AyyRofLmao Posted January 24, 2016 Posted January 24, 2016 View File Sharkmer v1.2  IMPORTANT:  ---For the Vanilla, UNP, and CBBE .zips, use ONLY one---The 'Followers' plugin adds two followers to the Bannered Mare---The 'Default Skeletons' plugin reverts all racial features to use Skyrim's default skeletons (or whatever you have installed). Don't use this unless you REALLY need it.  Mirror:http://www.nexusmods.com/skyrim/mods/73071  Description:  This mod adds a custom race with fully animated headparts. A follower plugin is included. You'll find two of them in the Bannered Mare.  An optional 'Default Skeletons' plugin is included for compatibility purposes. Please keep in mind that using it will disable hair/helmet fitting and ear lagbones.  Vampirism is supported, though becoming a vampire will turn your character's skin grey. A default skintone has to be selected for Skyrim's vampirism morphs to work, so I picked grey.  Recommended:  SKSE: http://skse.silverlock.org/---Needed for a jump height fix included in this mod  Unofficial Skyrim Patch: http://www.nexusmods.com/skyrim/mods/19---Fixes a Dark Brotherhood Quest for custom races  Unofficial Dawnguard Patch: http://www.nexusmods.com/skyrim/mods/23491---Fixes Vampire Lord Transformation  Mfg Console: http://www.nexusmods.com/skyrim/mods/44596---Fixes player blinking    Notes for Character creation:  ---Face tint sliders available: lips, cheeks, nose, eyeliner, and eyelids---Brow type slider will add and remove earrings---Eye Shape slider will switch between round and vertical slit pupils---Chin sliders will control the ears    Animation Swap:  Inside your spell/powers menu you will find two lesser powers: Animation Swap (RGA) and (PCEA). RGA stands for 'Reversed Gender Animations', which will swap your animations between male and female. PCEA stands for 'Player Character Exclusive Animations' which are animations exclusive to the player. Proper use of PCEA involves installing both the actual PCEA mod and FNIS (links below). If you don't have PCEA and FNIS installed, this mod will swtich you to a set of vanilla animations included in this mod's BSA (this is to prevent crashes). To swap back to your default set of animations, simply use the Animation Swap power again.  FNIS: http://www.nexusmods.com/skyrim/mods/11811PCEA: http://www.nexusmods.com/skyrim/mods/14871    Load Order:  Shark Race.esp (Required)Shark Race - Followers.esp (Optional)Shark Race - Default Skeletons.esp (Optional, should only be used if needed)    Credits:  Head and tail meshes have been modified from originals created/provided by thesholintiger and Force2013Feet mesh is modified from Phygit's FemFeetOther meshes/textures - Bethesda Submitter AyyRofLmao Submitted 01/24/2016 Category Races Requires Special Edition Compatible
Serenna187 Posted January 24, 2016 Posted January 24, 2016 does uskp work well with usleep? usleep is a merged version of ALL unofficial patches,,,uskp is redundant when using usleep Why is there a spell to reverse gender animations?
Serenna187 Posted January 24, 2016 Posted January 24, 2016 why not use default skeleton path by default?saves work and makes it more compatible with,,everything?since ther eis no reason to not use xpmseedit: also..yeah..default skeleton plugin works lovely..(sarcasm off)
AyyRofLmao Posted January 24, 2016 Author Posted January 24, 2016  edit: also..yeah..default skeleton plugin works lovely..(sarcasm off)  Please make sure that the the default skeleton plugin is loaded AFTER the main plugin. Also, if you are are using loose files, you'll need to delete the meshes from Meshes\1Custom\Shark Race\ as they may be overriding the fixes in the skeleton plugin.   why not use default skeleton path by default?saves work and makes it more compatible with,,everything?since ther eis no reason to not use xpmse  Hair and helmets wouldn't fit without it. Without skeletal hair/helmet fitting, I'd have to make new meshes, new ArmorAddon entries, and then put those AA entries into all the vanilla helmet entries which would bring compatibility problems. Also, any additional helmets modded into the game wouldn't fit. Having custom skeletons solves all these problems at once.   Why is there a spell to reverse gender animations?  They tend to be fewer in number, but some people do prefer the male animation sets for some of their female characters. Same with the player exclusive animations, not as widely used, but some still use it. Having the animation swaps gives access to both. Â
Serenna187 Posted January 24, 2016 Posted January 24, 2016   edit: also..yeah..default skeleton plugin works lovely..(sarcasm off)  Please make sure that the the default skeleton plugin is loaded AFTER the main plugin. Also, if you are are using loose files, you'll need to delete the meshes from Meshes\1Custom\Shark Race\ as they may be overriding the fixes in the skeleton plugin.   why not use default skeleton path by default?saves work and makes it more compatible with,,everything?since ther eis no reason to not use xpmse  Hair and helmets wouldn't fit without it. Without skeletal hair/helmet fitting, I'd have to make new meshes, new ArmorAddon entries, and then put those AA entries into all the vanilla helmet entries which would bring compatibility problems. Also, any additional helmets modded into the game wouldn't fit. Having custom skeletons solves all these problems at once.   Why is there a spell to reverse gender animations?  They tend to be fewer in number, but some people do prefer the male animation sets for some of their female characters. Same with the player exclusive animations, not as widely used, but some still use it. Having the animation swaps gives access to both.  loadorder was correct,but i accidently deleted the bsa version and had kept the loose version under the same name,,even the one i had used for testing to keep the ck from dying *facepalms*  well,,maybe rig at least an up to date xpmse skeleton?a tons of mods depend on it afterall.xpmse 3.21 was the latest change to it i think and is indepedent of fnis esp,,this head glitch i produced also happens to any hdt vagina as your skeleton lacks the nodes,it glitches inside at least so it's less of a mess. about the helmets..maybe argonian versions would fit even better than the khajiit ones you used?never used any helmets myself for ages,nor circlets so it's not much of an issue for me
CopperIngot Posted January 25, 2016 Posted January 25, 2016 I can admit this is some pretty good work, given the morphs are working... But it sure is creepy
Yoloswagins Posted January 25, 2016 Posted January 25, 2016 Fantastic mod, thanks for bringing this mod to life.
kyubi3002 Posted January 25, 2016 Posted January 25, 2016 The bite shout cause CTD at the moment is something missing? Â By the way thank you for finaly giving form to a large community dream of shark furry character in skyrim its very appreciated
AyyRofLmao Posted January 26, 2016 Author Posted January 26, 2016 The bite shout cause CTD at the moment is something missing?  I screwed something up. I tried to get lipsync to work and make it look like the character is biting when the shout animation plays. It didn't work and I just switched to a misc sound effect. I forgot to remove the voice data from the mod, and because the bsa is compressed, it's causing the crash. I should have a fix up in a few minutes. Â
AyyRofLmao Posted January 26, 2016 Author Posted January 26, 2016 Fix is uploaded. I also found an alternate way to enable mouth movement for the bite animation. It should enable itself the next time you load your game.
RaverLord Nito Posted January 31, 2016 Posted January 31, 2016 After so long, it's done. Hats off to this gentleman.
AyyRofLmao Posted January 31, 2016 Author Posted January 31, 2016 Updated to v1.2: -Shark Race renamed to Sharkmer -Earrings added to CharGen menu (use the brow type slider to add/remove them)
Shadowscale Posted January 31, 2016 Posted January 31, 2016 May I make a small request? Perhaps for character creation options an option to add stripes to make a tiger shark character possible?
xeku Posted March 6, 2016 Posted March 6, 2016 I lvoe this mod but I keep getting this issue regardless of how many other mods I disable the game keeps loading your custom race up with khajiit bodies any idea why it may be doing this?
AyyRofLmao Posted March 7, 2016 Author Posted March 7, 2016 I lvoe this mod but I keep getting this issue regardless of how many other mods I disable the game keeps loading your custom race up with khajiit bodies any idea why it may be doing this? This race has a long snout, so to get skeletal helmet fitting to work properly, I set the race to copy the Khajiit's armor data so they could use their helmets. It sounds like you're using a mod that gives Khajiits thier own unique bodies. So, instead of just having unique helmets, it's changing a lot of other stuff too. I've attached an alternate version of the 'Default Skeletons' plugin. This one will swap them to the default armor sets. Load it after the main plugin and the followers plugin (if you're using it). Shark Race 1.2 - Default Skeletons (Def Armor Fix).zip
worksa7 Posted March 8, 2016 Posted March 8, 2016 I really like this, at least when I don't use hair and use the black eyes; most shark like appearance. Â The mouth is really well done, and the tail and all of the fin parts are really neat too. The way you did the fins and such was really clever <3 Â My suggestions would be to consider looking at the texture work especially on the body, and maybe adjusting the head shape a little bit. I would also suggest working on the eyes, but if the cartoon look is what you want, it's your mod and your personal preference I understand. Â Thanks, I am going to follow this, hope to see more from you soon.
forgetful hatter Posted May 1, 2016 Posted May 1, 2016 oh wow does the female of that remind me of something ages back. one of the enemies from a strange vore game called "alsnapz and z barbftr mod"Â Â
forgetful hatter Posted May 2, 2016 Posted May 2, 2016 the way the mouth,ears and eyes move while speaking is amazing........seriously amazing.I love using the console commandsetav mood 1  to   9 and seeing how the ears,mouth and eyes moves.....its great.
DarkLeon54 Posted May 11, 2016 Posted May 11, 2016 Strangely my character got his feet into the ground
Fapsicles Posted June 7, 2016 Posted June 7, 2016 But does it have lazer beams attached to their heads?
Baeowulf Posted June 8, 2016 Posted June 8, 2016 If you don't mind me asking, how did you make the head model? I've been looking into making a custom race for Skyrim, but I have no idea how to even get started on creating my head model, so I've been sort of stuck. Good work!
Ciotss Posted June 9, 2016 Posted June 9, 2016 For me this race looks more like my little pony race when looking at the faces..
vistigious Posted July 29, 2016 Posted July 29, 2016 ok so i have the correct load order, but for the love of me im still getting the strechy neck when using default skeletons. tried everything asside from tearing open the bsa. i just want a jiggly shark,
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