AlerictheNord Posted March 13, 2014 Posted March 13, 2014 Are there an compatible armors/clothes for the DwemerFatale?
SecretzRUs Posted March 13, 2014 Posted March 13, 2014 Sweet...the Unicorn is loose! Downloading now... Jeez, Trykz....your races are addictive. I wish there was a way to fold them all into one esm or esp file so I could ease the burden of my overworked mod list...
xenic Posted March 13, 2014 Posted March 13, 2014 Sweet...the Unicorn is loose! Downloading now... Jeez, Trykz....your races are addictive. I wish there was a way to fold them all into one esm or esp file so I could ease the burden of my overworked mod list... So...one race to rule them all? (That really doesn't sound right....) EDIT: I did "extract here" to each of them and it worked fine.
ToJKa Posted March 13, 2014 Posted March 13, 2014 7-Zip says the schoolgirl top texture is corrupt in the second armor pack download (textures\clothes\schoolgirl\top2.dds). Tried re-downloading it three times. And that texture file is already included in the first part? Apart from that, looks and works great, with useful skills. Though i was hoping they'd have a transform into four-legged unicorn power
Kazuya096 Posted March 13, 2014 Posted March 13, 2014 Hmmm???? what is wrong? I do not know, have the TCRA files installed, run boss and somehow missing since the body.
xenic Posted March 13, 2014 Posted March 13, 2014 Hmmm???? what is wrong? I do not know, have the TCRA files installed, run boss and somehow missing since the body. Do you have XP32 skeleton? I think a skeleton that supports TBBP is also required.
xenic Posted March 13, 2014 Posted March 13, 2014 Awhile back someone made the Nova armor from SC2 Nova Armor.rar Could you make this fit the Unicorn and White Faun? (I have no idea what that actually entails. I picture you chopping the armor off at the knees lol)
ToJKa Posted March 13, 2014 Posted March 13, 2014 Many light vanilla armors should be easy to convert by just chopping of the leg meshes below the knee. As it is, you can see both of the legs when using the armor without boots.
Kazuya096 Posted March 13, 2014 Posted March 13, 2014 Hmmm???? what is wrong? I do not know, have the TCRA files installed, run boss and somehow missing since the body. Do you have XP32 skeleton? I think a skeleton that supports TBBP is also required. yes I use the xp32 skeleton and animations TBBP also work ready. the faun race works oddly.
Trykz Posted March 13, 2014 Author Posted March 13, 2014 Hmmm???? what is wrong? I do not know, have the TCRA files installed, run boss and somehow missing since the body. Do you have XP32 skeleton? I think a skeleton that supports TBBP is also required. yes I use the xp32 skeleton and animations TBBP also work ready. the faun race works oddly. White Faun is a completely separate mod with it's own body included. Unicorn utilizes it's own included skeleton. I HIGHLY advise AGAINST trying to alter/swap out the skeleton for something else, as it will cause deformation of the Unicorn body meshes. Do you have TCRA.esm before any races, or after? It should ALWAYS be before any of my race mods in the load order, and AFTER RaceCompatibility.esm Trykz
Trykz Posted March 13, 2014 Author Posted March 13, 2014 Are there an compatible armors/clothes for the DwemerFatale? Sorry I missed this until now. But yes, there are. The base body is one I made in BodySlide. Here's the BodySlide preset you need to make any BodySlide armor you like DFBodyPreset.xml (also added to post #3) Enjoy! Trykz
rangedphoenix Posted March 13, 2014 Posted March 13, 2014 For some reason, the Unicorn spell "Horn of the Unicorn" can only be equipped to your right hand. Was that intended, or just an oversight? I switched it over to eitherhand in TESVedit, and it seems to work perfectly for me still. Also, does that "aura of the unicorn" ability apply a damage reflection spell? Also, for some reason, the textures of the Unicorn's ears change colors in the light, doing different things from glowing, to turning pitch black. Any idea what might be happening there? That also happened for the tail of the white faun, if I remember right.
Trykz Posted March 13, 2014 Author Posted March 13, 2014 For some reason, the Unicorn spell "Horn of the Unicorn" can only be equipped to your right hand. Was that intended, or just an oversight? I switched it over to eitherhand in TESVedit, and it seems to work perfectly for me still. Also, does that "aura of the unicorn" ability apply a damage reflection spell? Also, for some reason, the textures of the Unicorn's ears change colors in the light, doing different things from glowing, to turning pitch black. Any idea what might be happening there? That also happened for the tail of the white faun, if I remember right. Horn of the Unicorn is a "heal other" spell, intended for right hand use only. Unicorn has no "aura", so I'm not quite sure what you're talking about. However, the White Faun mod does have an aura, which is a creature pacification spell that works on "most" of Skyrim's creature races. If you're talking about Foiros' Gift, it's function is essentially the same as Aura of the Faun, but with added disease resistance. The ear and tail meshes have always reacted oddly to light. Pretty sure it's a shader issue in the meshes themselves, which I'm unsure how to change. Some day I "might" have the patience to fiddle around with that stuff Trykz
rangedphoenix Posted March 13, 2014 Posted March 13, 2014 Guess it wasn't aura of the unicorn, haha. I took another look at things with TESVedit, and its called "Shoud of the Unicorn" (editor ID unicornShroud). I guess I was kind of wonder what it did, as well as "Unicorn Abilities". Is the unicorn abilities one something you're going to use later on, or is it a hidden passive? I should learn to do research myself before just asking dumb questions. Learned quite a bit about how you did things from TESVedit. However, Giselle, Janelle and Arturo have discolored faces. Doesn't that usually have something to do with the facegen data not being included or something like that?
Trykz Posted March 13, 2014 Author Posted March 13, 2014 Guess it wasn't aura of the unicorn, haha. I took another look at things with TESVedit, and its called "Shoud of the Unicorn" (editor ID unicornShroud). I guess I was kind of wonder what it did, as well as "Unicorn Abilities". Is the unicorn abilities one something you're going to use later on, or is it a hidden passive? Shroud of the Unicorn is an invisibility spell. The face discoloration of the foals is a texture issue. And I may need to regenerate Arturo's FaceGenData in a patch later. UnicornAbilities is the base name/ID for the Foiros' Gift spell (the passive ability). That said: I don't normally field questions about the mechanics of my mods. Mostly because it clearly indicates that the mod has been altered/tampered with. With this race mod especially, I'm going to be VERY wary of the support I provide should issues arise from external causes. I won't be offering any support for skeleton issues if it's been swapped out for something else. This mod is VERY fragile. Just changing out the body meshes caused a chain reaction throughout the mod, requiring me to set the foals as unplayable, remove the Futa race, and reconfigure the planned armor sets entirely. Changing one thing can lead to multiple required changes deeper within the mod. Once I have the intended body meshes, I plan to completely reconfigure this entirely (along with TCRA) to make these types of races much more sturdy. Trykz
rangedphoenix Posted March 13, 2014 Posted March 13, 2014 Looking forward to what you come up with. Don't worry too much about me though. If I run into too many issues, I'd just reinstall instead of coming around to complain about issues that I caused myself. Making custom races is something that has always fascinated me, though I've never had the skill to pull it off (and probably never will). I do tend to pick up a couple of tricks here and there from observing how the masters do it though, so I find it worth the effort to at least look around a bit, especially if I'm not actually sure what something does in game.
Trykz Posted March 13, 2014 Author Posted March 13, 2014 Looking forward to what you come up with. Don't worry too much about me though. If I run into too many issues, I'd just reinstall instead of coming around to complain about issues that I caused myself. Making custom races is something that has always fascinated me, though I've never had the skill to pull it off (and probably never will). I do tend to pick up a couple of tricks here and there from observing how the masters do it though, so I find it worth the effort to at least look around a bit, especially if I'm not actually sure what something does in game. Bah...... it's easier than you think The CK might seem a bit daunting at first. But after some fiddling a bit around you start to get a feel for it, and pretty quickly learn just how far you can push it. I think the single most important thing to remember about the CK, is to NEVER include the Update.esm as a master. I found over time that this was the cause of mod breakage after nearly every single patch Bethesda put out (they don't touch Skyrim.esm, but update the game data through Update.esm). Once I figured that out, I created TCRA (which contains a LOT of what Update.esm does, such as mounted combat and base Combat Data udpates) to circumvent Bethesda's horrible update process. Also, if you only ever edit duplicate forms, you're very unlikely to have incompatibilities among your mod and others like it. Trykz
rangedphoenix Posted March 13, 2014 Posted March 13, 2014 When I'm modding, that's always what I try to do, make completely unique stuff just for my mod to use. One time, I was using the original frost resistance enchantment as a frost resist effect for my mod. However, this broke down when using a different mod that effectively removed the effect. After that, I made custom stuff for basically everything instead of editing vanilla records. But for me, custom races are kind of the thing that intimidates me the most. It basically has all the things that I don't like dealing with in mods, including custom race compatibility, as well as brand new models (which I want to learn someday, but it isn't likely). Would it be possible to use the assets contained in TCRA outside of creating a custom race? (Such as adding in custom npcs, or custom body parts, and other such things.) And are other free to use assets in it? If so, I'll definitely have to take a closer look at it later... Probably after you update TCRA again, haha.
Trykz Posted March 13, 2014 Author Posted March 13, 2014 Would it be possible to use the assets contained in TCRA outside of creating a custom race? (Such as adding in custom npcs, or custom body parts, and other such things.) And are other free to use assets in it? If so, I'll definitely have to take a closer look at it later... Probably after you update TCRA again, haha. This is EXACTLY what TCRA was created for Even further, any NPC you create can have your choice of ANY body type it includes (which include matched hand and foot meshes). Even the hooved bodies. Each body has it's own assigned texture sets (which have multiple variations such as gloss, sweat, and muscle maps). There are also multiple head meshes (with/without ears), horns, ears, all with multiples of each, and even a collar. Take a look around in the CK. I think you'll find just about anything you'd need to build a highly customized race/npc/follower..... I didn't just build TCRA for my own use. I built it for ANYONE to use Trykz
rangedphoenix Posted March 13, 2014 Posted March 13, 2014 I wanted to hear... err... see? it from your own mouth.. err... hands... before I assumed anything though. I'll definitely give it a look through at some point, although I think I'll wait until you finish that "reconfiguring" of TCRA you mentioned earlier. No sense in looking around if it'll end up changing later. Needless to say though, it sounds exciting, even though I really don't know a thing about character building. About the only decent looking characters I can make is the player, and that's just because racemenu is amazing. Either way, it would be nice to have a much larger asset pool to draw from, so that the npcs could look the same for everyone, rather than just having to say "your mileage may vary depending on the texture mods you use". Also, loving the Unicorn race, even though you didn't get to do everything you wanted to do with it right away. I was looking forward to its release ever since I first saw it in this thread. Working on a "benevolent mage" type character, that's a bit shy, and stays away from civilization whenever possible.
xenic Posted March 15, 2014 Posted March 15, 2014 @Trykz Could you make a mannequin using the beast race (White Faun/Unicorn)? If you're willing, I'll make a house and send you the esp and you can place them in there.
Trykz Posted March 15, 2014 Author Posted March 15, 2014 Last night I finally achieved the single most important thing I've wanted to do since I started race modding. It will completely restructure the manner in which I build most (if not all) of my future race mods. You can read up on it here. No longer will you essentially be the "only" one of your kind in Skyrim when using one of my races (unless you choose to be). In fact, should you so choose, you'll find entirely new worldspaces dedicated to the race you've chosen to play, complete with custom NPCs, villages, camps, towns, etc..... At this time I'm working on a new race (pretty basic in nature, but pretty cool nonetheless), which will include one of these new worldspaces, and some new NPCs. All with complete AI packages, giving them very immersive lives with daily routines. Once complete, you'll be able to choose whether or not to use this additional content as part of the overall race mod, or forego it completely by simply not installing it. The manner in which I'm adding this content should have no noticeable affect on performance, as it uses vanilla assets (other than the race itself) which the Skyrim engine can easily manage (because it already does). For those who might be wondering..... "is this the Valley of the Broken you announced months ago?" No. It isn't. Valley of the Broken will be a MUCH larger and more detailed mod. This mod is basically a test bed for that. Where I determine just how far I can push things, and just how many inter-dependencies I can create between the base game, DLCs, and additional mods without breaking anything. Once I have the proof-of-concept mostly completed, I'll be opening up a new WIP thread where I'll be adding preview screens detailing the construction as I go along. Trykz
Arthenon Posted March 15, 2014 Posted March 15, 2014 That's great news Trykz! Looking forward to this new project
Roachboy Posted March 15, 2014 Posted March 15, 2014 This sounds awesome! (just imagine a whole lot of !!!! here).
Gumihoyah Posted March 15, 2014 Posted March 15, 2014 I know I'm doing something wrong but what could it be XD I have racecompatibility and TCRA file. Do I perhaps need to download skeleton.nif - skeleton_female.nif - XTCBody.xml and 1stperson.rar ??
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