Renora1976 Posted August 9, 2023 Author Posted August 9, 2023 23 minutes ago, ihateaccountrequirements said: I like the idea of this, though I haven't split off another 1st level character profile to test how it works with my play style yet. I did try to test it on an existing character and had a rather peculiar side-effect/bug. My 30+ level character had 20 levels worth of stat increases redistributed to places I hadn't put them (I know 'cause they've ALL gone into stamina, but I ended up with health and magicka of 200 instead of 100 afterward, and my stamina dropped accordingly). That's a weird thing to have happen and I didn't wanna try to fix it via console only to risk having it done again upon transforming, so I just loaded and deactivated it in that profile. I CAN say the mod removed very cleanly under the 'your character hasn't engaged with the content of this mod yet' circumstance, something that can't be said of a number of other mods I've tried. I'm gonna try a separate profile with a 1st level character and see if it retains my choices as I go along (I didn't see any bug reports of people's leveling decisions being overwritten, so I'm guessing that'll be fine). Huh, this is a good thing to know. Did you use the console to turn in the new race or did you use the in-game process? Also, in a gameplay consideration, I would say the mod is probably fully experienced if enabled first on a low-level character as the lack of easy spell for reverting in a siren makes for a more paranoid take on weather.
ihateaccountrequirements Posted August 9, 2023 Posted August 9, 2023 4 minutes ago, Renora1976 said: Huh, this is a good thing to know. Did you use the console to turn in the new race or did you use the in-game process? Also, in a gameplay consideration, I would say the mod is probably fully experienced if enabled first on a low-level character as the lack of easy spell for reverting in a siren makes for a more paranoid take on weather. showracemenu was my path. As for immersion (punny because...well *cough*), I do expect it'd be much moreso if the character's starting out fishy, I just wanted to take a look at the basic form and mechanic with my existing character which...I ended up not getting around to. 1
Renora1976 Posted August 9, 2023 Author Posted August 9, 2023 (edited) 2 hours ago, ihateaccountrequirements said: showracemenu was my path. As for immersion (punny because...well *cough*), I do expect it'd be much moreso if the character's starting out fishy, I just wanted to take a look at the basic form and mechanic with my existing character which...I ended up not getting around to. There is a mod that prevents undue stat changes when using the race menu in-game, if you are interested: https://www.nexusmods.com/skyrim/mods/33968 Maybe this could prevent the issue. Otherwise, you can do it properly with either of these two items, with xx being the mod's load order: xx011B7E: Mermaid Tears potion, turns you in a Siren without the curse. xx012BCF: Perfected Mermaid Tears, turns you in a Siren with the curse. Edited August 9, 2023 by Renora1976 1
Renora1976 Posted August 11, 2023 Author Posted August 11, 2023 (edited) I think I have nailed it for the final stage of the curse. To revert it, two options, either free mortals (I will definitely have to find a better "good deed" to increase humanity) of if you kill enough mortals with your voice (more than your level plus five), you get the option to either do nothing (it'll still reset the victim count), gain a level-dependent bonus to health, magicka and stamina (nothing if level <10, 10 if level < 20, 20 if level < 30, etc.) or get back to the regular curse. This configuration should allow a low-level character to not be screwed by the second stage of the curse without allowing them to become overpowered at this stage. For low-intermediate levels, the bonus to stats could be an interesting carrot so to say, as this is the stage where you will look for any possible boost to magicka to finally be able to cast the Siren Form spell in a semi-reliable manner. For high-level characters, the work needed to get the stat bonus is becoming really tedious and impractical due to the limited number of targets (NPCs in sight of swim-depth water) especially compared to the many options available at this point to get stat boosts. #gamedesign Edited August 11, 2023 by Renora1976
titlover123 Posted August 14, 2023 Posted August 14, 2023 On 8/11/2023 at 8:13 AM, Renora1976 said: I think I have nailed it for the final stage of the curse. To revert it, two options, either free mortals (I will definitely have to find a better "good deed" to increase humanity) of if you kill enough mortals with your voice (more than your level plus five), you get the option to either do nothing (it'll still reset the victim count), gain a level-dependent bonus to health, magicka and stamina (nothing if level <10, 10 if level < 20, 20 if level < 30, etc.) or get back to the regular curse. This configuration should allow a low-level character to not be screwed by the second stage of the curse without allowing them to become overpowered at this stage. For low-intermediate levels, the bonus to stats could be an interesting carrot so to say, as this is the stage where you will look for any possible boost to magicka to finally be able to cast the Siren Form spell in a semi-reliable manner. For high-level characters, the work needed to get the stat bonus is becoming really tedious and impractical due to the limited number of targets (NPCs in sight of swim-depth water) especially compared to the many options available at this point to get stat boosts. #gamedesign Sounds like it could be interesting.
Renora1976 Posted August 15, 2023 Author Posted August 15, 2023 8 hours ago, titlover123 said: Sounds like it could be interesting. Still looking for a lore-friendly gameplay loop for "good" behaviour to regain humanity, though. With the mass drowning killcount, there is the evil one which works in my internal build, but I am very much interested for ideas regarding the good behaviour. The idea is to have a gameplay loop that is achievable by a character currently in the second phase of the curse (for reference, this means that the only way to go from mermaid to siren is to use a shrine, no other tool, so it is to be expected that the character in this situation will be stuck as mermaid most of the time), that slowly increase the humanity value and that symbolically shows empathy towards the mortals in the setting. The way Skyrim is set up, however, it is quite hard to help people outside, you know, killing bad guys, which is not exactly the spirit of the thing here. I have thought about reverse pickpocketing people to give them money or setting up donation chests in temples but these would not be practical, not intuitive and would be nothing more than, you know, buying indulgences (something that led IRL to some slight religious divergence). Another possibility would be to set up random encounters in lakes or at sea spawning a capsized rowboat and one or two random NPCs who you could lead back to the shore, but that is quite a large endeavour overall to have it work properly, so it would be a last resort for me. If you have any idea, I would therefore be interested. In other news, I have got lot of little quality of life and debugging stuff in said internal build, by the way, which is what takes most time and keeps from updating regularly, in particular I had to set up a way to easily update the weather script, which was surprisingly hard because it needs to be active constantly and regularly and therefore does not shift to the new script even when the previous one is replaced unless it can be stopped externally - but it is done now. One of the big changes to come is for the weather script, as from the next big update onwards, clothing and armour will have a big effect on wetness or dryness speed: TLDR, the higher your armour, the slower you get wet or dry, with increased effect of headwear and footwear in the calculation, and wearing regular clothes is also a good way to slow down the entire thing. The values were set up to ensure that no matter what you are wearing, rain or snow will still get in, however slowly, and that a regular armouring set or civilian clothing will make you go from dry to transformation in roughly the same time as before the change. In terms of gameplay, this will provide the player more roleplay experience, by encouraging to act in-character by covering up during rain or, inversely, by embracing the transformation by taking off one's clothes under the rain. This is, to be honest, inspired by the Frostfall mod and I will see if I can successfully do something similar to their fire-detection system to allow a siren or a mermaid to dry faster when close to a fire.
Crunchhy Posted August 15, 2023 Posted August 15, 2023 It would be nice if there was a risk vs reward system in regards to the Mermaid transformation. Right now it's an all or nothing. Either you're not transformed and you don't really gain any benefits outside of the inherent Speech + Pickpocket or you're transformed and are in water, so basically unkillable, or are outside water and are very vulnerable. I think it would be nice for this Wetness value to also give you buffs as it goes up. So, you could be fighting in the rain, which gives you a buff with the downside that if you hit 100 and transform you're going to be extremely weak. I did try using Frostfall to see if it was able to identify portions of water that you can be decently stood in but not swimming but it doesn't look like it can. Mermaid getting some Water spells would be cool to fit thematically with the race, although I suspect that might be hard to do. Some of those spells could be buffs that can be applied to other people/NPCs. Applying them to other people/NPCs gives the Player Character a debuff for a duration, that could be the "Good Mermaid" loop you're wanting? Other spells could be a simple water spray or water bolt, that does damage but also increases damage the enemy you hit takes from shock damage. A water spell that makes it rain/snow in your current area (if you added the rain buffs so a mermaid could readily utilise the risk/reward of rain). Water Armor spell which increases your stats and regen but also increases wetness. Maybe some stronger water spells with the downside they "Splashback" and increase your own wetness. Adding in one "Good" mermaid NPC and one "Bad" mermaid NPC. Doing good things, buffing people, saving items people dropped in the Ocean, w/e eventually awards you with a "Good" mermaid crystal which can be exchanged for items/new spells from the "Good" mermaid. Whereas doing bad things, luring people out to sea to kill them, charming NPCs to get them to do what you want will eventually result in a "Bad" mermaid crystal which can be exchanged with the "Bad" mermaid for different items/spells. Enemies attempting to force transform you in a fight would be interesting, but I imagine adding new spells or abilities to NPCs like throwing a bucket of water on you might be out of the scope for this mod? At the very least I think Ice magic hitting the PC should increase the Wetness, since snow does too. Depending on how you did the "Good" and "Bad" mermaid I think you could eventually add NPCs based on your current alignment. Mermaid hunters who hunt "Bad" mermaids whose goal is to get you to transform so you'll be easier to fight. Using Water or Ice spells. A "Good" mermaid might get NPCs asking for their help (buffs), which you can either grant or refuse but refusal might lower your "Good" mermaid score or they might attack you. I'm just spit balling ideas which might just be terrible. 1
Renora1976 Posted August 15, 2023 Author Posted August 15, 2023 (edited) 4 hours ago, Crunchhy said: It would be nice if there was a risk vs reward system in regards to the Mermaid transformation. Right now it's an all or nothing. Either you're not transformed and you don't really gain any benefits outside of the inherent Speech + Pickpocket or you're transformed and are in water, so basically unkillable, or are outside water and are very vulnerable. I think it would be nice for this Wetness value to also give you buffs as it goes up. So, you could be fighting in the rain, which gives you a buff with the downside that if you hit 100 and transform you're going to be extremely weak. I did try using Frostfall to see if it was able to identify portions of water that you can be decently stood in but not swimming but it doesn't look like it can. Mermaid getting some Water spells would be cool to fit thematically with the race, although I suspect that might be hard to do. Some of those spells could be buffs that can be applied to other people/NPCs. Applying them to other people/NPCs gives the Player Character a debuff for a duration, that could be the "Good Mermaid" loop you're wanting? Other spells could be a simple water spray or water bolt, that does damage but also increases damage the enemy you hit takes from shock damage. A water spell that makes it rain/snow in your current area (if you added the rain buffs so a mermaid could readily utilise the risk/reward of rain). Water Armor spell which increases your stats and regen but also increases wetness. Maybe some stronger water spells with the downside they "Splashback" and increase your own wetness. Adding in one "Good" mermaid NPC and one "Bad" mermaid NPC. Doing good things, buffing people, saving items people dropped in the Ocean, w/e eventually awards you with a "Good" mermaid crystal which can be exchanged for items/new spells from the "Good" mermaid. Whereas doing bad things, luring people out to sea to kill them, charming NPCs to get them to do what you want will eventually result in a "Bad" mermaid crystal which can be exchanged with the "Bad" mermaid for different items/spells. Enemies attempting to force transform you in a fight would be interesting, but I imagine adding new spells or abilities to NPCs like throwing a bucket of water on you might be out of the scope for this mod? At the very least I think Ice magic hitting the PC should increase the Wetness, since snow does too. Depending on how you did the "Good" and "Bad" mermaid I think you could eventually add NPCs based on your current alignment. Mermaid hunters who hunt "Bad" mermaids whose goal is to get you to transform so you'll be easier to fight. Using Water or Ice spells. A "Good" mermaid might get NPCs asking for their help (buffs), which you can either grant or refuse but refusal might lower your "Good" mermaid score or they might attack you. I'm just spit balling ideas which might just be terrible. I agree the mermaid form is quite all or nothing, though in my opinion, it makes for easier to understand and calculate upon gameplay. I do see the appeal of the rain fighting buffs, but one of the issues is that Skyrim being Skyrim, the power levelling of the character and the numerous ways of getting buffs through spells, enchantments, etc., would make this redundant and would add to the mental load of the player, especially if it is a dynamically changing buff (which is doable but a bit heavy-handed in terms of setting up as you would need as many magic effects as you would have wetness increments). Thinking as I type, what could fit is a modification of the current buffs, but I would go for the other direction, actually, debuffing the siren as the wetness goes up. In terms of roleplay, it would make a bit more sense to start losing the allure as the skin becomes, well, fishy. I will try implementing in my internal build a set-up where the siren moves without malus and has maximum speech/pickpocket buffs when fully dry and losing these bonuses as she becomes wet. As for your remark on Frostfall not detecting standing on water without swimming, it is normal, there is no condition in Skyrim to detect this, the way it is done is by defining manually areas where the effect will happen, for example the poison ponds in the Apocrypha. For the notion of mermaids getting spells, I utterly agree and getting the mermaid form to have more gameplay is definitely something to aim for, but the issue is multiple. First of all, Skyrim does not allow fighting while swimming, at least not without some strong modding. Second, this would probably require new animations for the character, which is something utterly beyond my capabilities. As for spells buffing NPCs, the issue is why. NPCs are not particularly interacting with the character nor have their own goals: we are not talking about games such as STALKER where NPCs have their individual goals evolving dynamically with the environment, the ones in Skyrim are doing simplistic routines at best (Skyrim's world revolves around the PC). Buffing a guard or a civilian would not change anything whatsoever to the situation around their city, except maybe for the handful of cases where the guard has their city attacked by a dragon, but then you would have other priorities (at least I hope so). However, the notion of retrieving objects from the ocean has some potential as being quite easier to set up, possibly as radiant quests to look for jewelry or other precious items that have been lost around the coast. This I am definitely keeping in mind because it would encourage swimming around. Possibly also waste from mortal activity that would periodically appear on the seafloor and could be brought to a place for destruction (for fun and giggles, maybe a portal to Oblivion, to counterattack from their invasion by... throwing our garbage there, heh heh). For mermaid NPCs, why not, and this is something I will have to figure out eventually if I want to make simple quests. Agreed also that ice spells increasing wetness could be a reasonable idea indeed. Thanks a lot for throwing ideas, however, it is always good to discuss them, even if they might not be easily doable, they can bring some concepts to life, and I definitely think the notion of fetch quests in the ocean itself might be a pretty good gameplay loop to improve the role of the mermaid form in the mod without requiring massive structural changes or additional assets. Also, if anyone has tips on how to make the mermaid tail colouring accessible in the race menu, I would be interested. EDIT: So, we would have the following sequence for a fetch quest in the ocean itself, making it possible to gain humanity. - Step 1 would be the generation of an item to recover and an owner. - Step 2 happens when the object is taken, the owner appears alongside its quest marker and the object will be marked as stolen. - If the object is given back to the owner for free, humanity gain. If it is given back for a fee (10 % of the object value), no gain. If it is sold to a fence, humanity loss. Problem: How to ensure that the player can find the item in the first place? There is a mod that creates radiant quests boards next to inns, which would be the ideal way to do it, since it could trigger the quest start and point the player towards the destination. The problem would then be to add a mod dependency for a minor gameplay feature, which is not really good practice. What COULD be done, however (again, typing as I think), would be to play a bit with the soul gem that appears when the mermaid gets cursed. Having this gem would be the initial trigger for generating a radiant quest and you could get some flavour stuff by actually restricting the quest giver to... children. New sequence idea: - If in mermaid form and having the soul gem with your own soul or the potion made from it, you can randomly receive the prayer of a kid who lost something dear to them, either a toy or a family legacy, in the ocean. You get the quest marker for the object to collect. - When you have the item, you can bring them back to the kid, but for it to be a proper miracle, you have to reverse-pickpocket the item in the kid's inventory without being detected. There we go: a nice, feel-good story where a kid prays for their doll or family hearloom lost to the ocean, a mermaid hears the prayer through the gem that holds her human soul and a few days later, they find the lost item in their pocket without having ever realised the nice lady who bumped into them in the street was actually a mermaid in disguise. Of course, I still have to figure out how to build a quest in the first place. Edited August 15, 2023 by Renora1976 2
KokoChristo Posted August 18, 2023 Posted August 18, 2023 Just recently I found a similar mermaid mod for Skyrim, this Song of the Sea mod. Apparently it's a WIP by Delta6, the author of Animated Wings. There's also an article by GamesRadar interviewing the mod author and goes into some of the details and directions of the mod. Now don't get me wrong, both mods proposed a mermaid playthrough experience, but there are some uniqueness that these two mods don't share. After reading this Mermaid Race mod and the Song of the Sea mod, I tried to summarize some of the strong points of each mod. Here are the strength/unique points for each mod: Mermaid Race mod have these More immersive mermaid transformation based on wetness value and keeping yourself dry via spells. In the earlier build of SotS mod, instead of transforming based on the wetness value, the player simply toggle on/off button to transform, so you're always in the mermaid form even on land as long as you're not pressing the toggle key (this is based on what I saw on the WIP video) The inclusion of all vanilla races with the exception for Khajiit and Argonian and also the support for vampire character via Better Vampire. So far in the Song of the Sea early build demo video, all of the transformed races are human based (probably Nord) not a sign of elven races. The transform into mermaid via curse mechanic. I don't know how the starting method to transform into mermaid in the Song of the Sea. And also the quest idea of good or bad mermaid playthrough, I don't know whether Delta6 already has an idea of this possibilities. And these are the Song of the Sea strong points No dependencies on COCO Mermaid Outfit/Mermaid All Bodyslide mod. It does come with it's own unique tails that can be customized (according to the mod author's plan) Also support for both sex and mermaid armor. You can turn NPCs into mermaid. In one of the newer build video there's Jordis transformed into mermaid. Supports underwater combat. A new specific skill tree dedicated to mermaid build. A new underwater home mod located in the Sea of Ghosts. Anyway, I hope I'm not offending Renora1976, my intention is just that is it possible for @Renora1976 to maybe try to contact Delta6 to just share or exchange ideas between you two. Who knows that maybe this could be merged into one big immersive mermaid mod that we all dreamed for.
Renora1976 Posted August 18, 2023 Author Posted August 18, 2023 7 hours ago, KokoChristo said: Just recently I found a similar mermaid mod for Skyrim, this Song of the Sea mod. Apparently it's a WIP by Delta6, the author of Animated Wings. There's also an article by GamesRadar interviewing the mod author and goes into some of the details and directions of the mod. Now don't get me wrong, both mods proposed a mermaid playthrough experience, but there are some uniqueness that these two mods don't share. After reading this Mermaid Race mod and the Song of the Sea mod, I tried to summarize some of the strong points of each mod. Here are the strength/unique points for each mod: Mermaid Race mod have these More immersive mermaid transformation based on wetness value and keeping yourself dry via spells. In the earlier build of SotS mod, instead of transforming based on the wetness value, the player simply toggle on/off button to transform, so you're always in the mermaid form even on land as long as you're not pressing the toggle key (this is based on what I saw on the WIP video) The inclusion of all vanilla races with the exception for Khajiit and Argonian and also the support for vampire character via Better Vampire. So far in the Song of the Sea early build demo video, all of the transformed races are human based (probably Nord) not a sign of elven races. The transform into mermaid via curse mechanic. I don't know how the starting method to transform into mermaid in the Song of the Sea. And also the quest idea of good or bad mermaid playthrough, I don't know whether Delta6 already has an idea of this possibilities. And these are the Song of the Sea strong points No dependencies on COCO Mermaid Outfit/Mermaid All Bodyslide mod. It does come with it's own unique tails that can be customized (according to the mod author's plan) Also support for both sex and mermaid armor. You can turn NPCs into mermaid. In one of the newer build video there's Jordis transformed into mermaid. Supports underwater combat. A new specific skill tree dedicated to mermaid build. A new underwater home mod located in the Sea of Ghosts. Anyway, I hope I'm not offending Renora1976, my intention is just that is it possible for @Renora1976 to maybe try to contact Delta6 to just share or exchange ideas between you two. Who knows that maybe this could be merged into one big immersive mermaid mod that we all dreamed for. No offence taken, but the thing is I am an utter beginner in Skyrim modding with zero experience of the tools usually for modding such as the Creation Kit or scripting for quests and the such. My contributions have been nothing more than piling some scripts on a pre-existing collective effort made on this forum, in particular for the animations and mesh/texture assets. This in turn means I would be of very little use to a team with actual experience and organisation, especially one that goes in quite more depth than I do (underwater combat, a home area, etc.). In particular, their page indicates: "This project would particularly benefit from 3D modellers, animators, environment/worldspace designers, musicians, and voice actors", skills that I very much do not possess. Merging the mods is very, very, very unlikely to happen, theirs is probably based on another structure and has a much wider ambition altogether. Oh, and PS: in my internal build, the mermaid voice power allows to turn female victims into mermaids as well, though at the moment, they are scripted to go away and de facto disappear after the player is far enough from them. This will be part of the next major release among other things.
Renora1976 Posted August 19, 2023 Author Posted August 19, 2023 (edited) 16 hours ago, KokoChristo said: Just recently I found a similar mermaid mod for Skyrim, this Song of the Sea mod. Apparently it's a WIP by Delta6, the author of Animated Wings. There's also an article by GamesRadar interviewing the mod author and goes into some of the details and directions of the mod. Now don't get me wrong, both mods proposed a mermaid playthrough experience, but there are some uniqueness that these two mods don't share. After reading this Mermaid Race mod and the Song of the Sea mod, I tried to summarize some of the strong points of each mod. Here are the strength/unique points for each mod: Mermaid Race mod have these More immersive mermaid transformation based on wetness value and keeping yourself dry via spells. In the earlier build of SotS mod, instead of transforming based on the wetness value, the player simply toggle on/off button to transform, so you're always in the mermaid form even on land as long as you're not pressing the toggle key (this is based on what I saw on the WIP video) The inclusion of all vanilla races with the exception for Khajiit and Argonian and also the support for vampire character via Better Vampire. So far in the Song of the Sea early build demo video, all of the transformed races are human based (probably Nord) not a sign of elven races. The transform into mermaid via curse mechanic. I don't know how the starting method to transform into mermaid in the Song of the Sea. And also the quest idea of good or bad mermaid playthrough, I don't know whether Delta6 already has an idea of this possibilities. And these are the Song of the Sea strong points No dependencies on COCO Mermaid Outfit/Mermaid All Bodyslide mod. It does come with it's own unique tails that can be customized (according to the mod author's plan) Also support for both sex and mermaid armor. You can turn NPCs into mermaid. In one of the newer build video there's Jordis transformed into mermaid. Supports underwater combat. A new specific skill tree dedicated to mermaid build. A new underwater home mod located in the Sea of Ghosts. Anyway, I hope I'm not offending Renora1976, my intention is just that is it possible for @Renora1976 to maybe try to contact Delta6 to just share or exchange ideas between you two. Who knows that maybe this could be merged into one big immersive mermaid mod that we all dreamed for. I contacted the mod author, and as I supposed, the conceptual approach to the gameplay and features are way too different to even envision merging. Their ambitions on elements such as initial mermaid transformation, for instance, are much bigger than mine, based on stronger skillset and tools for modding than anything I have. In addition, the fact that the mod will offer a much bigger underwater gameplay than the one here motivates a positive feedback loop for the wetness and mermaid form, encouraging the player to go back to the ocean, while the gameplay loop and design I am following is one of a negative feedback loop, making weather a risk rather than something to welcome. So while I will be able to discuss and share concepts, there is exactly zero chance whatsoever that the mods would go closer to one another. These are two different and equally interesting approaches to the mermaid take on Skyrim, based on major differences for both watsonian (type of narrative, interpretation of the mermaid character and lore) and doylist (competence and assets available to the modder, tools with which to make the mod) elements. Edited August 19, 2023 by Renora1976
KokoChristo Posted August 19, 2023 Posted August 19, 2023 6 hours ago, Renora1976 said: I contacted the mod author, and as I supposed, the conceptual approach to the gameplay and features are way too different to even envision merging. Their ambitions on elements such as initial mermaid transformation, for instance, are much bigger than mine, based on stronger skillset and tools for modding than anything I have. In addition, the fact that the mod will offer a much bigger underwater gameplay than the one here motivates a positive feedback loop for the wetness and mermaid form, encouraging the player to go back to the ocean, while the gameplay loop and design I am following is one of a negative feedback loop, making weather a risk rather than something to welcome. So while I will be able to discuss and share concepts, there is exactly zero chance whatsoever that the mods would go closer to one another. These are two different and equally interesting approaches to the mermaid take on Skyrim, based on major differences for both watsonian (type of narrative, interpretation of the mermaid character and lore) and doylist (competence and assets available to the modder, tools with which to make the mod) elements. Ah okay, I see, such a shame that I'm lacking modding skills, therefore I cannot contribute other than just commenting and suggesting. On the other though, it is very nice that after 10 years the mermaid mod that we're waiting for is finally realized. Not only that, we're gonna get 2 alternatives in roleplaying a mermaid in Skyrim thanks to @Renora1976 and Delta6. Both mod author offer such different concepts and approaches, I imagine the replayability is gonna be pretty insane.
Renora1976 Posted August 19, 2023 Author Posted August 19, 2023 2 hours ago, KokoChristo said: Ah okay, I see, such a shame that I'm lacking modding skills, therefore I cannot contribute other than just commenting and suggesting. On the other though, it is very nice that after 10 years the mermaid mod that we're waiting for is finally realized. Not only that, we're gonna get 2 alternatives in roleplaying a mermaid in Skyrim thanks to @Renora1976 and Delta6. Both mod author offer such different concepts and approaches, I imagine the replayability is gonna be pretty insane. To be honest, what I am doing is the easiest part of it by far, things like the animations are much more complicated and time consuming to do, and it is the result of the work of many other people there: As for modding, it is not that hard, most of the work I have done was using Notepad++ and TES5Edit. If you are curious, look at the source code for the scripts in this mod and use https://ck.uesp.net/wiki/Condition_Functions as reference for the functions used.
bakuti Posted November 7, 2023 Posted November 7, 2023 hello! to the mermaid i was looking for. i found this wonderful mod! but i have a problem. when i go into the water and put on coco's mermaid armor, there are gaps in my character's hands and arms. when i use body studio on a 3ba body, a symptom occurs... i don't know how to deal with it. help me.
Renora1976 Posted December 21, 2023 Author Posted December 21, 2023 On 11/7/2023 at 4:27 AM, bakuti said: hello! to the mermaid i was looking for. i found this wonderful mod! but i have a problem. when i go into the water and put on coco's mermaid armor, there are gaps in my character's hands and arms. when i use body studio on a 3ba body, a symptom occurs... i don't know how to deal with it. help me. Hello, First of all, I am glad you appreciate it! As for the body, I am using UNP. Maybe this can fix your issue.
NightHysteria Posted December 21, 2023 Posted December 21, 2023 (edited) I installed everything, i use UNP, but the body does not show, what manipulations need to be done? The animation works fine, LE version. Edited December 21, 2023 by NightHysteria
Renora1976 Posted October 5, 2024 Author Posted October 5, 2024 For those interested, I wish to reassure you all that the mermaid mod is not dead, far from it. In the WIP thread, a number of advances have been made, in particular full transfer towards Special/Anniversary Edition, new features, additional lore and overall improvements leading to a planned Nexus release. In the meantime, check the link where you can find the most up to date versions of the mod. https://www.loverslab.com/applications/core/interface/file/attachment.php?id=2166532&key=fe3937cea365297b9d2b272cf1deb810 3
Hakuna_Matata Posted October 6, 2024 Posted October 6, 2024 Holy shit this mod causes a ton of conflicts! it collides with CGO (overwrites behaviors), with FNIS Behavior (overwrites tons of behaviors), conflicts with CBBA 3BA Vanilla Outfits Redone (overwrites femalebodyastrid ...!?!?), overwrites CBBE (a ton of files including the female feet), and XP32 skeleton (162 files). I think I'm gonna pass on this one. I thought it was just going to equip an armor, not overwrite everything else in the game.
Renora1976 Posted October 6, 2024 Author Posted October 6, 2024 (edited) 1 hour ago, Hakuna_Matata said: Holy shit this mod causes a ton of conflicts! it collides with CGO (overwrites behaviors), with FNIS Behavior (overwrites tons of behaviors), conflicts with CBBA 3BA Vanilla Outfits Redone (overwrites femalebodyastrid ...!?!?), overwrites CBBE (a ton of files including the female feet), and XP32 skeleton (162 files). I think I'm gonna pass on this one. I thought it was just going to equip an armor, not overwrite everything else in the game. Ooooooh, my apologies, I made a mistake copying the files in the archive! Looking at it, it appears I copied way too much, I will reupload one in a few minutes without the unnecessary files that you noticed. EDIT: a new version without the extra files has been uploaded. Edited October 6, 2024 by Renora1976
Soaryne Posted October 7, 2024 Posted October 7, 2024 Just to let you know if you move the notice book 1 on mermaid at the college location to X: 308.518311 it will be full compactable with Immersive College of Winterhold mod. and will not be inside a wall. Also some reason when it use the mermaid tail spell for the second time end form the transformation to or form a mermaid my character is stuff in place unable to move.
Renora1976 Posted October 8, 2024 Author Posted October 8, 2024 8 hours ago, Soaryne said: Just to let you know if you move the notice book 1 on mermaid at the college location to X: 308.518311 it will be full compactable with Immersive College of Winterhold mod. and will not be inside a wall. Also some reason when it use the mermaid tail spell for the second time end form the transformation to or form a mermaid my character is stuff in place unable to move. I will modify the book's position for compatibility. As for being stuck, have you tried going to first person and moving then, although I will have the spell be removed temporarily when in temporary mermaid form and restored after its effect ends. Thank you for the feedback!
Soaryne Posted October 8, 2024 Posted October 8, 2024 5 hours ago, Renora1976 said: I will modify the book's position for compatibility. As for being stuck, have you tried going to first person and moving then, although I will have the spell be removed temporarily when in temporary mermaid form and restored after its effect ends. Thank you for the feedback! I have. For some reason when in mermaid move of then time will not let me move when out of the water where i have to use the spell to turn back to move. Also was in intentional for the siren spell to permently change your starting race to imperial? 1
Hochhalter1 Posted October 8, 2024 Posted October 8, 2024 great mod, love the quest line for it. well written. The only issue I'm having is with the body for AE. If I let 3ba overwrite everything the hands disappear when in tail form. if I let the mermaid mod overwrite everything I get the hands back, but there is a gap between the body and hands. if I equip the COCO bra, the gap disappears, but I don't want to have to the COCO outfit as its physics don't seem to support the physics I'm using. maybe I can just remove the bra portion so it's only sleeves:P. If anyone has a fix for this plz hit me up. love everything so far. I also recommend a weather mod so you can see the rain easier:P but that's outside this mod. just a suggestion for people starting out. 1
Renora1976 Posted October 8, 2024 Author Posted October 8, 2024 (edited) 1 hour ago, Soaryne said: I have. For some reason when in mermaid move of then time will not let me move when out of the water where i have to use the spell to turn back to move. Also was in intentional for the siren spell to permently change your starting race to imperial? Hmm, the only movement issues I am aware of are in third-person due to some animation transition issues (if the mod is properly installed, you should have custom animations with the tailed mermaid crawling on the ground and special swimming ones as well). As for the starting race issue, what was yours? I have a system that normally saves it, but it uses the list of vanilla races, with Imperial being the default if it does not recognise the race. I will have to see whether I can save a string in the global values to secure the system properly. 18 minutes ago, Hochhalter1 said: great mod, love the quest line for it. well written. The only issue I'm having is with the body for AE. If I let 3ba overwrite everything the hands disappear when in tail form. if I let the mermaid mod overwrite everything I get the hands back, but there is a gap between the body and hands. if I equip the COCO bra, the gap disappears, but I don't want to have to the COCO outfit as its physics don't seem to support the physics I'm using. maybe I can just remove the bra portion so it's only sleeves:P. If anyone has a fix for this plz hit me up. love everything so far. I also recommend a weather mod so you can see the rain easier:P but that's outside this mod. just a suggestion for people starting out. I do remember that at some point when I was using LE, there was some issue with a gap appearing between the body and hands. I use HDT-SMP (https://www.nexusmods.com/skyrimspecialedition/mods/30872), maybe it could help for you. Edited October 8, 2024 by Renora1976
Hochhalter1 Posted October 8, 2024 Posted October 8, 2024 (edited) I use that too. I know this is an issue with the bodies. The 3ba body wrist isn’t long enough so it’s causing the gap. Normally you can fix this by rebuilding the body and hand. I did that piece by piece as I didn’t want to do a batch build due to time. I’ll try a batch build later on. I also found that if you use the wet functions mod, it increases your wetness(which is configurable) for various actions, including sex. Creates a near synergy where you have to pace yourself or transform anyhow. Thought that was kinda neat. Oh, before I forget again, the last quest by vampire island has the book under an unmovable crate. so, I can't get it. I was going to use the console to just advance the quest, but i couldn't figure out what the quest ID was from showquesttargets. if you could hit me up with that, that, would be awesome^^ Edited October 8, 2024 by Hochhalter1
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