Blaze69 Posted January 17, 2017 Author Posted January 17, 2017 (edited) "you could try using the vanilla dragon heads as a base for new anthro dragon races." I thought I mentioned mutations of the main races? Like a true dragon born or hybrid of sorts. If I use the dragon heads, then I would want to make a new body to match. In other words, that would be a new race. Of course I can modify the Argonian body replacer once made. For ecample, imagine a more dragon like Argonian with a custom body or Khajiit like my current model with a longer snout, more noticeable sharp fangs, bigger sharper claws, longer toes, reptile like eyes, a furry dragon tail and wings. Also better human dragon hybrids than the ones already available. Well, as I said, I would be more interested in a full vanilla-dragon-based anthro dragon, but that's just me. I also have to say a hybrid Khajiit/Dragon race like the one you mention would be interesting as well, though . The only downside I see to all of it is that while a custom dragon body would be really nice, so far nobody seems to want to port your Khajiit body ingame, so I think it would suffer from the same issue . If you do any Skyrim-oriented further work, I would say you could use the vanilla seam standards for neck/wrists/ankles. That way, even if the body is not ported, the head/hands/feet can still be used, just like BD intends to use your modified feet or the ones you created for the sharks. Just an idea, though. Anything dragon-related you may come up with will be more than welcome regardless of details such as these, so there's that. Edited January 17, 2017 by Blaze69
NightroModzz Posted January 17, 2017 Posted January 17, 2017 Here's the female Sharkmer head. Now that that's over with, with aquatic humanoids in mind, I would actually like to see something like this. http://31.media.tumblr.com/c7fdc70b586271dabd9b05e06b3b2f63/tumblr_mri9dyvpzK1r60ay5o1_500.gif From my favorite show since I was in middle school, but then again, I'm not sure if you guys care about things that aren't full on yiffy. It would just be the ears, tail, and new eye textures. EDIT: "so far nobody seems to want to port your Khajiit body ingame" There already is someone that said they would like to, and I mentioned them a few times before. Once I finish it for Unreal Engine and tease it om my mod pages, if it is not in Skyrim by then or HeroedeLeyenda drops it, I'll try and do it myself. But it will be the version without the naughty bits because I don't want to deal with HDT. People likely aren't picking up on it because they probably feel the same way. Not many people do what HeroedeLeyenda does, so he is perfect for the job. HeroedeLeyenda will pick up on it some time after his release of "All-In-One-Animated-Pussy" version 4.0 release. Female Sharkmer Head.rar
Blaze69 Posted January 17, 2017 Author Posted January 17, 2017 Here's the female Sharkmer head. Now that that's over with, with aquatic humanoids in mind, I would actually like to see something like this. (...) From my favorite show since I was in middle school, but then again, I'm not sure if you guys care about things that aren't full on yiffy. It would just be the ears, tail, and new eye textures. EDIT: "so far nobody seems to want to port your Khajiit body ingame" There already is someone that said they would like to, and I mentioned them a few times before. Once I finish it for Unreal Engine and tease it om my mod pages, if it is not in Skyrim by then or HeroedeLeyenda drops it, I'll try and do it myself. But it will be the version without the naughty bits because I don't want to deal with HDT. People likely aren't picking up on it because they probably feel the same way. Not many people do what HeroedeLeyenda does, so he is perfect for the job. HeroedeLeyenda will pick up on it some time after his release of "All-In-One-Animated-Pussy" version 4.0 release. Okay, that's awesome! Unfortunately I'm away from home or any PC at the moment (posting this on my phone). It's going to be a loong evening, but I should be able to at least take a look at it after dinner. Don't think I will be able to work on it until Friday, though. Plans have changed so Thursday is no longer free :/. About that, well. I think I've already stated I'm not exactly interested in stuff that's not full anthro/furry and beyond, but that doesn't mean I dislike it or anything, just that it isn't a priority. Having said that, sure, whatever you need and I can help with, just let me know. Not completely sure what you would want here, though. If you get the meshes for the ears and tail done, I can try to get them ingame for you, but if you want me to actually build them from scratch, well... that's probably not gonna work. About eyes/skin or stuff like that, I can't build it either, but I can help you find whatever you need.
NightroModzz Posted January 17, 2017 Posted January 17, 2017 Okay, that's awesome! Unfortunately I'm away from home or any PC at the moment (posting this on my phone). It's going to be a loong evening, but I should be able to at least take a look at it after dinner. Don't think I will be able to work on it until Friday, though. Plans have changed so Thursday is no longer free :/. About that, well. I think I've already stated I'm not exactly interested in stuff that's not full anthro/furry and beyond, but that doesn't mean I dislike it or anything, just that it isn't a priority. Having said that, sure, whatever you need and I can help with, just let me know. Not completely sure what you would want here, though. If you get the meshes for the ears and tail done, I can try to get them ingame for you, but if you want me to actually build them from scratch, well... that's probably not gonna work. About eyes/skin or stuff like that, I can't build it either, but I can help you find whatever you need. Not something I planned on right away. Maybe after I start using substance painter. I can always just morph the human/elf ears and dragon tail from that mod as well.
Blaze69 Posted January 17, 2017 Author Posted January 17, 2017 Not something I planned on right away. Maybe after I start using substance painter. I can always just morph the human/elf ears and dragon tail from that mod as well. Well, as I said, whatever you need, just let me know so I can give it a shot .
Blaze69 Posted January 17, 2017 Author Posted January 17, 2017 (edited) Here's the female Sharkmer head. I've got some seriously bad news . The vertex count and order has NOT been preserved, so morphs don't work. Somewhere in the ZBrush import proccess (or maybe during your editing), it has all gone to hell. Nothing I can do about it. This means that unfortunately I'm unable to use your head because otherwise I would have to rebuild ALL of the morphs for your head. Really sorry about this, but there's nothing I can do, it's just broken. There is an utility in the KGTools pack for Bethesda games (which includes MeshRigger, PoseConverter and similar tools) that could be able to morph the base CITRUS Argonian head .nif to the Shark head based simply in UV and thus fix that problem and also remove the need for specific rigging because the original weights/partitions would be preserved, but for some stupid f*cking reason, it refuses to load and work on the CITRUS Argonian head because "No Vertices were Found" . I can try asking in the KGTools thread here in LL to see if I can get help, but the author has been MIA for a long while and there is only one single post about the same "No Vertices" error, which never got an answer. So I wouldn't keep my hopes up. I'm out of clues here. If it's just importing into ZBrush that causes such havoc, we could get around that by unpacking the .tris into a lot of .obj files and then importing and exporting each one of them into it without further modifications so they are modified in the same way, but I highly doubt it would be that easy. So, any ideas? EDIT: Since it seems the .obj way screws up the vertex count/vertex order, I guess we could try using another format? Like, for example FBX? You would have to rebuild the mesh from scratch, I guess, but it's all I can think of. Not being able to import and export a mesh into ZBrush myself to check which ways/formats don't break stuff is a real pain in the ass . EDIT 2: I loaded both heads into Blender and forced it to morph the Argonian head into the Shark one (joining them as a Shape Key) and I found something interesting: the right half of the face morphs properly, but the left half goes crazy alongside some specific vertices in the eye and mouth. Could it have something to do with the "Mirror" or "Symmetry" option in ZBrush? I'm seriously going crazy about this . Edited January 17, 2017 by Blaze69
NuclearCooki3 Posted January 17, 2017 Posted January 17, 2017 Have you looked at the weights for the morphs?
Blaze69 Posted January 17, 2017 Author Posted January 17, 2017 Have you looked at the weights for the morphs? Huh, what? Care to explain?
NightroModzz Posted January 17, 2017 Posted January 17, 2017 Wow. You seem to have been going crazy while I was asleep. Don't go to crazy with it until you at least get another reply. I looked into it. The exported OBJ did decrease poly-count by 3,000 but could not tell the difference when I brought it in. So yes, lets try FBX. What about exporting it from NifSkope as an OBJ though? Second, tri isn't always great when it comes to symmetry like quads which is why I don't really like to edit a tri poly, especially one with a low poly-count. Most of the time I was moving polies by their edges. I had to fix some areas of the ears and gills with symmetry off. Just those areas. I had the same problem with my khajiit nostrils and lower neck center alinement. That reminds me, I should probably export that as an FBX too. Female Sharkmer Head FBX.rar
Blaze69 Posted January 17, 2017 Author Posted January 17, 2017 Wow. You seem to have been going crazy while I was asleep. Don't go to crazy with it until you at least get another reply. I looked into it. The exported OBJ did decrease poly-count by 3,000 but could not tell the difference when I brought it in. So yes, lets try FBX. What about exporting it from NifSkope as an OBJ though? Second, tri isn't always great when it comes to symmetry like quads which is why I don't really like to edit a tri poly, especially one with a low poly-count. Most of the time I was moving polies by their edges. I had to fix some areas of the ears and gills with symmetry off. Just those areas. I had the same problem with my cat nose. That reminds me, I should probably export that as an FBX too. Oh, well, sorry about that. I had kind of a difficult day (remember my comment about a "long evening"?) and this was just too much . You are right, should at least have waited for a reply. The NifSkope export works fine. Some time ago I tried exporting a mouth mesh and then reimporting it back into the .nif (using a mesh inject tool from Nexus) and it did work fine with the morphs afterwards, so it does keep the vertex count and order. The problem must be in the ZBrush obj import, in the editing process, or in the obj export. It's kinda late, so I'll just take a quick look at the FBX. Let's just hope it works fine this time. Thank you very much for this, BTW. Really appreciate it .
NightroModzz Posted January 17, 2017 Posted January 17, 2017 Okay, sorry. I had to delete the human head mesh that was still in the Zbrush project. Both the sharkmer head in the project and OBJ export, as well as the female argonian head exported from NifSkope as an OBJ have the exact same poly-count (12,231). It only shows poly-count and active points so I will have to figure out how to check for vertex. With that, I am unsure what the problem is.
Blaze69 Posted January 17, 2017 Author Posted January 17, 2017 Okay, sorry. I had to delete the human head mesh that was still in the Zbrush project. Both the sharkmer head in the project and OBJ export, as well as the female argonian head exported from NifSkope as an OBJ have the exact same poly-count (12,231). It only shows poly-count and active points so I will have to figure out how to check for vertex. With that, I am unsure what the problem is. I was typing a post when you posted this, so I'm just going to paste that previous post and then reply to you afterwards. PREVIOUS POST: Nope, it doesn't work either. It's missing even more vertices than the .obj. Okay, let's see. The .obj file is missing UV maps (maybe you forgot to tick the "Export UV" option), but I can copy the ones from the original head just fine, and they map properly. The thing is, there are 4 vertices missing. The original Argonian head has 6329 in NifSkope, and your head has 6325 once imported into a .nif. The vertex order also seems to be different, but I've found some scripts for 3DS Max that can copy the vertex order from one mesh to another as long as they match in topology/UV and vertex count. The main problem now are those 4 vertices. I'm not 100% certain that "match vertex order" thing would work should we be able to keep the exact same count at least, but it's a possibility. As I said, things would be easier if I could import the .obj into ZBrush myself to see which options (if any) don't alter vertex count/order. Worst case scenario, I can get the 40-day free trial to try it out. Though that would have to wait until the weekend at best, and maybe even until next week. I guess I could make some research online about this, we can't be the only people ever to need ZBrush to not touch vertex order and count. Still, it's late, so it won't happen today. Anyway, thanks for all your work so far. I still hope we can find a way to solve this, but even if we don't, you did some amazing work here. Thank you! NEW POST: The problem here is not polycount, it's vertex count. It's not the same. For some reason, some vertices have to be duplicated, even if the total number of polys stays the same. it seems like Zbrush removes those doubles or at least 4 of them, and that's what causes issues. I had a similar problem with the Sangheili head: some specific vertices were doubled and their faces were dettached from the surrounding ones when editing it, but fixing it required to "Remove Doubles" and thus alter the vertex count (and havok ensued). Again, there must be a way to have ZBrush not alter anything about the vertices except for their physical position.
NightroModzz Posted January 18, 2017 Posted January 18, 2017 This likely won't fix it, but you can check it out. The citrus female argonian head originally had the left upper eyelid stretched out across the eye. I tried fixing it to have the same shape as the right side. I noticed that some polies in low number, maybe in 4 hiding behind or inside the mesh in whole when it should have only partially been. That could have possibly be the culprit. However, I can't make it identical because it's such a small difficult part to edit. Currently, I still cant find anything like a real time vertex-counter to experiment. Active points has a similar number, but is a little over 100 off at 6,221. So that doesn't quite match up to the 6329 or 6325. Was the Elite/Sangheili head also made with Citrus as a base? It would have been nice if the author of "Citrus Heads" continued his work. If it can't be fixed, And you come to the decision of making the morphs yourself, I can always re-mesh the current ones,add more detail for you, and fix the seems that will likely get messed up after. The 45 day free trial is pretty decent with no restrictions. Be sure to tell me what you think of it. After trying to get information for half the day, I now know that it likely does handle vertices differently. However, I still can't find anything specific to my searches. I've only spent the most of my time modeling and not bringing them out yet, so my knowledge on vertices are little to none.
Kuroyami Posted January 18, 2017 Posted January 18, 2017 Added a "History" section to the book. This will entail some stories from Selachii history, and will be fairly random - all of it being after their departure from Akavir. This one ties into Kaiyo's story. From recent memory, comes the story of Gaku. A Selachii with the same calling as my own, but is famous, or perhaps even infamous, for something that people know very little about. What is known, is that Gaku was born a male Selachii, but as he came of age, many began calling him an “Abomination”, and other such things, for he seemed to possess not only an interest in magic, but an ability with it that was believed lost to us. In fact, he seemed to possess a interesting type of power, and it is not implicitly known if it was something innate, or an ability he perfected over time, but he was able to, take the shape of almost anything. Other races, animals, anything sentient. Still, he never seemed to take either form of treatment as a problem, focusing on his work. This was, at least, until he became reclusive, seemingly avoiding everyone, seemingly for the sake of his research. It seemed not due to the perception of him, but something else. Shortly before he disappeared, he left a lengthy story behind in the archives. It explained that he found something in said archives, and he has taken it. Not only this, it suggested that the actions which would be taken, if certain members of our race would get their hands on it. What he took, was a map. He then explained, that he had bribed the captain of a Privateer ship, who had agreed to sail to the location the map gave, under the pretense that it was to find any treasure, and bring it back to the Captial. However, the note then said, that Gaku intended to kill this captain, and never return to Same-Shuto, or any other place inhabited by Selachii. People waited, and within five years, it was clear that, at least the last part was true. It is unknown what Gaku's fate is. If he found the map's location, if the ship was lost during a storm, or if the ship was marooned somewhere, and the crew died from starvation. A bit short and to the point at the moment, this one just includes more explanation of the Selachii's use of Privateers. I could not find anything that suggests the EEC was in existence during the Second Era, but it may be possible. In an effort to bolster the finances of the Capital, our leaders have recently been granting licenses to ship captains, allowing them to plunder ships, uninhabited islands, and almost anything they find, for the purposes of bringing an agreed upon sum, back to the capital. This is something that the representative of the East Empire Company found issue with, since this license does not prohibit EEC owned ships. Our leaders seem to have ignored all requests to amend the licenses, with no explanation as to why. Even under threats for the EEC to place Same-Shuto under a trade ban, have not changed anything. Also, as may be obvious, just as the Sea of Spirits mod works with the Follower plugin, the Beasts of Tamriel mod works fine too - Since it is a similar mod to Sea of Spirits, only including creatures that can spawn all over the game, not just the Sea of Ghosts or other bodies of water. I think it is one, or both of these mods that add what looks like some ice flows to the Sea of Ghosts - but that isn't what they are at all. They are, massive underwater creatures with ice on their backs. Came across two just north of the Brinehammer's wreck - a small one that was completely underwater, and a second, that was huge, and had some of the ice on it's back, sticking out of the water. Although I could be mistaken, and they could be from the mod mentioned next. I'll be also checking soon to see if the Northern Encounters mod has any problems too, since it adds seemingly a lot of content to the Sea of Ghosts.
Blaze69 Posted January 18, 2017 Author Posted January 18, 2017 Okay, I won't be able to test this for a while, but I've had an idea. I was searching for "ZBrush keep poly count" and while I didn't find anything useful, there was this offhand comment about it not showing the actual polycount that would appear in a game engine because some stuff is not taken into account. Including UV seams. There is a slight chance of the problem being caused by your .obj not including the UV maps. Perhaps there's some overlapping or some seams somewhere that create the missing vertices in NifSkope, and they are not properly transfered when I copy the UVs. Probably not going to fix it, but IMO it's worth looking into, just in case. I took a quick peek at the ZBrush documentation for export and it seems to me you have to activate the Txr (Texture) option on export, because it not only toggles the export of textures but of UV maps as well. Even if we don't have textures loaded, turning it on should export the UV maps. Also, you probably did this already, but make sure to leave Flp, Mrg and Grp all turned off.
NightroModzz Posted January 18, 2017 Posted January 18, 2017 Found that setting all the way at the bottom. The txr option was enabled, as well as 2 others. Also switched qud to tri. https://gyazo.com/06b362396e327ec179ae760136383b05 Usually I just focus on the export options here since really, I only think I'm just exporting the mesh from Nifskope and didn't know it brings other stuff in an obj as well. Unless it's a project based file, I usually see those as a separate file. Wish they put it as export settings in this area, but then again it's pretty visible when no other setting windows are open which is barely ever in my case. https://gyazo.com/f7cfff53d79b69dab7225a0ebb01379c If this works then I'll need to fix the head and teeth in my mod recourse. newfemaleheadsharkmer.rar
Blaze69 Posted January 18, 2017 Author Posted January 18, 2017 If this works then I'll need to fix the head and teeth in my mod recourse. Nope, still at 6325 . I've noticed one thing, though: when initially importing your head into Blender, the vertex count is 6221 (so equal to the "Active points" number you mentioned), but when importing the CITRUS Argonian head out of NifSkope and importing it into Blender with the exact same import settings ("Keep Vertex Order" included, of course), the vertex count is 6329, the same as in NifSkope itself. Which "Active points" number is shown with just the Argonian head loaded in ZBrush? Because the problem could very well be caused either by the ZBrush import or by the NifSkope export. I've seen lots of posts along the lines of "How can I get my ZBrush project Unwrapped?" while searching ofr a fix, and the answer is always "Export it to a program like Blender or 3DS Max and unwrap it there but make sure to keep the vertex order intact so you can properly import it back", so at least the export and import parts should indeed be able to keep it constant. Thus, either during the initial import ZBrush does something to the vertex count (maybe to make it easier to edit or to have it closer to its default format/setup?), or the .obj file is already broken before first import, which would then point to NifSkope. I can't recall sending you neither the Argonian heads nor the Khajiit ones, so I guess you have exported them yourself. Which version of NifSkope are you using? I'm using 2.0.0 Pre-Alpha 6, which is the latest version but is kinda difficult to find since you have to search through GitHub. Let's do one thing, I'm going to post my exported Argonian head .obj here. Try importing it into ZBrush and looking at the "Active Points" count. If it is 6329 or at least it's different from the one on the Argonian head you were using, then that could be the problem. If it stays the same, then please export it back without doing any edits and post it here. If it's not your NifSkope but rather ZBrush's Import, we could still get lucky and run all of the morphs in the .tri files through it so they end up modified just like your head. -Removed- EDIT: Also, so you can see the problem, this is the CITRUS Argonian head straight out of NifSkope and imported into Blender with the "Keep Vertex Order" option turned on: And this is your new head imported with the exact same settings: Note the lack of UV and the different vertex count.
NightroModzz Posted January 18, 2017 Posted January 18, 2017 I'm using v1.2.0 Alpha 2. I imported the female argonian and it was 6329. Okay, I found the problem. You remember when I mentioned the female argonian being one mesh or having no carve marks? Well here is what happened when I checked it in high res mode. https://gyazo.com/1483f3d47047de18049dbcd499d2c8d8 I may have accidentally clicked a key of which I don't know the function of. I don't even know how to attach meshes together without dynameshing which changes the poly-count so I never assumed it to be a problem. Must have happened early on in the project. But I now know to keep a good eye on the active points. I can say for sure that my khajiit morph still splits in certain areas. Oh, lol. Didn't use your download link. Still had it. So with that, it was an error on my end I guess and not the applications. I can re-do it and trace over the current one. I can have it ready by Friday, Unless this works "we could still get lucky and run all of the morphs in the .tri files through it so they end up modified just like your head," since it's the same poly-count.
Blaze69 Posted January 18, 2017 Author Posted January 18, 2017 I'm using v1.2.0 Alpha 2. I imported the female argonian and it was 6329. Okay, I found the problem. You remember when I mentioned the female argonian being one mesh or having no carve marks? Well here is what happened when I checked it in high res mode. https://gyazo.com/1483f3d47047de18049dbcd499d2c8d8 I may have accidentally clicked a key of which I don't know the function of. I don't even know how to attach meshes to together without dynameshing which changes the poly-count so I never assumed it to be a problem. Must have happened early on in the project. But I now know to keep a good eye on the active points. I can say for sure that my khajiit morph still splits in certain areas. Oh, lol. Didn't use you download link. Still had it. So with that, it was an error on my end I guess and not the applications. I can re-do it and trace over the current one. I can have it ready by Friday, Unless this works "we could still get lucky and run all of the morphs in the .tri files through it so they end up modified just like your head," since it's the same poly-count. Oh, okay, that would explain it. I was going a bit crazy about this, since all of those posts I mentioned implied ZBrush is indeed able to keep Vertex Order/Count intact. What a PITA it is to have made such a mistake, lol . Honestly, I would prefer to do it right from the start, so if you could redo it with the vertex count intact, that would be the best option. I can wait until Friday or even later if need be, but I want everything to be as close to "perfect" as possible. Hope you don't mind. On a side note, tried porting the head ingame anyway and forcing it to use the Argonian morphs, and the same thing I saw in Blender happened there as well: half of the head minus some polys around the eyes worked properly and the rest went crazy. The "good news" is, the half that worked seemed to look acceptable enough with the head morph options. Didn't check the expressions/phonemes because i forgot to replace the RaceMenu .tris with the CITRUS ones, but it's looking good so far .
NightroModzz Posted January 18, 2017 Posted January 18, 2017 No problem. It may be the fact that I messed with the left upper eye lid or the fact they the Citrus Heads author screwed up on the female argonian as you can see in the picture. https://gyazo.com/37e394ad5d72ef14426d7498f59d3773 Do you mind testing the Citrus female argonian in game to make sure it's not bugged before I start on it again? I'm wondering if I should even try to fix it again. I can always export the new one when finished, then export another one with that part edited last as an extra.
Blaze69 Posted January 18, 2017 Author Posted January 18, 2017 (edited) No problem. It may be the fact that I messed with the left upper eye lid or the fact they the Citrus Heads author screwed up on the female argonian as you can see in the picture. https://gyazo.com/37e394ad5d72ef14426d7498f59d3773 Do you mind testing the Citrus female argonian in game to make sure it's not bugged before I start on it again? I'm wondering if I should even try to fix it again. I can always export the new one when finished, then export another one with that part edited last as an extra. Sure. I've tried it before and it seemed to work okay, but let me just run a quick test. EDIT: Yup, it works fine. No problem at all neither with the eye region nor with anything else. Edited January 18, 2017 by Blaze69
NightroModzz Posted January 18, 2017 Posted January 18, 2017 Okay. I'll start on it again in the morning.
Blaze69 Posted January 18, 2017 Author Posted January 18, 2017 I'm wondering if I should even try to fix it again. I can always export the new one when finished, then export another one with that part edited last as an extra. Yeah, one more thing about this: don't touch the eye area. I know that exact region may look a bit screwed up, bit it works ingame, so just mask it with some margin around it to be sure and we should be fine. In fact, IIRC the vanilla human female head is asymmetric around the eyes as well; one of them is different from the other, so it may be an engine thing or something like that. BTW, I just remembered one of the edits done by the CITRUS head to Argonians is to change the blinking anim from vertical (up -> down) to horizontal (left -> right) to be more fitting for a reptile, and that's why the eyelids (those small surfaces stuck on the sides of the eyes that sink into the head) are on the sides rather than above and below. I guess we will have to do with sharks that blink like reptiles, lol . As I said, as long as the whole eye region is masked, it should work fine afterwards.
NuclearCooki3 Posted January 20, 2017 Posted January 20, 2017 Even though I like the cartoony heads a whole lot.. I CANNOT FLIPPIN WAIT for the more realistic ones! It would be nice to have a sharkmer with digitigrade feet and a handsome face :3
Kuroyami Posted January 20, 2017 Posted January 20, 2017 So, Northern Encounters...doesn't have any problem with the Follower plugin at this point. The two areas near the Sea of Ghosts where Kori/Vaynelle and Mizuno are...do not have any changes from NE. The closest thing would be an interesting Dragon-related addition off the coast near the Lover's Tent, but not nearly close enough to cause any problems. Otherwise, there is the Dolmen Ruins mod, which should not have any problems either, although it does place one of the titular Ruins near Mizuno's camp(close to the waterline, on the other side of the ice shelf, i.e not too close), and three Atronach's spawn there, the type depending on level. But since Mizuno is essential, it isn't a huge problem(or should not be, since I have not directly tested it with the Follower plugin). Also, some characters. Moku, Female, Riverwood - A simple, yet complex character. Meant to be an option for early game, or if one starts their game with the vanilla intro, OR in/around Riverwood. Similar to Mizuno, in that she is planned to have a dialogue with some more information about Selachii, which could be something specific to her, or the entire race, she is not really sure. This entails a problem she has with certain materials, like Furs. Wearing things like the Fur Armor set, or the Forsworn set, will cause her to have her Heath and Stamina decreased by 20. The idea is that her(or the race in general), possess an issue with animal furs, their skin getting massively irritated by it. Things like Leather or Hides, do not cause this problem, nor do things like plant-based fabrics. Gaku(NPC Only), Male - A bit unsure of the exact location where he should be, or if it is even a good idea, but I think it is possible. So, obviously, he is a mentioned character in the "Legacy" book. The rest will be spoiler-ed. His story will have a bit more detail to it, as part of Kaiyo's. But where Gaku ended up, is something Kaiyo does not know. That being, Gaku was of value to a certain Daedra for his knowledge. This is where the problem may start - since he is meant to be in Apocrypha. I figure if Bethesda has Miirak and Sahrotaar in those areas, along with the enemies there, it should not be a problem. Otherwise, he is meant to be a very knowledgeable character, to the point where his address to the player will be different, depending on joined and completed factions/quests, and perhaps the result of certain other quests(i.e Paarthurnax dead or not, the outcomes of some Daedric quests, etc). Though I may make this simple, and have a basic address to start(the PC being Dragonborn, after Miirak, etc), and have everything else he says about the PC, something needed to be specifically asked. Also, I think there may be a small problem with the base plugin - both the Beast Schlong and Human schlong, are set as Male Only - i.e it can't be changed in the MCM.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now