sweforce Posted September 21, 2023 Posted September 21, 2023 A proper mermaid mod is probably very hard to do. And it is freezing cold in Skyrim anyway. Anyway, I envision mermaids as, well awesomeness SHOULD come with a drawback. As such I suggest that mermaids should not be able to transform into humanoid form unless certain criteria are fullfilled such as: MUST be dry forcing the mermaid to pretty much move like a horker when on land until dried up. Further, transformation may be a learned ability that not all mermaids have. Any wetness more than the lightest of rain would force the mermaid back in her true form. Further, once dry a mermaid will need to get submerged in water regularly or she take damage, basically a mermaid player would need to keep an eye on a timer. The most important of all, there need to be mermaid infrastructure in the world. I have seen too many racemods that add a new playable race and your character are the only one around of that race, perhaps with some braindead followers that really are counted as nords of some weird reason and never use their racial abilities. As such it could be nice with a community of mermaids somewhere, some mermaid housing, perhaps in the form of an underwater cave.
GuruSR Posted September 30, 2023 Posted September 30, 2023 One thing about the messages, said that humans wear clothing, yet, she's wearing a top. A possible option would be to be able to lure humans into a large body of water with her beauty (naked). So she could then lead them down to drown them, though done a dozen or so drownings and don't see any curse. GuruSR. 1
Renora1976 Posted October 1, 2023 Posted October 1, 2023 On 9/21/2023 at 7:52 PM, sweforce said: A proper mermaid mod is probably very hard to do. And it is freezing cold in Skyrim anyway. Anyway, I envision mermaids as, well awesomeness SHOULD come with a drawback. As such I suggest that mermaids should not be able to transform into humanoid form unless certain criteria are fullfilled such as: MUST be dry forcing the mermaid to pretty much move like a horker when on land until dried up. Further, transformation may be a learned ability that not all mermaids have. Any wetness more than the lightest of rain would force the mermaid back in her true form. Further, once dry a mermaid will need to get submerged in water regularly or she take damage, basically a mermaid player would need to keep an eye on a timer. The most important of all, there need to be mermaid infrastructure in the world. I have seen too many racemods that add a new playable race and your character are the only one around of that race, perhaps with some braindead followers that really are counted as nords of some weird reason and never use their racial abilities. As such it could be nice with a community of mermaids somewhere, some mermaid housing, perhaps in the form of an underwater cave. Pretty much all of the elements indicated in the first paragraph are already in the mod. For the second paragraph, well, this is well beyond my capabilities in Skyrim (most of the work in this thread has been to make a functional mermaid and my contribution to this has been to work on the scripts to add to the immersion), although there is another mermaid mod being built which intends to have these items (other actors for this race, infrastructure, etc.). On 9/15/2023 at 4:07 AM, GuruSR said: 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. Various of the points you have highlighted are fixed in my internal build (still some work to do before the next release). As for not being able to move in third person, usually go to first person, start moving and shift to third, it will work again. That Siren form spell is too expensive at low level is not a bug, it very much is a feature to force the player to be careful around rain/snow and the stuff, as well as to look for the other ways to get back in siren form (shrines, potion, etc.) with smooth form switching being a goal to achieve. For the bodyslide, to be honest, I have no idea how to do it, I usually run its executable to update it once in a while, but I never had issues with the bra: if you are using SE, check the relevant version (I am not using it, and a fix was made accordingly). 1
GuruSR Posted October 6, 2023 Posted October 6, 2023 On 10/1/2023 at 4:36 PM, Renora1976 said: Various of the points you have highlighted are fixed in my internal build (still some work to do before the next release). As for not being able to move in third person, usually go to first person, start moving and shift to third, it will work again. That Siren form spell is too expensive at low level is not a bug, it very much is a feature to force the player to be careful around rain/snow and the stuff, as well as to look for the other ways to get back in siren form (shrines, potion, etc.) with smooth form switching being a goal to achieve. For the bodyslide, to be honest, I have no idea how to do it, I usually run its executable to update it once in a while, but I never had issues with the bra: if you are using SE, check the relevant version (I am not using it, and a fix was made accordingly). I figured the movement issue was a limitation of the engine (thanks Bethesda). The Siren spell, the issue is not knowing about it in the first place and getting cursed at such a low level, perhaps make the mermaid transformation curses only apply to someone at say level 10, whereas other curses could be applied to the player, such as a weird need to stay wet and that being on land feels odd as if they shouldn't be there, other curses could be done to the player. The mermaid you have on land at the moment by the mill, she doesn't do anything after you do become a mermaid, any chances of getting her to transform properly and perhaps offer you, the confused new mermaid with potions and such to help you out (for a price, quest, etc). The bodyslide I have seems to "somewhat work", not sure what magic effect is on the top, but having "yucky" clothing on should reduce the abilities when on land, but enhance beauty when totally naked (nothing on, not even a necklace), men should flock to her like the best honey brew on display for free samples. As for the tail color, isn't there a "skin tone" color that is normally used for body parts, a skin tone version would work pretty good because it'd make the tail match the player's skin, meaning they'd look very much fish like. The transformation back to mermaid happens sometimes within seconds of going back, on a dry sunny day. Messages about the longing for the sea happen when just trying to navigate shallow areas of the waterways in and around Windhelm and such, meaning being out of the water for a second makes you dry and you long to get back in. So hoping you've got some better timings going on. Can always pm me if you're not sure what I'm saying. GuruSR. 2
bakuti Posted November 13, 2023 Posted November 13, 2023 The best MOD I finally found! I'm using the latest AE version, no problems now. It's working. I have a question? In its current state, what percentage of the total do you think is complete? Anyway, thanks for the great mod!
navor5521 Posted December 16, 2023 Posted December 16, 2023 Has the mod been discontinued? So sad to see it go after so many years ?
Renora1976 Posted December 19, 2023 Posted December 19, 2023 (edited) On 11/13/2023 at 2:05 AM, bakuti said: The best MOD I finally found! I'm using the latest AE version, no problems now. It's working. I have a question? In its current state, what percentage of the total do you think is complete? Anyway, thanks for the great mod! I am tinkering with it now and then, but I still have to learn a lot about quest scripting to go beyond what is currently available, and I am not too experienced about it, plus I have other things that keep me busy IRL. Right now, I am testing some features but they are dependent on assets from other mods so it would quickly become a bloat if released. EDIT: for instance, I am currently adding something I shamelessly copied from Sims 3 Island Paradise, a "lower-level" mermaid transformation with easier to find elements that turn you in a scaled female on the surface who can turn in a mermaid when swimming but with none of the perks or bonuses in either form, no weather-based forced transformation, a cheaper spell to revert to legged form and a time limit of two in-game days on legged form before reverting to your original race pre-transformation, with the timer reset any time you turn in a mermaid. Kind of a lower impact approach of sorts (still not fully reliable, though), but it requires the assets from this mod: https://www.nexusmods.com/skyrim/mods/91739 I do not want to bloat the mod with masters nor steal assets, so if I integrate this in a release (very unlikely, since the mod has a different face part for this race and I need to force switching between these every time there is a race change, which very quickly makes the character look like an unlucky World War I survivor), it would be through outside patches. And before anyone goes for the obvious joke... yes, this would be the lusty argonian (mer)maid patch: ScreenShot8.bmp Edited December 20, 2023 by Renora1976 2
GuruSR Posted December 25, 2023 Posted December 25, 2023 With respect to the textures, you could always ask the author if textures are possible for you to include in your mod, they can say yes or no, or if you want, you could tell them what you're trying to do and see if they're willing to create an alterative set for this mod. Never hurts to ask. GuruSR.
TheVolcanoGodess Posted December 25, 2023 Posted December 25, 2023 On 10/4/2013 at 11:09 PM, firepower02 said: How do you convert the meshes into .nif file? Or could someone pls upload a .nif version of the tail? A friend of mine said you have to use ckcmd, you can convert fbx files into nifs. Check it out
emily1673 Posted March 4, 2024 Posted March 4, 2024 (edited) On 12/16/2023 at 2:23 AM, navor5521 said: Has the mod been discontinued? So sad to see it go after so many years ? There was never a mod to begin with, though some modders posted a few things in this thread. A great spin-off of this thread is here: Edited March 4, 2024 by emily1673 1
crazyboynes Posted March 13, 2024 Posted March 13, 2024 On 12/16/2023 at 2:23 AM, navor5521 said: Has the mod been discontinued? So sad to see it go after so many years ? see here the last post, Chinchinchang uploaded the files, i dont see if work but he is a master of the masters. Thanks him if you can.
IceErines Posted March 22, 2024 Posted March 22, 2024 On 4/8/2023 at 4:25 AM, Renora1976 said: Ah crap, I must have forgotten to clear the masters from my internal build (I'm using these two mods as well and make the release version after removing references to them). I should upload a fix fast. EDIT: the fix was uploaded on the main download thread: Thank you again for the quick bug report! I just wanted to thank you for working on this! I'm super interested. 1
ZebraRundung246 Posted August 15, 2024 Posted August 15, 2024 Hallo, ich habe den Mod wieder gespielt, man kann wieder an Land gehen, wenn man den Zauber benutzt. Ist das Heck nur in einer Farbe erhältlich? Ich habe hier mal Fotos gepostet, auf denen ich eine andere Farbe hatte. Und ich hatte eine Mod, in der NPC-Meerjungfrauen an den Flüssen standen, diese mit gebogenen Flossen. Und es gab eine Mod, die ich mit einer männlichen NPC-Meerjungfrau hatte und in der ich sogar Poseidon getroffen habe. Leider kann ich mich nicht mehr erinnern, welche es waren.
Renora1976 Posted August 24, 2024 Posted August 24, 2024 On 8/15/2024 at 10:43 AM, ZebraRundung246 said: Hallo, ich habe den Mod wieder gespielt, man kann wieder an Land gehen, wenn man den Zauber benutzt. Ist das Heck nur in einer Farbe erhältlich? Ich habe hier mal Fotos gepostet, auf denen ich eine andere Farbe hatte. Und ich hatte eine Mod, in der NPC-Meerjungfrauen an den Flüssen standen, diese mit gebogenen Flossen. Und es gab eine Mod, die ich mit einer männlichen NPC-Meerjungfrau hatte und in der ich sogar Poseidon getroffen habe. Leider kann ich mich nicht mehr erinnern, welche es waren. As for the tail colour, it cannot be changed because it is an outside asset and I do not understand it well enough. If someone came here and proposed a solution to do so, I would be glad to integrate it if possible. In addition, I have restarted working on the gameplay loop and am trying a new option to better integrate lore and gameplay. At the moment, the internal version of the mod has limited interactions due to the nature of Skyrim where most NPC interactions are "fetch" and "kill", which make it hard to have continuous character development without mass murder or being a walking simulator. In particular, one of the mechanics I introduced last year was the one of "soul". A player character with the mermaid race can either have a human or a mermaid soul, which currently changes some gameplay elements: - Human soul: the spell to shift from tail to leg form works cleanly all the time, the normal Mermaid Tears potion reverts the character to theiroriginal race. - Mermaid soul: the spell to shift to leg form can fail randomly, the normal Mermaid Tears potion WILL fail eventually, reverting the character to their original race only for a while before being turned to a tailed mermaid again, the Voice power will be more effective. In the previous design, the shift between soul statuses mostly depended on using the Voice power, which limited the interaction to, well, being a serial-killer of guards, named NPCs in towns and the occasional bandit who stumbled near the beach or on a ship. If you did not want to depopulate cities, it was quickly becoming stale. However, I am coming with a new mechanic in my internal build which might make it more player-dependent rather than focused on NPC interactions. Currently, there are two major parameters which influence the situation: Wetness and Humanity. Wetness increases slowly when outside under snow, slightly faster when outside under rain, very fast when walking in water (I have managed in my internal build to detect walking in shallow waters), decreases when inside or outside in clear weather. If it reaches 100 when in leg form, the character turns in tail form right away and if it reaches 0 when in tail form, the character suffers continuous damage. The latter case is the one that gathered my attention, because if you are playing a mermaid and are stuck on land while dry, you are hurting and you want to get out of this situation. You have two options: getting hydrated or getting rid of the tail. And that's where the notion of choice becomes important, because these two choices actually reflect whether you are rather moving towards the mermaid or the human half of the character. Thus the Humanity parameter: Humanity starts at 0, and it will raise or lower based on your actions and choices. If it reaches -10 when the character has a human soul, then they will let their body's instincts fully take over and embrace the nature of a mermaid, shifting to mermaid soul status. If, on the other hand, it reaches +10 when the character has a mermaid soul, their attachment to land will allow them to claw back their humanity and shift to human soul status. So, I have come up with a behaviour-based parameter to shift the soul status, with the current, WIP, list of actions: - Use the spell to grow legs when in tail form and drying out as a human soul: +1 Humanity (rather go human than dive) - Dive in the sea when in tail form and drying out as a human soul: -1 Humanity (rather dive than get legs) - Successfully use the spell to grow legs as a mermaid soul: +2 Humanity (willpower overcoming the soul's instincts) - End up reverting to tail form after the spell to grow legs fizzles out as a mermaid soul: -1 Humanity (soul's instincts taking over) - Killing a NPC after luring them with the Voice power: -1 or -2 Humanity (acting as a mermaid) - Using the spell to turn in tail form: possible -1 Humanity (randomly given when the spell is used) Do not hesitate to offer ideas on what type of actions could be added to the list, the target being to have relatively stable gameplay that leads to shifts based on the player's overall behaviour. In addition, I am changing some of the flavour text appearing to reflect the mindset of the character shifting more towards human or mermaid. I will also experiment with having the character lose their mermaid status entirely if they reach very high Humanity (+50, for instance). It could be interesting as a way to "cure" oneself of the mermaid curse acquired by fighting near the ship wrecks or doing the Lights Out quest. Finally, the Humanity parameter will influence, like wearing clothes, the speed at which weather impacts Wetness, since a more mermaid character will be more eager to turn than one with a strong human willpower. @emily1673tagged because you might be interested in this development update. 3
emily1673 Posted August 24, 2024 Posted August 24, 2024 1 hour ago, Renora1976 said: So, I have come up with a behaviour-based parameter to shift the soul status, with the current, WIP, list of actions: - Use the spell to grow legs when in tail form and drying out as a human soul: +1 Humanity (rather go human than dive) - Dive in the sea when in tail form and drying out as a human soul: -1 Humanity (rather dive than get legs) - Successfully use the spell to grow legs as a mermaid soul: +2 Humanity (willpower overcoming the soul's instincts) - End up reverting to tail form after the spell to grow legs fizzles out as a mermaid soul: -1 Humanity (soul's instincts taking over) - Killing a NPC after luring them with the Voice power: -1 or -2 Humanity (acting as a mermaid) - Using the spell to turn in tail form: possible -1 Humanity (randomly given when the spell is used) Very good ideas! And indeed, it's good to have some character progression other than running around and killing enemies. One other technique I used in YPS is to show a pop-up once per day, where the player has to make a choice. (in YPS it is "do you want to quaff the potion X today?") Some other possibilities: - eating "seafood" (fish, clam...) or drinking water adds to mermaid status, eating "land food" adds to human status. - some easy (repeatable) quests could be added, affecting status - wearing some "mermaid" clothes or (pearl) accessoires adds to mermaid status I am also considering the possibility of linking your mermaid mod to YPS or YTF. Maybe place a fashion vendor places at the seashore serving mermaids? Or adding specific mermaid "thoughts"?
Miauzi Posted August 24, 2024 Posted August 24, 2024 Well - another "kind" of mermaid is the subject of this mod... which is more inspired by the mythical world of North-Western Europe. The "Ghost Sea" is definitely not the tropical ocean world of "Ariel" ... with her bikini top made of shells and her animal friends. What fascinated me most about "Ran" -> the effect of "flowing water" on her skin ... combined with her "singing" voice
Renora1976 Posted August 24, 2024 Posted August 24, 2024 (edited) 4 hours ago, emily1673 said: Very good ideas! And indeed, it's good to have some character progression other than running around and killing enemies. One other technique I used in YPS is to show a pop-up once per day, where the player has to make a choice. (in YPS it is "do you want to quaff the potion X today?") Some other possibilities: - eating "seafood" (fish, clam...) or drinking water adds to mermaid status, eating "land food" adds to human status. - some easy (repeatable) quests could be added, affecting status - wearing some "mermaid" clothes or (pearl) accessoires adds to mermaid status I am also considering the possibility of linking your mermaid mod to YPS or YTF. Maybe place a fashion vendor places at the seashore serving mermaids? Or adding specific mermaid "thoughts"? The food idea is actually quite good! I will see if I can set this up in my next build. For clothes, I am a bit less sure, mostly because it is a continuous action and would need continuous checks. As for quests, I do not really know how to build these, same for a specific vendor, I am quite a novice in Skyrim modding and the only work I do with this mod is scripting and playing with some variables. I am attaching to this post the current version of the mod and its scripts. If you have recommendations or additions you want to make, do not hesitate to upload a modified version of it and I can start working on your build if you manage to build the quests or vendors you were suggesting - I would probably be able to edit these if they are functional. One thing I did have in consideration would be to have the mermaid status "degrade" over time, like in Sims 3, with characters reverting to human if they do not swim over a long enough time. It could be working in both directions, increasing Humanity for every continuous 24 hours spent outside water, decreasing it for every continuous 6 hours spent in water Concerning the "thoughts", it is already partially implemented: As you can see in the weather-related code, each step of 25 % wetness in one direction or another comes with thoughts appearing, and a high-Humanity character will have thoughts favouring the human shape while a low-Humanity one will be eager to get back to their mermaid shape. The variation is seen in most texts in the mod, including the difference between a human soul and a mermaid soul when devouring a NPC using the Voice power. Random thoughts would be possible, but in my opinion, there is a very high risk of them becoming annoying fast enough due to repetition. 3 hours ago, Miauzi said: Well - another "kind" of mermaid is the subject of this mod... which is more inspired by the mythical world of North-Western Europe. The "Ghost Sea" is definitely not the tropical ocean world of "Ariel" ... with her bikini top made of shells and her animal friends. What fascinated me most about "Ran" -> the effect of "flowing water" on her skin ... combined with her "singing" voice Amusingly, with Frostfall, it becomes quite clear that swimming in the Sea of Ghost without protection is a bad idea, fish tail or not. EDIT: I have added a second zip file with updated .esp and scripts to have the food feature. Mermaid Race 2024.zip Food Update.7z Edited August 24, 2024 by Renora1976 1
Miauzi Posted August 24, 2024 Posted August 24, 2024 2 hours ago, Renora1976 said: Die Essensidee ist eigentlich ganz gut! Ich werde sehen, ob ich das in meinem nächsten Build einrichten kann. Bei Kleidung bin ich mir etwas weniger sicher, vor allem weil es sich um eine kontinuierliche Aktion handelt und kontinuierliche Kontrollen erforderlich wären. Was Quests betrifft, weiß ich nicht wirklich, wie man diese erstellt, das Gleiche gilt für einen bestimmten Anbieter. Ich bin ein ziemlicher Neuling im Skyrim-Modding und die einzige Arbeit, die ich mit diesem Mod mache, ist das Schreiben von Skripten und das Spielen mit einigen Variablen. Ich füge diesem Beitrag die aktuelle Version des Mods und seiner Skripte bei. Wenn Sie Empfehlungen oder Ergänzungen haben, die Sie machen möchten, zögern Sie nicht, eine modifizierte Version davon hochzuladen, und ich kann mit der Arbeit an Ihrem Build beginnen, wenn Sie es schaffen, die von Ihnen vorgeschlagenen Quests oder Anbieter zu erstellen – ich wäre wahrscheinlich in der Lage, diese zu bearbeiten wenn sie funktionsfähig sind. Eine Sache, die ich in Betracht gezogen habe, wäre, den Meerjungfrauenstatus mit der Zeit „abzubauen“, wie in Die Sims 3, wobei die Charaktere wieder zu Menschen werden, wenn sie nicht lange genug schwimmen. Es könnte in beide Richtungen wirken: Die Menschheit wächst mit jeder ununterbrochenen 24 Stunden, die sie außerhalb des Wassers verbringt, und verringert sich mit jeder ununterbrochenen 6 Stunden, die sie im Wasser verbringt Bezüglich der „Gedanken“ ist es bereits teilweise umgesetzt: Wie Sie im wetterbezogenen Code sehen können, tauchen bei jedem Schritt von 25 % Nässe in die eine oder andere Richtung Gedanken auf, und ein hochmenschlicher Charakter wird Gedanken haben, die die menschliche Form bevorzugen, während ein niedrigmenschlicher Charakter darauf erpicht sein wird Nehmen Sie wieder ihre Meerjungfrauenform an. Die Variation ist in den meisten Texten der Mod zu sehen, einschließlich des Unterschieds zwischen einer menschlichen Seele und einer Meerjungfrauenseele, wenn ein NPC mit der Sprachkraft verschlungen wird. Zufällige Gedanken wären zwar möglich, allerdings besteht meiner Meinung nach ein sehr hohes Risiko, dass sie durch Wiederholung schnell genug nervig werden. Amüsanterweise wird bei „Frostfall“ ziemlich deutlich, dass es eine schlechte Idee ist, ohne Schutz im Meer der Geister zu schwimmen, ob Fischschwanz hin oder her. BEARBEITEN: Ich habe eine zweite ZIP-Datei mit aktualisierter .esp-Datei und Skripten hinzugefügt, um die Essensfunktion zu nutzen. Mermaid Race 2024.zip 27.06 MB · 1 download Lebensmittel-Update.7z 43.44 kB · 1 download I have now installed the "Mer-Maid" race... all faces (male and female) of other races are practically "overwritten". I think - that I should move this race mod further back in my loading order... would the last position be OK? (there is no finished present yet?)
Renora1976 Posted August 24, 2024 Posted August 24, 2024 (edited) 21 minutes ago, Miauzi said: I have now installed the "Mer-Maid" race... all faces (male and female) of other races are practically "overwritten". I think - that I should move this race mod further back in my loading order... would the last position be OK? (there is no finished present yet?) Usually, I have this mod last. However, this face issue is new to me, although I do not use the character creation menu to have a mermaid character, there is an ingame process for it: you should receive a parchment when running the mod for the first time, which leads you to the Winterhold college. The librarian there has a lore book about mermaids, and once it is read, you should have recipes for the mermaid tears potion unlocked in cooking areas (Alteration 20 minimum to see the recipe) or, if you want to do it faster, go to a shipwreck, it should give you a message about not disturbing the dead. If you to regular weapon attacks to the point you exhaust your stamina, you will be cursed in a mermaid form. Edit: please note that the mod is done on SE, not LE. Edited August 24, 2024 by Renora1976
Miauzi Posted August 24, 2024 Posted August 24, 2024 (edited) 42 minutes ago, Renora1976 said: Normalerweise habe ich diesen Mod zuletzt. Allerdings ist dieses Gesichtsproblem für mich neu, obwohl ich nicht das Charaktererstellungsmenü verwende, um einen Meerjungfrauencharakter zu haben, gibt es einen Ingame-Prozess dafür: Wenn Sie die Mod zum ersten Mal ausführen, sollten Sie ein Pergament erhalten, das Sie führt zum Winterhold College. Der Bibliothekar dort hat ein Buch mit Geschichten über Meerjungfrauen, und sobald es gelesen ist, sollten Sie Rezepte für den Trank „Meerjungfrauentränen“ in den Kochbereichen freigeschaltet haben (mindestens 20 Änderungen, um das Rezept zu sehen) oder, wenn Sie es schneller machen möchten, gehen Sie zu B. ein Schiffbruch, sollte es Ihnen eine Botschaft darüber vermitteln, dass Sie die Toten nicht stören sollen. Wenn Sie regelmäßige Waffenangriffe so weit ausführen, dass Ihre Ausdauer erschöpft ist, werden Sie in die Gestalt einer Meerjungfrau verflucht. Bearbeiten: Bitte beachten Sie, dass der Mod auf SE und nicht auf LE erstellt wird. I initially loaded the mod with an old save game... I had received the message - without knowing the background (thanks for the info) After that I started a new "race" to take a closer look at the new race - and I noticed the fact that men -> have lipstick (i.e., made-up lips)... what the fuck So I "played around" a bit - loaded various existing presets... all of them had a kind of "fade" - as if two (slightly different) faces were on top of each other So I'll follow your suggestion and put the mod at the back... and keep trying in the "race menu". Since the mod works with an old save game (with a test character for "yps" and "Bimbo of Skyrim") - I'll use it to pay a first visit to the magician's academy. And of course I have an SE version (1.5.97) first addendum: Mod moved to the back of the loading order - the "overlays" in the "race menu" are gone... first problem solved (since I'm setting off on a 30 km bike tour soon - the second addendum will probably only come tomorrow morning) Edited August 24, 2024 by Miauzi
emily1673 Posted August 24, 2024 Posted August 24, 2024 4 hours ago, Renora1976 said: The food idea is actually quite good! I will see if I can set this up in my next build. For clothes, I am a bit less sure, mostly because it is a continuous action and would need continuous checks. As for quests, I do not really know how to build these, same for a specific vendor, I am quite a novice in Skyrim modding and the only work I do with this mod is scripting and playing with some variables. I am attaching to this post the current version of the mod and its scripts. If you have recommendations or additions you want to make, do not hesitate to upload a modified version of it and I can start working on your build if you manage to build the quests or vendors you were suggesting - I would probably be able to edit these if they are functional. One thing I did have in consideration would be to have the mermaid status "degrade" over time, like in Sims 3, with characters reverting to human if they do not swim over a long enough time. It could be working in both directions, increasing Humanity for every continuous 24 hours spent outside water, decreasing it for every continuous 6 hours spent in water Concerning the "thoughts", it is already partially implemented: ... As you can see in the weather-related code, each step of 25 % wetness in one direction or another comes with thoughts appearing, and a high-Humanity character will have thoughts favouring the human shape while a low-Humanity one will be eager to get back to their mermaid shape. The variation is seen in most texts in the mod, including the difference between a human soul and a mermaid soul when devouring a NPC using the Voice power. Random thoughts would be possible, but in my opinion, there is a very high risk of them becoming annoying fast enough due to repetition. Implementing your first quest is quite a challenge. But once you know how this works, it can add lots of fun. There are so many stories that could be told around mermaids... Vendors: My idea was that I add an YPS fashion vendor close to the shoreline (e.g. in Dawnstar), so mermaids can get their hair and nails done, and also buy some mermaid related accessories, possibly also add some mermaid specific dialogue. That would be easy to implement for me. Just need a way to query the mermaid status. So if MermaidStatus.GetValue() == 1, then the player is a mermaid, if == 0, then the player is in human form. Is that correct? Thoughts: The flavour texts provided in your script are very nice and immersive. The thought system (YTF) is actually designed so that thoughts do not get repetitive, as there are many "thought" conditions, and being mermaid would be only one of them, easily configurable in a json file, even with the option of being voiced. We really could try that out some time.
Renora1976 Posted August 24, 2024 Posted August 24, 2024 (edited) 2 hours ago, Miauzi said: I initially loaded the mod with an old save game... I had received the message - without knowing the background (thanks for the info) After that I started a new "race" to take a closer look at the new race - and I noticed the fact that men -> have lipstick (i.e., made-up lips)... what the fuck So I "played around" a bit - loaded various existing presets... all of them had a kind of "fade" - as if two (slightly different) faces were on top of each other So I'll follow your suggestion and put the mod at the back... and keep trying in the "race menu". Since the mod works with an old save game (with a test character for "yps" and "Bimbo of Skyrim") - I'll use it to pay a first visit to the magician's academy. And of course I have an SE version (1.5.97) first addendum: Mod moved to the back of the loading order - the "overlays" in the "race menu" are gone... first problem solved (since I'm setting off on a 30 km bike tour soon - the second addendum will probably only come tomorrow morning) The Siren and Mermaid races are for female characters only, the transformation potions and spells will not work on male ones. 36 minutes ago, emily1673 said: Implementing your first quest is quite a challenge. But once you know how this works, it can add lots of fun. There are so many stories that could be told around mermaids... Vendors: My idea was that I add an YPS fashion vendor close to the shoreline (e.g. in Dawnstar), so mermaids can get their hair and nails done, and also buy some mermaid related accessories, possibly also add some mermaid specific dialogue. That would be easy to implement for me. Just need a way to query the mermaid status. So if MermaidStatus.GetValue() == 1, then the player is a mermaid, if == 0, then the player is in human form. Is that correct? Thoughts: The flavour texts provided in your script are very nice and immersive. The thought system (YTF) is actually designed so that thoughts do not get repetitive, as there are many "thought" conditions, and being mermaid would be only one of them, easily configurable in a json file, even with the option of being voiced. We really could try that out some time. For the thoughts, if the system is designed to avoid this, it would definitely seem like something great for immersion (pun not intended). For the variables used to track things, MermaidStatus is indeed 0 or 1 depending on whether the player character is Siren, Mermaid or their Vampire versions (one of the reasons it is better to use the in-game process to turn into one, to have the variable changes being tracked properly), MermaidTailStatus, to see if the character is legged or tailed, MermaidBookRead, to trigger the recipes and curses only after the lore book has been read, Humanity and Wetness, the parameters I have explained before. Any support on your side for quests and the like would be very welcome, though I do not know how to make clean patches for dependencies like the ones that appear when I install some other mods (I have little if any Skyrim-specific skillset, only general coding and basic game design experience). EDIT: to be clear, Nord, Imperial, whatever has MermaidStatus 0 and MermaidTailStatus 0. Siren (leg form) has MermaidStatus 1 and MermaidTailStatus 0. Mermaid (tail form) has MermaidStatus 1 and MermaidTailStatus 1. Edited August 24, 2024 by Renora1976
Miauzi Posted August 24, 2024 Posted August 24, 2024 (edited) Vor 6 Stunden sagte Renora1976: Die Rassen Sirene und Meerjungfrau sind nur für weibliche Charaktere, die Verwandlungstränke und Zauber wirken bei männlichen Charakteren nicht. I don't play a male character and I don't plan to. However, when I have to create a new character when I start again, I always see a "man" in the "race menu". So - I got the book from the academy - brewed the potion... and tried it out on my "private beach" (SIDRAT mod). Of course, I also forgot to download the "basic" mod for the mermaid outfit... what a beginner's mistake on my part. And then the "miracle" happened - wow - what a beautiful production... I was "blown away" 💖 I quickly took a snapshot on the beach... because of the light - it's currently night my character is wearing a transparent corset from the "DD catalog" around his waist - and thanks to another mod, after wearing the corset for a longer period of time, his waist becomes noticeably narrower - which in my opinion goes very well with this outfit. Edited August 24, 2024 by Miauzi 2
Renora1976 Posted August 24, 2024 Posted August 24, 2024 (edited) 29 minutes ago, Miauzi said: I don't play a male character and I don't plan to. However, when I have to create a new character when I start again, I always see a "man" in the "race menu". So - I got the book from the academy - brewed the potion... and tried it out on my "private beach" (SIDRAT mod). Of course, I also forgot to download the "basic" mod for the mermaid outfit... what a beginner's mistake on my part. And then the "miracle" happened - wow - what a beautiful production... I was "blown away" 💖 I quickly took a snapshot on the beach... because of the light - it's currently night my character is wearing a transparent corset from the "DD catalog" around his waist - and thanks to another mod, after wearing the corset for a longer period of time, his waist becomes noticeably narrower - which in my opinion goes very well with this outfit. Not much for the corset myself, but nice shot indeed. There is a shell bra which can normally be crafted as well, it is part of the mermaid outfit mod. If you do not get it in a forge, the internal reference is 009A43, so "player.additem xx009A43 1" should work. If the character has a mermaid soul, every time she turns in tail form, a specific shell bra will be added and cannot be removed manually, the idea being to eventually provide said bra with specific enchantments to further enhance the gameplay under this part of the mod, for instance with higher underwater speed, regen, etc. For reference, in Siren form, the character benefits from stat bonuses in Speech and Pickpocket which are increasingly higher the lower Wetness is, to reflect the supernatural charm of the Siren when, you know, her legs are not starting to be covered in scales. In Mermaid form, the bonus will instead be to Alteration, with the highest bonus when the Wetness is at 0, the idea being to reduce the cost of the very expensive Mermaid to Siren spell when it becomes critical to change forms. I am glad you appreciate the mod, and I find that it actually offers some interesting changes in gameplay without being too overpowered one way or another. Edited August 24, 2024 by Renora1976 1
emily1673 Posted August 25, 2024 Posted August 25, 2024 On 8/24/2024 at 5:19 PM, Renora1976 said: For the thoughts, if the system is designed to avoid this, it would definitely seem like something great for immersion (pun not intended). For the variables used to track things, MermaidStatus is indeed 0 or 1 depending on whether the player character is Siren, Mermaid or their Vampire versions (one of the reasons it is better to use the in-game process to turn into one, to have the variable changes being tracked properly), MermaidTailStatus, to see if the character is legged or tailed, MermaidBookRead, to trigger the recipes and curses only after the lore book has been read, Humanity and Wetness, the parameters I have explained before. Any support on your side for quests and the like would be very welcome, though I do not know how to make clean patches for dependencies like the ones that appear when I install some other mods (I have little if any Skyrim-specific skillset, only general coding and basic game design experience). EDIT: to be clear, Nord, Imperial, whatever has MermaidStatus 0 and MermaidTailStatus 0. Siren (leg form) has MermaidStatus 1 and MermaidTailStatus 0. Mermaid (tail form) has MermaidStatus 1 and MermaidTailStatus 1. For the thoughts: The best way would be if you could set StorageUtil variables mirroring the relevant globalvariables. The script command is: StorageUtil.SetIntValue(None, "<papyrusvaluename>", 1) where "papyrusvaluename" could be something like "MermaidStatus" Similar with any other status variables that should trigger thoughts. This would add "papyrus utils" as required mod, but I think everybody has that mod installed anyway. (Papyrus utils is a great way for different mods to communicate with each other). Once the StorageUtil variables are set, it would be very easy to add the thoughts: Only need to write them into a text (json) file in YTF. As for quests: I would be happy to show you the ropes. However, you would need to use creation kit. Doing quests using xedit/SSEEdit or similar tools is a headache. 1
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