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Posted

Mimics

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it adds Mimics, there's not much else to say about it.

(mod requires FNIS)

 

there are 4 named "friendly" mimics located at:

outside Whiterun in the wall/room next to the drawbridge

inside Riften in front of the Temple of Mara

inside the bridge to Windhelm

inside one of the damaged buildings in Winterhold

 

( they don't eat you without consent, and you get badly written sexual text boxes describing your final moments, + internal mesh runs for 1 minute )

 

 

and a small handful of evil mimics dotted around skyrim

( they just eat you, no "fun" text boxes, internal mesh runs for 15 secs )

 

 

the mod still needs some things but i'm too tired of working on it right now:

Spoiler

more sound effects

find out how to get collision meshes working on dead mimics (they keep crashing or not working)

add more mimics

 


 

Posted

Oh great...now i'm gonna have Dark Souls PTSD from this...

You're gonna add a little detail to identify the mimic from a real chest (the chain in DS for example) and let us kill it and get the loot?

Posted

Nice to see the mimic mesh get some use!

Out of curiosity, would it be possible to add a non-fatal option for this mod (As well as the Dragon Killmoves, for that matter) for the sake of compatibility with Defeat mods/load orders? Ones were the player being unable to perish is essential for a reason or another.

I imagine that could be complicated to implement however.

Posted

This is surprisingly good! My only wish is there would one day be a type of mimic that's just there to feed on your magicka (via mind breaking pleasure) so it keeps you alive in there "forever".

Posted

Don't know how much more you could improve upon it, but you could create a special kind of mimic that spits you out and applies Devious Devices/Estrus on your character after might be a cool concept lol

Posted (edited)
9 hours ago, it456 said:

You're gonna add a little detail to identify the mimic from a real chest (the chain in DS for example) and let us kill it and get the loot?

chest is bigger than it should be for what style of chest it is, and the screen says "activate" instead of "open".

and there's no killing or loot yet (still need to work out how to do that)

 

6 hours ago, DuskWanderer said:

Out of curiosity, would it be possible to add a non-fatal option for this mod (As well as the Dragon Killmoves, for that matter) for the sake of compatibility with Defeat mods/load orders? Ones were the player being unable to perish is essential for a reason or another.

4 hours ago, Joji vlogs said:

Don't know how much more you could improve upon it, but you could create a special kind of mimic that spits you out and applies Devious Devices/Estrus on your character after might be a cool concept lol

4 hours ago, Lilzt3hcat said:

This is surprisingly good! My only wish is there would one day be a type of mimic that's just there to feed on your magicka (via mind breaking pleasure) so it keeps you alive in there "forever".

in theory it's possible, but implementing it is kind of a bitch (and there's no chance in hell for the non-CBG dragon mod because that's an actual killmove animation)

the biggest annoyance is animating someone coming back out, just running the animation in reverse does not look right so another one would be needed (and the tentacles are fucking god awful to work with)

also the internal cam effect would probably need to be removed or replaced with something else.

 

8 hours ago, Fs21 said:

where can i find it?

the "friendlys" are at:

inside Riften in front of the Temple of Mara

outside Whiterun in the wall next to the drawbridge

inside the bridge to Windhelm

inside one of the damaged buildings in Winterhold

 

the evil ones you will find the hard way.

Edited by MadMansGun
Posted (edited)
3 hours ago, MadMansGun said:

in theory it's possible, but implementing it is kind of a bitch (and there's no chance in hell for the non-CBG dragon mod because that's an actual killmove animation)

the biggest annoyance is animating someone coming back out, just running the animation in reverse does not look right so another one would be needed (and the tentacles are fucking god awful to work with)

also the internal cam effect would probably need to be removed or replaced with something else.


That makes sense. Notably with the CBG the animation can already be stopped before it actually kills the player, as there's that feature where it cancels if the dragon dies. While it would be scuffed, you might be able to use that same cancellation for a non-fatal version, just with a different trigger like a time duration or something. Maybe a Magicka drain that triggers when it reaches zero.

As for exiting the mimic requiring an animation, a short term solution could be a simple fade-to-black instead of showing the release. No elegant solution on the internal camera affect off the top of my head, but maybe a version without the skeleton in the mesh could work as a temporary fix. Even if the tentacles would be doing their thing to nothing.

Obviously anything more than that would require a lot more work, so it's understandable if it's not something you're interested in.

Edited by DuskWanderer
Posted

I haven't used the mod yet but I'm assuming since it's new it doesn't have many animations for the mimic so at least 3 would be great. Also a non-lethal option where it spits you out with some sort of negative effect would be nice. I would love to see seed/egg implantation but that might be a bit to much work. unless you use a different mod and just make it required. Like Egg Factory for example or maybe Parasites. It could give the player a parasite like the tentacle parasite or face/hip huggers. 

Posted (edited)
 

First I want to congratulate you for this initiative. I used several similar mods but I wasn't satisfied with any. This one seems more promising.
I have some ideas you might like.
Would it be possible to put a sweat or soak effect right after the mimic spit you out?
There are estrus mod scripts for skyrim in which the character soon after being attacked she starts to flee naked in despair.
Another suggestion would be that when opening the chest, the unequip animation could start during the mimics attack and not be completely naked when opening the chest.

 

 

Sorry my english.

 

 

 
Edited by Frank_BR
Posted
2 hours ago, DuskWanderer said:


That makes sense. Notably with the CBG the animation can already be stopped before it actually kills the player, as there's that feature where it cancels if the dragon dies. While it would be scuffed, you might be able to use that same cancellation for a non-fatal version, just with a different trigger like a time duration or something. Maybe a Magicka drain that triggers when it reaches zero.

As for exiting the mimic requiring an animation, a short term solution could be a simple fade-to-black instead of showing the release. No elegant solution on the internal camera affect off the top of my head, but maybe a version without the skeleton in the mesh could work as a temporary fix. Even if the tentacles would be doing their thing to nothing.

Obviously anything more than that would require a lot more work, so it's understandable if it's not something you're interested in.

I don't know if it's possible
what if you change POV to character whose face diving into mimic and fade to darkness
next you see POV from mimic opening up, then change camera back to character who is standing in front of mimic
you saved animation from both side this way

Posted (edited)

I've searched multiple sites for mods of that concept, but I've never found anything closer than this,

so I remember trying to make it using strus Chaurus mod and Nibbles Anims-Mimics Animation, which makes it look even more welcoming

 

Anyway, the conclusion is that if you do the Nibbles Anims-Mimics Animation as a good deed,

you will be able to see a more dynamic side, what do you think?

 

This article was written through a translator

Edited by everflame
Posted

I like it so far, the first animation is really good and the second is good too, it's just that it's a little jarring to go from fleshy to skeleton so fast. I middle stage where you're still fleshy would be great, but with how you've done the internal stage it's probably not possible or not easy. :/

 

 

On 7/24/2023 at 5:02 AM, Joji vlogs said:

Don't know how much more you could improve upon it, but you could create a special kind of mimic that spits you out and applies Devious Devices/Estrus on your character after might be a cool concept lol

Like this?

 

I remember the user Audhol was interested in making something like that for Skyrim, he's a pretty talented clothing and asset maker and might be interested in helping here.

 

Another possibility is they steal all your gear and spit you out naked. After that you have mini quest to find the key.

Posted

that pretty funny! but idd prefer an option of actually see your character insted of that red skeleton inside the mimic.  btw i waited long but nothing happened after the red skeleton and 2 pop up messages. shouldnt i die or something?

Posted
14 hours ago, shrtjsrtj said:

I like it so far, the first animation is really good and the second is good too, it's just that it's a little jarring to go from fleshy to skeleton so fast. I middle stage where you're still fleshy would be great, but with how you've done the internal stage it's probably not possible or not easy. :/

 

 

Like this?

 

I remember the user Audhol was interested in making something like that for Skyrim, he's a pretty talented clothing and asset maker and might be interested in helping here.

 

Another possibility is they steal all your gear and spit you out naked. After that you have mini quest to find the key.

I thought more like a DCL trap, where the mimic animation plays, then a black screen with some text explaining what happened, and then you're just out with whatever devices you got, but that animation basically got it straight on lol.

 

I got no clue who Audhol is and if they would be down to help create sth like his anim for Skyrim.

Posted

What I think people mean by "non lethal options would be nice" means that without them, there's no reason to keep the mod in your modlist.  I loaded it up, found one and jumped in, said "Cool!" and then removed it.  There's no point to a mod that just kills you.  Have them tie you up in DDs or something then spit you out, maybe impregnated with soul gems or charus eggs or whatever support mods you have for such things.  

Posted

To deal with the spit animation it could be solved with a black screen. The mimic eats you, you lose consciousness, screen fade to black and lights comes back after a while with you laying on the ground near the mimic.

Posted

the main point of the mod is/was to make you extra paranoid around chests.

(the only reason why there are 4 friendly mimics is because i wanted one to introduce the new threat but i could not decide where to put it)

Posted (edited)
42 minutes ago, MadMansGun said:

the main point of the mod is/was to make you extra paranoid around chests.

(the only reason why there are 4 friendly mimics is because i wanted one to introduce the new threat but i could not decide where to put it)


Having a non-lethal option could still do this, provided there is still a severe enough consequence like a lingering debuff or forced aftermath scenario or DD integration as others mentioned.

Honestly while I do not speak for everyone, the standard death-reload-save outcome isn't threatening at all anymore. The worst that could ever happen is lost time, nothing else.

So I moved on to Defeat-style mods that added more engaging alternatives, like being stranded in the wilderness, having your gear stolen, being imprisoned, and other countless possibilities depending on the Load Order. Things I had to actually consider and deal with instead of a loading screen and do-over.

The mimics being kill only is a fine enough idea, and I understand your intention, but it is inherently more limiting than allowing them to do more than that. If you would prefer not to code in a whole bunch of extra stuff to make that happen, perhaps finding a way to integrate it with existing Defeat mods would be the simplest solution. Mimic eats player -> This mod does its thing -> Start a compatible Defeat outcome.

Yes, I am aware that I made it sound far more simpler than making it actually would be. Especially since there are already like seven different Defeat mods to consider.

Adding it would be wonderful for this mod, but I personally do not see it as mandatory. Thanks for making the mod as is! This is the closest we've gotten to a proper mimic system and that feat shouldn't be ignored.

Edited by DuskWanderer
Posted

Ideally there would be a chance any chest could become a mimic and spit you out after its done. Maybe an mcm chance the mimic is there as well as a chance of being fatal as well.

 

If you feel spicy you could include integration with estrus charus or another pregnancy mod. 

 

Just spit balling ideas as i always wanted a loverslab mimic mod. hope you keep working on it

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