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Posted
19 minutes ago, Ramare said:

I'm not necessarily saying you should change the default back to the less beastly feet, but in each version going forward I would like it if they were at least an option in a separate folder (or download, there's already enough of them that one more can't cause any problems). Loading screens don't matter as much, so it could just be the feet meshes themselves. I can probably just manually replace them with the old feet meshes from my last downloaded version for my own personal use, in the meantime.

Honestly, adding even more optional files and patches would be even more of a mess, and I'm not happy with the current amount in the first place.

 

The human(oid) feet textures are still there, so you should be able to manually replace the feet meshes with the older ones from previous downloads, or human feet meshes if you prefer those. Note that the former only applies to females, as the old male beast feet are incompatible with the new texture layout, but human feet meshes should work fine for both genders.

Posted

Already posted some of the pics in the What are you doing right now in Skyrim thread, so I guess I might as well post the whole set here, since it's Selachii related. And also to, uh... showcase the new feet, maybe? Tiny bit of nudity in the last spoiler, in case anybody's interested.

 

Nanami_Bruma_1.png

Spoiler

Nanami_Bruma_2.png

 

Nanami_Bruma_3.png

Spoiler

Nanami_Bruma_4.png

 

Nanami_Bruma_5.png

Spoiler

Nanami_Bruma_6.png

Nanami_Bruma_7.png

 

Nanami_Bruma_8.png

Spoiler

Nanami_Bruma_9.png

Nanami_Bruma_10.png

Nanami_Bruma_11.png

 

Sidenote: yes, I finally ended up settling for tattos on her. Just those two small-ish, ones, though; I still think big ones don't look that good on them, and lore-wise I assume tattooing scales is more difficult than doing it on skin and also takes longer, so I wouldn't expect most Selachii to have many tattoos outside of minor stuff like these or temporary body paints at most.

Posted

If you're still doing requests for this mod I have only two.

 

1. A variation in which they have more vicious looking faces (more akin to real sharks)

2. A variation in which they have more human looking faces, but still the shark like bodies.

 

If not it's still a really cool mod.  I just personally find the faces a little off-putting.  Maybe "out of place" is a better phrase. It's mostly in comparison to the other races in the game that they feel a bit off.

Posted

Woah I love the new hair she has. 
Not sure how I feel about the new feet meshes, A bit puffy if you ask me.

 

Posted
1 hour ago, GinKitsune said:

1. A variation in which they have more vicious looking faces (more akin to real sharks)

I wouldn't really know how to do that. I mean, It's not like you can take a feral shark model, cut the head, and slap it on a body, the anatomy is too different for it to work. If we were to, say, use the werewolf skeleton (which is more beast-y), then it could work (and it has been done already). But for humanoids/NPC? Not really.

 

And to top it all, Nightro would be the one to work on head meshes, and I don't think he plans to do anything too drastic with them outside of updating male heads like he did with females sometime in the future. But he would have the one to clarify.

 

Still, if you could find some kind of reference on what you would like to see (always keeping in mind the fact that it has to be humanoid), it could help. No promises, though.

1 hour ago, GinKitsune said:

2. A variation in which they have more human looking faces, but still the shark like bodies.

Nope, not gonna happen, at least not from me. If someone else wants to work on something like that, feel free to do so, but I won't do it.

Posted
4 hours ago, One With Nothing said:

Didn't think I'd like this mod at first but, you've sold me on the shark idea. Wish I knew how to make followers and I'd make one with those water spells from elemental magic.

Glad the sharkies got to you, lol. :classic_tongue: What can I say, they got their charm.

 

Making followers is pretty easy, as long as you don't intend to give them custom dialogue or very complex AI. Just need to create the NPC and add them to the right factions, that's it. There should be plenty of tutorials around on how to do it if you ever want to give it a shot, and I'll be happy to give you some pointers as well.

 

Water spells you say? I'll have to check those out.

4 hours ago, TheLastKhajiit said:

I like the tattoos, how did you get the colors like that?

I'm guessing just playing around with the overlay colors in RaceMenu. Probably used both the "color" and "glow" options to get that effect, and I think I remember that particular overlay being split in two entries so you can give each one a different color and get that fade effect. And on top of that looks like the blue light comes from the equipped spells (which I assume are those water spells mentioned in the post).

Posted
56 minutes ago, Blaze69 said:

 

Water spells you say? I'll have to check those out.

So... you never looked into water magic for the Shark Race?

 

I already have Elemental Destruction Magic and Elemental Arrows (has frost arrows, not water).

 

I also use Magic Duel - Reborn.

 

 

Worth looking into

 

Water Arrows or Water Arrows And Crossbow Bolts.

 

 

My plan for the Selachii weapons was to add a damage boost to water damage for some of them, like the staffs.

Posted
17 hours ago, Blaze69 said:

I wouldn't really know how to do that. I mean, It's not like you can take a feral shark model, cut the head, and slap it on a body, the anatomy is too different for it to work. If we were to, say, use the werewolf skeleton (which is more beast-y), then it could work (and it has been done already). But for humanoids/NPC? Not really.

 

And to top it all, Nightro would be the one to work on head meshes, and I don't think he plans to do anything too drastic with them outside of updating male heads like he did with females sometime in the future. But he would have the one to clarify.

 

Still, if you could find some kind of reference on what you would like to see (always keeping in mind the fact that it has to be humanoid), it could help. No promises, though.

Nope, not gonna happen, at least not from me. If someone else wants to work on something like that, feel free to do so, but I won't do it.

I figured both were a bit of a long shot.  Still an awesome mod either way.  I've loved sharks since I was very little.  Maybe with some clever race-menu work I can make one look a bit more vicious.

Posted

One question but not to break a chain of other talk here but:

 

This mod model comes with its own underwear, fundoshi i think? If not I might be thinking about another model mod....if not here link me to fundoshi mod

Posted
9 hours ago, NightroModzz said:

So... you never looked into water magic for the Shark Race?

What can I say, it just didn't click in my mind before :classic_unsure:.

 

AFAIK there doesn't seem to be any references to water magic in Elder Scrolls, neither in games nor in OOG stuff like the books (unless there's something from c0da/Kirkbride, because I'll admit I haven't really read those), so I didn't think of it when looking into the ES lore to see stuff that was canon (ish) and would suit them. And on top of that, the current lore for the race says it's not common for Selachii to practice magic outside of Restoration (and I just realized they are very similar to Nords on this aspect), so I didn't really picture them creating their own magic "element" either.

Posted
4 hours ago, Blaze69 said:

AFAIK there doesn't seem to be any references to water magic in Elder Scrolls, neither in games nor in OOG stuff like the books (unless there's something from c0da/Kirkbride, because I'll admit I haven't really read those), so I didn't think of it when looking into the ES lore to see stuff that was canon (ish) and would suit them. And on top of that, the current lore for the race says it's not common for Selachii to practice magic outside of Restoration (and I just realized they are very similar to Nords on this aspect), so I didn't really picture them creating their own magic "element" either.

if you want, for mods they don't stick to the lore you can have them as a patch instead. But it's mods we're talking about. It's not so much about the lore as it is the experience.

 

If you think about it on a common sense level without lore knowledge, a shark race without water magic can be boring and confusing. I mean ice, fire and lightning... why can't there be water? Water and ice go hand-in-hand, so screw lore. The lore law of magic in the Elder Scrolls has a screw loose.

Posted
15 minutes ago, NightroModzz said:

if you want, for mods they don't stick to the lore you can have them as a patch instead. But it's mods we're talking about. It's not so much about the lore as it is the experience.

 

If you think about it on a common sense level without lore knowledge, a shark race without water magic can be boring and confusing. I mean ice, fire and lightning... why can't there be water? Water and ice go hand-in-hand, so screw lore. The lore law of magic in the Elder Scrolls has a screw loose.

Well, that might be a bit inaccurate at this point. Though I don't think I'm going to say mages or magic are rampant among Selachii, they do exist, and other Selachii who do not regularly use magic, don't shy away from magic like say, Nords. They generally want to understand something, not push it away because it seems to be, or could be dangerous. 

 

Though the Legacy book has this on the subject of magic, currently:

Spoiler

From its inception, our race has always been focused on more, physical aspects of combat, perhaps in spite of the fact that few can argue the connection to magic we have. Some stories suggest that our race is responsible for the creation of water based magic, only I have no basis to consider those stories true. However, while there have been points in our history that we have looked down upon those who have chosen to study magic, the benefits have been something we cannot ignore. The Council has, based upon the reasoning given by a few of our notable advocates, agreed some time ago that we should not entirely look at magic as a weakness, a crutch, but as something to augment the abilities of soldiers, of healers. In fact, a space that has gone somewhat undeveloped in our city, was set aside for the Iyashino-ka, where the wounded, sick, injured, are treated with medicine, magic, and any other methods available to the healers there. 

 

The stories of the use of magic in Tamriel were part of the arguments against magic among the Selachii. They argued that arts such as Necromancy should be considered a danger, but a number of our advocates, some who had inquired Mages visiting our capital, along with some study of magic for themselves, told a simple story – it was more about how one uses magic, not the magic itself. Some held to their beliefs, but the Council agreed with the statement. I personally hugged Sora that day, given that his efforts lead only to the progressiveness of our race, and he works tirelessly to achieve that. 

 

I myself began practicing magic some time ago, in my teen years. My father saw it as somewhat rebellious, but soon understood as many others did. No one was calling for our race to embrace magic as a whole, only to understand that it was nearly invaluable to those who did – for it could save lives, end conflicts decisively, and bring knowledge to those willing to seek it.

 

Posted
31 minutes ago, NightroModzz said:

if you want, for mods they don't stick to the lore you can have them as a patch instead. But it's mods we're talking about. It's not so much about the lore as it is the experience.

 

If you think about it on a common sense level without lore knowledge, a shark race without water magic can be boring and confusing. I mean ice, fire and lightning... why can't there be water? Water and ice go hand-in-hand, so screw lore. The lore law of magic in the Elder Scrolls has a screw loose.

I just think it's better if you can make things match the overall lore or even use existing parts of it to better blend into the setting. That being said, I guess you do have a point, and since the Elemental Destruction Magic mod seems to have open permissions, I could add some of its water spells to the mod if need be.

16 minutes ago, Kuroyami said:

Well, that might be a bit inaccurate at this point. Though I don't think I'm going to say mages or magic are rampant among Selachii, they do exist, and other Selachii who do not regularly use magic, don't shy away from magic like say, Nords. They generally want to understand something, not push it away because it seems to be, or could be dangerous. 

I still think their attitude towards magic is close to that of Nords. Everybody agrees Restoration is great and very useful, but outside of that the opinions rage from "magic is cool" to "magic is for weaklings", with mages existing but not being nearly as common, as say, Breton mages. Not all of them have to be like those "let's burn the College of Winterhold down" zealots, of course.

Quote

Though the Legacy book has this on the subject of magic, currently:

  Reveal hidden contents

 

I completely missed that reference to water magic, and I guess it could be a good way to insert it into the game and the race's lore. We could look into adding them to the mod, then.

Posted
14 minutes ago, Blaze69 said:

since the Elemental Destruction Magic mod seems to have open permissions, I could add some of its water spells to the mod if need be.

So long as it would still be compatible with the mod itself, with or without a patch. But I'm guessing load order wouldn't matter unless you tweak the spells regardless of added content.

Posted
14 hours ago, NightroModzz said:

So long as it would still be compatible with the mod itself, with or without a patch. But I'm guessing load order wouldn't matter unless you tweak the spells regardless of added content.

There's two options if we wanted to go for it: either making a patch that has both this mod (actually the NPC plugin) and the Elemental Destruction Magic mod as masters, or packing the water-related assets into this mod and adding the water spells as  standalone.

 

The former would be the one with the best "compatibility" as it would use the actual spell records from the original mod, but would require an extra plugin slot and to have the EDM mod installed as well. The latter wouldn't require the original mod to be installed and could be included in the main NPC plugin itself, but would mean there would be duplicate water spells if you also use the EDM mod (there would be one set of spells from here and another one from EDM).

 

I'm more inclined to go for the latter, if anything, but I'm open to suggestions.

 

EDIT: on a separate note, for anyone that got an "Update" notification about the mod, ignore it. I was just fixing up the shark emoji from the tags, because something broke it, but it should be working again.

Posted
4 hours ago, Blaze69 said:

but I'm open to suggestions

make your own water spells that are nothing like that mods?

FYI: both the Serpent Stone and Nightingale Strife spells can be used when swimming.

Posted
8 hours ago, Raydric said:

I like the paintings you use on your body you look like tiger shark. What mod are you using?

Custom poorly made stripes. I'm not too good at texturing. 

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