Renora1976 Posted April 7, 2023 Posted April 7, 2023 (edited) Mermaid race View File Spoiler On @emily1673's suggestion, I'm making this thread to have the mermaid race mod properly visible and accessible for everyone. Long story short, it's been something apparently quite a number of people worked on and off over the years, but recently, assets were finally combined to get a decent release. Original thread: Emily posted a few months ago a strong candidate for release with the works of the many people who came earlier in the sixty pages thread (seriously, tons of people contributed over a good decade, in particular @Larasen, mearalikesmead and COCO 2048, I just came recently) with the core concepts: * Potion turning a PC in a mermaid with flavour text and animations, leg form mermaid who turns in a tail based one either when hit by rain, snow or when swimming, spell-based transformation back in leg form (or a hardcore version with no reversion to leg form whatsoever, leaving you stuck as a half-fish out of water for good if you got surprised by rain). After playing a full run with this mod, I came with another core principle that constitutes my main addition and something, IMO, more balanced for a thorough addition to the game: * Being a mermaid on land should keep you wary at all times of turning into the tail form because doing so will be a major problem that can be solved in an increasingly easier way as you build your character. A lot of blah blah for mod design, I know. What does this mean, clearly? New race that can be selected from the race menu, switched to using console or be turned into via roleplay method. A craftable potion (cooking recipe), Mermaid Tears, that can turn any race into a mermaid with flavour text and animations during the transformation or can turn a mermaid in an Imperial (I don't have yet a way to keep track of the original race of a transformed character, maybe in a later update). Fully animated movement and idles both on land and swimming for the tail form. Strong health regeneration and speed bonuses for mermaids swimming in water - in a game without fast travel, this makes rivers, lakes and the sea a quite useful "highway system" to travel around Skyrim. Bonuses to speech and pickpocket for leg form mermaids (using their charm for negotiation and distraction). Lore-consistent transformation from leg form to tail form: swimming in water will transform your character instantly, being caught in rain will transform her after roughly 45 seconds, being caught in snow will do it in 180 seconds. For weather-based transformation, flavour text will warn you of the transformation steps until you end up as a half-fish flapping on the ground and clothes besides you, which can be, well, quite an embarassing situation in combat, especially as a tail form mermaid is massively slowed down on land. Keep yourself dry to delay or cancel the transformation process: Oakflesh, Stoneflesh and Ironflesh spells with slow down the weather effect on you, Ebonyflesh will stop it entirely and Dragonhide will even allow you to go for a swim without popping a tail. Getting inside a building will reset the transformation process entirely. Dynamic difficulty for transforming back in leg form: When a tail-form mermaid either enters a building or gets ashore in clear weather, an Alteration school spell will be made available that will become progressively less magicka-intensive over time (as the mermaid dries, with flavour text). Casting it will turn you back in leg form. All altars will turn a mermaid back in leg form when activated, giving you a way out, albeit one that can be a bit far away depending on where you got caught by the rain. If all else fails, quaffing a Mermaid Tears potion will turn you back in an Imperial, but you'll need another bottle to become once again a mermaid. The idea is that turning into tail form is a pretty big commitment for a low level character and you might want to keep some enchanted objects on hand to reduce the cost of alteration spells and/or increase your magicka reserves unless you want to flap your way towards the nearest altar. For a high level character, switching between forms is a lot more convenient. Required mods: Mermaid all bodyslide (available on Nexus) Apachii Hair FNIS Apparently works for SE, but according to testers, replace Mermaid all bodyslide with Coco's mermaid outfit to prevent CTD (https://www.nexusmods.com/skyrimspecialedition/mods/33013). Spoiler This is the 2.0.0 version of the Mermaid Race mod, which has been pretty much rewritten from scratch to improve stability, reliability and allow many new features. The goal of this mod is to provide a roleplaying experience. An old lore book will give you the key to become a bride of the ocean, but while a mermaid can live forever under the sea and can even, with sufficient skills in magic, turn in a human-like siren with unnatural charm over mortals almost at will, you will always look at the skies with cautiousness, because turning in a mermaid under the rain while miles away from the coast can be quite an embarassing experience. ----------- IMPORTANT: LetsTestThis, who did the work to make the animations compatible with LE and SE, provided the following installation instructions: Members 46 Posted June 12 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. ----------- Now, for the features to expect in detail: New race that can be selected from the race menu, switched to using console or be turned into via roleplay method. All vanilla races except Argonian and Khajiit can now become mermaids and properly reverse to their original races. A craftable potion (cooking recipe), Mermaid Tears, that can turn any race into a mermaid with flavour text and animations during the transformation or can turn a mermaid back in the original race. Fully animated movement and idles both on land and swimming for the tail form. Strong health regeneration and speed bonuses for mermaids swimming in water - in a game without fast travel, this makes rivers, lakes and the sea a quite useful "highway system" to travel around Skyrim. Bonuses to speech and pickpocket for leg form mermaids (using their charm for negotiation and distraction). Lore-consistent transformation from leg form to tail form: swimming in water will transform your character instantly, being caught in rain will transform her after a while, same for snow but taking more time. You can dry either by getting inside or in clear weather. For weather-based transformation, flavour text will warn you of the transformation steps until you end up as a half-fish flapping on the ground and clothes besides you, which can be, well, quite an embarassing situation in combat, especially as a tail form mermaid is massively slowed down on land. 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. Keep yourself dry to delay or cancel the transformation process: Oakflesh, Stoneflesh and Ironflesh spells with slow down the weather effect on you, Ebonyflesh will stop it entirely and Dragonhide will even allow you to go for a swim without popping a tail. Dynamic difficulty for transforming back in leg form: When a tail-form mermaid either enters a building or gets ashore in clear weather, an Alteration school spell will be made available that will become progressively less magicka-intensive over time (as the mermaid dries, with flavour text). Casting it will turn you back in leg form. All altars will turn a mermaid back in leg form when activated, giving you a way out, albeit one that can be a bit far away depending on where you got caught by the rain. If all else fails, quaffing a Mermaid Tears potion will turn you back in an Imperial, but you'll need another bottle to become once again a mermaid. The idea is that turning into tail form is a pretty big commitment for a low level character and you might want to keep some enchanted objects on hand to reduce the cost of alteration spells and/or increase your magicka reserves unless you want to flap your way towards the nearest altar. For a high level character, switching between forms is a lot more convenient. 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. Curse mechanic: With lore-consistent causes, your character can become cursed, turning into a mermaid, both in body and soul. All flavour text will change accordingly, mermaid and siren powers will be stronger but reversing to siren with spells has a chance to fail and reverting fully with a potion becomes impossible unless you use a potion made with Alchemy 100 skill. 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. 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. 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 2.5 % chance of every such victim cursing an uncursed mermaid, increasing 0.5 % with every new victim and resetting to 2.5 % 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 faster when swimming. 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 Welcome to the 3.0 version of the Mermaid Mod, with a large number of modifications since last year's 2.0. Just like before, the objective is to provide the player with a roleplaying experience for mermaid lore and eventually becoming one. A series of lore books telling the tale of a mage who went through the same process your character will undergo is spread across Skyrim and Solstheim, awaiting your discovery and providing guidance to each step of the way towards this: ----------- IMPORTANT: The mod is now restricted to SE/AE, only 2.0 and former have a LE version, which will no longer be updated. The requirements for the mod are the following Required mods: [COCO] Mermaid outfit: https://www.nexusmods.com/skyrimspecialedition/mods/33013 DAR: https://www.nexusmods.com/skyrimspecialedition/mods/33746?tab=description FNIS to be applied: https://www.nexusmods.com/skyrimspecialedition/mods/3038?tab=files Realistic Water 2: https://www.nexusmods.com/skyrimspecialedition/mods/2182?tab=description XP32 Skeleton: https://www.nexusmods.com/skyrimspecialedition/mods/1988 Load order: XP32->CBBE->FNIS->Mermaid mod Highly recommended mods for the gameplay experience: Spell Research --> More anticipation and player involvement to get the spells. Only compatible with 2.1.3, do not use SR 2.2.3 with the mod or the spells will not be available. Depths of Skyrim --> Better underwater environment Underwater Treasures SSE SoG - Rivers and Lakes --> A lot of treasures and places to explore underwater. More Underwater Treasures - AIO --> A lot of treasures and places to explore underwater. Animated Ships --> More activity at sea, plus you get to use your mermaid voice on actual sailors. Recommended quest mods to play as a mermaid: Sirenroot (https://www.nexusmods.com/skyrimspecialedition/mods/70917), a very good quest mod in itself that goes to a whole new level if you are playing a siren/mermaid. Thematically appropriate and a water-heavy dungeon with strong vertical gameplay. Call of the deep (https://www.nexusmods.com/skyrimspecialedition/mods/154194?tab=description), another water-heavy quest, less mermaid-styled and more Lovecraft, where the mermaid will feel at home. ----------- Now, for the features to expect in detail: New race with new gameplay loop All vanilla races except Argonian and Khajiit can now become mermaids and properly reverse to their original races. A series of spells providing increasing benefits and gameplay opportunites associated with the rivers and ocean. Fully animated movement and idles both on land and swimming for the tail form. Strong survivability, immunity to freezing water damage and speed bonuses for mermaids swimming in water - in a game without fast travel, this makes rivers, lakes and the sea a quite useful "highway system" to travel around Skyrim. Bonuses to speech and pickpocket for leg form mermaids (using their charm for negotiation and distraction). Lore-consistent transformation from leg form to tail form: swimming in water will transform your character instantly, being caught in rain will transform her after a while, same for snow but taking more time and walking in shallow water will accelerate the process greatly. You can dry either by getting inside or in clear weather. For weather-based transformation, flavour text will warn you of the transformation steps until you end up as a half-fish flapping on the ground and clothes besides you, which can be, well, quite an embarassing situation in combat, especially as a tail form mermaid is massively slowed down on land. 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. Keep yourself dry to delay or cancel the transformation process: Oakflesh, Stoneflesh and Ironflesh spells with slow down the weather effect on you, Ebonyflesh will stop it entirely and Dragonhide will even allow you to go for a swim without popping a tail. You will receive a note from a courier starting the quest to find five books sequentially, each of them unlocking a new spell: If Spell Research 2.1.3 is detected, reading each book will add the relevant spell in the research framework, allowing you to eventually research and unlock them at appropriate skill levels, leading to a long-term development quest for the player. If not detected, reading each book will add the spell to the player directly. Novice spell: Aquatic Adaptation, temporary waterbreathing and increased swim speed. Apprentice spell: Mermaid Tail, temporary transformation in a mermaid's tailed form, immunity to freezing water damage when swimming, faster swim speed, constant magicka drain and you transform back to your natural form when magicka is exhausted. If you stay dry too long in this form, you take damage. Adept spell: Siren Transformation, to be cast when in mermaid tailed form, turns you in a human-looking siren with bonus for Speech and Pickpocket. If you were a temporary mermaid, the magicka drain and reverse transformation mechanic applies as well. If you are not a final step mermaid (with soul), there is a random chance of reverting to tailed form some time after becoming a siren. You are vulnerable to rain, snow, shallow water and swimming, which can force a transformation in tailed shape as well. If you were a permanent mermaid, no magicka drain. Expert Spell: Mermadic Transformation, like the Apprentice spell, except permanent, no reverse transformation in your original race, no magicka drain, you get access to the voice power while swimming and have a once-a-day large area of effect pacification power when turned in a siren. Master Spell: Mermadic Apotheosis, to be cast as a Siren or Mermaid, gives you a Mermaid soul, boosts the bonuses experienced as a siren, removes the potential failure of the Siren Transformation spell, allows you to craft special shell bras using flawless gems that will turn your tailed form's scales in the gem's colour. 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, you will have the choice to steal their soul, devour them entirely or free them. Mortal -> Temporary Mermaid: Mermaid Tail Temporary Mermaid/Siren -> Mortal: running out of magicka Temporary Mermaid >-> Temporary Siren: Siren Transformation Mortal -> Mermaid: Mermadic Transformation Mermaid/Siren -> Mortal: Mermadic Transformation Mermaid/Siren <-> Ensouled Mermaid/Siren: Mermadic Apotheosis Submitter Renora1976 Submitted 04/07/2023 Category Races Requirements DAR, FNIS, Coco's Mermaid all bodyslide, XP32, Realistic Waters 2 Special Edition Compatible Yes Edited July 20, 2025 by Renora1976 6
Katana_Master Posted April 7, 2023 Posted April 7, 2023 Nice, I really want to give this a try! However, when I first tried to start it up the game gave me an error message about how it was unable to find masterfile: "Figurine Collector.esp". I'd never heard of that mod previously, so I figured I may as well install it. Once I did, the game still refused to start, saying that it was unable to find masterfile "Herne Race Redux.esp", for which I was completely unable to find the mod. Presumably there's a bug somewhere that's causing the mod to ask for your own installed mods as requirements, though for the life of my I wouldn't know how to fix it. I hope it's an easy fix, because I really want to give this a try! 1
Renora1976 Posted April 8, 2023 Author Posted April 8, 2023 My apologies, I must have forgotten to properly 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 will edit the file ASAP.
Renora1976 Posted April 8, 2023 Author Posted April 8, 2023 @Katana_Master@Hel the Goddess I've updated the file with the cleaned version, it should no longer require these two as masters. Thanks for the quick bug report and sorry again. Spoiler 1
emily1673 Posted April 8, 2023 Posted April 8, 2023 Wonderful, good to see this going! *happy mermaid* ?♀️ 2
Katana_Master Posted April 8, 2023 Posted April 8, 2023 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? 1
Renora1976 Posted April 8, 2023 Author Posted April 8, 2023 7 hours ago, emily1673 said: Wonderful, good to see this going! *happy mermaid* ?♀️ After realising that the issues with vampirism I talked about in the dev thread were due to lingering Requiem scripts, I've managed to set up a quick and dirty Better Vampires patch for the mermaid race. Unpack it in the Data folder and enable the Mermaids Race - BV Patch.esp to get reasonably smooth compatibility with BV. 1) Get vampirism through the illness to make sure the scripts from Better Vampires activate properly. 2) Shift between tail/leg form once after becoming a vampire and your character will switch to the vampire version of the desired mermaid race automatically (it recognises whether you currently are a vampire according to BV and only switches you to the vampire race if so). To get back to regular mermaid, do the same thing after getting cured from vampirism. This trick currently works only with BV since this mod has global variables I can easily use to find out whether your mermaid is out for blood. Initial testing showed a successful recognition and race shift as well as working feeding scripts when in vampire mode (once the race shift has been done). Mermaids Race - BV Patch.rar
Renora1976 Posted April 8, 2023 Author Posted April 8, 2023 12 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? This sounds like an idles issue. Do you have FNIS installed?
LinksSword Posted April 8, 2023 Posted April 8, 2023 "Dragonborn why are you crawling on the floor?" "uh"
Katana_Master Posted April 8, 2023 Posted April 8, 2023 12 minutes ago, Renora1976 said: This sounds like an idles issue. Do you have FNIS installed? I do, and I ran it after installing the mod... but now that I look into what it was reading off, it doesn't appear as though it recognized the mod. The number of mods it recognized was the same before and after I installed the mermaid mod. I'm using the XXL version of FNIS, so maybe that's the problem?
Renora1976 Posted April 8, 2023 Author Posted April 8, 2023 44 minutes ago, Katana_Master said: I do, and I ran it after installing the mod... but now that I look into what it was reading off, it doesn't appear as though it recognized the mod. The number of mods it recognized was the same before and after I installed the mermaid mod. I'm using the XXL version of FNIS, so maybe that's the problem? No idea whatsoever, tbh. I wasn't the one who did the animations or meshes, though I use the regular version of FNIS.
Katana_Master Posted April 8, 2023 Posted April 8, 2023 22 minutes ago, Renora1976 said: No idea whatsoever, tbh. I wasn't the one who did the animations or meshes, though I use the regular version of FNIS. Then I should probably post this on the original thread. XD
SuvatosLabo Posted April 8, 2023 Posted April 8, 2023 (edited) SE player here: seems to work fine (at least when swimming, I haven't tested weather conditions yet), but you need Coco's Mermaid Outfit instead of Mermaid all bodyslide, otherwise you will encounter CTDs on transformation Edited April 8, 2023 by dimongrem 1
Rylalei Posted April 8, 2023 Posted April 8, 2023 2 hours ago, Katana_Master said: I do, and I ran it after installing the mod... but now that I look into what it was reading off, it doesn't appear as though it recognized the mod. The number of mods it recognized was the same before and after I installed the mermaid mod. I'm using the XXL version of FNIS, so maybe that's the problem? I get the T-Pose mermaid when any custom animations want to play, be it SL standard stuff, or anything that's not a game basic animation. For game basic stuff she just gets up and does it, then gets back down.
Renora1976 Posted April 8, 2023 Author Posted April 8, 2023 6 minutes ago, dimongrem said: SE player here: seems to work fine (at least when swimming, I haven't tested weather conditions yet), but you need Coco's Mermaid Outfit instead of Mermaid all bodyslide, otherwise you will encounter CTDs on transformation Thanks for the info, I've added it to the mod description.
LetsTestThis Posted April 8, 2023 Posted April 8, 2023 18 minutes ago, dimongrem said: SE player here: seems to work fine (at least when swimming, I haven't tested weather conditions yet), but you need Coco's Mermaid Outfit instead of Mermaid all bodyslide, otherwise you will encounter CTDs on transformation SE here too: While the transformation works fine as far as I can tell I personally can't get any of the animations to work. Did you do anything special in that regard?
Renora1976 Posted April 8, 2023 Author Posted April 8, 2023 During testing, my T-pose issues were usually FNIS-related if I didn't run the tool for said mod. As for animations, my modlist has XP32 Maximum Skeleton and FNIS, plus the UNP female body. Not sure what could cause further issues there.
Aldid Posted April 9, 2023 Posted April 9, 2023 I'm not sure this mod works with DAR, when I tried it the animations on land were just my normal walking animations but with severely reduced speed
SuvatosLabo Posted April 9, 2023 Posted April 9, 2023 13 hours ago, LetsTestThis said: SE here too: While the transformation works fine as far as I can tell I personally can't get any of the animations to work. Did you do anything special in that regard? No, my character uses default ones too
SuvatosLabo Posted April 9, 2023 Posted April 9, 2023 Got some strange dependencies after update: 1. Figurine Collector.esp 2. FullCentaurRace.esp 3. Herne Race Redux.esp Do I really need them?
obviouslyincognito Posted April 9, 2023 Posted April 9, 2023 Very interesting, I'll be keeping an eye on this. Is there any possibility for compatibility with Devious Devices in the future? I could see this mod as offering an interesting way to escape leg restraints. And vice versa, there could be a new device that can prevent a mermaid transformation but hinder you in other ways. Like an armbinder for preventing use of your arms in exchange for continued usage of your legs.
Renora1976 Posted April 9, 2023 Author Posted April 9, 2023 (edited) 1 hour ago, dimongrem said: Got some strange dependencies after update: 1. Figurine Collector.esp 2. FullCentaurRace.esp 3. Herne Race Redux.esp Do I really need them? Oh FFS... TES5Edit appears to have put these again. Gonna clear the thing in a couple of minutes. Edit: done. Edited April 9, 2023 by Renora1976
emily1673 Posted April 9, 2023 Posted April 9, 2023 Just now, obviouslyincognito said: Very interesting, I'll be keeping an eye on this. Is there any possibility for compatibility with Devious Devices in the future? I could see this mod as offering an interesting way to escape leg restraints. And vice versa, there could be a new device that can prevent a mermaid transformation but hinder you in other ways. Like an armbinder for preventing use of your arms in exchange for continued usage of your legs. Or, conversely, using the mermaid form as leg restraint ?
Renora1976 Posted April 9, 2023 Author Posted April 9, 2023 1 hour ago, obviouslyincognito said: Very interesting, I'll be keeping an eye on this. Is there any possibility for compatibility with Devious Devices in the future? I could see this mod as offering an interesting way to escape leg restraints. And vice versa, there could be a new device that can prevent a mermaid transformation but hinder you in other ways. Like an armbinder for preventing use of your arms in exchange for continued usage of your legs. ngl, I have little if any idea what the whole thing could be, my only contribution to this work was to extend the transformation conditions and balance them for prolonged gameplay through some scripting and TES5Edit stuff.
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