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Posted
7 minutes ago, MadMansGun said:

because that's how the other beast races work?

I'm pretty sure you can get erring items/armor to work outside of RaceMenu, even if you can't use an ear slot since the base is Argonian.

Posted
37 minutes ago, Blaze69 said:

That should be easy. I'll add it to the To-Do list and look into it sometime later. Can't promise anything, though.

There is already the "demon" eyes that the vanilla game has, though I don't know about that one working with Argonians or Khajiit. Some eye texture mods do change at least that texture though, so there could be issues there, unless a eye mesh could be made for the Selachii that fits the vanilla UV layout, but works with Beast races. 

 

1 hour ago, GinKitsune said:

Also, while not a request, if you want to go for biological accuracy, all male sharks (and all male cartilaginous fish in general) tend to have two penises/claspers.  But that's more of an interesting fact then a request.  Do with that one as you will.

The biggest problem beyond just the visuals, is function. Meaning that, the skeleton has to line up with the meshes, the skeleton in Skyrim being a framework for animations, i.e how a body mesh can possibly move. The XPMSE skeleton(the most commonly used and full featured skeleton/animation mod), gives the skeletons of many NPCs and creatures in the game a reasonable setup for schlong/penis bones and nodes, along with a bone/node for balls, at least in the case of the NPC skeletons. This setup won't support a hemi-penis, at least not without a clipping where things shouldn't be. 

 

Also, in terms of lore, the idea is that the race certainly might have began with a more bestial or shark penis, but their interactions with other races have changed that. The Human and Human cut(though this is more after the fact, and an extremely rare practice among the race) options are due to their interbreeding with the extinct "human" race from Akavir(meaning the lore of this still fits within context for Yiffy Age), and even the "Beast" option has external balls because of that interaction. 

Posted
24 minutes ago, NightroModzz said:

I'm pretty sure you can get erring items/armor to work outside of RaceMenu, even if you can't use an ear slot since the base is Argonian.

There's no such thing as an "ear slot", at least not in the vanilla game. The only earrings that exist without mods are the Khajiit ones, which are part of their hairs (and thus selectable with the Hair slider). Argonians also have some horn accesories that are part of the horn "hairstyles" as well. That's probably what MMG meant, and that's what I used as a reference on how to set up the fin rings.

 

What I could do is edit the base character presets so they start without fin rings instead but you can still add them if you want. Don't think I'll be removing them from the Brow slider for now, though.

Posted

I've yet to try out all the new stuff, but the animated main menu is a plus.

 

I got that 'seam at the wrists' issue which isn't one when gloves are worn, a custom helmet that looked fine on a femshark in 3.19 looks less fine in 3.2 on default head shape, and one of the femhairs near the end (Vapor I think) of the slider is exploded. I probably manual installed it all wrong again.

 

All those are a buncha 'me' problems, though. Works a-o-good with what little I played with the updated version so far. Ain't got no fancy poses or graphics mods, so have a more action oriented screenshot I guess.

 

EDIT: I prolly shoulda took the screenshot of the reverse angle. Eh, whatever.

20181207193327_1.jpg

Posted
6 hours ago, ziggyr2750 said:

I got that 'seam at the wrists' issue which isn't one when gloves are worn

What body replacer are you using? The custom hand meshes are fit to the vanilla wrist seams, so if you happen to be using a body that doesn't match those seams, that would explain the issue.

Quote

a custom helmet that looked fine on a femshark in 3.19 looks less fine in 3.2 on default head shape

Selachii and helmets just don't get along, unfortunately. Better stick to not wearing helmets at all, or install CCOR and use its "turn helmets into armored circlets" feature to get around it, as circlets should work slightly better than regular helmets on the shark heads.

Quote

one of the femhairs near the end (Vapor I think) of the slider is exploded. I probably manual installed it all wrong again.

That's a known bug with the HDT hairs and it's listed in the description. Simply switch to a different hair and then back to the HDT one and it should be fixed.

Posted
30 minutes ago, Blaze69 said:

Selachii and helmets just don't get along, unfortunately. Better stick to not wearing helmets at all, or install CCOR and use its "turn helmets into armored circlets" feature to get around it, as circlets should work slightly better than regular helmets on the shark heads.

Just to note(this being more for Ziggy) - that feature of CCOR doesn't change helmets into circlets. It adds an optional feature(enabled by MCM), which allows you to craft or find a vanilla helmet, and change into a "circlet" version at the forge, so you still get the matching set bonus. Additionally, CCOR(Complete Crafting Overhaul Remade) does have a few fixes to mostly armors/clothing, etc, just like the authors other mods - like Clothing and Clutter Fixes, and Weapons and Armor Fixes Remade. Unfortunately, many of these changes may need patching if you use Yiffy Age, which I've been working on that. The problem is, I would ideally want a base version, and then one that is meant to work with the SOS - Revealing Armors mod, along with Bad Dog's Skimpy Clothes mod. 

 

Additionally...

 

-Added some backstory details to the relevant blog entry, this concerning twin sisters known as Sailors, Privateers, and more recently, have been rumored as Pirates.

-Reworked the "Letter to Ko'Maru" somewhat. 

Posted
2 hours ago, Kuroyami said:

Just to note(this being more for Ziggy) - that feature of CCOR doesn't change helmets into circlets. It adds an optional feature(enabled by MCM), which allows you to craft or find a vanilla helmet, and change into a "circlet" version at the forge, so you still get the matching set bonus.

This is correct, I should have been more clear about it.

 

And on the topic of the "matching set" bonus, IIRC the perk doesn't actually check for all 4 separate pieces of armor (body, hands, feet, head) but rather checks that you have 4 or more items equipped with the same ArmorMaterialXXX keyword, so if you use an armor set that has 4 or more pieces that are not helmets, you can still get the bonus without using any headgear. That's why the Selachii armor sets should still give you the full set bonus when worn even though they don't have matching helmets: the greaves/pants account for the fourth needed keyword for the perk to take effect.

 

This is also the reason why the bikini armor sets from TAWOBA should also apply the bonus with 4 or more pieces equipped even if no headgear is worn either, so if you like their style they could be another feasible option for a Selachii playthrough.

Posted
5 minutes ago, Blaze69 said:

This is also the reason why the bikini armor sets from TAWOBA should also apply the bonus with 4 or more pieces equipped even if no headgear is worn either, so if you like their style they could be another feasible option for a Selachii playthrough.

Ah, remember that mod Ordinator? You can use that one (And it's much better than vanilla talents) to get the armor bonus effect without a helmet, well when you get the subsequent heavy armor/light armor talents to get it. Strangely enough, I've noticed with that talent you have more AR without a helmet than you do WITH a helmet on. It's not by a massive margin, but still noticeable.

Posted
52 minutes ago, Taven said:

Strangely enough, I've noticed with that talent you have more AR without a helmet than you do WITH a helmet on. It's not by a massive margin, but still noticeable.

I'd say it's either because the "no helmet" bonus is higher than the "with helmet" one from the previous perk, or that the "no helmet" perk already accounts for the "with helmet" bonus and negates it with an AR debuff while wearing helmets so that you go back to the vanilla AR values.

 

Anyway, as I've mentioned before, the permanent +10 AR racial bonus is not so much for lore/"biology" reasons (though they contribute) as to make up for the potentially lost AR from helmets if you don't use CCOR's circlets or one of the "invisible helmets" mods. By the time helmets start providing way more AR than the bonus does, you should already have enough perks in your chosen armor skill to offset it (though I'll have to look at armor values again to make sure it adds up).

Posted
20 hours ago, Blaze69 said:

That should be easy. I'll add it to the To-Do list and look into it sometime later. Can't promise anything, though.

I certainly think the design could be better in an ideal world and comparing it to anthro shark designs seen elsewhere, but unfortunately we have to work with several restrictions here like the body/neck shape, the skeleton, the "expected" eye/mouth placement for animations and such, the CITRUS heads, etc. We could go for building a brand new head from scrat to have maximum freedom on that aspect (which would still be restricted but to a lesser extent); problem is, that would also require creating all of the morphs, expressions, phonemes, etc. from scratch as well, which is not an easy task.

 

That all being said, more chargen/morph options is something we want to look into, so if you have any more specific ideas or reference material on what you would like for that, feel free to let us know and we could look into it.

The race uses edited Argonian eye meshes, and beast races share eye texture layout, so any texture that works on Khajiits or Argonians can work on Selachii as well. That being said, some extra assembly is required because you would still need to set up the Head Part records with the proper texture sets and stuff, so it isn't exactly plug and play.

 

If the mod in question has Argonian/Khajiit compatible textures, shoot me a link and I can look into making a patch and/or check out the permissions to integrate some of its textures into this mod if it's possible.

Use the "Brow" slider in the race menu, you can use it to change the earring material as well as remove them altogether; there should be a "no rings" option that will get you what you want.

I am fully aware of the equipment carried by male sharks, and E6 is always kind enough to remind me whenever I search for anything involving them, lol.

 

It's just not really feasible in Skyrim, though some have tried, and IIRC there's such a mod out there somewhere. It uses human SOS schlong meshes, so it should be compatible with the race if you use them to replace the default human schlong meshes from here. Sheaths are definitely a no-go, however.

Really cool.  Also I can't believe I didn't once think of the brows slider possibly being connected to the earrings.

Posted

So, I have a few screenshots here...

 

RiverwoodBridge1.png.6042565c6c58c7b6fe3a471b1a23fc66.pngRiverwoodBridge2.png.f4948ed8f465b6e21c9c4f66148b29e5.png

Not sure, but maybe one of these could be used for more variety on the mod page? Also, this armor is good. The fact that it already has the crafting, the tempering...in all sincerity, thank you.

 

Remember the joke? I wonder if Lydia finds it funny...or arousing?

EatenByAShark1.png.a52e113aa5b0343d32f13973c8629d70.png

Yep, this actually makes sense.

 

Handjob1a.png.cbb8252702ca05fedaefb71770f9a73a.pngHolding1.png.216dff3a7fc82dfae8517e6d8f4c1d13.png

 

Laying1.png.e8c0bdcc17fc92de48476a79f9a89183.pngLaying2.png.4391c433739b00a7db4a81e4c1577fef.pngLaying3a.png.a97995b33bed7882fda15d76dcf33654.png

Posted
3 hours ago, Kuroyami said:

Not sure, but maybe one of these could be used for more variety on the mod page?

Adding them to the LL page is probably a no-go, because there isn't any option to reorder the images so they would end up at the end of the list. As far as LL goes, posting them in the thread itself (and perhaps other threads where applicable if you feel like doing so, e.g. "Post your sex screenshots" or the "Futa Content" one) is pretty much the only option.

 

Looking back, I would have liked to take up the first post in the thread after the OP as other modders do and have a "Community Showcase" section to feature pics in (like yours or Tail's), but 2016 me was new to posting mods and didn't think of that (also holy shit it's been 2 years, that feels like a lifetime ago).

 

Feel free to post them to the "User images" section of the Nexus page if you want, though.

3 hours ago, Kuroyami said:

Also, this armor is good. The fact that it already has the crafting, the tempering...in all sincerity, thank you.

Unless there's like a bazillion different armor pieces, adding crafting and tempering support is just a handful more clicks, and I always like to add them to custom armor mods in case someone actually, y'know, uses it for real gameplay, lol. Only exceptions are the modern clothes mods, because those don't really belong in Skyrim, at least not in 4E 201 Skyrim (but 5E 408 Skyrim aka Knox/Aether Suite is a completely different story).

3 hours ago, Kuroyami said:

Remember the joke? I wonder if Lydia finds it funny...or arousing?

Knowing her, she would throw a deadpan "I am sworn to carry your burdens" right after he bursts out of the water... and then propmtly take his burdens :classic_tongue:. So, the latter, I guess? I know I would.

 

I just realized wolf!Lydia has hyena (Redguard) eyes. Maybe she's half-Redguard? Bet her mother fell victim to the allure of their mythical curved swords, lol. Though outside of the eyes she feels a bit too generic, hopefully YA 5.0 will have her looking better, like it does with Aela.

Posted

So, I was supposed to be taking some pics of a handful of KS HDT hairs I've been working on adding to the mod, but since @Tail Blehczar was kind enough to lend me his gorgeous shark girl Kayla (which you may remember from those great-looking screenshots from Page 80) for the photoshoot, I maaay have gotten a bit carried away with the initial pics. :classic_rolleyes:

 

And then when I actually got back to taking pics of the different hairs, I found out some bug in some of the XML data caused both hair and tail to go crazy and constantly spazz out whenever the HDT tail was equipped, so I had to cut the photoshoot short until I figured out how to fix the XML or worst-case scenario I remove the affected hair(s) (but hopefully that won't be necessary).

 

In the meantime have the pics I did take. Hope I did her justice:

 

Shark_Kayla_1.png

Spoiler

Shark_Kayla_2.png

Shark_Kayla_3.png

Shark_Kayla_4.png

Shark_Kayla_5.png

 

Shark_Kayla_6.png

Spoiler

Shark_Kayla_7.png

 

For anyone wondering, these are the HDT hairs from KS I've managed to port so far (pics of them all will come once I've fixed the XMLs):

Spoiler
  • Sky201 (Non-HDT version already in the mod)
  • Sky208 (Non-HDT version already in the mod, and showcased in the first picture set above)
  • High Life (NEW)
  • Himiko (NEW)
  • Koala (NEW)
  • Paraguay (NEW)
  • Spring (NEW)
  • XOXO (Non-HDT version already in the mod, and showcased in the second picture set above)

Don't think I any of the others can be fit to the shark heads, but I'm always on the lookout for other hairs that may be worth porting.

 

(And for anybody wondering as well, Tail did point me to the hair used in his original images, but turns out it's SMP only and thus it doesn't work as an actual hair; it can only be used as an equippable wig, so I can't add it to the mod. Plus I could never get SMP to work on my system so I can't even try it out).

Posted

Woah I really love them! Not sure what makes my characters eyes different. I think I use Iridium eyes which changes the defaults but she still looks lovely! Especially love the pony tail hairstyle and that awesome outfit she has on! 

Posted
2 hours ago, Tail Blehczar said:

Woah I really love them! Not sure what makes my characters eyes different. I think I use Iridium eyes which changes the defaults but she still looks lovely! Especially love the pony tail hairstyle and that awesome outfit she has on! 

Really glad you liked it, and looking forward to taking more pics of her once I've got the issue with the hair physics sorted out.

 

The outfit is mostly from GomaPero's MiniBikini mod. The choker is from Halo's Aether Suite and the t-shirt texture is custom by me (I gotta admit the "Hentai Inside" pun with the Intel logo was clever, but I still don't see any of my characters wearing that), but otherwise everything is straight out of Goma's file.

1 minute ago, TheLastKhajiit said:

Another quick question about the armor. Can I craft the set shown here?

If you have the NPC plugin installed, yes. You just need to have the Advanced Armors perk and it should be craftable in the forge using Corundum and Steel. It's called "Selachii Armor". Alternatively, there's a lighter set called "Selachii Light Armor" that's very similar but lacks the belly plates; that one only requires the Steel Smithing perk instead.

Posted

I love this mod so far, it definitely is my favorite in the race additions. I'm sure it has been asked before but do you have a mod link for the Japanese styled house in the example pics?

Was also wondering if there would be an option in the future for a full set of human toes on the feet, would like to try a full plantigrade look, maybe with some claws too ^^

Posted
1 hour ago, Fireyinzoa said:

I love this mod so far, it definitely is my favorite in the race additions. I'm sure it has been asked before but do you have a mod link for the Japanese styled house in the example pics?

It's this mod, Nakahara - Akavri House

Posted

Well, good news is, I found out the cause of the bug: I used the default XMLs for some of the hairs instead of the HDT-BBP-Fixed ones (which are required for use with HDT-enabled bodies and apparently HDT tails as well).

 

Bad news is, turns out one of the hairs I ported (Wine) has the wrong XML file packed in the HDT BBP fix package so it doesn't get any physics, and reverting to the default one causes the spazzing. So unless there's a HDT wizard out there that's willing to look at the default XML and make whatever edits are required to apply the HDT BBP fix, I'll have to either add the non-HDT version of the hair instead or remove the hair altogether. For now I'll check out the non-HDT version and see how it goes.

 

Pics of the hairs:

 

Wine:

Shark_Kayla_8.png

 

Himiko:

Shark_Kayla_9.png

 

High Life:

Shark_Kayla_10.png

 

Spring:

Shark_Kayla_11.png

 

(There's three more left, but they are all ponytails with not much "hairdo" on the front if any at all, and getting the ponytail to rest on the shoulder to actually showcase it is a bit of a pain, so you'll have to take my word for that, lol).

 

PS: turns out taking character/themed shots that happen to showcase the hairs is way more fun that simply loading up RaceMenu in the ASLAL cell and flipping through the hairs while taking boring pics of each one. But I should really get a new theme (and maybe location) because I've run out of items that fit the "7B sexy beach" one.

Posted

Looks like there is a missing texture issue with the neck cover used on Kanet. I found where the texture file is, but I can't find the .nif to see if it is in the right place. Which the mesh file should be somewhere, given that at least it is loading in-game. 

 

Otherwise, I think Khad is only going to be an NPC. and not a possible follower. 

 

Also, screenshots.

Sweetroll1.png.d1a47e2b811da28c7546270d5ba03cb4.png

Might not be stealing, but I still took it.

 

Handjob2.png.71645bc1b13958e42a532f240b6dd809.pngBlowjob1a.png.79769f468ffa5d10ac7c2e28b75f0e63.pngCowgirl1.png.fd427daa9ac11a32a4003e855be61d49.pngCowgirl2.png.31c2b765ed9b5354f1d9c3b0eaba95ed.pngCowgirl3.png.f6f679e355bb488af58229dab6d424a4.png

What? You have to unwind after fighting Dragons. What better way is there?

 

Sunrise1.png.e64f7b45aa5ca585c96ecbd7ecab9bfa.png

 

 

Posted
On 12/6/2018 at 5:12 PM, Tail Blehczar said:

(Pics)

 

On 12/9/2018 at 1:24 AM, Kuroyami said:

(Pics)

 

On 12/9/2018 at 12:42 PM, Blaze69 said:

(Pics)

Just gonna leave this here......

moar.jpg

Posted
7 hours ago, Kuroyami said:

Looks like there is a missing texture issue with the neck cover used on Kanet. I found where the texture file is, but I can't find the .nif to see if it is in the right place. Which the mesh file should be somewhere, given that at least it is loading in-game. 

Huh. Kanet still has the neck cover in her FaceGen data? I thought I had removed it already. Guess I'll have to add it to the list, but since I will have to re-export all FaceGen for the YA 5.0 update, it would have been fixed sooner or later.

 

The neck cover nif is not included in the archive anymore, but the texture is still there, just in a differen path. You could try opening Kanet's FaceGen nif and editing the texture path to the right one, that should get rid of the bug. IIRC it should be somewhere in the "items" folder.

7 hours ago, Kuroyami said:

Also, screenshots.

I really have to start taking "in-action" pics like those at some point.

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