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Posted
4 minutes ago, PsychosCreed said:

I got a few SL animations 

What's your animation count? You can check it out by running FNIS and looking at the last files in the log; they should read something like "X animations for Y mods successfully included (character)". If that "X" value is 10k or higher, that may be the cause of the crash or at least contribute to it.

 

Are you using Load Game CTD Fix by any chance? If you are not using it already, you should really give it a try, it may help you with the issue.

Posted
23 minutes ago, Blaze69 said:

What's your animation count? You can check it out by running FNIS and looking at the last files in the log; they should read something like "X animations for Y mods successfully included (character)". If that "X" value is 10k or higher, that may be the cause of the crash or at least contribute to it.

 

Are you using Load Game CTD Fix by any chance? If you are not using it already, you should really give it a try, it may help you with the issue.

it's around 12k but I just got everything working by reinstalling 

 

Posted
35 minutes ago, MadMansGun said:

That's cute, but I don't really see the theme working out unless we pretend that's a dragonling instead of a mini-dragon. Otherwise, I guess if we pair it with some load screen texts focused on the relationship between Selachii and dragons as per their Akaviri lore, it could fit that setting as a visual metaphor or something like that.

Posted
22 minutes ago, Blaze69 said:

That's cute, but I don't really see the theme working out unless we pretend that's a dragonling instead of a mini-dragon. Otherwise, I guess if we pair it with some load screen texts focused on the relationship between Selachii and dragons as per their Akaviri lore, it could fit that setting as a visual metaphor or something like that.

Aye.

 

Spoiler

Some Selachii Blacksmiths were in possession of small Dragons known as Dragonlings, which were well-cared for pets, and assisted them in the forging of weapons with their ability to breath fire.

Very overt and obvious, but it is direct about the idea. Anyway, could use ones like these as conditional to certain materials the player can find in possession of Gaku. 

 

Also...

Spoiler

A point of animosity between the Selachii and their Tsaesci allies, was that the Selachii favored the existence of Dragons, while the Tsaesci did not.

 

Posted
2 hours ago, MadMansGun said:

[...]

1 hour ago, Kuroyami said:

[...]

Well, that seems to work out:

Spoiler

Shark_New_Loadscreen_1.png

 

I've also updated the other load screens with the new female head meshes. It was pretty easy, as expected; just needed to delete the old meshes and paste the new ones.

 

Unfortunately seems like the new heads only make it more obvious that the object space normals don't really play nice with the shader/lighting used in load screens; and it gets worse the further the pose is from the base body rigging position (aka the T-pose). The "standing" poses look more or less fine and the chest piece covers the neck seam anyway, but for the two laying ones the difference between body and head is too blatant. But I managed to recycle the old neck cover mesh to add it to those two meshes and cover the seam up a little, so there's that

Spoiler

Shark_New_Loadscreen_2.png

 

Posted
13 minutes ago, Blaze69 said:

But I managed to recycle the old neck cover mesh to add it to those two meshes and cover the seam up a little, so there's that

...yea...that still stands out ?

 

and do you have updated earrings to go with the new head fins? the ones i have don't line up.

Posted
7 hours ago, MadMansGun said:

...yea...that still stands out ?

Hey, didn't say it was fixed, just that it wasn't as blatant. There isn't much I can do about it, the shader simply doesn't play nice with the normals on that pose.

7 hours ago, MadMansGun said:

and do you have updated earrings to go with the new head fins? the ones i have don't line up.

I do have them already, I must have forgotten to send them your way. I can do so if you want, but I could also simply add them to the nifs myself if you want them to wear them.

5 hours ago, TheLastKhajiit said:

Are these load screens going to come with the new update or are they going to be a separate thing?

They will come with the update. I don't think a bunch of load screens is enough to deserve a whole new plugin slot, and the count is low with respect to the vanilla load screens so they aren't intrusive and will only show up from time to time like any other vanilla screen (in fact I had to use "forced" conditions to get them to appear and test them out because of how rarely they show up in normal circumstances).

 

The currently released version of the mod already includes a bunch of load screens but all of them use vanilla meshes, and the update will simply add more of them that use the custom meshes shown above and elsewhere in the thread. They are all animated, BTW.

Posted
4 minutes ago, Blaze69 said:

I do have them already, I must have forgotten to send them your way. I can do so if you want, but I could also simply add them to the nifs myself if you want them to wear them.

meh, your call. i mostly just added them to make the heads look less generic.

Posted
24 minutes ago, IGotBored said:

The load screens are very rare for me but Its probably a few other mods that mess with the loading screens 

The thing is, you already have a sizeable amount of vanilla load screens that have no conditions and thus show up at random just like the ones from this mod, so the base probability of seeing a one from here is already low (I'm going to guess and say something like 10-15%, but I would have to count the vanilla screens to know for sure).

 

Couple that with the "specific" load screens that override the generic ones (city/hold lore, quest-specific, vampire/werewolf-specific, etc.) and the probability is even lower. But they should pop up from time to time.

2 minutes ago, MadMansGun said:

meh, your call. i mostly just added them to make the heads look less generic.

Think I'll add them myself, then.

Posted

Could I make them appear more often? You said you had to use forced conditions. What is that?

Also if its possible could you make the Herm shark as a Main menu option? Would love it! 

Posted
8 hours ago, Blaze69 said:

Well, that seems to work out:

  Reveal hidden contents

Shark_New_Loadscreen_1.png

 

Might consider rewording that one a bit, but I think it still gets the point across. 

 

Some relevant dialog for Seika...

Spoiler

[PC] ["Way of the Voice(MQ105)" Completed] What do you know about Dragons?
        |
       S - Most of my race have a favorable opinion of them, even though they are capable of destructive acts. Like Helgen, for example.
             |
            S - A rarity among Selachii Blacksmiths would be the use of Dragons in their forging work. My own family is in possession of one.
                 |
               [PC] Seriously? Have you seen how big they are?
                       |
                      S - Ah, sorry about that. The ones I refer to are a...smaller breed, known as Dragonlings. They are a bit smaller than say, a dog, though more like a large bird - just big enough to perch on your arm.

 

               [PC] But dragons have been extinct for centuries now.
                       |
                      S - Is that true? Or is it the lies of an Empire built upon the foundation of a Dragonslayer? Or the beliefs of people whose ancestors lived under their tyranny, and thus, their future generations, and the pestilential beliefs of the Tsaesci have marked the entire race for death? 
                            |
                           S - Perhaps even you know, or will know, a dragon that makes you question your thoughts on them. It would take a lot to sway my opinion. Or that of my race.

 

               [PC] [PlayerIsNotASelachii] Why do the Selachii favor dragons?
                       |
                      S - That is something for one of our scholars, and even then, they may only have theories. Though most believe our race encountered one in Akavir, one that the Tsaesci never had the chance to slay, perhaps even one we protected then. 

 

One thing that might be of note to add to the mod's page at some point, as a preemptive measure, is to suggest that most, if not all the dialog referring to Dragons or parts of the main quest, will likely require, as with the above, the Way of the Voice quest started or completed, to get the relevant lines or options. Mostly to accommodate those using something like Skyrim Unbound(which begins the mentioned quest on the first Dragon kill). 

 

Also, as a perhaps better example of how good this system is? I recently bought Saints Row 3 on Steam. Very little lag, no crashes, and I've played for 26 hours already - though not at at once. 

Posted
32 minutes ago, IGotBored said:

Could I make them appear more often? You said you had to use forced conditions. What is that?

yes you can, just look at the load screen's condition settings with TES5Edit and it becomes fairly obvious what you would need to edit.

42 minutes ago, IGotBored said:

Also if its possible could you make the Herm shark as a Main menu option? Would love it! 

that is a bit more problematic, you can't just use the load screen meshes as they are for the menu because the camera is not in the same spot.

Posted
40 minutes ago, MadMansGun said:

yes you can, just look at the load screen's condition settings with TES5Edit and it becomes fairly obvious what you would need to edit.

that is a bit more problematic, you can't just use the load screen meshes as they are for the menu because the camera is not in the same spot.

Thanks! And Damn

 

Posted
6 hours ago, IGotBored said:

Could I make them appear more often? You said you had to use forced conditions. What is that?

By "forced conditions" I mean that I add conditions to the load screens that are always true so they always show up. Like for example doing a "GetRandomPercent" (returns a value between 0-99) that is lesser than or equal to 100, which will always be true.

 

In theory if you use the condition above but set the comparison value to something lower than 100, then the load screens should have a X% chance of showing up (where X is said comparison value) and thus should be able to set the % chance of a Selachii-related load screen showing up instead of a vanilla one. The problem here is that conditions on load screens don't seem to work the same as other condition functions elsewhere in the game, so I don't know if it will work out.

 

For example, say, all Selachii load screens are set to 15% chance. When two load screens are valid due to conditions, the game seems to pick one at random, so if you do get a Selachii screen, it should indeed be random instead of the same one over and over again. But what happens when you roll a number higher than 15? Does it skip all custom load screens altogether and use a vanilla one? Does it roll the chance again for the next Selachii load screen in the list (in which case you would hardly ever get a get a vanilla screen due to the chain rolls)? So I guess it would be interesting to know how the game code works there.

Quote

Also if its possible could you make the Herm shark as a Main menu option? Would love it! 

As MadMansGun said, using the load screen mesh right away wouldn't work due to the camera placement being different. But it is indeed possible to edit the mesh and turn it into a menu replacer. There's also a test menu replacer file MMG made a while back, so if you are interested I could try to update it with the new female heads and post it whenever the update is out.

Posted
6 hours ago, Blaze69 said:

[Good Stuff]

Alright thanks I edited it a bit and now I'm seeing them a lot more frequently. And yeah I would love it but its up to you! I don't like requesting stuff cause I don't want to add work for others:)

Posted
3 hours ago, TheLastKhajiit said:

Would it be possible to adapt Baddog's Argonian slit to the Selachii? I feel like it would be a little more anatomically correct for a shark race

Possible yes. Easy, not so much. Mainly because I've tried already and I can't seem to get it to look right.  Coming up with a prooer texture for the slit itself has proven more difficult than expected. I may give it another shot at some point, but no promises.

2 hours ago, IGotBored said:

And yeah I would love it but its up to you! I don't like requesting stuff cause I don't want to add work for others:)

If I can update it just like with the latest load screens, it would only be a matter of a few clicks, so it's no hassle at all. No problem.

Posted

are you still going to make a special edition version of the selachii race? I was able to get it to work in special edition but the textures are not seamless like in the photos and the feet are not 3 toed like in the original version.

Posted
2 hours ago, cheese92936 said:

are you still going to make a special edition version of the selachii race?

Yes, but each and every time you SSErs nag me about it, I push the release further back, just 'cause ?.

 

Seriously, though, this has been answered a few times already, you could have simply searched the thread: I'll probably port it not too long after the next update is out. But no promises so far.

Posted
8 minutes ago, cheese92936 said:

i only asked because i didnt know if it was abandoned. i would convert it myself but i have no idea how to convert mods.

The last time SE was mentioned I said the same I just did: it will probably happen after the upcoming update is out. Not sure where you would get the "abandoned" part from, but okay.

 

As for the issues you mention: I assume you are using the CBBE patch, right? Then the feet not having 3 toes is actually intended because CBBE bodies don't match the vanilla/UNP ankle seams for some reason and thus the 3-toed feet meshes have gaps with CBBE bodies. I simply replaced them with standard human feet to prevent the gaps.

 

As for the textures not being seamless, the CBBE textures are different from (and older than) the current UNP ones and thus may have a slightly lower quality, but should still be pretty much seamless. Regardless, the upcoming update will include new CBBE textures that are pretty much an exact match of the UNP ones, so the quality should be the same or very close across them.

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