013 Posted September 2, 2013 Mer: My shortform for Mermaid (not the elf alternate name) The tail: Animation/effect, would like to see animation done, down the road offer it, but, the race with the taili can't "walk" and the race with the feet can't "swim", so, it could prove interesting with the scripting. Just a reason for the transformation animation of the tail, as it'll "slow" the whole process down, making the scripting less cpu intensive. GuruSR.
PeppyGreyskull Posted September 2, 2013 Posted September 2, 2013 so guys, how's this: mers have legs, and when they go into the water they get tails. however, when getting out of the water, they keep the tails for around a minute, so you'll have to crawl abit on land, not only that, but you'll be a bit limited in fighting, maybe you'll only be able to use magic, bows, and daggers/swords? none of that twohanded stuff horkers, slaughterfish, and mudcrabs dont aggro you unless you attack them much faster swimming can ignore water currents water breathing underwatercombat (more slaughterfish scales guys, and when you get your head above water, maybe you can fire magic at people on the shore?) fire based spells do more damage to you, but you can ignore ice based spells, and cast them easier butts ----------and for stuff that could be added to the mod, after it is done---------- maybe mer based armour? mermaid merchants that carry mermaid merchandise(pearls, glass weapons/armour) by the shore more rivers, lakes, sunken ships underwater caves in skyrim teleport to a diff map thats really swamp based, get a mer follower that cant get legs, and take them there both genders? what do you guys think of that? I still like my idea better. xD What's the point of having a mer race if you aren't going to see it outside of the 5 lakes in the game? welllll, they'll still have certain abilities on land, water magic? and they dont aggro mudcrabs, so now you an fastravel in the middle of morthal. :'D i dunno, having constant tails would be kinda cool, but i'd rather the slithering be for a naga race, and the crawling be for mermaids The crawling would be awesome too, I quoted "slithering", because it's kinda what it is, but not really. The best reference I could give is this: http://www.youtube.com/watch?feature=player_detailpage&v=iH23cfLRSJE#t=176. Pre-linked to the spot you need. She has a slithering-ish animatin in the fact that her tail moves back and forth somewhat, but it's more like a seahorse's propulsion. It's a lot more attractive and makes them capable of fluid combat out of water. true, but mers are OP in the water, they gotta be weak in their transition period, like mer in water: tons of powers, fast, OP mer out of water: slow, kind of weak, makes you want to have legs faster legged mer: regular skyrim character with gills. like, there has to be a tradeoff for water travel so guys, how's this: mers have legs, and when they go into the water they get tails. however, when getting out of the water, they keep the tails for around a minute, so you'll have to crawl abit on land, not only that, but you'll be a bit limited in fighting, maybe you'll only be able to use magic, bows, and daggers/swords? none of that twohanded stuff horkers, slaughterfish, and mudcrabs dont aggro you unless you attack them much faster swimming can ignore water currents water breathing underwatercombat (more slaughterfish scales guys, and when you get your head above water, maybe you can fire magic at people on the shore?) fire based spells do more damage to you, but you can ignore ice based spells, and cast them easier butts ----------and for stuff that could be added to the mod, after it is done---------- maybe mer based armour? mermaid merchants that carry mermaid merchandise(pearls, glass weapons/armour) by the shore more rivers, lakes, sunken ships underwater caves in skyrim teleport to a diff map thats really swamp based, get a mer follower that cant get legs, and take them there both genders? what do you guys think of that? I still like my idea better. xD What's the point of having a mer race if you aren't going to see it outside of the 5 lakes in the game? welllll, they'll still have certain abilities on land, water magic? and they dont aggro mudcrabs, so now you an fastravel in the middle of morthal. :'D i dunno, having constant tails would be kinda cool, but i'd rather the slithering be for a naga race, and the crawling be for mermaids The crawling would be awesome too, I quoted "slithering", because it's kinda what it is, but not really. The best reference I could give is this: http://www.youtube.com/watch?feature=player_detailpage&v=iH23cfLRSJE#t=176. Pre-linked to the spot you need. She has a slithering-ish animatin in the fact that her tail moves back and forth somewhat, but it's more like a seahorse's propulsion. It's a lot more attractive and makes them capable of fluid combat out of water. true, but mers are OP in the water, they gotta be weak in their transition period, like mer in water: tons of powers, fast, OP mer out of water: slow, kind of weak, makes you want to have legs faster legged mer: regular skyrim character with gills. like, there has to be a tradeoff for water travel I like your idea better, hovering with tail on the ground seems too anime-ish to me. Nothing agains anime, exactly opposite, but it doesn't fit into Skyrim much.Something like Asharas Sirens And Tritons for Oblivion with added variety is perfect in my book. Again, this kinda goes back to the point of 'why even do it'? There's one enemy underwater. Slaughterfish. Other than that, 87% of the game is played on land. The main appeal of having a mer character would be the visual aspect of it, right? So, what would be the point of having just a regular character 90% of the time, then the rest of the time you spend jumping in the water only to swim 5 feet and beach yourself like a whale. Besides, how does levitation not fit into skyrim? It's been a part of previous Elder Scrolls games.
GuruSR Posted September 2, 2013 Posted September 2, 2013 Again, this kinda goes back to the point of 'why even do it'? There's one enemy underwater. Slaughterfish. Other than that, 87% of the game is played on land. The main appeal of having a mer character would be the visual aspect of it, right? So, what would be the point of having just a regular character 90% of the time, then the rest of the time you spend jumping in the water only to swim 5 feet and beach yourself like a whale. Besides, how does levitation not fit into skyrim? It's been a part of previous Elder Scrolls games. Simple. There are large masses of water around Solitude, with boats in them. There are missions north with boats and bandits, a mermaid there could remove the "human infestation" and make a home there. All creatures that swim wouldn't aggro the race, plus, other modders could finally do underwater dungeons. Argonians are water breathers, so pretty much, this would be an alternate to that race, plus there is the lore factor, and down the road, I'm sure people were going to have moving ships around, so, you'd have mermaids with that, you know, lure the ships to drown their men and sink their boats for more loot. That sort of thing. GuruSR.
mantaman Posted September 2, 2013 Posted September 2, 2013 Again, this kinda goes back to the point of 'why even do it'? There's one enemy underwater. Slaughterfish. Other than that, 87% of the game is played on land. The main appeal of having a mer character would be the visual aspect of it, right? So, what would be the point of having just a regular character 90% of the time, then the rest of the time you spend jumping in the water only to swim 5 feet and beach yourself like a whale. Besides, how does levitation not fit into skyrim? It's been a part of previous Elder Scrolls games. Simple. There are large masses of water around Solitude, with boats in them. There are missions north with boats and bandits, a mermaid there could remove the "human infestation" and make a home there. All creatures that swim wouldn't aggro the race, plus, other modders could finally do underwater dungeons. Argonians are water breathers, so pretty much, this would be an alternate to that race, plus there is the lore factor, and down the road, I'm sure people were going to have moving ships around, so, you'd have mermaids with that, you know, lure the ships to drown their men and sink their boats for more loot. That sort of thing. GuruSR. not only that but other aquatic animals can always be added, skyrim is missing Narwhals, Whales, Lamias even? larger slaughterfish, or smaller ones that sort of hunt in packs? and squids.
PeppyGreyskull Posted September 2, 2013 Posted September 2, 2013 Again, this kinda goes back to the point of 'why even do it'? There's one enemy underwater. Slaughterfish. Other than that, 87% of the game is played on land. The main appeal of having a mer character would be the visual aspect of it, right? So, what would be the point of having just a regular character 90% of the time, then the rest of the time you spend jumping in the water only to swim 5 feet and beach yourself like a whale. Besides, how does levitation not fit into skyrim? It's been a part of previous Elder Scrolls games. Simple. There are large masses of water around Solitude, with boats in them. There are missions north with boats and bandits, a mermaid there could remove the "human infestation" and make a home there. All creatures that swim wouldn't aggro the race, plus, other modders could finally do underwater dungeons. Argonians are water breathers, so pretty much, this would be an alternate to that race, plus there is the lore factor, and down the road, I'm sure people were going to have moving ships around, so, you'd have mermaids with that, you know, lure the ships to drown their men and sink their boats for more loot. That sort of thing. GuruSR. But again, this isn't really adding anything. How often do you return home and for what? A cooked meal that you probably won't use and to store some stuff. Even if we have moving ships, there aren't enough water-based sections in the game to make the transformation justifiable. I think there's a couple dungeons where you fall in water only to get back on land (because, again, there's only one enemy that can fight underwater) or a couple where you have to swim to get to the next piece of land, but that's really it. Yes, there's water all around skyrim and Solstheim, but there's nothing to do in it. Sure, somebody could make a fully water-based temple thing like LoZ, but there'd have to be many more than just that one to make it even worthwhile. The added bonus of waterbreathing would be cool if it wasn't so useless. Not once in my gameplay have I lost health from going under water (unless you count dying of hypothermia from Frostfall, but that doesn't really count). This goes back to the point above. It'll be interesting to explore under the water (for which there isn't anything to do), but it'll get old fast without a large influx of new content to support it since the only time you'll be able to enjoy the beauty of a mermaid is while they're in the water or floundering on land for that time it takes to transform. Without the constant merfolk form, this just becomes another nord/elf/breton-based mod with a useless ability to sprout flippers in the water. Remember, the appeal of the merfolk is their form and beauty, something you don't have if you're a human/elf 87% of the time.
lami Posted September 2, 2013 Posted September 2, 2013 Again, this kinda goes back to the point of 'why even do it'?"Because I want" or "Because it is possible" are perfectly valid answers. Maybe you would not want to push that hard
PeppyGreyskull Posted September 2, 2013 Posted September 2, 2013 Again, this kinda goes back to the point of 'why even do it'?"Because I want" or "Because it is possible" are perfectly valid answers. Maybe you would not want to push that hard You misunderstand what I was saying. If you aren't doing it for the aesthetics, then why bother? That's the problem with quoting single points in a length of words. You miss the meanings of it. We create, because we find it appealing. If we aren't making use of those appealing factors, then there isn't any reason to have them. They just become everything else in the game.
mantaman Posted September 2, 2013 Posted September 2, 2013 i kinda get what you'r sayin Peppy, a race that looks different from the others? if thats it, then how about the mers be textured like orcas? (but oh god, please, no floating animu mermaids.)
PeppyGreyskull Posted September 2, 2013 Posted September 2, 2013 i kinda get what you'r sayin Peppy, a race that looks different from the others? if thats it, then how about the mers be textured like orcas? (but oh god, please, no floating animu mermaids.) They don't have to float (again, you go to anime, but remember that levitation is canon to Elder Scrolls), but having them be merfolk only in the water is just pointless. You don't get the effect of it unless you create an entire game around the water. Honestly, for Skyrim, Lamiae/Naga would be more appropriate without a complete reworking of the game.
GuruSR Posted September 2, 2013 Posted September 2, 2013 But again, this isn't really adding anything. How often do you return home and for what? A cooked meal that you probably won't use and to store some stuff. Even if we have moving ships, there aren't enough water-based sections in the game to make the transformation justifiable. I think there's a couple dungeons where you fall in water only to get back on land (because, again, there's only one enemy that can fight underwater) or a couple where you have to swim to get to the next piece of land, but that's really it. Yes, there's water all around skyrim and Solstheim, but there's nothing to do in it. Sure, somebody could make a fully water-based temple thing like LoZ, but there'd have to be many more than just that one to make it even worthwhile. The added bonus of waterbreathing would be cool if it wasn't so useless. Not once in my gameplay have I lost health from going under water (unless you count dying of hypothermia from Frostfall, but that doesn't really count). This goes back to the point above. It'll be interesting to explore under the water (for which there isn't anything to do), but it'll get old fast without a large influx of new content to support it since the only time you'll be able to enjoy the beauty of a mermaid is while they're in the water or floundering on land for that time it takes to transform. Without the constant merfolk form, this just becomes another nord/elf/breton-based mod with a useless ability to sprout flippers in the water. Remember, the appeal of the merfolk is their form and beauty, something you don't have if you're a human/elf 87% of the time. Lets say, you wanted to make a flying bat/humanoid, just for the fun of it. Would anyone use it? No, there's nowhere to fly, you can do it all on land. The thing is, people have made other waterbreathing races on the Nexus, why? Why would they, whats the point? Answer me this, "Modding is moot, why bother writing mods, why bother playing, why bother being here in the first place?" I know my answer, keeps me making new things that others can benefit from and enjoy, just because I don't download every mod in the nexus and use them, doesn't mean someone out there won't be happy they were made. And people making environments for Skyrim (and quite a lot of them are in the works now), typically base their designs for areas, based off the favorite character designs out currently. A lot of people go for elves, chocolate/wood/nymph/etc. I actually play my Orc more than my Argonian, why? Not a fan of Argonians, but I would go for something a little less reptilian, or even if possible a half snake/human race, slithers and swims. I doubt I'll ever see one like that, but, I'll settle for a mermaid and possibly down the road, when boats are used more, people will make quests and such for underwater dwellings and caves, dungeons. Places that only waterbreathers can go. You misunderstand what I was saying. If you aren't doing it for the aesthetics, then why bother? That's the problem with quoting single points in a length of words. You miss the meanings of it. We create, because we find it appealing. If we aren't making use of those appealing factors, then there isn't any reason to have them. They just become everything else in the game. Well, I don't find argonians appealing, yet someone created it. I don't find a good chunk of the races appealing, but I still try to use them as they are (some of the elves just are f-ugly without help, stock ones require a bag over their heads). Right now, name 1 race that can change it's shape as part of itself. I can name a few on the Nexus, and they're all land dwellers. There are also works of art out there that transform Skyrim into a tropical oasis (stunning work too). Real boats are in Skyrim now, but, why would they make boats, go out onto the water and do what, fish? No, it's a means of transport, but why, horses are there. The answer, simply put, people are enriching the environment with their mods, making Skyrim a better place, even if you don't like it. I don't like some mods, others I find quite nice, but, nobody is forcing you to do anything you don't want. And saying "why bother" to a modder is like saying "go away, we don't need you anymore". Not what I would call the best way to keep modders around. GuruSR.
mantaman Posted September 2, 2013 Posted September 2, 2013 But again, this isn't really adding anything. How often do you return home and for what? A cooked meal that you probably won't use and to store some stuff. Even if we have moving ships, there aren't enough water-based sections in the game to make the transformation justifiable. I think there's a couple dungeons where you fall in water only to get back on land (because, again, there's only one enemy that can fight underwater) or a couple where you have to swim to get to the next piece of land, but that's really it. Yes, there's water all around skyrim and Solstheim, but there's nothing to do in it. Sure, somebody could make a fully water-based temple thing like LoZ, but there'd have to be many more than just that one to make it even worthwhile. The added bonus of waterbreathing would be cool if it wasn't so useless. Not once in my gameplay have I lost health from going under water (unless you count dying of hypothermia from Frostfall, but that doesn't really count). This goes back to the point above. It'll be interesting to explore under the water (for which there isn't anything to do), but it'll get old fast without a large influx of new content to support it since the only time you'll be able to enjoy the beauty of a mermaid is while they're in the water or floundering on land for that time it takes to transform. Without the constant merfolk form, this just becomes another nord/elf/breton-based mod with a useless ability to sprout flippers in the water. Remember, the appeal of the merfolk is their form and beauty, something you don't have if you're a human/elf 87% of the time. Lets say, you wanted to make a flying bat/humanoid, just for the fun of it. Would anyone use it? No, there's nowhere to fly, you can do it all on land. The thing is, people have made other waterbreathing races on the Nexus, why? Why would they, whats the point? Answer me this, "Modding is moot, why bother writing mods, why bother playing, why bother being here in the first place?" I know my answer, keeps me making new things that others can benefit from and enjoy, just because I don't download every mod in the nexus and use them, doesn't mean someone out there won't be happy they were made. And people making environments for Skyrim (and quite a lot of them are in the works now), typically base their designs for areas, based off the favorite character designs out currently. A lot of people go for elves, chocolate/wood/nymph/etc. I actually play my Orc more than my Argonian, why? Not a fan of Argonians, but I would go for something a little less reptilian, or even if possible a half snake/human race, slithers and swims. I doubt I'll ever see one like that, but, I'll settle for a mermaid and possibly down the road, when boats are used more, people will make quests and such for underwater dwellings and caves, dungeons. Places that only waterbreathers can go. You misunderstand what I was saying. If you aren't doing it for the aesthetics, then why bother? That's the problem with quoting single points in a length of words. You miss the meanings of it. We create, because we find it appealing. If we aren't making use of those appealing factors, then there isn't any reason to have them. They just become everything else in the game. Well, I don't find argonians appealing, yet someone created it. I don't find a good chunk of the races appealing, but I still try to use them as they are (some of the elves just are f-ugly without help, stock ones require a bag over their heads). Right now, name 1 race that can change it's shape as part of itself. I can name a few on the Nexus, and they're all land dwellers. There are also works of art out there that transform Skyrim into a tropical oasis (stunning work too). Real boats are in Skyrim now, but, why would they make boats, go out onto the water and do what, fish? No, it's a means of transport, but why, horses are there. The answer, simply put, people are enriching the environment with their mods, making Skyrim a better place, even if you don't like it. I don't like some mods, others I find quite nice, but, nobody is forcing you to do anything you don't want. And saying "why bother" to a modder is like saying "go away, we don't need you anymore". Not what I would call the best way to keep modders around. GuruSR. Thaaaank you!
PeppyGreyskull Posted September 2, 2013 Posted September 2, 2013 But again, this isn't really adding anything. How often do you return home and for what? A cooked meal that you probably won't use and to store some stuff. Even if we have moving ships, there aren't enough water-based sections in the game to make the transformation justifiable. I think there's a couple dungeons where you fall in water only to get back on land (because, again, there's only one enemy that can fight underwater) or a couple where you have to swim to get to the next piece of land, but that's really it. Yes, there's water all around skyrim and Solstheim, but there's nothing to do in it. Sure, somebody could make a fully water-based temple thing like LoZ, but there'd have to be many more than just that one to make it even worthwhile. The added bonus of waterbreathing would be cool if it wasn't so useless. Not once in my gameplay have I lost health from going under water (unless you count dying of hypothermia from Frostfall, but that doesn't really count). This goes back to the point above. It'll be interesting to explore under the water (for which there isn't anything to do), but it'll get old fast without a large influx of new content to support it since the only time you'll be able to enjoy the beauty of a mermaid is while they're in the water or floundering on land for that time it takes to transform. Without the constant merfolk form, this just becomes another nord/elf/breton-based mod with a useless ability to sprout flippers in the water. Remember, the appeal of the merfolk is their form and beauty, something you don't have if you're a human/elf 87% of the time. Lets say, you wanted to make a flying bat/humanoid, just for the fun of it. Would anyone use it? No, there's nowhere to fly, you can do it all on land. The thing is, people have made other waterbreathing races on the Nexus, why? Why would they, whats the point? Answer me this, "Modding is moot, why bother writing mods, why bother playing, why bother being here in the first place?" I know my answer, keeps me making new things that others can benefit from and enjoy, just because I don't download every mod in the nexus and use them, doesn't mean someone out there won't be happy they were made. And people making environments for Skyrim (and quite a lot of them are in the works now), typically base their designs for areas, based off the favorite character designs out currently. A lot of people go for elves, chocolate/wood/nymph/etc. I actually play my Orc more than my Argonian, why? Not a fan of Argonians, but I would go for something a little less reptilian, or even if possible a half snake/human race, slithers and swims. I doubt I'll ever see one like that, but, I'll settle for a mermaid and possibly down the road, when boats are used more, people will make quests and such for underwater dwellings and caves, dungeons. Places that only waterbreathers can go. You misunderstand what I was saying. If you aren't doing it for the aesthetics, then why bother? That's the problem with quoting single points in a length of words. You miss the meanings of it. We create, because we find it appealing. If we aren't making use of those appealing factors, then there isn't any reason to have them. They just become everything else in the game. Well, I don't find argonians appealing, yet someone created it. I don't find a good chunk of the races appealing, but I still try to use them as they are (some of the elves just are f-ugly without help, stock ones require a bag over their heads). Right now, name 1 race that can change it's shape as part of itself. I can name a few on the Nexus, and they're all land dwellers. There are also works of art out there that transform Skyrim into a tropical oasis (stunning work too). Real boats are in Skyrim now, but, why would they make boats, go out onto the water and do what, fish? No, it's a means of transport, but why, horses are there. The answer, simply put, people are enriching the environment with their mods, making Skyrim a better place, even if you don't like it. I don't like some mods, others I find quite nice, but, nobody is forcing you to do anything you don't want. And saying "why bother" to a modder is like saying "go away, we don't need you anymore". Not what I would call the best way to keep modders around. GuruSR. You want me to name one race? How about two? Werewolves and Vampire Lords. Yes, they are land based, but so is the vast majority of the game. Again you guys misunderstand. I wholly support this idea. I love merfolk. I love the idea of merfolk. It's a great idea, but leaving them solely as merfolk in water just takes out the fun and immersion of the merfolk look and abilities until people create enough content to make it viable. The way I see it is that going through with the transformation thing is just adding a ton of work, both in the transition for the transformation, the extra animations for the time until you transform when you get out of the water, and the scripting it will take to trigger both animations. There's also the talk about having it be equippable. This idea would work, but it's tough to have it not break the immersion with how jarring the change would be this way. I'm just trying to help out with ideas to help keep it lore-friendly and not require more work than is necessary.
GuruSR Posted September 3, 2013 Posted September 3, 2013 You want me to name one race? How about two? Werewolves and Vampire Lords. Yes, they are land based, but so is the vast majority of the game. Again you guys misunderstand. I wholly support this idea. I love merfolk. I love the idea of merfolk. It's a great idea, but leaving them solely as merfolk in water just takes out the fun and immersion of the merfolk look and abilities until people create enough content to make it viable. The way I see it is that going through with the transformation thing is just adding a ton of work, both in the transition for the transformation, the extra animations for the time until you transform when you get out of the water, and the scripting it will take to trigger both animations. There's also the talk about having it be equippable. This idea would work, but it's tough to have it not break the immersion with how jarring the change would be this way. I'm just trying to help out with ideas to help keep it lore-friendly and not require more work than is necessary. Re-read what I said, change the actor's shape, not a complete change. Vampires are and always will be a non-race exception, Oblivion was a flag, the race was done in Skyrim for ease, werewolf, same thing, it's not changing part of itself, it is a complete change. I'm talking humanoids that grow wings and such, there are a few. There are a few full transformations out there (that are again, all land based). I've also found on the nexus (when it wasn't 502'ing for it's usual billiionth time), a set of underwater (100%) dungeons, where you have to either go as an Argonian OR another water breathing race, or use a necklace, but the thing that most people don't understand is, without modifications, few races can fight under water, vampires (not a race, they're a substitute for a flag) being one of them. Going through an animation for a transformation, someone can creatively do such a thing, I applaud them, hats off, that kind of work gets noticed, not only by people, but you honestly thing youtube will never see it show up? Who do you think LOOKS on youtube? A lot of animation companies. You believe nobody gets hired based of their work? Lore friendliness means, the tail has to transform, I've not seen (other than Ashara's Sirens & Tritons, I had no animation abilities back then, still don't, I did what I could to make the updated transformations less violent looking) it done properly anywhere. If we avoid lore as you're wanting to not do so, then we merely blind the actor with a bright flash (un-loreness here) and poof, tail/legs. The other thing is, mermaids cannot stay on land for more than a day or their skin dries out too much, since they are mostly a fish, so they basically have similar avoidances of that of a vampire. GuruSR.
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