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[WIP]Mermaids


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Posted

Nice!  It does work now, the game starts, and I can turn into a mermaid with no difficulties.

While I'd like to stop it there, I unfortunately must come with more bug reports.

1)  While on land as a mermaid, all nearby NPCs are stuck in weird animations that either mimic what my character is doing or at least seem related, rolling around on the ground.

2)  In mermaid form, my character will occasionally get stuck in a t-pose state and I am unable to get her out of it.  Loading to a previous save in mermaid form where she wasn't in t-pose leads to her still being in t-pose.  If I save the game while she's in mermaid form and not t-posing, exit and restart the game and then load that save, she will be t-posing.  The only solution is to load to a save where she's still in human form.

For future reference, should I post bug reports and feedback here, or to the original WIP thread?  Or both?  For the moment I'm doing both.

Posted
14 minutes ago, Katana_Master said:

Nice!  It does work now, the game starts, and I can turn into a mermaid with no difficulties.

While I'd like to stop it there, I unfortunately must come with more bug reports.

1)  While on land as a mermaid, all nearby NPCs are stuck in weird animations that either mimic what my character is doing or at least seem related, rolling around on the ground.

2)  In mermaid form, my character will occasionally get stuck in a t-pose state and I am unable to get her out of it.  Loading to a previous save in mermaid form where she wasn't in t-pose leads to her still being in t-pose.  If I save the game while she's in mermaid form and not t-posing, exit and restart the game and then load that save, she will be t-posing.  The only solution is to load to a save where she's still in human form.

For future reference, should I post bug reports and feedback here, or to the original WIP thread?  Or both?  For the moment I'm doing both.

Either thread is OK, I suppose. As for your issue, like indicated in the main thread, I believe this is an idles issue. Do you have FNIS installed?

  • 2 weeks later...
Posted

Wow, the thread is still alive after all those years. Will there be caveats to staying as a mermaid on land if you don't transform back? Or is it still just limiting your character's movement on land?

  • 1 month later...
Posted

Came back to tinkering the mod, and after a comment on the main thread, I got an idea for an immersive mermaid curse: if you go through the Lights Out! quest, you will get first a warning as you receive the job to turn off the lighthouse:

 

20230603103303_1.jpg.f3045a1fd4d20370b48a0e2fe51b539a.jpg

 

If you actually do turn the lighthouse off, then you get a modified version of the Mermaid Tears effect, with the main difference being turned into a full mermaid right away rather than being in the leg form. After all, you are a shipwrecker and cursed as such to join your victims for eternity.

  • 2 weeks later...
Posted

Good news everyone! @LetsTestThis apparently fixed the animation issues for the LE and SE versions (haven't tested that yet, asked them to post the files in this thread later). In addition, I'm still improving the immersion elements of the curse and will work later on integrating them with the animation fix that was offered: now, if you get cursed by being a shipwrecker, the Mermaid Tears potion isn't going to be a get out of curse free card anymore: drink it and after becoming Imperial again, a timer will start for X seconds, where X is a random number between 30 and 1+30xAlchemySkill, after which leg life is over and the curse takes effect again, in tail form right away. I might also increase a bit the spell cost for the cursed characters.

Posted

I copy pasted this post from my post here. If you need me to comment on anything please mention me as I am unlikely to monitor both threads.

 

As mentioned above I spent roughly an afternoon messing with the animations in an effort to ultimately make it compatible with Special Edition. Since I didn't understand how to generate new behaviour files and couldn't figure out how to convert the existing ones to Special Edition the resultant mod requires DAR though it works fine with the recently released Open Animation Replacer aswell.

 

Quick installation guide for SE users:

Install the meshes and textures used for the tail, you do not need to activate the esp.

Install Dynamic Animation Replacer or Open Animation Replacer.

Install the SE version of the file attached to this post.

 

For potential LE users who wish to use the race in conjunction with DAR the LE version is also attached.

 

What I did in detail:
Removed the behaviour files and switched both races to the normal behaviour files.

Previously the mod had a custom behaviour file associated with the race which handled all the animations. From my observations DAR didn't know how to handle this though, leading to t-posing when it was installed. In order to work around this I removed the behaviour files and instead pointed the race to the normal behaviour files for female player characters. This resulted in the normal animations playing for the tail race however which is why I then set up the animation folder structure to tell DAR to apply the included animations to the tail race. Since the folder has been assigned a rather high priority I don't forsee any conflicts with other mods using DAR.

As a result the animations now worked fine with DAR on LE which is the LE prefixed file I attached. However t-posing was still observed in SE since the animations didn't have the SE format. This leads us to the next step

 

Converted the animations to the SE format using this guide.
The resultant files then had the correct format for SE and seem to work fine on SE from my testing. This resulted in the SE prefixed file that I have attached.

 

A smarter person than me might have been able to figure out how to convert the behaviour files to SE instead of just ripping them out and pointing the races at the default behaviours but this works perfectly fine.


On an unrelated note I adjusted the voice of the races to FemaleEvenToned as I was experiencing oddities with other mods trying to play voice files that didn't exist for femaleYoungEager. If you dislike this change you may want to swap it back in SSEdit.

LE_Mermaids Race - DAR.zip SE_Mermaids Race - DAR.zip

Posted

Still improving the curse mechanics, and added one that could be a bit nasty but which will also be properly optional like the shipwrecker one: if you are in an area next to a shipwreck, you get a warning about not disturbing the sleep of the dead with combat, then every time you swing your weapon, you have two percent chances of actually doing so, for which they curse you to mermaid form.

 

It will be optional because it will only activate if you are under effect of the waterbreathing spell, which will have its description modified accordingly.

Posted
On 6/18/2023 at 4:10 PM, ZebraRundung246 said:

Brauche ich beim Spielen viel Magie? Ich kann die menschliche Gestalt nicht ausrüsten. Und gibt es die Finne auch in anderen Farben?

20230618175322_1.jpg

20230618175205_1.jpg

20230618175328_1.jpg

Point 1: the human form spell is deliberately very magicka-intensive as a gameplay design choice. The idea is that being stuck in tail form is annoying enough that the player actually considers it an inconvenience and plans their moves accordingly, in a roleplay fashion.

 

To leave tail form, you have several options:

A) Use a mermaid tears potion and you'll go back to full human (unless you got the mermaid form through the curse, then you'll eventually turn back in tail form because, duh, curse).

B) Activate a shrine such as the ones found in temples, they will turn you in stable leg form, curse or no curse, at no cost.

C) Use the human form spell and you'll turn in leg form (if you were cursed, the spell has a variable chance of eventually failing and turning you back in tail form). The spell starts at a very high cost and becomes progressively less expensive if you stay out of water and in good weather (no rain, no snow) for some time. To make it available in gameplay proper, train the Alteration skill to reduce its cost, use Alteration-enchanted objects and increase your magicka via levelling and potions.

 

Point 2: no other colours, and since I am not the one who did the meshes/textures, I cannot help for this, but I would be glad to get support from anyone who can.

  • 3 weeks later...
Posted (edited)

Back! As indicated in the main thread, I'm pushing a bit the gameplay and lore elements with the goal being to redo the entire thing from scratch to have a clean version to upload afterwards (and ideally configuring the mod structure to facilitate non-Imperial base for the characters). Now, the flavour text for cursed characters reflect the nature of their curse, that the transformation is not just body but soul alike and the thoughts express it, with the mermaid now very much disliking the leg form, let alone reverting fully to human. In addition, the perfected mermaid tears potion will have the same effect as a cursed transformation if taken while human. Both the curse and the perfected potion will cause a mysterious soul gem to eventually appear in your inventory, which can be used for a slightly more accessible potion to revert fully to human (50 alchemy, 50 alteration). Or, you know, you can actually sell your soul to a merchant now! The lore is also now explained in a book put in the Arcanaeum, which unlocks the Mermaid Tears' recipes once read (I will add a quest to point to that book). Also, I'm currently testing a craftable scroll to get a mermaid in human form, the components probably going to be a bit harsh on the purse but allowing an insurance of sort for travelling.

 

Low level characters => Shrines for free treatment in towns or relevant dungeons/shipwrecks but it involves some time crawling slowly while vulnerable, mermaid tears potion for a definitive (non-cursed characters) or temporary (cursed characters, who'll turn back in tail form 100 % of the time after a while), expensive human form scroll for a portable stable (non-cursed characters) or roll of the dice (cursed characters, chance of turning in tail form after a while being (100-0.67*Alteration) %) solution.

Medium-level characters => Shrines are still the go-to method for reliable reversion if cursed and the other solutions exist as well, but the player is reaching the threshold where the human form spell can finally be achievable with a combination of waiting for the last stage of drying and Alteration/Magicka enhancing enchantments. Usually this is happening around Alteration 40-60.

High-level characters => The human form spell is easily cast by virtue of being cheapened by Alteration skill and higher magicka reserves. The only remaining obstacle for the character is weather, the spell not being available during rain or snow.

 

At this moment, the gameplay loop is feeling good except maybe for the high-level characters where the tail form is no longer really an inconvenience. I am open to any recommendation about this.

 

I have added another spell for the tail form mermaid, Mermaid Voice. It works only while fully in water (not in shallow waters, for instance, you must be swimming the entire time - the entire process is stopped altogether if you leave water at any point before the end). If shot at a NPC below your level + 10, it will have 90 % chance to charm a male NPC and 40 % a female one. A charmed NPC will stop whatever they are doing and run towards you, drop their clothes when entering water and swim to you. If you DO reach them... well, they'll quickly lose health, then be drained to death with their body sinking to the bottom while replenishing your health and stamina. Not magicka, though, and I'll probably make it consume magicka constantly during the effect, with the geas dropping if you run out of magicka.

 

EDIT: playtesting the Mermaid Voice power, and it definitely is nasty in environments near the sea. The trade company hangar in Solitude was the stage of a horror movie with each of the guards individually taken by the mermaid's whispers and eventually running towards the water and diving to her. Their bodies are feeding the fishes now. Thought about something as well: I will probably make the Voice slightly more powerful for cursed characters than for non-cursed, and the same for stat bonuses in pickpocket/speech. After all, the idea is that a cursed character has the memories and soul of a mermaid while a non-cursed one only took such a shape for a while, so one has a lot more skill in these powers than the other. Plus, it's a compensation for a harder gameplay.

Edited by Renora1976
Posted

New update on the process.

 

I have started making the mod again from scratch, with the file structure now done and the scripts having to be rewritten. Now that I know a bit better what I am doing, the scripting should be a lot lighter and more effective, as well as allowing proper integration of the warding and less abusable weather-induced transformations as well as other features. As of now, here is what I believe can be in the clean version I'm working on right now, though keep in mind that it will not be compatible with the current release since I have done everything again, so the reference IDs and the such will be utterly different everywhere:

 

- Weather management: the legged siren will have a global value for skin wetness tracking her situation and triggering her transformation into tailed mermaid (I'll use "siren" from now on to describe the legged form and "mermaid" for the tailed form). Rain and snow will increase the global value (rain does it faster than snow) and the process can be slowed down with wards - only way to utterly stop it, by the way - or by the amount of clothes being worn. Rebalancing and experimentations will be done before release.

- Drying restructured: in the current release version, getting inside or the weather clearing resets the transformation counter instantly, which does allow some abuse by entering and leaving a building and moving on outside while the siren form spell becomes less expensive over time if not under the weather. Now, I intend to have both systems merged and linked to the skin wetness value: leaving the weather conditions, river or ocean will start decreasing the value over time rather than instantly, and the cost of the siren spell will shift following this value. This allows potential future updates to detect proximity with a fire or a source of heat to accelerate the process.

- The potions and the curses will become available only after finding and reading the lore book on mermaids, which is currently placed in the Arcanaeum (Winterhold College's library). Ideally, I will have a courier and/or a quest marker point to their position.

- The script structure I am intending to use SHOULD allow the use of human and elf races in the mod and reversion to the original race. Khajit and Argonian are probably out due to mesh issues. Custom races are also out at the moment, but could be added via patches.

- The code should be commented in this version (I'm hearing the "yay" from fellow nerds in the audience).

- Vampires will be compatible with the mod, Better Vampires will require a custom patch which I will provide since I'm not playing without this particular mod myself.

- The Mermaid Tears potion should be the main entry into siren/mermaidhood for the players, allowing the main features of the race without too many constraints, and a second gulp will revert to the original race.

- The big new content will, however, be the "cursed" transformation. Currently with three paths (putting out the lightouse in the "Lights Out!" quest, being violent in a wreck while using the Waterbreathing spell - renamed Gill Growth in the mod - or using an Alchemy 100 unlocked potion recipe), it will involve more flavour text during the entire gameplay, involving your character's soul and memories being transformed in addition to their body. The character's thoughts from there on will reflect their new "reality" and any transformation from mermaid to siren outside shrines will involve dice rolls potentially leading to turning back in mermaid form. Trying to use the regular Mermaid Tears potion when having a mermaid soul yourself will lead to an eventual reversion in mermaid form no matter what.

- Mermaids and sirens have racial traits. Sirens have improved Speech and Pickpocket but slightly slower walk/run speed than other races. Mermaids are obviously very slow on land, heal very fast while swimming and have access to two powerful spells, an area of effect one stopping combat for NPCs under some level, and a directed spell that only works when they are swimming and has a chance of attracting a humanoid NPC to the mermaid, in a sequence where the NPC drops their clothes when entering water then is killed by the mermaid when close enough. Character with mermaid souls will have reinforced versions of these spells and abilities.

 

Future goal:

- Build a quest involving a mermaid NPC who leads you to the book itself.

Posted (edited)

Update on the progress: I now have a playable version of the mod, which is obviously utterly not compatible with savegames from earlier versions, but the core features are here, regular and cursed transformations, weather management, mermaid lore book (pickpocket it from the Arcanaeum's librarian), voice power, etc. Note that the curses and the recipes are unlocked by reading the book. I am still learning pretty much everything at the moment, so I'll see later for a courier or quest to guide you to the book. The normal and cursed mermaids aren't different in terms of power levels for the moment but will be in the next versions, as well as a safeguard to not have more than one soul gem created per character. Also, no more need for a patch to use Better Vampires, it'll work properly and smoothly without needing the console

 

If you really need to get the book without going to the College, player.additem xx012BD3 1, with xx the mod loading order. xx011B7E for a normal Mermaid Tears potion, xx012BCF for a perfected potion (turns a regular character in an ensouled mermaid and successfully turns an ensouled mermaid back in a mortal).

 

Then the best for the end: this demo version allows mermaids from many more races (Imperial, Breton, Nord, High Elf, Dark Elf, Redguard, Wood Elf) and reversion to the initial race as well.

 

Mermaids Race v2.0.zip

 

EDIT: still working on it, of course, I've seen an issue with spell generation and dismissal so one of the big elements of the next update will be that a drying mermaid will have her Alteration skill directly changed rather than Siren Form spells swapped with one another.

 

EDIT 2: simplifying even further the mod and the amount of custom spells/magic effects in order to increase reliability. In the current build, the heal process is now working properly and swimming mermaids are healing faster than Wolverine as well as quickly recovering magicka/stamina. If I get the quest or courier to work, this version should be sent for conversion in SE/LE compatibility and put as the main file.

Edited by Renora1976
Posted (edited)

  

Here is the most up to date Beta, with further improvement on the Mermaid Voice power gameplay loop.

 

 Now, for the features to expect:

- Once you're mermaid (tail form) or siren (leg form), you can craft scrolls that provide you with a one-off mermaid-to-siren spell.

- The weather tracking system was completely restructured and is now continuous both for being wetter and drier. There's a "wetness" value that goes from 0 to 100: if you are in siren form and the value is 100, mermaid transformation. Being in the rain makes the value go up, being in the snow makes it go up slower, being under ward reduces or stops it as long as the ward is active (ward effects not fully tested), being in clear weather and/or inside makes the value go down. Swimming in water, outside the obvious instant mermaid transformation, puts and keeps the value to 100 so you have to dry afterwards, even if the weather is clear. The drier you are while in mermaid form, the higher you get bonuses to Alteration, making the Siren Form spell cheaper. Your bonuses disappear once reverted into siren or when being wet again.

- The potions and curses are still the two ways to become a mermaid, but now must be unlocked through reading a book with a bit of mermaid lore. When loading the game with the mod, the game will check out your Alteration skill: if the skill is under 25, it will wait roughly 30 minutes, as it probably means a new character and you're stuck in Helgen, that kind of stuff. If not, it will trigger right away and make a small show with a journal being magically sent to you, with an introduction to the mermaid books and a strong hint to where you can find it.

Spoiler

Pickpocket it from the librarian in the Winterhold College Arcanaeum.

- Once the book is read, you will be able to produce the Mermaid Tears potions (as long as your Alchemy skill is 20 or more) with increasingly efficient recipes. At skill 100, you can craft a Perfected Mermaid Tears potion that act as the curse or can remove the curse at will (while turning you back in the original race).

- Once the book is read, you can also be victim to the curses. The first one happens when you extinguish the lighthouse during the "Lights Out!" quest, the second has a 5 % chance to trigger whenever you attack with your weapon while in direct proximity to a shipwreck (you will see a warning message whenever you come close enough).

- The curse now has additional flavouring, with pretty much all of the flavour text around the transformations being changed to reflect that your character is now a true mermaid with the soul of one rather than a mortal temporarily with this form.

- The cursed mermaid will have bonuses and maluses. All her mermaid/siren powers will be stronger than a regular one, the speech/pickpocket bonuses in siren form, the voice power in mermaid form. However, using a scroll or a spell to change from mermaid to siren will trigger increasingly harder dice rolls against your Alteration skill which, if all failed, lead to an eventual reversion to mermaid form. Using a regular Mermaid Tears potion will always lead to this eventual reversion.

- All vanilla races except Argonian and Khajiit can now become mermaids and properly reverse to their original races.

- In mermaid form, you have a Mermaid Voice ability that sends a spell in front of you. If it hits a humanoid NPC at most 10 levels above yours (20 for a cursed mermaid), it rolls a dice (easier success on males than on females, even easier for a cursed mermaid) which, if successful, causes the target to become allied with you and run towards you as long as you are fully swimming. If you leave the swimming state for even an instant, whether by jumping or coming ashore, the spells break and the NPC returns to normal. If the NPC remains under your spell and reaches water, they'll remove their clothes and swim towards you, and when they reach you, bit of FX and they will die, their body sinking to the bottom. There is a 5 % chance of every such victim cursing an uncursed mermaid, increasing 1 % with every new victim and resetting to 5 % after triggering the curse. Each new victim will also provide 100 XP in Speech and Alteration.

- When cursed, you get a special black soul gem with a huge selling price and a potion recipe that requires 40 Alchemy only, using that gem to make the potion. It acts as a one-off cursebreaker, breaking the curse itself but still keeping you as an uncursed mermaid. If you get cursed again, the only way to get the gem again is if you used the cursebreaker potion before.

- Mermaids heal really fast when swimming. Outside a one-hit kill, being a mermaid in water is pretty much the safest place where you can be in Skyrim.

- Compatible with Better Vampires without the need for a patch, but not necessary to have it either.

 

Mortal -> Siren: Mermaid Potion

Mortal -> Cursed Siren: Perfected Mermaid Potion

Siren/Mermaid -> Mortal: Mermaid Potion or Perfected Mermaid Potion

Cursed Siren/Mermaid -> Mortal: Perfected Mermaid Potion

Mermaid -> Cursed Mermaid: Mermaid Voice curse

Mortal -> Cursed Mermaid: Shipwrecking or grave disturbance curse

Cursed Siren/Mermaid -> Siren/Mermaid: Soul Potion

 

I am overall quite happy with this version and would appreciate bug reports before I put it as the main file. Also, if anyone could tell me how to integrate the scripts in a single mod file to simplify installation, this would be nice (again, I have really no idea what I'm doing and have been literally doing nothing more than playing around with TES5Edit and Notepad++ the entire time).

 

https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1774777&key=ac8d9ec711e4a188adacef6b0ee55de0

 

EDIT: I'm open for suggestions on what to do with the Mermaid Voice killcount. Right now, the 5 % curse plus 1 % per kill feels a bit too high and I am halving it in my test build, but at the same time, I wonder if there could be some bonuses to give to an uncursed mermaid who keeps getting kills with her voice.

 

EDIT 2: The next build, thanks to reports from LetsTestThis, will no longer have the Vampire Siren selectable in the character menu, will better track sirens/mermaids so that the mod features will still work even for a siren/mermaid created by the race menu or console commands and the journal spawning will be delayed only until Unbound (the quest in Helgen) is finished.

Edited by Renora1976
Posted

I get confused, too many mods, merfolk, Merfolk Immersive, Mermaids Race v, Mermaimodds Race, SE_Mermaids Race, SE_Mermaids Race v. I play AE

Am 4.8.2023 um 07:35 Uhr sagte Renora1976:

Nach den Fehlerberichten und dem Konvertierungsprozess ist das Debuggen abgeschlossen und hier ist die 2.0.0-Version des Mods, normalerweise kompatibel mit LE und SE:

 

 

 

Posted
6 hours ago, ZebraRundung246 said:

I get confused, too many mods, merfolk, Merfolk Immersive, Mermaids Race v, Mermaimodds Race, SE_Mermaids Race, SE_Mermaids Race v. I play AE

 

Heh heh. The most up to date and stable version of the mod should always be in the official thread (link below), this one here is for the WIP discussions:

 

Skyrim Anniversary Edition is a bundle based upon the Special Edition, so you should get the SE version (and follow the install instructions for the animations to work properly). Normally, there are only two main versions of the mod, a LE and a SE. My internal releases on this thread are LE as I do not play with SE, and the conversion is only done for big releases such as 2.0. The list of features added in it is on the main page, if you are curious.

 

As for the current development status, I am now playtesting a second level for the curse, linked directly to new features for the mermaid voice power. With the voice, a female victim can now be turned into a mermaid herself and left to go to the ocean (you won't see her again after that), but this and other actions cause losses of humanity, and when it gets low enough, this triggers the second level of the curse that prevents you from reversing to Siren form with spells or potions (only the shrines still work-ish in this condition).

 

 

Posted
42 minutes ago, sora_akira24 said:

Suggesting a dehydrated status when staying as a mermaid on land too long. Once wetness reaches 0, you start losing hp much like being poisoned

Could be doable indeed, I'll playtest it.

Posted (edited)

I think I have nailed it for the final stage of the curse. To revert it, two options, either free mortals (I will definitely have to find a better "good deed" to increase humanity) of if you kill enough mortals with your voice (more than your level plus five), you get the option to either do nothing (it'll still reset the victim count), gain a level-dependent bonus to health, magicka and stamina (nothing if level <10, 10 if level < 20, 20 if level < 30, etc.) or get back to the regular curse.

 

This configuration should allow a low-level character to not be screwed by the second stage of the curse without allowing them to become overpowered at this stage. For low-intermediate levels, the bonus to stats could be an interesting carrot so to say, as this is the stage where you will look for any possible boost to magicka to finally be able to cast the Siren Form spell in a semi-reliable manner. For high-level characters, the work needed to get the stat bonus is becoming really tedious and impractical due to the limited number of targets (NPCs in sight of swim-depth water) especially compared to the many options available at this point to get stat boosts.

 

#gamedesign

 

For the weather-induced transformation, the speed will also be dependent on the armour class (except for clothing, which will be detected and receive a large bonus to make it similar to regular proper armour because it's a matter of coverage in the end).

 

For future reference:

 

float  TotalArmor=WornBody.GetArmorRating()*1.5+WornFeet.GetArmorRating()*1.5+WornHead.GetArmorRating()*3+WornHair.GetArmorRating()*0.5+WornCalves.GetArmorRating()*2+WornForearm.GetArmorRating()*0.75+WornHands.GetArmorRating()*0.5+ClothingBonus
WetnessDiff=WetnessDiff/Math.pow(2.618,TotalArmor/50)

 

The clothing bonus is 75 if you are wearing clothes (since their AC is 0), and as you can see, different armours will have different weighting for the total coverage. WetnessDiff is the value added per iteration of the Weather script to the total Wetness. I am of course using a reverse exponential value to ensure that no matter what, water will still get in (I am willing to make specific exception if someone brings a Hazmat suit or a space suit mod to the argument).

Edited by Renora1976
Posted
12 minutes ago, ZebraRundung246 said:

Wenn du mit deinem Mod fertig bist, könntest du ihn für eine Wabbajack-Liste vorschlagen? z.B. Meisterleistung? Ich habe keine Ahnung, ob es die Anforderungen erfüllt.

Err, what is a Wabbajack?

Posted
17 minutes ago, ZebraRundung246 said:

Wabbajack bei Modding Tools - Nexus Mods Ein Spiel mit vielen Mods, die auf Wabbajack zusammengestellt wurden

Please, if you could type in English, though, I have to go to a translation system every time because I very much do not understand German and the translation, in this case, doesn't make any sense: "A game with many mods that were put together on Wabbajack".

  • 2 weeks later...
  • 3 weeks later...
Posted (edited)

Also a few issues:

 

. Created a new character (Redguard) to try it, got to Alteration 25 and nothing happened, a reload of a save caused it to start.

. Had to read up to actually get the tail/body working, but the bra isn't weight painted?  So chest moves, it doesn't.

. The "note" arrived twice (with dual dialogues).

. Can't move in 3rd person when "on shore" (not sure if you can fix that though).

. Slaughterfish are a PAIN (literally), they ruin luring because your victim stands on the shore waiting to attack the Slaughterfish after you, which apparently you can't hit or kill.  Can we get a bite shout we can use under water to bite them back?

. Initial transformation, was partially stuck in a boat, had a hard time getting out of it, perhaps force the player into 1st person during it so that we know we need to crawl into the water (maybe make a comment on that).

. Still see the notice that we shouldn't be disrespectful around shipwrecks after becoming a Mermaid.

. Siren form spell is too expensive at low level, at level 4 which wasn't hard to start this at, requires 1327 Magicka to use.

. Siren form spell can last less than a second and both transformation messages overlap each other.

. Bad Editor ID 009A42 found in inventory.

. Mermaid Voice shouldn't work on essential/quest characters, as they can't die and can break quests if stuff they own is part of it when dropped.

. Constant mist around player in and out of mermaid form and water, it is blinding in the sun and makes finding mortals to seduce impossible.

 

CK complaints (can this not be included, ask original mod author of the tail):

Could not find model Coco_Cloths\mermaid\mermaid_tail_1.nif
Could not find model Coco_Cloths\mermaid\mermaid_tail_0.nif
Problem loading body part for weight morphing 'Coco_Cloths\mermaid\mermaid_tail_0.nif'
Could not find model Coco_Cloths\mermaid\mermaid_tail_0.nif
Could not find parent node extra data for 'BASE meshes\Coco_Cloths\mermaid\mermaid_tail_0.nif'. For 'Coco_Cloths\mermaid\mermaid_tail_0.nif' from 'SkinNaked_Mermaid'.
Could not find parent node extra data for 'BASE meshes\Coco_Cloths\mermaid\mermaid_tail_0.nif'. For 'Coco_Cloths\mermaid\mermaid_tail_1.nif' from 'SkinNaked_Mermaid'.
Could not find parent node extra data for 'BASE meshes\Coco_Cloths\mermaid\mermaid_tail_0.nif'. For 'Coco_Cloths\mermaid\mermaid_tail_1.nif' from 'SkinNaked_Mermaid'.
Could not find parent node extra data for 'BASE meshes\Coco_Cloths\mermaid\mermaid_tail_0.nif'. For 'Coco_Cloths\mermaid\mermaid_tail_0.nif' from 'SkinNaked_Mermaid'.
Could not find parent node extra data for 'BASE meshes\Coco_Cloths\mermaid\mermaid_tail_0.nif'. For 'Coco_Cloths\mermaid\mermaid_tail_1.nif' from 'SkinNaked_Mermaid'.
Actor '' is wearing the geometry 'Coco_Cloths\mermaid\mermaid_tail_1.nif' twice from object 'SkinNaked_Mermaid' in slot 32 and 38.

 

A few suggestions:

 

. Give us a way to deal with Slaughterfish (or make them allies so we don't have to), crabs, all types of water animals.

. Skyrim's rivers and ocean areas aren't connected, how about offering up quest markers for "jetstreams" to other places, so we can get around.

. Bodyslide for obvious reasons.

. Mermaids should have better underwater sight.

. Quest indicator for the one you enthralled, for some reason he ran off, no CLUE where he went!

 

GuruSR.

Edited by GuruSR
Forgot an issue.

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