TheLastKhajiit Posted April 12, 2020 Posted April 12, 2020 Personally I'd love to see a Canines of Skyrim
MadMansGun Posted April 12, 2020 Posted April 12, 2020 9 hours ago, Blaze69 said: the label UV doesn't really cover any other sides unless we duplicate its mesh and slap it on other sides that's easy to do......i can also add a bunch of tiny shark fins circling around inside the Selachii extract
Blaze69 Posted April 12, 2020 Posted April 12, 2020 42 minutes ago, MadMansGun said: that's easy to do..... I guess. There's still the issue of coming up with the text and all, though, so I don't really see it happening anyway. Quote i can also add a bunch of tiny shark fins circling around inside the Selachii extract I mean...
MadMansGun Posted April 12, 2020 Posted April 12, 2020 11 minutes ago, Blaze69 said: I mean... maybe even have it play nirnroot styled jaws music, (a bunch of high pitched "duuunu" sounds)
CFU Posted April 13, 2020 Posted April 13, 2020 My first thought of those milk and extract jars is replacers for the SoS potions, actually. But who uses those anymore?
Blaze69 Posted April 13, 2020 Posted April 13, 2020 4 hours ago, CFU said: My first thought of those milk and extract jars is replacers for the SoS potions, actually. But who uses those anymore? Nobody, since they don't even work anymore AFAIK. Maybe the size ones do but they are pointless considering we have the size slider in the MCM menu, and I'm pretty sure the "addon-swapping" ones straight up don't work at all. I get the feeling those were set up as an "immersive" way to change the mod options before the MCM menu was up and running. Current use ideas for them are: just new potion/food items to add to the game (possibly rare-ish and with sizeable buffs and/or healing), replacers for SGO3's own items (should be easy for vanilla races, not sure if the custom ones can be added too), replacers for MME's milk items (see above). Any other thoughts and suggestion could be welcome, though.
Blaze69 Posted April 13, 2020 Posted April 13, 2020 Anyhow, speaking of the milk/extract things, any thoughts on possible effects for them? My first thought is to have them restore health and also stamina/magicka (whichever makes more sense for the corresponding race), and add a fitting temporary racial buff/ability, e.g. Nord milk would restore health and stamina and provide resistance to Frost while Argonian milk would give Waterbreathing. I've also thought about making it so the racial buff only applies to non-members of the race (because otherwise they would already have that buff in the first place) and those of the same race get a different slightly-more-powerful buff that makes sense for their race but doesn't overlap with their own original race buffs instead (this should be pretty easy to achieve with conditions on the magic effects). The milks are meant to be drunk by members of the same race it's produced by, anyway, so I'd say it makes sense, kinda? In that case, the strength of the "own race" buff would have to scale depending on how common the race is (and how common we make their consumable if we add them to the leveled lists like BD suggested). A Nord or Imperial would only get slightly-above-average buffs while a Bosmer or more notably a Snow Elf would get the strongest ones. There's also the question of what actual item type to use for them. SGO3 makes them ingredients so they can be combined with each other or other vanilla ingredients to make potions, but that would render the effects system above impossible to implement and may also make it impossible for NPCs to drink them (not sure if they would be able to even if they are standard potions/beverages in the first place, but still...) Guess it could be set up so you have both versions of the items and can convert them at the cooking pot? Any thoughts on this or suggestions for possible buffs/stats would be welcome. Am I putting waaay too much thought into this? Sure does feel like it. ?
MadMansGun Posted April 13, 2020 Posted April 13, 2020 35 minutes ago, Blaze69 said: Any thoughts on this or suggestions for possible buffs/stats would be welcome increase SexLab Aroused's gain rate. dragon gives faster shout cool down & fire+frost resistance. Selachii gives biting power. cheetah makes you run faster. khajiit just makes the sky look fucked up. fox makes you unable to equip clothing. otter send you to otter space. argonian increases the game's difficulty level. dog gives you barking. 1
Blaze69 Posted April 13, 2020 Posted April 13, 2020 15 minutes ago, MadMansGun said: increase SexLab Aroused's gain rate. Already thought about it, may actually try and go for it if it can be done without making SLA a hard requirement (or maybe just make a small dependency patch if these get integrated into the main YiffyAgeConsolidated plugin). Quote dragon gives faster shout cool down & fire+frost resistance. I guess that could make sense. We don't have assets for dragon milk or extract, though. ? Quote Selachii gives biting power. The problem with active powers/spells is AFAIK there's no native way to add them temporarily like potion buffs are so the whole thing would have to be scripted with a timer that removes the spell via script or whatever. Also the bite is considered a shout so that is a whole can of worms on its own. Quote cheetah makes you run faster. Makes sense, it would be either that or something magic-related because Altmer. Quote khajiit just makes the sky look fucked up. Damn these Khajiit, they are so high on moonsugar/skooma even their bodily fluids are oozing with it, lol. ? Quote fox makes you unable to equip clothing. I mean... Quote otter send you to otter space. I must insist, I mean... Quote argonian increases the game's difficulty level.
MadMansGun Posted April 13, 2020 Posted April 13, 2020 because 60-80% of them are dead or get killed, and the rest are in shitty situations....therefor legendary difficulty. Eg..... Deekus: gets killed by the Dark Brotherhood/player. Derkeethus: captured by the falmer to be used as chaurus feed. Scouts-Many-Marshes: a underpaid dockworker for a town he can't even enter. From-Deepest-Fathoms: mental trauma from a failed expedition. Watches-The-Roots: killed in Avanchnzel. Takes-In-Light: killed in Labyrinthian. Veezara: killed by player or by Penitus Oculatus Agents. Wujeeta: skooma addict about to lose her job. Madesi: a broke jeweler living in a sewer. Usha: OD'ed on skooma.
Blaze69 Posted April 13, 2020 Posted April 13, 2020 19 minutes ago, MadMansGun said: Deekus: killed by Dark Brotherhood. (Or by the player before the DB questline if they don't want to persuade/intimidate/bribe or bang him when recovering Mizuno's amulet). Quote Derkeethus: captured by the falmer to be used as chaurus feed. I guess. He's there to be rescued and is fine otherwise, though. Quote Scouts-Many-Marshes: a underpaid dockworker for a town he can't even enter. Supposedly if the Empire wins they should be allowed in, but Bethesda being Bethesda that never actually happen. Quote From-Deepest-Fathoms: mental trauma from a failed expedition. Watches-The-Roots: killed in Avanchnzel. Takes-In-Light: killed in Labyrinthian. I... don't think I remember these, to be honest. Quote Veezara: killed by player or by Penitus Oculatus Agents. Isn't there a mod to keep him alive? True in vanilla, though. Quote Wujeeta: skooma addict about to lose her job. She gets better if you help her, though. Also will marry you afterwards, IIRC? Quote Madesi: a broke jeweler living in a sewer. How can a jeweler be broke if he still has stock, though? Never understood that part. Quote Usha: OD'ed on skooma. I don't remember that one either.
MadMansGun Posted April 13, 2020 Posted April 13, 2020 4 minutes ago, Blaze69 said: I... don't think I remember these, to be honest. https://elderscrolls.fandom.com/wiki/Unfathomable_Depths https://elderscrolls.fandom.com/wiki/Takes-In-Light https://elderscrolls.fandom.com/wiki/Veezara 9 minutes ago, Blaze69 said: I don't remember that one either. https://elderscrolls.fandom.com/wiki/Usha
Lemonadecandy Posted April 13, 2020 Posted April 13, 2020 Running YA 7.4, there's a CTD in character creation when you select a breton (fox) and move the hair slider to the left past about hair #24, called i believe Hairkhajiitmale07.
valhira Posted April 15, 2020 Posted April 15, 2020 How difficult would it be to make the argonian/khajiit hdt tails standalone and equipable? I tried the the file from ASlySpyDuo however it seems to require the main mod to be installed. Also before i was using the bigger argonian tails mod and was wondering how i could add the hdt physics to that. Any help would be appreciated. Thank you
ASlySpyDuo Posted April 15, 2020 Posted April 15, 2020 1 hour ago, valhira said: How difficult would it be to make the argonian/khajiit hdt tails standalone and equipable? Pretty trivial, all things considered. I'm pretty sure that has been done already somewhere since it's so basic but don't know for sure. 1 hour ago, valhira said: Also before i was using the bigger argonian tails mod and was wondering how i could add the hdt physics to that. You need to add NiStringsExtraData to the tail meshes, link them to HDTTailLykaios.xml and Floor.xml and remove the behaviour. All of this can be done with NifSkope. Though keep in mind that BAT is basically just upscaled vanilla meshes which have weighting that looks like crap with physics, they'd need to be reweighted to look even remotely acceptable with PE data.
MadMansGun Posted April 15, 2020 Posted April 15, 2020 fatfemaletailargonian.nif fatmaletailargonian.nif not a fan myself.
valhira Posted April 15, 2020 Posted April 15, 2020 12 hours ago, ASlySpyDuo said: Pretty trivial, all things considered. I'm pretty sure that has been done already somewhere since it's so basic but don't know for sure. You need to add NiStringsExtraData to the tail meshes, link them to HDTTailLykaios.xml and Floor.xml and remove the behaviour. All of this can be done with NifSkope. Though keep in mind that BAT is basically just upscaled vanilla meshes which have weighting that looks like crap with physics, they'd need to be reweighted to look even remotely acceptable with PE data. Thanks! I got the tails working with physics and i see what you mean about the weight. Not sure how to reweigh them though, im new to messing around with hdt physics.
ASlySpyDuo Posted April 15, 2020 Posted April 15, 2020 11 minutes ago, valhira said: Thanks! I got the tails working with physics and i see what you mean about the weight. Not sure how to reweigh them though, im new to messing around with hdt physics. @MadMansGun graciously posted reweighted tails in literally the post above yours so use those.
valhira Posted April 15, 2020 Posted April 15, 2020 On 4/15/2020 at 4:30 PM, ASlySpyDuo said: @MadMansGun graciously posted reweighted tails in literally the post above yours so use those. oh lol. thanks didnt realise those were reweighted will try them out
valhira Posted April 17, 2020 Posted April 17, 2020 I have the hdt tails working however whenever i start a sex scene the npcs tail seems to lose its physics and the only way to fix it is to use disable/enable.
valhira Posted April 18, 2020 Posted April 18, 2020 3 hours ago, Bad Dog said: Pics or it didn't happen. Spoiler Elder Scrolls V Skyrim 2020.04.18 - 01.11.06.05.mp4 Heres a video. this also happens to khajiit npcs. sorry for the late response, i have shit internet so it takes me a while to upload stuff
ASlySpyDuo Posted April 18, 2020 Posted April 18, 2020 25 minutes ago, valhira said: Heres a video. this also happens to khajiit npcs. That's just PE being PE, it really doesn't like armor just disappearing and appearing again out of nowhere. There are three options: 1.) Use the equippable tails for sex scenes only for non-players. 2.) Find hdtMemPatch that was meant for PE, configure and use it. Should diminish it but won't completely eliminate it. Latest one for PE should be included in Bazinga's Naturalistic config. 3.) Just live with it and curse Microsoft for buying Havok which is the reason why PE was abandoned.
valhira Posted April 18, 2020 Posted April 18, 2020 8 minutes ago, ASlySpyDuo said: That's just PE being PE, it really doesn't like armor just disappearing and appearing again out of nowhere. There are three options: 1.) Use the equippable tails for sex scenes only for non-players. 2.) Find hdtMemPatch that was meant for PE, configure and use it. Should diminish it but won't completely eliminate it. Latest one for PE should be included in Bazinga's Naturalistic config. 3.) Just live with it and curse Microsoft for buying Havok which is the reason why PE was abandoned. Thank you! I'll try out the patch later and see if that works if not then i'll just have to live with it lol. On the bright side there isnt many argonian/khajiits in skyrim so it wont be a constant problem.
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