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Demonic Creatures - Mod Version V2.0


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Posted
23 hours ago, Uacya said:

 

Could you tell how to fix that black texture? Maybe i'll make & reupload it.

What I did was import the nif file for the schlong in blender, perform some cleaning checks on it and then re-rig it and export it back to skyrim.

Posted

Hello. I'm start making my own creatures mod patch for sexlab purpose only (armor for aroused armor and edit json, maybe a conjure spell book.)

 

The problem I have rn: I know how to make creatures addon for sexlab and it works, but when I try to make same thing for mihail goblin, it works if I edit inside original mod, but I can't make it work in my ESP.  It using the human skeleton for animation, what I need do different in Creation Kit?  I tried use orcrace to start editing but the body just disappear in game.(my ESP doesn't have mihailgoblin race, maybe thats the reason?) 

 

Thanks for your hard work for this mod again, this is so far my favorite creatures mod and I found a lot of interesting creatures inside meshes folder will try to dig into it later. 

Posted
On 6/16/2024 at 6:01 AM, Grea_iwara said:

Hello. I'm start making my own creatures mod patch for sexlab purpose only (armor for aroused armor and edit json, maybe a conjure spell book.)

 

The problem I have rn: I know how to make creatures addon for sexlab and it works, but when I try to make same thing for mihail goblin, it works if I edit inside original mod, but I can't make it work in my ESP.  It using the human skeleton for animation, what I need do different in Creation Kit?  I tried use orcrace to start editing but the body just disappear in game.(my ESP doesn't have mihailgoblin race, maybe thats the reason?) 

 

Thanks for your hard work for this mod again, this is so far my favorite creatures mod and I found a lot of interesting creatures inside meshes folder will try to dig into it later. 

you must have that race yes.

Posted

prolly a bit weird that i'm super enthused for the new minotaur monster lol, i guess cause there aren't many 'useful' minotaurs out there for skyrim. And this one looks good.

Posted

Someone made an amazing tool to remove undesired creatures for this mod

 

I used it to remove all the dinosaurs 😄  I highly suggest to use this tool if you want to remove some creatures you don't like

Posted (edited)

I'm struggling to come up with decent goblin houses. Part of me wants them to live in tents, but I'd also like a more permanent settlement style for them. Here's three versions so far. I'd like comments on them.

 

 

 

 

 

goblinHouseVersion1.png

goblinHouseVersion2.png

Tent.png

Edited by Thor2000
Posted
Spoiler
On 7/1/2024 at 8:07 AM, Thor2000 said:

I'm struggling to come up with decent goblin houses. Part of me wants them to live in tents, but I'd also like a more permanent settlement style for them. Here's three versions so far. I'd like comments on them.

 

 

 

 

 

goblinHouseVersion1.png

goblinHouseVersion2.png

Tent.png

 

 

Well, I would say the third one is the most goblin-like, definitely not the first one thought too well built, unless it was an area captured from humans?.  What about a mix?, some human captured stuff with tents added.

Posted

I agree with @Evilhomer:  Third version is a bit more goblin-esque in my opinion.  However, I do see goblins (personally) as both simplistic, but with aspects of cunning.  So dotting a few of the more technical versions as would be befitting shamans/chiefs.  

Posted (edited)
19 hours ago, razzor69 said:

Hey there @Thor2000 here's new draugr replacer from Mandragoras, its high quality meshes and textures

https://www.nexusmods.com/skyrimspecialedition/mods/123170

 

this is my best edit, although its not fit with your draugr textures. What do you think?

 

It's a great texture. Just as the falmer overhaul he did. I've asked him to make a compatible texture for that one too, but he don't reply to me. He don't allow his mods to be uploaded outside nexus.

8 hours ago, Bigglsby said:

I agree with @Evilhomer:  Third version is a bit more goblin-esque in my opinion.  However, I do see goblins (personally) as both simplistic, but with aspects of cunning.  So dotting a few of the more technical versions as would be befitting shamans/chiefs.  


@Evilhomer

 

Yeah I agree too. I want a more chaos look of the whole thing. So I went ahead and wasted another bunch of hours and made my own "goblin shack kit" with platforms, stairs, hut walls etc. But I think this looks a lot better building wise. I may have to tweak the textures a bit since. They look grey-bluish.

 

It's all based on a illustration I found on the net: https://www.lostgoblin.com/wp-content/uploads/2016/09/Jonathan-Kirtz-4.jpg

 

Perhaps I should make a different type of hut roof. The existing ones are just a retexture of the vanilla orc awning. They look quite majestic. Should have something more ragged like. At least for the common goblins. Perhaps leave the majestic roofs for the shaman/chief hut.

 

I must say I'm quite happy with this settlement. It's not as big as the demonic creatures goblin village, but it's more "smooth" and unique 😁. The kings hut has a riekling throne, a human bed and a shackle furniture. That's allmost all he need. Muahaha 🫡

 

 

SkyrimSE 2024-07-03 09-39-10.png

SkyrimSE 2024-07-03 09-39-34.png

SkyrimSE 2024-07-03 09-42-32.png

SkyrimSE 2024-07-03 09-43-21.png

SkyrimSE 2024-07-03 09-42-03.png

Edited by Thor2000
Posted
On 7/2/2024 at 10:45 PM, razzor69 said:

Hey there @Thor2000 here's new draugr replacer from Mandragoras, its high quality meshes and textures

https://www.nexusmods.com/skyrimspecialedition/mods/123170

 

this is my best edit, although its not fit with your draugr textures. What do you think?

draugrlalala.jpg

damn, an actually more undead looking texture. The closest to a proper zombie one i've seen was that one creation club thing (but boy do i not want that, bro i just want to have those zombies and raise them as undead, not this weird zombie apocalypse crap)

Posted (edited)

Hi,  good to see progress on this mod.🫡

 

I have a question about rigging, I try to add a Mitachurl using troll's bone, but troll only have 3 fingers, and Mitachurl  has 4. so I rigged two fingers to one bone, during grab animation the fingers will be a weird cross and overlapping, any better solution for this?

 

Another question: since it was originally a PMX model, what texture setting should I modify? now it looks too oily and smooth in game.

 

Thank you!

ISYJV%KQAPQGEG8_6WEX8QW.png

Edited by Grea_iwara
Posted
21 hours ago, Grea_iwara said:

Hi,  good to see progress on this mod.🫡

 

I have a question about rigging, I try to add a Mitachurl using troll's bone, but troll only have 3 fingers, and Mitachurl  has 4. so I rigged two fingers to one bone, during grab animation the fingers will be a weird cross and overlapping, any better solution for this?

 

Another question: since it was originally a PMX model, what texture setting should I modify? now it looks too oily and smooth in game.

 

Thank you!

ISYJV%KQAPQGEG8_6WEX8QW.png

Well. Hard to ssy.  Because it can either be the strength of the bone weights or the position of the fingers relative to their bone weights. Or both of them. If you are sure the fingermesh's position is correct relative to responding fingerbone weights center, you could try to weaken the boneweights of the finger that is doing the crossover.

 

Textures and oily shine. I usually set opacity on normal maps to 10% or set specularity in the nif file to 0,1. It usually fixes it.

Posted
On 7/5/2024 at 12:02 PM, Thor2000 said:

Well. Hard to ssy.  Because it can either be the strength of the bone weights or the position of the fingers relative to their bone weights. Or both of them. If you are sure the fingermesh's position is correct relative to responding fingerbone weights center, you could try to weaken the boneweights of the finger that is doing the crossover.

 

Textures and oily shine. I usually set opacity on normal maps to 10% or set specularity in the nif file to 0,1. It usually fixes it.

🫡 Thanks, the 0.1 specularity works.     

 

I can't fix the finger issue at this moment, completely lack of knowledge about everything 🥲

  • 2 weeks later...
Posted

I have an issue... the crippled skeletons are invisible for some reason. I've updated to the v1.8 with the v1.81 patch and then reinstalled the 2k resolution (I just installed all this over the previous version).  What do you think?

Posted (edited)
17 hours ago, CyberQueen said:

I have an issue... the crippled skeletons are invisible for some reason. I've updated to the v1.8 with the v1.81 patch and then reinstalled the 2k resolution (I just installed all this over the previous version).  What do you think?

Yeah that's weird. There's no other mods that makes changes to Demonic creatures? Such as that old mcm mod?

Might open xEdit with all mods active and see if something is overwriting something related to crippled  skeletons.

 

Another approach: Reinstall the demoniccreatures.esp from the main mod (or from the v1.81 patch if there's an esp included in it. Sorry I'm on vacation and can't remember if the patch v1.81 has an esp included or not). Crippled skeletons show up in my game and I haven't done anything with them in v1.8.

 

Also, Crippled skeletons uses the same skeleton textures as the ancient skeletons. Are those looking fine? If so, it is most likely a mesh problem. One thing to check is the presence of the crippled skelly mesh files in the folder meshes/newcreatures/VICN/falmer/ (again, I'm on vacation but I'm 99% sure that is the correct folder. They should be there together with the grummite meshes.

Edited by Thor2000
Posted
1 hour ago, Thor2000 said:

Yeah that's weird. There's no other mods that makes changes to Demonic creatures? Such as that old mcm mod?

Might open xEdit with all mods active and see if something is overwriting something related to crippled  skeletons.

 

Another approach: Reinstall the demoniccreatures.esp from the main mod (or from the v1.81 patch if there's an esp included in it. Sorry I'm on vacation and can't remember if the patch v1.81 has an esp included or not). Crippled skeletons show up in my game and I haven't done anything with them in v1.8.

 

Also, Crippled skeletons uses the same skeleton textures as the ancient skeletons. Are those looking fine? If so, it is most likely a mesh problem. One thing to check is the presence of the crippled skelly mesh files in the folder meshes/newcreatures/VICN/falmer/ (again, I'm on vacation but I'm 99% sure that is the correct folder. They should be there together with the grummite meshes.

Thanks for the response; I'll keep looking into it and let you know.

Posted

Since many of the creatures in this mod are derived from Mihail's mods and their race data is unchanged, this should be compatible with the dragonborn bestiary mihail addon. Would be cool if there was a bestiary addon for this mod specifically, both to cover more of the creatures but also maybe with some spicier images.

Posted
On 7/16/2024 at 3:34 PM, CyberQueen said:

Thanks for the response; I'll keep looking into it and let you know.

Okay figured it out. For some reason in the ArmorAddon under the additional races area nothing was selected and Falmer Race needs to be checked.

Posted (edited)

Are ice giant's hands fixed in this version?

does minotauruses use proper animation set (not draugr). edit: well i've found thats their proper race but do they scale correctly now?

 

Wont update now (1.6) because im deep in currrent playthrough but maybe i can incorporate fixes themself.

Edited by unwashed biomass
Posted
18 hours ago, unwashed biomass said:

Are ice giant's hands fixed in this version?

Can explain what you mean by this? Or show a screenshot of it?

Posted

Do you think the mods Creepy Zombies or Undead FX could be patched to have ABC schlongs at all? Draugr are all well and good, but they don't have that Zombie vibe.
An the molested zombie in demonic creatures just doesn't look right for the game aesthetic lol.

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