Blaze69 Posted March 9, 2017 Author Posted March 9, 2017 Some off-topic news:  While waiting for the heads and stuff, I decided to work on my edit to the Predators race mod again, and got so far as to take some pics to showcase some of my edits and show them to Roland. Mainly, the new female body textures and the UUNP support for the armors. I want to make sure he's okay with the stuff I'm doing before I continue working on it.  I didn't have the required post count in Nexus to upload pics, so I posted them to Imgur instead. In case anybody wants to see how it looks so far, here is the link to the album: Predators - The Lost Tribes. Anybody interested in it can check it out; comments and thoughts are welcome. Not much to show there yet, but at least you can see there is indeed progress and I was not just making that stuff up, lol .
Kuroyami Posted March 9, 2017 Posted March 9, 2017  I didn't have the required post count in Nexus to upload pics, so I posted them to Imgur instead. In case anybody wants to see how it looks so far, here is the link to the album: Predators - The Lost Tribes. Anybody interested in it can check it out; comments and thoughts are welcome. Not much to show there yet, but at least you can see there is indeed progress and I was not just making that stuff up, lol .  And now I feel like it's back a few months ago, and I just see this Shark Race thing, and decide to try it. Only this means I'll be trying out the Predator race mod again, which I don't mind. Very nice work.  Anyway, came up with something for Shoku. While not finished yet, here is what I have.    Maybe it was a mistake. Seeking adventure in a place we were barely familiar with, and traveling with someone who boasted about his experience, when we had no way to know. But the danger was not with that one, no, it was elsewhere. A small group of people wanting to explore some caverns exposed by a rockfall, and in this, comes the tragedy of a single survivor.  Me.  I lived with my sister in the Imperial City. Many areas of Cyrodiil were dangerous for Selachii, since the lack of water drove us insane, if we were away from it for too long. The heart of the Empire was safe, since it had baths, pubic gardens with fountains, and the island the city rested on was surrounded by the waters of Lake Rumare. A perfect combination for us, and we never had any problems.  Save for when we expressed a desire for exploration. We had heard tales of people exploring Cyrodiil uncovering mysteries, treasures, and overall, having an experience that cannot be vicariously lived through with stories. We craved that, but had no idea how to see such a thing for ourselves. Not being good fighters, or wanting to do so, it seemed impossible.  It was not long after, when we heard a man in one of the Inns, taking about a cave to the south of Bruma, which he had recently discovered, and it seemed to have been buried for a long time. He was looking for someone to go with him, and their experience did not matter. Very few took his offer, only one other than me and my sister. Perhaps a potential warning, but not one we heeded.  Within a week, we were hiking in rough terrain, even if it was easy to traverse. The cave itself was a small opening, which was precarious for most of us to fit through. It was a surprise to each of us, when this opening lead to a seemingly long, curvaceous slide, and then, into a large cavern, with many branching paths.  It was here, that we began to worry. There was no indication we could easily leave, since there was no way back up that steep drop. The man did not waver, offering to build a camp before we would explore. Without a reason to disagree, we helped.  Once the camp was finished, the man left to explore the cave. We stayed behind, since we were more interested in having a good meal, than exploration at the moment. In a sense, that was a better choice.  I did ask my sister if she thought this was a good idea. Unwavering, she answered yes. In spite of the problems, even with the possibility that we might never leave the cave, we spent that time, happy.  It would not last. Â
NightroModzz Posted March 10, 2017 Posted March 10, 2017 Some off-topic news:  While waiting for the heads and stuff, I decided to work on my edit to the Predators race mod again, and got so far as to take some pics to showcase some of my edits and show them to Roland. Mainly, the new female body textures and the UUNP support for the armors. I want to make sure he's okay with the stuff I'm doing before I continue working on it.  I didn't have the required post count in Nexus to upload pics, so I posted them to Imgur instead. In case anybody wants to see how it looks so far, here is the link to the album: Predators - The Lost Tribes. Anybody interested in it can check it out; comments and thoughts are welcome. Not much to show there yet, but at least you can see there is indeed progress and I was not just making that stuff up, lol . Is that a morph or an import?  EDIT:  Created better UVs. They are much more even, but not perfectly even. However, it's just angled. https://gyazo.com/7eb208ca624efe3f3a2927c7ecb1c56a  Some off topic news, NeoFur Is currently unavailable to new customers. Current existing customers can still upgrade their licenses through e-mail, and current Indie users now have access to the source code (now know as Indi Plus). It will still receive support for future UE4 versions maybe to just honor the people that already bought it, but is not yet known if they will be giving new licenses in the future. Maybe they want it to remain more exclusive and making a game with it and their own private NeoFur upgrades.  They have removed all NeoFur videos besides the tutorials on YouTube and the 4 NeoFur theme specific packs are no longer for sale. I was planning to buy the plant themed one.  Oh well, I was able to download the source code and the 4.15 version. I've been holding out on working in UE4 because I need to get a dedicated SSD for it which will be soon. My VaultCache on the stuff I own alone is 73.1GB (none downloaded owned content) and I'd rather use an SSD then put it on my HDD. And 4.15 has a lot of performance upgrades.  EDIT:  Y'know, modding Skyrim is great and all, but I wonder why a group of you uhh..furries just don't start your own community none profit project with UE4 or Unity. In some ways it's easier than modding Skyrim. Others, not so much, because you have to do it from scratch. There are also way more tutorials then that of Skyrim modding and making new meshes, definitely easier than morphing tri meshes. Only catch is you can't share assets you buy unless the other person owns it as well. Both you and bad Dog seem dedicated enough and if there is a larger group of you just as dedicated, I can't imagine it not going well.  But FWY, I won't be part of it if you go that rout. Plus I have my own shit to do in game development. Also, I'm not sure about Unity, but since UE4 (not UE3), you are able to make games of a sexual content so long as it doesn't break any laws in the country you sell or distribute to.
NightroModzz Posted March 10, 2017 Posted March 10, 2017 I was going to upload both genders at the same time, but decided to do more stuff to the female so the skull shape is more similar. Â Let me know if there are any problems or not. Sharkmer Male Final.rar
Blaze69 Posted March 10, 2017 Author Posted March 10, 2017 (edited) And now I feel like it's back a few months ago, and I just see this Shark Race thing, and decide to try it. Only this means I'll be trying out the Predator race mod again, which I don't mind. Very nice work.  Anyway, came up with something for Shoku. While not finished yet, here is what I have. [...] Well, thank you for that . Any hypothetical release for the Predator stuff is still going to take quite a while, though; I still have a lot of things to do.  For example, I created a .tri file for the base female head and successfully gave them an eye blinking animation, so now they don't look like they are wearing a yautja-shaped face mask or something like that, lol. I want to create at least blinking anims for the other heads as well; creating other morphs/phonemes is technically possible but I wouldn't know where to start.  I also think I will get rid of the Bad Blood head (not pictured in the album). It's technically better than the base one because it's got a higher polycount, but I don't really like the shape and also it doesn't blend well with the rest of the body. Besides, that would mean two less heads to make .tris for and one less race to add RaceCompatibility scripts to (the only difference between the regular Yautja race and the Bad Blood one is the head), which should make things a bit easier.  Oh, and thanks to the way the CK works, I think I'm going to have to spend hours days going through the Worldspace edits in TES5Edit to remove the NavMesh deletions. There are countless cells in which the only edit was to delete the NavMesh, for no reason (this is probably not Roland's fault but the CK's own ).  Also have to finish the UUNP conversions of the armor and some other stuff. Let's just say it will take a while, but it's probably going to happen .  Is that a morph or an import?  Created better UVs. They are much more even, but not perfectly even. However, it's just angled. https://gyazo.com/7eb208ca624efe3f3a2927c7ecb1c56a  Some off topic news, [...]  Y'know, modding Skyrim is great and all, but I wonder why a group of you uhh..furries just don't start your own community none profit project with UE4 or Unity. In some ways it's easier than modding Skyrim. Others, not so much, because you have to do it from scratch. There are also way more tutorials then that of Skyrim modding and making new meshes, definitely easier than morphing tri meshes. Only catch is you can't share assets you buy unless the other person owns it as well. Both you and bad Dog seem dedicated enough and if there is a larger group of you just as dedicated, I can't imagine it not going well.  But FWY, I won't be part of it if you go that rout. Plus I have my own shit to do in game development. Also, I'm not sure about Unity, but since UE4 (not UE3), you are able to make games of a sexual content so long as it doesn't break any laws in the country you sell or distribute to. Not really sure what you mean with the first question.  Yeah, those UVs shoud do the trick. Also, shame about NeoFur. It looked like it could have some great potential. At least you still have the files, so there's that.  As of right now, UE or Unity are probably far beyond my skills, so I don't think it's going to happen anytime soon. I don't know what the future holds, though, so this may change in the future. Not sure what BadDog's thoughts on this are.  And for the record, I know of at least two game projects in Unity featuring anthro characters and explicit content: Yiffalicious and The Cat House Tale. The former is basically a fancy yiff anim generator (and when I say "anim", I mean animation as in moving character bones around and stuff), though some people have managed to create non-sex-oriented scenes pretty well and such functionality is apparently going to be added to a future version of the game. The latter is also yiff-centered as well, but it does have a plot and interaction with the characters and stuff, and it even aims to implement gameplay mechanics to the scenes themselves, which I'm really looking forward to trying out whenever the next build that includes it is released to the public.  I was going to upload both genders at the same time, but decided to do more stuff to the female so the skull shape is more similar.  Let me know if there are any problems or not. Neat! I'll start working on it right away . Edited March 10, 2017 by Blaze69
NightroModzz Posted March 10, 2017 Posted March 10, 2017 Â Â Â Is that a morph or an import? Not really sure what you mean with the first question. Â I was referring to the Predator heads as to if they were morphed from an existing Skyrim head or imported from an outside model? And maybe made from scratch? But I guess your reply to Kuroyami answers that.
Blaze69 Posted March 10, 2017 Author Posted March 10, 2017 (edited) [...] Okay, I'm having some trouble with the new heads. The UV map seems to be rotated to the left by somewhere between 70º and 90º, and it's placed in a weid position. This is how it looks in Blender:    Also Outfit Studio for some reason doesn't seem to recognize the meshes with the new UVs to be the same as the other ones and it doesn't show the "Do you want to update the current mesh?" dialogue. I would blame it on the different UVs, but when that dialog appears you get a prompt to see if you want to "Update UVs" or not, which would imply OS is capable of importing the same mesh but with different UVs and updating them on the .nif mesh.  Blender does seem to list the exact same vertex count as the mesh with the original UVs, though, but I can't check the order because that isn't listed anywhere. Chances are the count is the same but the order got changed during the new UV mapping. Perhaps it would be better to make the UVs in another program like Blender itself rather than ZBrush? Then you can make sure the vertex order stays the same. I will have to manually import the head and see if works with the morphs, though; it if does, then it's just OS being weird, but if it doesn't, then the vertex order got changed.  Good news is, I kept the head with the original UV which I had imported when you posted it, and added the fixed mouth and eyes. It all works fine! Here are some quick pics I took of the new look for males:     Now I will have to add all of the vanilla hairs I can to them. Yay . But at least it will be worth it.  I was referring to the Predator heads as to if they were morphed from an existing Skyrim head or imported from an outside model? And maybe made from scratch? But I guess your reply to Kuroyami answers that. Yeah, the heads were created by Roland from scratch, but they didn't have any kind of morphs or expressions. I managed to create a .tri for one of them and add blinking morphs, and it is technically possible to add other morphs like expressions or phonemes, but it would take too much work. For now I'm just sticking to blinking and nothing else so at least the heads look like they are actual heads and not masks. Edited March 10, 2017 by Blaze69
NightroModzz Posted March 10, 2017 Posted March 10, 2017 Do you um.. want me to fix the nose stretch? might ot be able to do musch about the ears though. Also the sharp angle where the seems are on the back of the head.
Blaze69 Posted March 10, 2017 Author Posted March 10, 2017 Do you um.. want me to fix the nose stretch? might ot be able to do musch about the ears though. Also the sharp angle where the seems are on the back of the head. Most of that "stretch" is caused by the normal generator itself, because it doesn't seem to play nice with such small scale details (as evidenced by the previous problems with the gills). Generating the normal maps the way it's supposed to be done with a hi-res sculpt of the head should get rid of those.  The ears are not so bad in my opinion, and the seam at the back of the head is due to me not properly blending the mesh normals in 3DS Max before generating the normal map. I thought I had got all of the seam-causing ones but turns out I forgot those at the back . I can fix it by generating the normals again and making sure to properly remove all of the seams before, but again, the best way to fix it is to generate some proper normals instead of the placeholder ones I'm using at the moment.
NightroModzz Posted March 10, 2017 Posted March 10, 2017 Well, I can say for sure that the poly in the nose area was extra big and less even. I uploaded a fix just in case I also had MRG (merge UV cords) and Also GRP (export sub groups) enabled on export. Maybe that's why ther was a problem with the UVs. maybe Skyrim doesn't recognize UVs with polygroups. The UVs don't match the vanilla UV seam though. maleheadsharkmer.rar
Blaze69 Posted March 10, 2017 Author Posted March 10, 2017 Well, I can say for sure that the poly in the nose area was extra big and less even. I uploaded a fix just in case I also had MRG (merge UV cords) and Also GRP (export sub groups) enabled on export. Maybe that's why ther was a problem with the UVs. maybe Skyrim doesn't recognize UVs with polygroups. The UVs don't match the vanilla UV seam though. I'll try this new meshes and see how it goes. It may have to wait until the evening or maybe even tomorrow, though, just so you know.
Blaze69 Posted March 10, 2017 Author Posted March 10, 2017 [...] Nope, still don't get the prompt. Either the vertex order got screwed at some point during th UV creation process, or there is some kind of bug in Outfit Studio that causes it to not match the meshes properly when they have different UVs even if vertex count and order is the same (which wouldn't make sense considering the option to either "Keep or Update UVs" when sucessfully importing an .obj with the prompt). Â To be honest, the current UVs are not that bad. The only real problem they have is that some areas have some stretching and don't translate 1:1 on to the mesh shape, but this isn't really a problem except for maybe the fins (and those still work good enough for now). Besides, using any kind of 3D painting app (be it Mudbox, MARI, or even Photoshop) should be enough to get around the stretching issues and to get the exact look you want on the mesh. Â I'd say we could go on with the current UVs for a while, and revisit the new UVs idea at some later point if you want. Since the textures can be ported between different UVs as long as the meshes match (and they don't even need to be the same mesh and shape, but of course it does help a lot), there would be no problem porting any potential new textures to the new layout if/when that happens. Â So, yeah, I say you forget about UVs now and just carry on with the current ones. I'm okay with the current male head, but if you want to do the nose tweaks you mentioned to the mesh with the original UVs, then that would be nice. Same goes for females, just send me the version with the original UVs but with the latest tweaks to the shape and stuff you did to bring them in line with males. Â Just my two cents, though; if you really want to work on the new UVs, then we can go that route as well, but I think it would be better to put it on hold for the time being. Your choice.Â
NightroModzz Posted March 10, 2017 Posted March 10, 2017 Okay, I'll upload them in a bit with the old UVs. The only way I know of to get all the areas even is to have each area separated. As in each poly-group by color as seen in a previous picture. Can't really say if the problem can be solved in Zbrush or not. Maybe you should give it a shot in Blender. It's a very short process unless your making accurate poly-groups.
Blaze69 Posted March 10, 2017 Author Posted March 10, 2017 Okay, I'll upload them in a bit with the old UVs. The only way I know of to get all the areas even is to have each area separated. As in each poly-group by color as seen in a previous picture. Can't really say if the problem can be solved in Zbrush or not. Maybe you should give it a shot in Blender. It's a very short process unless your making accurate poly-groups. Yeah, I may give it a shot. Would have to do some research on UV creating first, though. But right now it's not that high on my "To Do" list; I've got plenty of things to do already, and I'm not even counting the RL stuff, lol .  But yeah, upload those when you are ready, and I'll implement them as well.
NightroModzz Posted March 10, 2017 Posted March 10, 2017 Okay, it's up. Do you think that it's because Skyrim wont accepts UVs higher than 2048? Sharkmer Male - Old UVs.rar
Blaze69 Posted March 10, 2017 Author Posted March 10, 2017 Okay, it's up. Do you think that it's because Skyrim wont accepts UVs higher than 2048? To be honest, I don't know. UV resolution is something I had never thought about, because the UV is always the same no matter the size of the texture; I don't really think it is the problem here, but since it's not that much of a setback because the current UVs are good enough for now, then I'm not that concerned about. Whenever I decide to take a shot at new UVs then we'll see how it all goes.  Thanks for the quick upload, BTW. I will probably wait until tomorrow to work on them, though. It's kinda late here and I'm tired, lol .
Blaze69 Posted March 11, 2017 Author Posted March 11, 2017 (edited) Quick status update: things are going well. The new male head is implemented and working fine, and I got to work on some hairs.  Just like with females, I edited the vanilla human hairs for use with them, and they look acceptable enough IMO. I went ahead and also ported Calyps' Fronthawk from females to males (so Mizuno will get his 'do back once his appearance is updated ), and added two male hairs from KS (Macho and Veteran). If anybody knows of any other hair (KS or otherwise) that may look good on the sharks and/or be easy to port for use with them, I would like to know.  Also, KS includes a scalp hair mesh for males that happens to be pretty hi-poly, so it was easier to conform it to the new heads and the weighting is pretty close. This means that while clipping between head and scalp is still to be expected, specially caused by morphs/expressions (not yet tested), bugs due to mismatch between head and scalp weighting and polycount (as they happen with females right now) should be almost non-existant on males.  Also brought males up-to-date with females as far as face tints and paints go, though don't expect anything that isn't available for females already in the current release. I simply added the tints that females had and males didn't so that they were on-par.  Now I still have to give Mizuno and Haru at least a placeholder appearance until Kuroyami updates their looks, and enable them again so they appear ingame. I'm also debating whether to change females to the updated head mesh (which would mean slight improvements in shape and no weird deformation and lighting in the neck but no gills until the new textures/normals are made) or to keep them as they are (with modeled gills that have some weird weighting and lighting bugs).  EDIT: Pics will probably come sometime later, when I continue working on this and feel like taking them, lol. I have some RL stuff to do first. Edited March 11, 2017 by Blaze69
Blaze69 Posted March 11, 2017 Author Posted March 11, 2017 Okay, here are the pics I promised .   First, the new look for males.   One of the hairs ported from KS. There is another (similar) one, the Fronthawk, and then 18 or so vanilla hairs plus two orc hairs. Could have been more (and stll can), but loading and tweaking hair after hair gets tedious after a while . I may add more in a future update, though.   The new appearance for Haru. I think I got him to look pretty good considering it was only meant as a placeholder.   Our favourite mage shark is back! Mizuno is again added into the game, and so his quest and dialogue is back with him. Again, just a placeholder, so it may be subject to change, but I think he looks good as well. I may look into changing his eyes, though, because I'm not 100% sure about them, but apart from that he's good to go.  I'll try to upload the update sometime tomorrow, but if not then it will probably have to be delayed until Friday at best. Kind of a busy week ahead, but I don't know for sure yet.  As a side note, I just found out the Hot Springs are a freaking arousal death trap, lol .  I decided to start a new playthrough with a male character this time (wanted to play a hyena, but will probably play a male shark instead), and just mere seconds after getting to the Springs to take some pics of Haru my PC went from 0 aroulsal to "I need to have sex" aka 100. I have the SOS integration toggled on in Arousal's MCM and I could visibly follow the evolution of his arousal .  He wasn't the only one, though; Fenran and Haru were, huh, "happy" as well, and Kanet seemed to have a raging perma-boner the whole time. Even Jena probably had a lady-boner as well, though that isn't as noticeable, lol. Usually succeeding in SLEN's dialogue requires a very high Speech skill and lots of luck, but with the arousal bonus it didn't take me long to bed all of the NPCs at the Springs and get at least one relationship increase with each of them (In the case of Kanet, I managed to get all the way to Lover aka rank 4 ). No wonder they were so friendly to each other, lol.
Kuroyami Posted March 12, 2017 Posted March 12, 2017 Looks good Blaze. I can certainly do presets for Mizuno and Haru once the update is out. I'll probably do Hiyasu too, since I've started a dialog for him, and have an idea for a quest to get him as a follower.  As for that though...    H – Interesting. I was not expecting anyone to venture out here.     |   [PC] Why not?       |       H – I am sure you have seen the climate, not to mention one would normally need to swim or take a boat to get here.          |         H – Cannot speak for your chosen method, but the end result is that, you are here.             |           [PC] So, who are you?               |               H – My name is Hiyasu.                  |                 H – The reason I am here is, a personal mistake. I have usually kept away from spirits, but sometimes I cannot resist.                     |                    H – Which then thaws my usually cold demeanor, and provides a pathetic excuse for a lack of inhibition.                        |                       H – You have probably seen the note. That guard Captain was...something of a prude, although perhaps it was my forwardness, plain and simple.   (Other than the base "Why Not?" option for the PC, there are two others, one for the PC being Selachii, and one if not. These could be independent of the chain posted above, in that asking one of them still allows for the remaining option, similar to Mizuno's lines. There will probably be a line about this "open" pants too, which I guess could only be used if that mesh and item edits are added to the mod - though I'd suggest as a separate item, leaving the default Ragged Trousers item untouched, maybe so the SOS Revealing Armors can cover it with no conflicts)  The quest itself would be simple. A recent guard's visit gave Hiyasu the materials to write an apology to the Captain, and he wants you to deliver it. She is described as a bit racist further along in the dialog, though you can find it is not entirely true. When you arrive in Winterhold, and she could be either in the Frozen Hearth or the Jarl's Longhouse...you will see perhaps a Khajiit or Argonian with her(possibly using the vanilla "Hug" animation), and then leaving. I'm thinking a Khajiit, who is affiliated with the Caravans, and he sells items from his tent just outside Winterhold.  Presenting the Captain with Hiyasu's apology will have her not accept it at first, but she will then admit that she has a certain interest in the beast races, along with admitting that she has somewhat fallen for the previously mentioned Khajiit. So she accepts, and tells you that Hiyasu can go, even giving you a set of the Blue Robes and a pair of Black Boots for him(i.e his confiscated items).Â
NightroModzz Posted March 12, 2017 Posted March 12, 2017 Are all these followers going to have their own esp or are they all going to be packed into one? It would also be nice to have some boring or overlooked NPC's turned into Sharkmers. After it's all set up, I'll start my new playthrough on the 32-bit, but will have to pass on the followers if they take up too much esp space. I'll likely do a Human or Elf, Khajiit, and Sharkmer. Or maybe I'll just do the human on SSE.  As for the Sharkmer normal maps and textures, once I've given you the new female upgrade, it's out of beta, and you get to a comfortable area, I'll start working on them. I also have a folder full of Sharkmer stuff and will be deleting it, when that time comes. After which, I will ask you to provide whatever current head meshes that are being used as to not get confused. I will be very busy with a bunch of other stuff, so it won't be given too much attention.  Also, I figured out how to divide it properly, and maybe remesh properly. First, I will have 2 copies, one default, and one that shows an area I masked when I opened up the mouth. Second, for the back seams I will activate a function called "Make Polymesh 3D" which will merge seams that make contact. Third, there is a "Crease function that I can use to select an unmasked area which allows me to divide the mesh and keep it's geometry. And finally, I will use a function in Subtool Master to copy the form of one of the copies. However, I do not know if it will work with one quad and the other tri. I will also likely have to use the Crease function again.   Off Topic News:  I may abandon "Khajiit Body Overhaul," but we'll see. Getting it finished and in Unreal Engine with a rig, NeoFur, and armor/clothes will be my top priority. I may change my minde after both the male and female, as well as the humans are done. But that depends on how far Bad Dog and Boo get with the diditigrade skeleton. However, I may decide to do an edit on the XPMSE skeleton (custom skeleton with new leg bone) after learning how to rig and then how to do it for Skyrim. Although, it will be a no go if Bad Dog can't figure out how to solve the error with the normal being made in the digi position and possibly get those digi sharkmer feet in game. Otherwise, I don't think I'll have much luck bypassing it myself and may not want to sacrifice time trying to figure it out.
Kuroyami Posted March 12, 2017 Posted March 12, 2017 Are all these followers going to have their own esp or are they all going to be packed into one? It would also be nice to have some boring or overlooked NPC's turned into Sharkmers. After it's all set up, I'll start my new playthrough on the 32-bit, but will have to pass on the followers if they take up too much esp space. I'll likely do a Human or Elf, Khajiit, and Sharkmer. Or maybe I'll just do the human on SSE.  There already is a Follower plugin in the current version, which is what adds the Followers/NPCs to the game. Save for a patch concerning Ko'Maru's room in the College, which is only needed if you use or want to use the Immersive College of Winterhold mod.  For turning NPCs into Selachii, well, that certainly is an interesting idea, but I'd want to make the story fit. Surely for certain characters who really don't have a story in-game, it won't be a problem. But then there is the consideration for other mods that might effect them.Â
Blaze69 Posted March 12, 2017 Author Posted March 12, 2017 Looks good Blaze. I can certainly do presets for Mizuno and Haru once the update is out. I'll probably do Hiyasu too, since I've started a dialog for him, and have an idea for a quest to get him as a follower.  (Other than the base "Why Not?" option for the PC, there are two others, one for the PC being Selachii, and one if not. These could be independent of the chain posted above, in that asking one of them still allows for the remaining option, similar to Mizuno's lines. There will probably be a line about this "open" pants too, which I guess could only be used if that mesh and item edits are added to the mod - though I'd suggest as a separate item, leaving the default Ragged Trousers item untouched, maybe so the SOS Revealing Armors can cover it with no conflicts)  The quest itself would be simple. A recent guard's visit gave Hiyasu the materials to write an apology to the Captain, and he wants you to deliver it. She is described as a bit racist further along in the dialog, though you can find it is not entirely true. When you arrive in Winterhold, and she could be either in the Frozen Hearth or the Jarl's Longhouse...you will see perhaps a Khajiit or Argonian with her(possibly using the vanilla "Hug" animation), and then leaving. I'm thinking a Khajiit, who is affiliated with the Caravans, and he sells items from his tent just outside Winterhold.  Presenting the Captain with Hiyasu's apology will have her not accept it at first, but she will then admit that she has a certain interest in the beast races, along with admitting that she has somewhat fallen for the previously mentioned Khajiit. So she accepts, and tells you that Hiyasu can go, even giving you a set of the Blue Robes and a pair of Black Boots for him(i.e his confiscated items).  you will see perhaps a Khajiit or Argonian with her (possibly using the vanilla "Hug" animation), and then leaving. Oh by the Gods no! You mean... the dreaded Scenes? Why did it have to be Scenes? We're all doomed! Doomed, I tells ya!  Joking aside, it all sounds great. The only caveat I have would be with that interaction between the captain and the Argonian/Khajiit. Such interaction between NPCs would require creating and setting up a Scene in the CK, and as far as I know I don't have the required skills for that yet. Hell, my pretty-limited dialog creating skills got rusty already (will have to work on that to get back to adding the dialogues yet to be implemented).  That doesn't mean it's not going to happen, though; just that it may take me a while to do so. I can still work on Hiyasu and his own quest, but without the scene with the captain for now.  As for the Sharkmer normal maps and textures, once I've given you the new female upgrade, it's out of beta, and you get to a comfortable area, I'll start working on them. I also have a folder full of Sharkmer stuff and will be deleting it, when that time comes. After which, I will ask you to provide whatever current head meshes that are being used as to not get confused. I will be very busy with a bunch of other stuff, so it won't be given too much attention. Fair enough. Just let me know when you are ready and I'll send you all the stuff you need .  And about the mod version, I think I'll call the upcoming update Beta 2 or even RC1, because it's almost fully functional. Probably the "Definitive" 3.0 will come a bit later, with Kuroyami's new presets for the male NPCs, maybe some new hairs if I get down to that, and potentially the fixed female heads as well.  There already is a Follower plugin in the current version, which is what adds the Followers/NPCs to the game. Save for a patch concerning Ko'Maru's room in the College, which is only needed if you use or want to use the Immersive College of Winterhold mod.  For turning NPCs into Selachii, well, that certainly is an interesting idea, but I'd want to make the story fit. Surely for certain characters who really don't have a story in-game, it won't be a problem. But then there is the consideration for other mods that might effect them. Which reminds me, the ICOW patch got lost somewhere around the time I uninstalled ICOW itself. The patch should still be available in one of the backups of the older versions I keep in my HDD, so I will probably restore it and add it as an optional download at some point.  Oh, and yeah, in case you missed it Nightro, the current NPC plugin requires Yiffy Age. Not sure if you want to start a YA playthrough or not, but if you don't, you should still be able to use the main race plugin just fine and play as a shark; you would be missing the NPCs and quests, but that is the way the plugin is set up for now .  Yeah, turning some generic/inconsequential NPCs into Selachii would be nice as long as we don't go overkill with it (they are supposed to be uncommon in Skyrim, after all; wouldn't want to have more sharks ingame that, for example, Wood Elves, lol). As Kuroyami says, it's a matter of finding which NPCs could be made to fit due to them having a very generic background that doesn't directly reference their race, or not having any background altogether.
NightroModzz Posted March 12, 2017 Posted March 12, 2017 Oh, and yeah, in case you missed it Nightro, the current NPC plugin requires Yiffy Age. Not sure if you want to start a YA playthrough or not, but if you don't, you should still be able to use the main race plugin just fine and play as a shark; you would be missing the NPCs and quests, but that is the way the plugin is set up for now .  Sorry, but YA just isn't my thing.  I like the idea of furry type races, but have to have humans as the majority race population.  The game I'm making will have plenty of races too, but more of a humanoid race population. Although, I will show them off much more than Skyrim does. Speaking of which, I just thought of a new race. I won't go into much detail as to not have the idea taken, but it will be elf-like. but more nocturnal and a few not so human characteristics. In other words, besides the nails on the hand mesh and the head mesh from an elf, I wont have to do much to the model. God, I'm gonna end up with a dozen playable races. Details of which I'd rather send you in a PM.
Blaze69 Posted March 12, 2017 Author Posted March 12, 2017 And the update is out! You all know the drill, let me know if you come across any issues or anything like that.
Taven Posted March 12, 2017 Posted March 12, 2017 ..The npc plugin requires YA now? Aw man..>< While YA does seem like a cool idea to use...I have a LONG list of reasons why I'd rather not use it, and just one of them being having a LOT of mods that modify the human races, and as such it scares me from even using it. Honestly wish I saw YA before I started modding the crap out of everything. >< Hopefully it's not too much of a drag, but will it be set up to not need YA the future?
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