simplex12 Posted April 9, 2023 Posted April 9, 2023 esp file includes animations? Because my FNIS does not see it and does not create animation
Renora1976 Posted April 9, 2023 Author Posted April 9, 2023 41 minutes ago, simplex12 said: esp file includes animations? Because my FNIS does not see it and does not create animation From what I see, the animations are in the \meshes\actors\character\animations\ folder in the mod file.
simplex12 Posted April 9, 2023 Posted April 9, 2023 27 minutes ago, Renora1976 said: From what I see, the animations are in the \meshes\actors\character\animations\ folder in the mod file. That was my fault. I tried to install the mod on the AE version, as it turned out, the animations do not work on this version
Katana_Master Posted April 9, 2023 Posted April 9, 2023 28 minutes ago, simplex12 said: That was my fault. I tried to install the mod on the AE version, as it turned out, the animations do not work on this version I'm not particularly mod-savvy, and I'm having animation troubles too, so how do I fix this?
Aki K Posted April 10, 2023 Posted April 10, 2023 Two glitches I've been experiencing. The transformation reequips whatever outfit I had on last. This occurs both on taking the potion and when entering the water. After I unequip everything in the water the tail appears. If I return to dry land there is no animation, the character T-poses and can't move. I get a message about drying and can move while T-posed a short while later. Animations for swimming appear to work though.
posedennetshow Posted April 17, 2023 Posted April 17, 2023 This mod was worked for me, but i don't know how to install FNIS but i need tutorial to install FNIS of this mod
TBDM Posted April 23, 2023 Posted April 23, 2023 (edited) Very cool mod, I like transformation mods and hope once this mod is further along there might be a more immersive way for the player to gain and lose the transformation (possibly a curse and a cure like BAC?). I also would like if there would be a way to not lose the player race (I don't know how exactly that would work, but maybe some way similar to vampire so that there is a NordMermaid race, an ImperialMermaid race, and so on?). I imagine that is already something you guys are working on, but just wanted to mention it that people wouldn't have to give up any racial abilities/mods they have. I do have one notable bug that seems to be a bit of an issue. When my character transforms into the tailed form all of the NPCs get stuck in weird animations that remind me of the "swimming on land" animation bug, although it's not really that animation at all (sometime they play the arms bound behind them, and usually the legs are flailing everywhere). On cell changes they will fix but the PC will be stuck in a T-pose. Saving and reloading will sometimes fix them but cause the player character to T-pose, or will not fix them and the PC will be fine. It seems like I can either have the PC's animations work in tailed form, or the NPCs work but never both. I had a couple other minor bugs but not as disruptive. Sometimes right after leaving the water the player character can't move, but equipping/unequipping an item fixes that, and sometimes the speed effect on getting the legs back messes up the player character's speed, however saving/reloading and/or a cell change seems to usually fix it (and that one might also be on my end, I've had other mods impacting player speed cause that). It's a good mod that I can tell has a lot of hard work put into it, I hope everyone working on it keeps going! Edited April 23, 2023 by TBDM 1
roldoi1911 Posted April 25, 2023 Posted April 25, 2023 Could you make a non-transforming one? Where out of water, the mermaid “sits” on a magic body(cyclone, a shifting ball, etc) of water? Essentially looking like she’s floating, but is just using it to cover the animations like other skyrim actors?
jd1138 Posted May 12, 2023 Posted May 12, 2023 Nice. Only a couple of issues: Can't move in tail mode if I stop moving in third-person view unless I switch to first-person view. I also use the below mod, which stops working on (at least) the player character after being transformed https://www.loverslab.com/files/file/3871-terrariums-sexy-voice-replacer/
titlover123 Posted May 20, 2023 Posted May 20, 2023 An interesting mod to be sure, the only issues I have run into is: Having blue skin on my character (probably my fault ngl). Being stuck in a sort of horizontal A-pose on land once the idle animation has looped a few times. NPC's doing weird animations while player is transformed. Not being able to move on land in 3rd person after a grace period of roughly 20 seconds. Otherwise the mod seems to work fine and has a good deal of potential, I'll be keeping an eye on it.
Renora1976 Posted June 3, 2023 Author Posted June 3, 2023 (edited) On 4/23/2023 at 1:47 AM, TBDM said: Very cool mod, I like transformation mods and hope once this mod is further along there might be a more immersive way for the player to gain and lose the transformation (possibly a curse and a cure like BAC?). I also would like if there would be a way to not lose the player race (I don't know how exactly that would work, but maybe some way similar to vampire so that there is a NordMermaid race, an ImperialMermaid race, and so on?). I imagine that is already something you guys are working on, but just wanted to mention it that people wouldn't have to give up any racial abilities/mods they have. I do have one notable bug that seems to be a bit of an issue. When my character transforms into the tailed form all of the NPCs get stuck in weird animations that remind me of the "swimming on land" animation bug, although it's not really that animation at all (sometime they play the arms bound behind them, and usually the legs are flailing everywhere). On cell changes they will fix but the PC will be stuck in a T-pose. Saving and reloading will sometimes fix them but cause the player character to T-pose, or will not fix them and the PC will be fine. It seems like I can either have the PC's animations work in tailed form, or the NPCs work but never both. I had a couple other minor bugs but not as disruptive. Sometimes right after leaving the water the player character can't move, but equipping/unequipping an item fixes that, and sometimes the speed effect on getting the legs back messes up the player character's speed, however saving/reloading and/or a cell change seems to usually fix it (and that one might also be on my end, I've had other mods impacting player speed cause that). It's a good mod that I can tell has a lot of hard work put into it, I hope everyone working on it keeps going! I took notice of your suggestion and added something in my internal build that works pretty well at the moment: if you take the Lights Out! quest in Solitude, you will get a warning that shipwreckers are cursed, and if you go through with the quest, soon after turning off the lighthouse, you will get a modified version of the Mermaid Tears sequence, where you are cursed to join the sailors you doomed and turn into a mermaid's tail form instead of the leg form from the potion. My initial idea was to also trigger it by any plundering around shipwrecks (disturbing sea graves), but I never got able to make a magic effect properly and reliably identify being around one. Not uploaded yet because I really need to get around to find a way to make all or at least human races compatible with the mermaid transformation before this. Edited June 3, 2023 by Renora1976 1
Renora1976 Posted June 11, 2023 Author Posted June 11, 2023 (edited) Good news everyone! @LetsTestThis apparently fixed the animation issues for the LE and SE versions (haven't tested that yet, asked them to post the files in the WIP thread later). In addition, I'm still improving the immersion elements of the curse and will work later on integrating them with the animation fix that was offered: now, if you get cursed by being a shipwrecker, the Mermaid Tears potion isn't going to be a get out of curse free card anymore: drink it and after becoming Imperial again, a timer will start for X seconds, where X is a random number between 30 and 1+30xAlchemySkill, after which leg life is over and the curse takes effect again, in tail form right away. I might also increase a bit the spell cost for the cursed characters. The good thing is as I'm still learning Skyrim scripting as I go, I now have a decent idea on how to save the initial race of the character to make it more compatible with vanilla races as a whole. EDIT: scratch the last remark, I made a quick test and realised that the way the Mermaid Race was designed by the previous devs, it doesn't take just any body shape but will turn an Argonian into a human body with an Argonian head if turned in a Mermaid (leg form). So expect a lot more work to possibly extend this to non-human races. Edited June 11, 2023 by Renora1976 1
emily1673 Posted June 11, 2023 Posted June 11, 2023 (edited) 3 hours ago, Renora1976 said: Good news everyone! @LetsTestThis apparently fixed the animation issues for the LE and SE versions (haven't tested that yet, asked them to post the files in the WIP thread later). In addition, I'm still improving the immersion elements of the curse and will work later on integrating them with the animation fix that was offered: now, if you get cursed by being a shipwrecker, the Mermaid Tears potion isn't going to be a get out of curse free card anymore: drink it and after becoming Imperial again, a timer will start for X seconds, where X is a random number between 30 and 1+30xAlchemySkill, after which leg life is over and the curse takes effect again, in tail form right away. I might also increase a bit the spell cost for the cursed characters. The good thing is as I'm still learning Skyrim scripting as I go, I now have a decent idea on how to save the initial race of the character to make it more compatible with vanilla races as a whole. Wonderful, sounds very interesting. Can't wait to try it out! ? On 6/3/2023 at 11:27 AM, Renora1976 said: My initial idea was to also trigger it by any plundering around shipwrecks (disturbing sea graves), but I never got able to make a magic effect properly and reliably identify being around one. Some ideas how to implement this: - add some new chests in the existing shipwrecks; plundering them might trigger the curse - plundering a chest while being (1) below the surface (check player location coordinates), (2) outside, not in a dungeon, (3) in swimming state, might trigger the curse Edited June 11, 2023 by emily1673 1
Renora1976 Posted June 11, 2023 Author Posted June 11, 2023 7 hours ago, emily1673 said: Wonderful, sounds very interesting. Can't wait to try it out! ? Some ideas how to implement this: - add some new chests in the existing shipwrecks; plundering them might trigger the curse - plundering a chest while being (1) below the surface (check player location coordinates), (2) outside, not in a dungeon, (3) in swimming state, might trigger the curse The first idea was quite close to the one I initially tried, TBH. My intent was to have a spell recognize if the player was in a shipwreck location and then trigger the curse upon one or several "crimes" such as stealing from a dead body there or a chest, but I never managed to get the initial location trigger to work properly, thus the quest-related one, which is a lot simpler and thematically very appropriate IMO. As an aside, I am still tinkering with the effects of the curse and now even the human form spell is impacted if you carry the curse with you, with a chance of reversion to tail form depending on your Alteration skill. Also, the mermaid tears potion will have several recipes unlocked from Alchemy 20 and every 20 levels, replacing the previous ones. Each recipe will produce more potions per shot, but also on level 100, you unlock a perfected potion that can remove the curse for good (at Alteration 100, the human form spell will have no chance of failure either). For the second idea, I'd say why not, but with a very low probability of happening (or maybe, if I could do it, dependent on the plundered value). As you noticed, though, I'm very much experimenting with Skyrim scripting due to my quasi-zero experience with it. 2
LetsTestThis Posted June 12, 2023 Posted June 12, 2023 (edited) 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. SE_Mermaids Race - DAR.zip LE_Mermaids Race - DAR.zip Edited June 12, 2023 by LetsTestThis 2
cavmane1 Posted June 13, 2023 Posted June 13, 2023 (edited) Just wanted to confirm that LetsTestThis's DAR fix is working on AE without causing animation issues with NPC's. Great work! Edited June 13, 2023 by cavmane1 1
Drakenfluisteraar Posted June 27, 2023 Posted June 27, 2023 (edited) tried to install it manually and through nexus, but it doesn't show up in my game. Made sure to enable the plugins. I'm using AE (without all the paid content, just the update itself) Anyone got some tips? Thanks! edit: nvm i fixed it, turns out i forgot apachii skyhair. My bad! Edited July 2, 2023 by Drakenfluisteraar
fyredraken Posted July 14, 2023 Posted July 14, 2023 Is this for a specific body? I'm using cbbe with body slide everything built but when I turn into a mermaid the body and tail are invisible?
Renora1976 Posted July 16, 2023 Author Posted July 16, 2023 (edited) On 7/14/2023 at 1:39 PM, fyredraken said: Is this for a specific body? I'm using cbbe with body slide everything built but when I turn into a mermaid the body and tail are invisible? Did you get the mermaid bodyslide from Nexus? In other news, I am still working on the mod on my side, mainly to improve the content and gameplay. I have managed to get a second curse trigger, area specific this time. If you are under the influence of the waterbreathing spell - here renamed gill growth - it warns you when you are close to a shipwreck to not disturb the dead by fighting, and every time you do an attack, there is a chance for the curse to trigger. In addition, the cursed experience has been a bit modified, lorewise, with all the flavour text adapted to reflect it. Finally, I have added a last way to change from tail shape to legs shape, with a craftable scroll. For cursed mermaids, the scroll will act like the spell, AKA it will trigger a series of dice rolls that are increasingly harder to pass: a single pass is enough to stabilise the mermaid in legs form (until water or spell get you back on aquatic form), and failing all of them will cause a reversion in tail form. I am also considering improving the spell sets for mermaids, maybe adding some single target charm spell with gender-specific chance of success on humans and elves (like 90 % for males, 40 % for females) and a way to metaphorically kill with a kiss when in legs form or to attract someone to the sea for drowning when in tail form (EDIT: done for the spell in tail form). Still doing some playtesting here, and once I am entirely satisfied with it, the big part will come: redo the entire mod from my starting point, with better scripting and variable processes to have a clean version to upload and share here. Edited July 17, 2023 by Renora1976
Renora1976 Posted July 22, 2023 Author Posted July 22, 2023 New update on the process. I have started making the mod again from scratch, with the file structure now done and the scripts having to be rewritten. Now that I know a bit better what I am doing, the scripting should be a lot lighter and more effective, as well as allowing proper integration of the warding and less abusable weather-induced transformations as well as other features. As of now, here is what I believe can be in the clean version I'm working on right now, though keep in mind that it will not be compatible with the current release since I have done everything again, so the reference IDs and the such will be utterly different everywhere: - Weather management: the legged siren will have a global value for skin wetness tracking her situation and triggering her transformation into tailed mermaid (I'll use "siren" from now on to describe the legged form and "mermaid" for the tailed form). Rain and snow will increase the global value (rain does it faster than snow) and the process can be slowed down with wards - only way to utterly stop it, by the way - or by the amount of clothes being worn. Rebalancing and experimentations will be done before release. - Drying restructured: in the current release version, getting inside or the weather clearing resets the transformation counter instantly, which does allow some abuse by entering and leaving a building and moving on outside while the siren form spell becomes less expensive over time if not under the weather. Now, I intend to have both systems merged and linked to the skin wetness value: leaving the weather conditions, river or ocean will start decreasing the value over time rather than instantly, and the cost of the siren spell will shift following this value. This allows potential future updates to detect proximity with a fire or a source of heat to accelerate the process. - The potions and the curses will become available only after finding and reading the lore book on mermaids, which is currently placed in the Arcanaeum (Winterhold College's library). Ideally, I will have a courier and/or a quest marker point to their position. - The script structure I am intending to use SHOULD allow the use of human and elf races in the mod and reversion to the original race. Khajit and Argonian are probably out due to mesh issues. Custom races are also out at the moment, but could be added via patches. - The code should be commented in this version (I'm hearing the "yay" from fellow nerds in the audience). - Vampires will be compatible with the mod, Better Vampires will require a custom patch which I will provide since I'm not playing without this particular mod myself. - The Mermaid Tears potion should be the main entry into siren/mermaidhood for the players, allowing the main features of the race without too many constraints, and a second gulp will revert to the original race. - The big new content will, however, be the "cursed" transformation. Currently with three paths (putting out the lightouse in the "Lights Out!" quest, being violent in a wreck while using the Waterbreathing spell - renamed Gill Growth in the mod - or using an Alchemy 100 unlocked potion recipe), it will involve more flavour text during the entire gameplay, involving your character's soul and memories being transformed in addition to their body. The character's thoughts from there on will reflect their new "reality" and any transformation from mermaid to siren outside shrines will involve dice rolls potentially leading to turning back in mermaid form. Trying to use the regular Mermaid Tears potion when having a mermaid soul yourself will lead to an eventual reversion in mermaid form no matter what. - Mermaids and sirens have racial traits. Sirens have improved Speech and Pickpocket but slightly slower walk/run speed than other races. Mermaids are obviously very slow on land, heal very fast while swimming and have access to two powerful spells, an area of effect one stopping combat for NPCs under some level, and a directed spell that only works when they are swimming and has a chance of attracting a humanoid NPC to the mermaid, in a sequence where the NPC drops their clothes when entering water then is killed by the mermaid when close enough. Character with mermaid souls will have reinforced versions of these spells and abilities. Future goal: - Build a quest involving a mermaid NPC who leads you to the book itself. 1
emily1673 Posted July 22, 2023 Posted July 22, 2023 9 hours ago, Renora1976 said: - The code should be commented in this version (I'm hearing the "yay" from fellow nerds in the Yayyyy! ? 1
Renora1976 Posted July 29, 2023 Author Posted July 29, 2023 On 7/22/2023 at 7:49 PM, emily1673 said: Yayyyy! ? Update on the progress: I now have a playable version of the mod, which is obviously utterly not compatible with savegames from earlier versions, but the core features are here, regular and cursed transformations, weather management, mermaid lore book (pickpocket it from the Arcanaeum's librarian), voice power, etc. Note that the curses and the recipes are unlocked by reading the book. I am still learning pretty much everything at the moment, so I'll see later for a courier or quest to guide you to the book. The normal and cursed mermaids aren't different in terms of power levels for the moment but will be in the next versions, as well as a safeguard to not have more than one soul gem created per character. Also, no more need for a patch to use Better Vampires, it'll work properly and smoothly without needing the console If you really need to get the book without going to the College, player.additem xx012BD3 1, with xx the mod loading order. xx011B7E for a normal Mermaid Tears potion, xx012BCF for a perfected potion (turns a regular character in an ensouled mermaid and successfully turns an ensouled mermaid back in a mortal). Then the best for the end: this demo version allows mermaids from many more races (Imperial, Breton, Nord, High Elf, Dark Elf, Redguard, Wood Elf) and reversion to the initial race as well. https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1771160&key=eb51b1c332d6c628ba799645b011d6bb Disclaimer: this is very much a WIP demo, but with revamped code, lighter and probably smoother running and new features.
emily1673 Posted July 30, 2023 Posted July 30, 2023 15 hours ago, Renora1976 said: I am still learning pretty much everything at the moment, so I'll see later for a courier or quest to guide you to the book I had a smile when reading this one The creation kit has many pitfalls, and very often things seem not to work as they should. If you need any help, feel free to ask around on this forum.
Renora1976 Posted July 30, 2023 Author Posted July 30, 2023 (edited) On 7/30/2023 at 8:50 AM, emily1673 said: I had a smile when reading this one The creation kit has many pitfalls, and very often things seem not to work as they should. If you need any help, feel free to ask around on this forum. <_< >_> I actually never used the Creation Kit even once. The entirety of my contributions to this mod have been done with TES5Edit. EDIT: as a placeholder until I can successfully make a miniquest, I have set up a quick sequence giving the player a note with a bit of lore and pointing towards the book's position. It will check the Alteration skill and trigger immediately if above 25 or with a thirty minutes delay if below, to not happen during the initial Helgen sequence. Edited August 1, 2023 by Renora1976
Renora1976 Posted August 1, 2023 Author Posted August 1, 2023 (edited) So, here's the new Beta with pretty much most features ready. There's still some testing needed but we are getting close to the release! Now, for the features to expect: - 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. - 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. - 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. Spoiler Pickpocket it from the librarian in the Winterhold College Arcanaeum. - 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. - The cursed mermaid will have bonuses and maluses. All her mermaid/siren powers will be stronger than a regular one, the speech/pickpocket bonuses in siren form, the voice power in mermaid form. However, using a scroll or a spell to change from mermaid to siren will trigger increasingly harder dice rolls against your Alteration skill which, if all failed, lead to an eventual reversion to mermaid form. Using a regular Mermaid Tears potion will always lead to this eventual reversion. - All vanilla races except Argonian and Khajiit can now become mermaids and properly reverse to their original races. - 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 5 % chance of every such victim cursing an uncursed mermaid. - 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 really fast when swimming. Outside a one-hit kill, being a mermaid in water is pretty much the safest place where you can be in Skyrim. - 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 DISCLAIMER: this version is not yet compatible with SE and is mainly there for feature testing and bug reports. There shouldn't be any major bugs, but I might have missed elements in the scripts so if advertised features aren't working properly, please tell me in the WIP thread: EDIT: still improving a bit the gameplay loop. In the future updates, an uncursed mermaid using her voice to lure a mortal to their death will gain experience in Alteration and Speech but the chance of becoming cursed will increase for each victim and will be reset once the curse triggers. Done the calculations with the current basis of 5 % chance of curse when using the Mermaid Voice to lure a mortal to their death and 1 % additional per previous victim (so, 6 % for the second one, etc.). It leads to this: Spoiler Curse No curse Curse for X victims Number victims 5% 95% 95% 1 6% 94% 89% 2 7% 93% 83% 3 8% 92% 76% 4 9% 91% 70% 5 10% 90% 63% 6 11% 89% 56% 7 12% 88% 49% 8 13% 87% 43% 9 14% 86% 37% 10 15% 85% 31% 11 16% 84% 26% 12 17% 83% 22% 13 18% 82% 18% 14 19% 81% 14% 15 20% 80% 12% 16 21% 79% 9% 17 22% 78% 7% 18 23% 77% 5% 19 24% 76% 4% 20 I can easily change either or both percentages so do not hesitate to recommend changes! Mermaids Race v2.0 - Beta.zip EDIT 2: Here is the new version with the XP and curse chance gain per voice victim. Mermaids Race v2.0 - Beta 2.zip Edited August 2, 2023 by Renora1976 1
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