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19 minutes ago, Blaze69 said:

"ear scratching Lykaios"

i wonder how hard that would be to animate??

23 minutes ago, Blaze69 said:

that wouldn't work as a replacer for the vanilla screens.

well...the crossbow one may work as a Dawnguard replacer...maybe.

28 minutes ago, Blaze69 said:

I may look into adding YA meshes to a handful of them.

only if you have nothing else to do.

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5 hours ago, MadMansGun said:

i wonder how hard that would be to animate??

You're the animator. You tell us, lol.

5 hours ago, MadMansGun said:

well...the crossbow one may work as a Dawnguard replacer...maybe.

Is there any Dawnguard load screen mesh with an actual NPC in it? I don't recall seing any, but that doesn't mean there isn't one.

5 hours ago, MadMansGun said:

only if you have nothing else to do.

At this point I'm Schroedinger's Blaze: I have a ton of stuff to do but at the same time I don't really have anything to do (this is also known as "being lazy"). Doesn't matter if I'm staring at the ceiling or playing around with NifSkope, procrastination is procrastination and I'm hooked on it, lol :classic_unsure:. So I may look into it soon.

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15 hours ago, MadMansGun said:

[...]

This is what I got:

Spoiler

Shark_LoadScreen_4.3.png

 

I also gave a quick shot at replacing it with a YA version.

Spoiler

YA_LoadScreen.png

Ignore the hair colors, the load screen/menu shader is not the same as the ingame one so even if the color looks fine ingame it can still end up looking weird in the menu (as it happens here).

 

Incidentally, now I also know that I can turn a RaceMenu sculpted head into a load screen compatible nif (hence the sabretooth cheetah), so in theory I could use custom characters that don't necessarily use the base head shape and morphs. Not sure if it will ever happen, but it's good to know, I guess.

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4 hours ago, Blaze69 said:

You're the animator. You tell us, lol.

i always assume a living hell.

4 hours ago, Blaze69 said:

Is there any Dawnguard load screen mesh with an actual NPC in it? I don't recall seing any, but that doesn't mean there isn't one.

shit, i could've sworn i saw a Dawnguard soldier load screen somewhere

https://en.uesp.net/wiki/Skyrim:Loading_Screens

i guess not

 

3 hours ago, Blaze69 said:

 

I also gave a quick shot at replacing it with a YA version.

  Hide contents

YA_LoadScreen.png

 

oh....right, YA uses a edited skeleton for the feet....yay more work ?

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On 10/23/2018 at 9:21 PM, Kuroyami said:

For Khad(the Khajiit character involved with Fume), I might do something a bit different with his preset, possibly even adding one of the hairs used in the YA Hair Patch. Also, I think the location I want for him is one close to the Shrine of Talos in Whiterun(the one you take the horn to in that quest for Elisif). I'll grab a shot of that when I update the preset.  

Okay, so...screenshots for this.

KhadLocation.png.8c79e414e84a5e912bb68c7ad3daaccf.pngKhadLocationMAP.png.5c82bdb2ebee38f234b292793d134164.png

So the idea is for his camp to be on the rock outcropping. Though his camp is meant to be similar to that of Mizuno, though perhaps with a tent, and a campfire. 

 

Though it isn't too important, the first shot looking to desaturated is an in-game effect, the "Bleak" brightness setting in Vivid Weathers.  These shots were taken on a playthrough that is somewhat bleak, focusing on the Dark Brotherhood for now, with plans to do the MQ(though she has already went through Helgen and grabbed the journal[LAL]). 

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6 hours ago, Kuroyami said:

Okay, so...screenshots for this.

So the idea is for his camp to be on the rock outcropping. Though his camp is meant to be similar to that of Mizuno, though perhaps with a tent, and a campfire. 

That I can do, I guess. I'll have to look into it whenever I get down to working on NPC/quest stuff, but it seems feasible.

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Have a character going through Dawnguard at the moment, and I had a thought relating to Seika.

 

Spoiler

[PC] [ Player Has "Prophet(DLC1VQ03Vampire)", Objective 28 OR "Prophet (DLC1VQ03Hunter)", Objective 50] Have you seen a Moth Priest in Dragon Bridge?
         |
        S - A...what? I do not mean to sound foolish, but...unless you mean that caravan of Imperial guards who were escorting someone south a while ago. You can follow the road towards the stone bridge, across it being a path that continues south, and a diverging one that goes...east, I think?

Similar to the dialog with Moku, this allows you to speak with her to continue he DG quest, not just the guards - though other NPCs in Dragon Bridge might have similar dialogues, I haven't seen those if so. Also, I hope this isn't a problem, but it seems the setup for this exact quest, both variants, is a mess. Granted, it is detailed, but seemingly difficult to nail down exactly what stage/objective works for this dialog. I hope the mentioned one works. 

 

Also, on a somewhat related note, I'm using this mod, Arthmoor's Skyrim Villages - All In One, which does expand upon Dragon Bridge, as with his standalone mod for the same location, and it doesn't seem to add a Blacksmith. Nor does it seem to change anything on the other side of the bridge.

 

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5 hours ago, Kuroyami said:

Have a character going through Dawnguard at the moment, and I had a thought relating to Seika.

 

  Reveal hidden contents

Similar to the dialog with Moku, this allows you to speak with her to continue he DG quest, not just the guards - though other NPCs in Dragon Bridge might have similar dialogues, I haven't seen those if so. Also, I hope this isn't a problem, but it seems the setup for this exact quest, both variants, is a mess. Granted, it is detailed, but seemingly difficult to nail down exactly what stage/objective works for this dialog. I hope the mentioned one works. 

Vanilla quest integrations like these is something I want to look into, but it's not too high on the priority list; I'd rather get the NPCs properly implemented and working first and then move on to quests and such. Good to have the info for when that happens, though.

5 hours ago, Kuroyami said:

Also, on a somewhat related note, I'm using this mod, Arthmoor's Skyrim Villages - All In One, which does expand upon Dragon Bridge, as with his standalone mod for the same location, and it doesn't seem to add a Blacksmith. Nor does it seem to change anything on the other side of the bridge.

 

I recall using some town expansion mod (ETaC maybe?) that added some houses right across the bridge, on the left as you look from DB.

 

In any case, I simply can't seem to get any decent looking flat-ish area to place the house on. There isn't any on the vanilla game so the only way is to create it myself, but I'm not familiar with the CK terrain editor and it also happens to be a piece of crap (who would have thought?) that lacks an "Undo" button, so if I make even the tiniest of mistakes I have to start over.

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1 hour ago, Blaze69 said:

In any case, I simply can't seem to get any decent looking flat-ish area to place the house on. There isn't any on the vanilla game so the only way is to create it myself, but I'm not familiar with the CK terrain editor and it also happens to be a piece of crap (who would have thought?) that lacks an "Undo" button, so if I make even the tiniest of mistakes I have to start over.

make a wooden and/or rock platform to put it on, that way you don't need to edit the ground.

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  • 3 weeks later...

So, I have what I think is an idea for Fume's quest, that being for the mentioned dungeon. One of the problems possessed by vanilla ones, is a lack of story, Now, yes, there is of course a story to Fume's quest already. But I mean for the dungeon itself. A better reason as to why this location is important for the quest. But what this starts with, is a book. 

 

Spoiler

Of Nature, Law, and Death

 

By Loria, a Scholar of the College of Winterhold


Within my studies at the College, I recently came across the written accounts of an event which occurred at least five hundred years ago, if not more. The dates on these written documents are faded, and difficult to discern. Regardless, the events which they describe is a tale that speaks of dark powers, Necromancers willing to seek power in death itself, the noble guards of Windhelm and Eastmarch, and most importantly, the two guards that both lost their lives in the pursuit of an end to the evil brought about by these necromancers. 

 

In my other studies, I have understood that, Necromancy is like any other form of magic, one that does not have an inherent intent. Meaning, if one practices this art, they give ii intention in doing so. It is to my luck that the College has no restrictions upon this art, unlike the Mages Guild that held precedence elsewhere in Tamriel, during the latter years of the Third Era. So it shall be noted that, I, do not possess any inherent hatred, dislike, or anything else, for this magical art. However, it is to my understanding, based upon the events as these documents suggest, the Necromancers that will be mentioned here, were practicing the art for unquestionably evil ends. The way in which this tale ends, is unfortunately, bittersweet, for those who may be hoping for the type of story that sees the villains in question, defeated. 

May change a few details, and this is of course, a work in progress. 

 

 

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Well, time for a small update on the mod. Progress is still going, and the only thing that's left to be done for the update to be release-ready is to fix the mouth morph files and clean them up so they match the new head morphs/phonemes. Shouldn't take Nightro long to be done with it (and by extension, for me to pack everything up and post the update), but there's no specific ETA yet. Stay tuned for now.

 

In other news, using some meshes from the Blades Hakama mod I've finally added a top to match the fundoshi bottom, to finally have a complete set of Selachii/Akaviri style underwear. Available in the same colors as the fundoshi. UUNP support is included, though some of the presets/sliders don't play that nice with some areas of the bra mesh, so not all of them are guaranteed to look fine (UNP and its derivatives like UNPBB or 7BUNP should look good enough, and the distortion isn't as noticeable in presets with big-but-not-ridiculously-huge breasts like SevenBase so those shouldn't have as many problems either).

 

I think I got it pretty close to the fundoshi design, but Bad Dog has also mentioned he may look into creating a top to match the fundoshi himself, so I may be able to add yet another item that matches it even better apart from these ones.

 

Pics:

Spoiler

Shark_Hakama_Cont_1.pngShark_Hakama_Cont_2.pngShark_Hakama_Cont_3.pngShark_Hakama_Cont_4.pngShark_Hakama_Cont_5.pngShark_Hakama_Cont_6.png

(Ignore the distortion under the breasts, that was simply a bone weighting error that has already been fixed).

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So, while waiting for the remaining assets to be completed, I've been looking into some things here and there, one of them being the edits to the College of Winterhold (mainly Ko'Maru's room) and their compatibility with College overhauls/mods.

 

Seems like all of them change the empty room in one way or another, and each one of them would require a separate patch to work with the NPC plugin, so I thought about going the other way: removing the edits to the room from the main NPC plugin and moving them to an optional extra patch. That way, if you don't use any College-editing mods and want to have the extra room for Ko'Maru, you can enable the plugin; otherwise, you simply skip it.

 

So far seems like I've managed to get it to work. By default, Ko'Maru spawns and sandboxes in one of the halls with tables and chairs in the Hall of Countenance, and should use any available beds nearby (including the one in his original room if not using a mod that changes it); Mirabelle's letter to him spawns on the railing of the balcony to the magic pool, by the ale bottles ('cause he left it there after reading it). If you enable the optional plugin, his room is restored and he sandboxes and sleeps there as he does in the current version of the mod.

 

Thoughts on this? Seems like the best way to deal with compatibility with other mods that edit the College.

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Quick test of the upcoming update in SE:

Spoiler

Shark_SE_1.png

Shark_SE_2.png

Shark_SE_3.png

Shark_SE_4.png

 

The new CBBE textures seem to work fine, as do the head parts and everything; there's some weirdness going on around the eyes on females but I think it's due to SE's ugly and stupid Ambient Occlusion and not an actual fault of the mesh/textures.

 

I'll release it after the main update is out. Due to technical limitations, the SE version of the mod will be pretty much identical to the Lite version over at Nexus, so I'll probably post it in the SE Nexus only for now and there won't be any SE version of the full mod for a while. Some features should come at a later point, others may not happen at all.

 

Main changes so far:

  • No more custom feet and hands for females. For some unknown reason, and unlike most UUNP presets/shapes, CBBE bodies don't match the vanilla wrist and ankle seam placements at all, so trying to use the custom hands and feet with CBBE bodies results in very noticeable seams. I guess this could be fixed with a CBBE Bodyslide conversion of those meshes, as well as edited UVs for the feet (as they use UUNP feet UVs for now); but I can't be bothered to work on it at the moment. Female Selachii will use human feet and Argonian hand meshes for now.
  • The race will be CBBE only. It's good to have a single body/UV standard instead of fragmenting outfit and/or body texture support into two different families, and while I'm not exactly happy with the fact that said standard was chosen as CBBE instead of UUNP (which I prefer), UUNP seems to not be officially supported by Bodyslide or otherwise, so I'm sticking to CBBE to keep things simple.
  • No sheaths, as they don't work with CBBE bodies. Hoodies seems to be available for SE, but I haven't looked into it yet, so while male-only sheaths could be possible, they won't be included for now. This means the only schlong options will be the human ones (cut and uncut).
  • No female SOS stuff. Don't know the state of that in SE, and don't really feel like checking. Plus, since the mod is going to be posted to the Nexus, I'd rather keep it male-only anyway.
  • No NPC plugin, so the mod only includes the race itself + the underwear items. The NPC plugin won't be ported at least until Yiffy Age is out for SE, and even then it's not guaranteed to happen right away.
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2 hours ago, Blaze69 said:

 

Main changes so far:

  • No more custom feet and hands for females. For some unknown reason, and unlike most UUNP presets/shapes, CBBE bodies don't match the vanilla wrist and ankle seam placements at all, so trying to use the custom hands and feet with CBBE bodies results in very noticeable seams. I guess this could be fixed with a CBBE Bodyslide conversion of those meshes, as well as edited UVs for the feet (as they use UUNP feet UVs for now); but I can't be bothered to work on it at the moment. Female Selachii will use human feet and Argonian hand meshes for now.
  • The race will be CBBE only. It's good to have a single body/UV standard instead of fragmenting outfit and/or body texture support into two different families, and while I'm not exactly happy with the fact that said standard was chosen as CBBE instead of UUNP (which I prefer), UUNP seems to not be officially supported by Bodyslide or otherwise, so I'm sticking to CBBE to keep things simple.
  • No sheaths, as they don't work with CBBE bodies. Hoodies seems to be available for SE, but I haven't looked into it yet, so while male-only sheaths could be possible, they won't be included for now. This means the only schlong options will be the human ones (cut and uncut).
  • No female SOS stuff. Don't know the state of that in SE, and don't really feel like checking. Plus, since the mod is going to be posted to the Nexus, I'd rather keep it male-only anyway.
  • No NPC plugin, so the mod only includes the race itself + the underwear items. The NPC plugin won't be ported at least until Yiffy Age is out for SE, and even then it's not guaranteed to happen right away.

Huh..so are these changes for SE, or Oldrim?

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23 hours ago, Blaze69 said:

So, while waiting for the remaining assets to be completed, I've been looking into some things here and there, one of them being the edits to the College of Winterhold (mainly Ko'Maru's room) and their compatibility with College overhauls/mods.

 

Seems like all of them change the empty room in one way or another, and each one of them would require a separate patch to work with the NPC plugin, so I thought about going the other way: removing the edits to the room from the main NPC plugin and moving them to an optional extra patch. That way, if you don't use any College-editing mods and want to have the extra room for Ko'Maru, you can enable the plugin; otherwise, you simply skip it.

 

So far seems like I've managed to get it to work. By default, Ko'Maru spawns and sandboxes in one of the halls with tables and chairs in the Hall of Countenance, and should use any available beds nearby (including the one in his original room if not using a mod that changes it); Mirabelle's letter to him spawns on the railing of the balcony to the magic pool, by the ale bottles ('cause he left it there after reading it). If you enable the optional plugin, his room is restored and he sandboxes and sleeps there as he does in the current version of the mod.

 

Thoughts on this? Seems like the best way to deal with compatibility with other mods that edit the College.

Sounds good, but what I would suggest, would be to perhaps make a version of that plugin specifically for the Immersive College of Winterhold mod, which granted, it might not need too many edits, but if the changes it makes is adding a door for example, then ICoW of course does the same thing, etc. Plus, given the fact that Yiffy Age now supports ICoW with a patch, it would be fitting for this mod to support it as need too.

 

Though I don't know of any other changes that might need to be made to the plugin for KoMaru's room in the future, but I'd try to keep it simple if I have any suggestions for that, to not require huge changes between the vanilla and possible ICoW version. 

9 hours ago, Blaze69 said:

Quick test of the upcoming update in SE:

  Reveal hidden contents

Shark_SE_1.png

Shark_SE_2.png

Shark_SE_3.png

Shark_SE_4.png

 

The new CBBE textures seem to work fine, as do the head parts and everything; there's some weirdness going on around the eyes on females but I think it's due to SE's ugly and stupid Ambient Occlusion and not an actual fault of the mesh/textures.

 

I'll release it after the main update is out. Due to technical limitations, the SE version of the mod will be pretty much identical to the Lite version over at Nexus, so I'll probably post it in the SE Nexus only for now and there won't be any SE version of the full mod for a while. Some features should come at a later point, others may not happen at all.

 

Main changes so far:

  • No more custom feet and hands for females. For some unknown reason, and unlike most UUNP presets/shapes, CBBE bodies don't match the vanilla wrist and ankle seam placements at all, so trying to use the custom hands and feet with CBBE bodies results in very noticeable seams. I guess this could be fixed with a CBBE Bodyslide conversion of those meshes, as well as edited UVs for the feet (as they use UUNP feet UVs for now); but I can't be bothered to work on it at the moment. Female Selachii will use human feet and Argonian hand meshes for now.
  • The race will be CBBE only. It's good to have a single body/UV standard instead of fragmenting outfit and/or body texture support into two different families, and while I'm not exactly happy with the fact that said standard was chosen as CBBE instead of UUNP (which I prefer), UUNP seems to not be officially supported by Bodyslide or otherwise, so I'm sticking to CBBE to keep things simple.
  • No sheaths, as they don't work with CBBE bodies. Hoodies seems to be available for SE, but I haven't looked into it yet, so while male-only sheaths could be possible, they won't be included for now. This means the only schlong options will be the human ones (cut and uncut).
  • No female SOS stuff. Don't know the state of that in SE, and don't really feel like checking. Plus, since the mod is going to be posted to the Nexus, I'd rather keep it male-only anyway.
  • No NPC plugin, so the mod only includes the race itself + the underwear items. The NPC plugin won't be ported at least until Yiffy Age is out for SE, and even then it's not guaranteed to happen right away.

Might actually have to actually download SE(I got it free, due to having the Legendary version when the SE version released) to take a look at this. 

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14 hours ago, Blaze69 said:

Quick test of the upcoming update in SE:

  Reveal hidden contents

Shark_SE_1.png

Shark_SE_2.png

Shark_SE_3.png

Shark_SE_4.png

 

  • No sheaths, as they don't work with CBBE bodies. Hoodies seems to be available for SE, but I haven't looked into it yet, so while male-only sheaths could be possible, they won't be included for now. This means the only schlong options will be the human ones (cut and uncut).
  • No female SOS stuff. Don't know the state of that in SE, and don't really feel like checking. Plus, since the mod is going to be posted to the Nexus, I'd rather keep it male-only anyway.

Of what I noticed, Female SOS Hoodie stuff seemed to work fine in SE. Gave a lady Khajiit a sheath without problems, but I haven't tested the other willies.

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Okay, so an update on the story side of things, which the blog does not really make clear at this point(to avoid spoilers). Note that some details here will be spoilers and marked appropriately. 

 

First, I'm going to have to thank you Blaze, for that far more appropriate name for Moku's quest. Though some details still need working out.

 

My Country, Right Or Wrong

Spoiler

-First, there is of note the fact that the encounter with a female Altmer in Riverwood has been mentioned before. She has been named, and that is Celran. She will have nothing to say to the player, and will leave the village as soon as the player either gets close enough to her, or when the map marker for Riverwood is unlocked(i.e the player can fast travel there). 

 

-At least one note is planned to be in the Thalmor Embassy, in Elenwen's Solar, which hints at just the kind of operating power that Velrann has, even if she is only using it to a capacity to keep most Thalmor off of her back. It mentions another character, which it is unknown at this point if she will appear in the mod, who most Thalmor wish to avoid, and not deal with - not because she is hated, or not well liked, but because of how high up in the Thalmor this individual is, and how much power they have.

 

-The quest itself will begin after you have learned enough about Moku's past, wherein at some point after that(either based on time, player level or completing a quest with some degree of public exposure[i.e Dragon Rising, completion of other Thane quests, etc - though there may be a few others that will apply, which are not specific to factions or the MQ), you will receive a message from a courier, asking you to come to Northwatch Keep, to speak with someone about your companion(i.e getting the letter will require not only the above requirement, but also Moku being a follower for reception of said letter)

 

-When the player travels with Moku to Northwatch Keep, they will have a to enter a newly added section Northwatch Annex, which requires making a choice, Do you show the letter to the guard at the southern entrance and go in peacefully, or do you slaughter your way through? Note both wlll have some impact on character dialog, though Moku's will be fairly neutral towards either choice. 

 

-Regardless of the choice made, the player will find the aforementioned new section of the Keep to the right of the southern entrance, and by this, they will find the body of a dead Justiciar next to the door, with a  note attached to the wood with an Elven dagger - which urges them to head inside. 

 

-Inside, so long as you do not choose to kill everyone, your greeting with what you find out to be second Justiciar, Velrann, will be cordial, though she will force you into dialog in the event of the Annex area being clear, save for herself(not specifically counting the Player and Moku). She will have quite a lot of dialog for the player, giving her side of the story(in contrast to Moku's), and some things about herself. 

 

-Ultimately, you will be given a choice - do you bring Moku to justice, and let her go, or do you believe that, this is not justice at all? Should you choose to fight, your opponents will depend on if you have already cleared the Annex area or not. If you have, then Velrann will be your sole opponent, and will stop fighting when she reaches the bleed-out stage. This gives you an additional dialog, where you can choose to spare Velrann, either outright, or on the pretense where she or other Thalmor do not seek out Moku again. In this case, she will effectively disappear from the game, and the Annex area will become locked, and the player will discard the key(on the pretense where it isn't needed anymore) 

 

Or, you may of course, choose to finish the job - which means it is here in which she becomes non-essential or not protected, and can be killed. 

 

If you choose to give up Moku, then she and Velrann will engage in a fight - which the player is NOT meant to intervene in, as they made their choice - and soon, Moku is slain by Velrann. This opens up additional dialog, which cannot be accessed otherwise, with Velrann. Additionally, this also gives the player the access to Northwatch Keep's Annex area as a pseudo-player home, which is planned to have at least beds the player can use, an Alchemy and Enchanting table, a cooking pot(as the Annex area has a mess hall), and some player safe storage. Also, either outright or pending certain dialog options, you also have the option of taking Velrann as follower, in which she will have dialog for cities, some vanilla quests, and perhaps even certain SL integration with certain relationship increases - but she will not be marriageable.  

 

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3 hours ago, TheLastKhajiit said:

Sounds like a nice little quest, but who is Moku? I assume she's an NPC/Follower added by the mod?

Yep, she is in Riverwood, Her appearance might change a bit from the image in the blog, due to the new female head mesh for the next version. This is the preview image I took when making the preset for her.

Moku1.png.a97cb94c5a020d80e4c803fd6ae034f9.png

 

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Well, time for another sitrep: all asset work is done. The only files that were left to be implemented (fixed mouth morphs/phonemes) are ingame and working fine. Now all that's left is doing a few more passes on assets and plugins to make sure everything is where it's supposed to and there are no bugs (that I can tell) and I'll move on to geting everything packed and ready for the update.

 

ETA is sometime next week; I'm aiming for a Thursday/Friday release if everything goes smoothly and no RL stuff pops up, but worst-case scenario, it should be out by the end of the weekend.

 

In the meantime, here's a showcase of the latest additions to the mod: Nightro's fixed Vampire racial morphs and KrittaKitty's new Lykaios vampire eye textures (which I'm going to replace the current vampire eye textures with). The new vampire eyes have matching "glowing" meshes to enhance the effect. Males also get the updated eyes with glow, but their vampire morph stays the same (and probably will do so until a new male head is built to match the new female ones).

 

Shark_Vampire_2.png

Spoiler

Shark_Vampire_1.png

Shark_Vampire_3.png

Shark_Vampire_4.png

 

More on it as it happens.

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Really need to see more of those teeth...anyway...

 

Most of the dialog I've posted for Velrann hasn't been shown yet(save for to Blaze), but there have been some changes. I've expanded her "introduction" dialog(i.e the lines triggered when you first speak to an NPC), to include some variation for what you might have done before speaking with her. 

 

Spoiler

V - So I see you both have arrived. Good. Then we have much to discuss, you and I. I plan to keep this cordial, but if violence is required, you will find I will not hesitate. 
         |
        V - That being said, I will lay out a simple matter you to - a set of terms, meant to allow me to end my mission here in Skyrim. My...yes, my,..letter to you was vague on purpose. Perhaps you understand? 
               |
              V - But you must forgive my rudeness. I am Velrann, a...well, I think my occupation is obvious. My twin once shared it too, as you saw, but no longer. Such a pity what happened to her. But orders, are orders. It is unfortunate, but we all have our betters, you know.

 

V - [NorthwatchAnnexCleared] It strains me to consider my choices in this matter. What about my presentation of this situation forced your hand to become bloody? Was it some perceived slight by one my of fellows, here? (sigh) One hopes you actually intend to be civil with me. If not, then I am not sure if it is forgiveness for my actions, or yours that I should be asking the Divines for.
         |
        V - That being said, I will lay out a simple matter you to - a set of terms, meant to allow me to end my mission here in Skyrim. My...yes, my,..letter to you was vague on purpose. Perhaps you understand? 
               |
              V - But you must forgive my rudeness. I am Velrann, a...well, I think my occupation is obvious. My twin once shared it too, as you saw, but no longer. Such a pity what happened to her. But orders, are orders. It is unfortunate, but we all have our betters, you know.

 

V - [NorthwatchKeepCleared AND NorthwatchAnnexCleared] Your arrival here is both something that finds me, strained. Given the fact that I attempted to solve this issue with some degree of civility, and you have not. I would honestly believe that your race is not a factor in this, but your beliefs. I have a guess as to where this is going to go, and that is troubling.
          |
        V - That being said, I will lay out a simple matter you to - a set of terms, meant to allow me to end my mission here in Skyrim. My...yes, my,..letter to you was vague on purpose. Perhaps you understand? 
               |
              V - But you must forgive my rudeness. I am Velrann, a...well, I think my occupation is obvious. My twin once shared it too, as you saw, but no longer. Such a pity what happened to her. But orders, are orders. It is unfortunate, but we all have our betters, you know.

 

Also, I won't post it yet, but I have a dialog option for the event in which you choose to...

Spoiler

...let Moku go, that concerns what will be done with her remains. 

 

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Well, all the RL stuff that was keeping me busy has cleared off, so I'll soon get down to working on a handful of things that are left before I can pack the update, and we'll be golden. ETA is still around Friday, so there's that.

12 hours ago, Kuroyami said:

Really need to see more of those teeth...

Spoiler

Nom.png

(Yes, I tried to replicate that one pic. And boy, do we need better mouth textures...)

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The latest update for the mod is already out for the Lite version over at the Nexus, in case you want to check it out in the meantime. I still need to do a few things before the Main/LL version is ready for upload, so it will take a tiny bit longer to arrive. I'll see if I can get it done later today or tomorrow. Stay tuned.

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