Kuroyami Posted July 25, 2018 Posted July 25, 2018 6 minutes ago, Blaze69 said: I certainly see the difference. Your older pics are good but the graphic limitations were pretty noticeable on them; good to see that's improved. The texture mods do help, which were certainly problematic before. Things like Noble Skyrim, likely most of Gamwich's mods, etc. And it seems to have way fewer issues with Yiffy Age, though I have not exactly tested that one in cities yet, save for Dawnstar, which was pretty consistent in terms of fps. Did not have any lag or crashes going from Dawnstar to where Mizuno's camp is, either. 6 minutes ago, Blaze69 said: Will make sure to check them out once you've added them. I only took new ones for Mizuno, Hiyasu, and Kori/Vaynelle at this point, which have already been added. I might do a different angle for Mizuno, and I'm probably going to grab a texture mod for the Argonian and Khajiit eyes - I only have the textures from the Fair Skin Complexion mod active, and that probably why his eyes don't look as orange as they should be.
Blaze69 Posted July 25, 2018 Author Posted July 25, 2018 15 minutes ago, Kuroyami said: The texture mods do help, which were certainly problematic before. Things like Noble Skyrim, likely most of Gamwich's mods, etc. And it seems to have way fewer issues with Yiffy Age, though I have not exactly tested that one in cities yet, save for Dawnstar, which was pretty consistent in terms of fps. Did not have any lag or crashes going from Dawnstar to where Mizuno's camp is, either. What specs does your new rig have? And what kind of framerwte do you get? Just curious. Quote I only took new ones for Mizuno, Hiyasu, and Kori/Vaynelle at this point, which have already been added. Oh, I'll check them out, then. Quote I might do a different angle for Mizuno, and I'm probably going to grab a texture mod for the Argonian and Khajiit eyes - I only have the textures from the Fair Skin Complexion mod active, and that probably why his eyes don't look as orange as they should be. Fair Skin does not touch beast eyes, so you are probably getting the vanilla textures if you don't have any other mod that edits eye textures. As for the ones I use, I don't really remember at the moment (and won't be able to check for a while), but I'm going to say... Khajiit Wild Eyes for the Khajiit eyes? Not sure what Argonian replacer I used (if any), and I may have changed to a different Khajiit one not so long ago, but I can't really remember. EDIT: now that I've checked the images, I'm pretty sure I've been using Natural Eyes as of lately, though I haven't played around with sharks much since then so I don't know if I like their eyes better than the Wild ones for Selachii. I do prefer them for Khajiit, though; the vibrant green eyes are specially nice on some of my feline characters.
Kuroyami Posted July 25, 2018 Posted July 25, 2018 2 minutes ago, Blaze69 said: What specs does your new rig have? And what kind of framerwte do you get? Just curious. I'm not sure exactly how good it is, but... Processor: AMD Ryzen 3 2200G Video Card: AMD RX 550 4GB RAM: 8GB And it has Windows 10. In terms of the framerate, it seems about around 60 with the enb turned off, and around 20 with it on, but without any lag that I've actually noticed. Not sure how accurate the Steam fps counter is, and I haven't really used the one that is part of the enb itself.
Kuroyami Posted July 25, 2018 Posted July 25, 2018 Added another new shot for Mizuno, using the Khajiit Wild Eyes mod, along with the Natural Eyes mod otherwise. Also added a new one for Fume, though it is a bit dark, so I might similarly retake that one(possibly when she is out on the balcony). A question though...would there be any way to stop Mizuno from doing this?
Blaze69 Posted July 25, 2018 Author Posted July 25, 2018 10 minutes ago, Kuroyami said: A question though...would there be any way to stop Mizuno from doing this? Don't think so, but I'll have to check. The sandbox AI packages have some settings to allow (or not) the use of furniture and stuff, but I don't really know if there is a way to specifically prevent him from using the ore activator without preventing him from using other idle markers/furniture (because otherwise he won't be able to sit on the crate by the fire or on the ice ledge by the lantern as he's supposed to). Plan B would be to remove/edit the ore but I'm not sure I want to go down that route; though at least I doubt many mods touch that specific reference so it shouldn't be that much of a problem in that case. Also, what's up with that (riekling?) camp in the background?
Kuroyami Posted July 25, 2018 Posted July 25, 2018 5 minutes ago, Blaze69 said: Also, what's up with that (riekling?) camp in the background? Something Immersive Creatures(specifically it's DLC2 plugin, most likely) adds. Honestly, I don't exactly have a problem with it, but the fact that the mod somewhat forces Rieklings into the vanilla Skyrim areas(at least around Winterhold/Windhelm I think), is a bit too much. To the point where I usually disable them(though they do still appear on Solstheim), though this doesn't remove that camp, nor does it stop the spawning of Bristlebacks in certain places across the game.
TheLastKhajiit Posted July 25, 2018 Posted July 25, 2018 My Selachii chilling on the shore of Lake Ilinalta 2
Kuroyami Posted July 26, 2018 Posted July 26, 2018 1 hour ago, TheLastKhajiit said: My Selachii chilling on the shore of Lake Ilinalta Nice shot - but you might consider using this mod - Immersive HUD - for screenshots, if you are not already. As for work on the mod.... -Made changes to Vaynelle's journal, Entry 23, to remove the mention of "Sharkmer". Accessible in the Google Doc already.
TheLastKhajiit Posted July 26, 2018 Posted July 26, 2018 I don't take screenshots all too often, I guess I just forgot to turn the HUD off...oops
Grungebob01 Posted July 29, 2018 Posted July 29, 2018 On 6/30/2018 at 5:58 PM, Blaze69 said: Not yet. I'm planning to port the main race mod to SE at some point not long after the next update is released (current ETA for it is sometime in September), but that's just that, plans. I'll probably port the Lite/Nexus version of it first, and then move on to the Full one + the NPC plugin later once Yiffy Age has been ported to SE and I've had time to get it all set up and working. I got it to work with SSE
Blaze69 Posted July 29, 2018 Author Posted July 29, 2018 24 minutes ago, Grungebob01 said: I got it to work with SSE I am fully aware the current version of the mod can work in SSE, but my point was that there isn't any "official" port of the mod yet. As said in the quote, I may look into doing so once the coming update is out.
IGotBored Posted July 29, 2018 Posted July 29, 2018 How do you feel about SSE @Blaze69? Like do you play it? Are you planning to completely switch over when more stuff move over?
Blaze69 Posted July 29, 2018 Author Posted July 29, 2018 3 minutes ago, IGotBored said: How do you feel about SSE @Blaze69? Like do you play it? Are you planning to completely switch over when more stuff move over? I have played for a bit, but not much. As for my thoughts... Way more stable. Smoother and better framerate (rock-steady 60 FPS, even in cities!). Looks like utter shit, even with ENB. No HDT PE and lack of a proper SMP package like Bazinga's Naturalistic PE one means physics are pretty much a no-go for me (for now). Only CBBE has proper support and updates; single-body-oriented modding makes things easier without divides between bodies but I don't like CBBE. No proper RaceMenu or ingame Bodyslide Morphs is a huge pain in the ass. Lack of several SKSE plugins is annoying. End result: I ain't really touching that for now, outside of the bare minimum needed to port my mods over (which is only done by user request). May think about moving over once more stuff is ported and ENB gets remotely close to LE standards, but for now I'm happy with LE.
IGotBored Posted July 29, 2018 Posted July 29, 2018 20 minutes ago, Blaze69 said: I have played for a bit, but not much. As for my thoughts... Wow. I thought sse was a bit further a long then that guess not. Honestly haven't touched it myself
Blaze69 Posted July 29, 2018 Author Posted July 29, 2018 Just now, IGotBored said: Wow. I thought sse was a bit further a long then that guess not. Honestly haven't touched it myself I heard there has been some progress on ENB since I last played, including the addition of Sub-Surface Scattering (which should help prevent skin from looking like plastic), but it's still lagging far behind LE ENB in terms of features. As for the other stuff, it's mostly nitpicks of mine; for other people SE may actually be fully worth switching over as it is right now, it's just that I'm not one of them (yet).
MadMansGun Posted July 31, 2018 Posted July 31, 2018 AnimatedLoadScreenFemaleHerm.nif AnimatedLoadScreenFemaleHermPreg.nif animatedLoadScreenFemaleHerm.max animatedLoadScreenFemaleHermPreg.max 2
Blaze69 Posted July 31, 2018 Author Posted July 31, 2018 4 minutes ago, MadMansGun said: AnimatedLoadScreenFemaleHerm.nif AnimatedLoadScreenFemaleHermPreg.nif animatedLoadScreenFemaleHerm.max animatedLoadScreenFemaleHermPreg.max I was just updating my dev copy of the mod with your other load screens. Perfect timing, lol. Thanks.
IGotBored Posted July 31, 2018 Posted July 31, 2018 38 minutes ago, MadMansGun said: AnimatedLoadScreenFemaleHerm.nif AnimatedLoadScreenFemaleHermPreg.nif animatedLoadScreenFemaleHerm.max animatedLoadScreenFemaleHermPreg.max Love it!
Blaze69 Posted July 31, 2018 Author Posted July 31, 2018 40 minutes ago, MadMansGun said: [...] Everything seems to be working fine ingame. Great work ! BTW, I found out why the "CombatF" mesh caused the game to crash. Turns out one of the crossbow NiTriShapes had its properties mixed up: the "Shader Properties" field pointed to the Alpha property, while the "Alpha Property" field pointed to the Shader one in turn. The end result was that both were present in the NiTriShape so it seemed to be fine but it would cause the crash when the game tried to load the mesh. Swapping the value of the properties in NifSkope and saving did the trick just fine. EDIT: also, yeah, the schlong animation was a very nice touch on those, lol ?.
Blaze69 Posted July 31, 2018 Author Posted July 31, 2018 On 7/26/2018 at 12:00 AM, Kuroyami said: A question though...would there be any way to stop Mizuno from doing this? Turns out there is indeed a setting in the AI Package data that could help with it. It can prevent him from using "special furniture" while sandboxing, which includes the idle marker for the mining activator he seems so obsessed with, lol. Downside to that setting is that it would also prevent him from using the cooking pot and maybe other furniture/activators if they were to be added to his camp, but it may be a worthy tradeoff. I'll see if I can get the setting to work.
MadMansGun Posted July 31, 2018 Posted July 31, 2018 1 hour ago, Blaze69 said: EDIT: also, yeah, the schlong animation was a very nice touch on those, lol ?. i rarely get to use those nodes, they are extremely entertaining to play with.
Blaze69 Posted August 1, 2018 Author Posted August 1, 2018 8 hours ago, MadMansGun said: i rarely get to use those nodes, they are extremely entertaining to play with. Yeah, it's a shame SOS animations are not a thing. I'd say actual ingame schlong anims could be possible just like tail ones are (via the Auxbones setup), but I'm pretty sure FNIS does not touch the SOS behaviour files so Fore would have to add support for it somehow (and I'm not sure if that's even possible). Oh, well. Guess we'll have to do with animated schlongs in load screens only. Speaking of which, while I know you are mostly focusing on HCoS ones (still waiting for that Serpentine dragoness/Herma Mora tentacle sex anim ?), if you feel like working on more load screens for the mod, no matter how lewd or crazy they are, I'll be happy to get them implemented. So there's that.
MadMansGun Posted August 1, 2018 Posted August 1, 2018 8 hours ago, Blaze69 said: Yeah, it's a shame SOS animations are not a thing. I'd say actual ingame schlong anims could be possible just like tail ones are (via the Auxbones setup), but I'm pretty sure FNIS does not touch the SOS behaviour files so Fore would have to add support for it somehow (and I'm not sure if that's even possible). Oh, well. Guess we'll have to do with animated schlongs in load screens only. Speaking of which, while I know you are mostly focusing on HCoS ones (still waiting for that Serpentine dragoness/Herma Mora tentacle sex anim ?), if you feel like working on more load screens for the mod, no matter how lewd or crazy they are, I'll be happy to get them implemented. So there's that. there may be a problem with it's resizing system if that was done, i have no clue how it would react to animations trying to override it. and it could have the same bug the tail animations have (the last tail animation used keeps playing if a different stage lacks a animation for it), for the tails it's a useful bug to have but it would be a serious problem for the dicks. lewd and crazy i can do, it's time that is the problem, and i need to update MNC for something billyy is working on. i sure do like spreading myself thin don't i?
Kuroyami Posted August 1, 2018 Posted August 1, 2018 Working on Enkai's dialog.... Spoiler [PC] [Global=PCSelachiiKnown=0, PlayerIsASelachii] Good to meet another Selachii. | E - Hai(Yes). I have not seen any others in Skyrim, myself. [PC] [Global=PCSelachiiKnown=0, PlayerIsNotASelachii] No offense, but...what are you? | E - I probably do not need mention the shark bit. But I'm a Selachii, or Same, in the language my race has adopted from the Akaviri. | [PC] Selachii? | E - It is something that was easy for those in Tamriel to vocalize, and thus we adopted it. Though most are not sure when we adopted it - it may have been before we arrived in Tamriel. [PC] Same? What? | E - Close. It's Sah-meh, It means...well, Shark. [PC] [Global=PCSelachiiKnown=1, PlayerIsNotASelachii] So...a Selachii, right? | E – Indeed. Though, you sound as if you have met other Selachii...have you? | [PC] Yes. | E - Then I probably don't need to say much about my race, then. Though I will say this...I do not bite. [PC] [PCHasASelachiiFollower] Well, then let me just introduce you... | E - Ah, yes. I see. So in his case, this dialog isn't part of the introduction, but rather something you can ask after that. You might notice there is no variation for the mentioned Global, and the player being a Selachii. Well, this is perhaps an obvious point, but would you really need to point out his race in that case? Maybe if you haven't met any other Selachii, it somewhat makes sense, given the lines, but... Some of his random lines... Spoiler E - [Western Watchtower, during "Dragon Rising"] A dragon? I would say imagine that, but... E - ["The Way of the Voice(MQ105)" Completed] So these shouts...they must be some type of magic. Interesting. E - ["The Horn of Jurgen Windcaller(MQ105Ustengrav)" Stage 20] It is, gone? Would someone else know about this artifact, and have reason to take it? E - [In Solitude] You ever feel, unusual, in places with a lot of history? Or is that just me? E - [In Solitude, CWNotCompleted] I do not feel I know enough about it, but...here it seems this Civil War is not real, or it is already won. E - [In Solitude] I like how you can still feel the sea air, even this high up. E - [In Markarth] Is it stating the obvious to suggest this city has a problem? E - [In Whiterun] (MutteringToHimself) Open sky, tundra, close to water...most of the time...this will be okay. E - [In Riften] I have, not heard very good things about this city. Possibly will change some of these. May do his preset soon too. 1
Kuroyami Posted August 2, 2018 Posted August 2, 2018 Might work on this a bit more, or add the preset file for Enkai a bit later. Not sure of his camp's placement, as even with the Campfire mod, I was having some trouble placing it for the shot. 1
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