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[WIP]Mermaids


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Posted
On 10/9/2024 at 12:11 AM, Renora1976 said:

I am not sure what you mean by "leg form animation", however. Can you clarify this a bit? Thank you!

 

I just meant that crawl/swimming animations for mermaid form aren't working until before siren transformation.

 

You transform into a mermaid but still walk/swim like a human would do, but at the same speed you would crawl/swim in mermaid form. Sorry for bad english...

Posted
4 hours ago, sora_akira24 said:

 

I just meant that crawl/swimming animations for mermaid form aren't working until before siren transformation.

 

You transform into a mermaid but still walk/swim like a human would do, but at the same speed you would crawl/swim in mermaid form. Sorry for bad english...

Understood, and at what point do you see the mermaid-specific animations working?

Posted (edited)

Animations don't work until you transform using Mermadic Transformation... 

 

19 hours ago, Renora1976 said:

Understood, and at what point do you see the mermaid-specific animations working?

 

Edited by sora_akira24
Posted (edited)
1 hour ago, sora_akira24 said:

Animations don't work until you transform using Mermadic Transformation... 

 

 

Now this is an interesting bug to say the least and... ARGH! I was typing this while checking the file contents to illustrate for you how the race distinction worked and I realised what is wrong! Good news, it will be super easy to fix for you!

 

Go to \Skyrim Special Edition\Data\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\2000000000, and open Conditions.txt there, then replace the text with:

 

IsRace("Mermaids Race.esp" | 0x00185B) OR
IsRace("Mermaids Race.esp" | 0x012BF9) OR
IsRace("Mermaids Race.esp" | 0x012C44) OR
IsRace("Mermaids Race.esp" | 0x012C48)

 

When I replaced the animations due to so many being unnecessary, I accidentally replaced the Conditions.txt file with the one from the LE mod, which did not have the Temporary Mermaid mechanic.

Edited by Renora1976
Posted

I am advancing in the UI and dealt with an issue highlighted in user feedback: the "empty spells" appearing in the magic menu. Now, these have been restructured and you will see only specific elements as highlighted in the screenshots below. The weather situation will be indicated as well as your current wetness step and direction: the second picture shows for instance the siren's feelings as she is drying while being still quite wet, which should give the player useful information on the urgency of action:

ScreenShot39.png

ScreenShot40.png

  • 2 weeks later...
Posted (edited)

A bit of an update on my current work, I am implementing a mechanism to allow the player to swim to and from Solstheim to not be dependent on the boat, which is, let us be honest here, really silly for a mermaid. Depending on the region where you are, you have a lesser power to use before going to swim, and once it has been activated, if you swim far enough North in Skyrim or far enough South-West in Solstheim, you will be given the option to swim all the way to the other region. The tests are successful at the moment, so this will be an additional roleplaying component, in particular for the step where the character has to collect the fourth book to become a true mermaid.

Edited by Renora1976
  • 2 weeks later...
Posted

Just found that when you cast Ebonyflesh in human form and accidentally transform in water locks your hydrated status, and renders you unable to transform back... Legs keep pulling together basically (Tried crawling for a while to dry out but to no avail)

 

To fix this, wait for Ebonyflesh to expire and go into deep water again, then cast the spell to transform back again

Posted
17 hours ago, sora_akira24 said:

Just found that when you cast Ebonyflesh in human form and accidentally transform in water locks your hydrated status, and renders you unable to transform back... Legs keep pulling together basically (Tried crawling for a while to dry out but to no avail)

 

To fix this, wait for Ebonyflesh to expire and go into deep water again, then cast the spell to transform back again

The warding spells indeed modify the rate at which the hydration parameter changes. Wood, Stone and Iron spells reduce the speed of hydration and drying, Ebony stops entirely the process and allows to walk in water without effect. Dragon allows to even swim without turning.

Posted
On 11/11/2024 at 5:04 PM, yinlihua said:

I was wondering, if I want to replace your original mermaid model with a custom mod I get someone to make, what do I need to do?

I would say to ask the person you want to make the mod for you.

Posted

Maybe you misunderstood me, I have gotten someone to make a costume Mod like the COCO mermaid outfit. I was wondering if I can replace the mermaid outfit inside your mod with that costume mod. And how do I do that?

Posted
9 hours ago, yinlihua said:

Maybe you misunderstood me, I have gotten someone to make a costume Mod like the COCO mermaid outfit. I was wondering if I can replace the mermaid outfit inside your mod with that costume mod. And how do I do that?

You would have to replace the relevant files shortcuts and names in the mod using either the Creation Kit or a software such as SSEEdit.

Posted
On 10/20/2024 at 12:14 PM, Renora1976 said:

For those who play with Water for ENB instead of RW2, I made a version without the RW2 requirement, but it will not have the shallow water detection feature:

 

Mermaid Race 3.0.2 SE - No RW2.7z 18.29 MB · 3 downloads

I would suggest looking at Papyrus Extender, which should really be a requirement for Skyrim period at this point; it actually allows you to detect if you're in shallow or deep water much easier.

Posted
3 hours ago, DarkPhoenixFF4 said:

I would suggest looking at Papyrus Extender, which should really be a requirement for Skyrim period at this point; it actually allows you to detect if you're in shallow or deep water much easier.

Thanks for the suggestion, I will look into it!

  • 2 months later...

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