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AyyRofLmao

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  1. Here you go. Load it after the main plugin. Cerinian Race - No Crafting.esp
  2. The only difference between the Vanilla, UNP, and CBBE BSAs are a few models and textures. Please recheck your load order. The default skeletons plugin must be loaded AFTER the follower plugin. Also, you may have one more loose file. Inside this folder: Skyrim\Data\Meshes\Actors\Character\FaceGenData\FaceGeom\Cerinian Race - Follower.esp\ If you see a mesh there, delete it.
  3. You may have some loose files in your data folder that are overriding the files in the BSAs. The faceparts in the default skeletons plugin are bound to the default headbone, but your loose files faceparts may be bound to the Cerinian's extra headbones in its unique skeleton. Delete any loose files from Skyrim\Data\Meshes\1Custom\Cerinian Race\ Also check your load order: Cerinian Race.esp Cerinian Race - Follower.esp (If you're using it) Cerinian Race - Default Skeletons.esp
  4. Download the 'Default Skeletons' plugin. Load it after the main esp and follower plugin (if you use it). This will revert the race to the default skeleton paths. So, if you have a custom skeleton installed for other races, it will use that instead.
  5. This race has a long snout, so to get skeletal helmet fitting to work properly, I set the race to copy the Khajiit's armor data so they could use their helmets. It sounds like you're using a mod that gives Khajiits thier own unique bodies. So, instead of just having unique helmets, it's changing a lot of other stuff too. I've attached an alternate version of the 'Default Skeletons' plugin. This one will swap them to the default armor sets. Load it after the main plugin and the followers plugin (if you're using it). Shark Race 1.2 - Default Skeletons (Def Armor Fix).zip
  6. View File Katia Race v2.5 IMPORTANT: ---For the Vanilla, UNP, and CBBE .zips, use ONLY one ---The 'Follower' plugin adds a follower to the Bannered Mare ---The 'Default Skeletons' plugin reverts all racial features to use Skyrim's default skeletons (or whatever you have installed). Don't use this unless you REALLY need it. ---The 'No Birthsign' plugin will remove the Atronach birthsign and the extra spells Mirror: http://www.nexusmods.com/skyrim/mods/64720/ Description: This mod adds a custom race with fully animated headparts. A follower plugin is included. You'll find her in the Bannered Mare. An optional 'Default Skeletons' plugin is included for compatibility purposes. Please keep in mind that using it will disable helmet fitting and ear lagbones. Vampirism is supported, though becoming a vampire will turn your character's fur grey. A default skintone has to be selected for Skyrim's vampirism morphs to work, so I picked grey. You can see an example in the screenshots. Recommended: SKSE: http://skse.silverlock.org/ ---Needed for a jump height fix included in this mod Unofficial Skyrim Patch: http://www.nexusmods.com/skyrim/mods/19 ---Fixes a Dark Brotherhood Quest for custom races Unofficial Dawnguard Patch: http://www.nexusmods.com/skyrim/mods/23491 ---Fixes Vampire Lord Transformation Mfg Console: http://www.nexusmods.com/skyrim/mods/44596 ---Fixes player blinking Notes for Character creation: ---Face tint sliders available: lips, cheeks, nose, eyeliner, and eyelids ---Chin sliders will control the ears Animation Swap: Inside your spell/powers menu you will find two lesser powers: Animation Swap (RGA) and (PCEA). RGA stands for 'Reversed Gender Animations', which will swap your animations between male and female. PCEA stands for 'Player Character Exclusive Animations' which are animations exclusive to the player. Proper use of PCEA involves installing both the actual PCEA mod and FNIS (links below). If you don't have PCEA and FNIS installed, this mod will swtich you to a set of vanilla animations included in this mod's BSA (this is to prevent crashes). To swap back to your default set of animations, simply use the Animation Swap power again. FNIS: http://www.nexusmods.com/skyrim/mods/11811 PCEA: http://www.nexusmods.com/skyrim/mods/14871 Load Order: Katia Race.esp (Required) Katia Race - Follower.esp (Optional) (For the next three USE ONLY ONE) Katia Race - No Birthsign.esp (Optional, USE ONLY ONE IF NEEDED) Katia Race - Default Skeletons.esp (Optional, USE ONLY ONE IF NEEDED) Katia Race - Default Skeletons and No Birthsign.esp (Optional, USE ONLY ONE IF NEEDED) Credits: Character based on 'Prequel' - by Kazerad Head mesh is modified from LittleDragon's Starfox models Khajiit feet mesh is modified from Phygit's FemFeet Other meshes/textures - Bethesda Submitter AyyRofLmao Submitted 01/31/2016 Category Races Requires Special Edition Compatible  
  7. AyyRofLmao

    Katia Race

    Version 2.5

    1257 downloads

    Katia Race v2.5 IMPORTANT: ---For the Vanilla, UNP, and CBBE .zips, use ONLY one ---The 'Follower' plugin adds a follower to the Bannered Mare ---The 'Default Skeletons' plugin reverts all racial features to use Skyrim's default skeletons (or whatever you have installed). Don't use this unless you REALLY need it. ---The 'No Birthsign' plugin will remove the Atronach birthsign and the extra spells Mirror: http://www.nexusmods.com/skyrim/mods/64720/ Description: This mod adds a custom race with fully animated headparts. A follower plugin is included. You'll find her in the Bannered Mare. An optional 'Default Skeletons' plugin is included for compatibility purposes. Please keep in mind that using it will disable helmet fitting and ear lagbones. Vampirism is supported, though becoming a vampire will turn your character's fur grey. A default skintone has to be selected for Skyrim's vampirism morphs to work, so I picked grey. You can see an example in the screenshots. Recommended: SKSE: http://skse.silverlock.org/ ---Needed for a jump height fix included in this mod Unofficial Skyrim Patch: http://www.nexusmods.com/skyrim/mods/19 ---Fixes a Dark Brotherhood Quest for custom races Unofficial Dawnguard Patch: http://www.nexusmods.com/skyrim/mods/23491 ---Fixes Vampire Lord Transformation Mfg Console: http://www.nexusmods.com/skyrim/mods/44596 ---Fixes player blinking Notes for Character creation: ---Face tint sliders available: lips, cheeks, nose, eyeliner, and eyelids ---Chin sliders will control the ears Animation Swap: Inside your spell/powers menu you will find two lesser powers: Animation Swap (RGA) and (PCEA). RGA stands for 'Reversed Gender Animations', which will swap your animations between male and female. PCEA stands for 'Player Character Exclusive Animations' which are animations exclusive to the player. Proper use of PCEA involves installing both the actual PCEA mod and FNIS (links below). If you don't have PCEA and FNIS installed, this mod will swtich you to a set of vanilla animations included in this mod's BSA (this is to prevent crashes). To swap back to your default set of animations, simply use the Animation Swap power again. FNIS: http://www.nexusmods.com/skyrim/mods/11811 PCEA: http://www.nexusmods.com/skyrim/mods/14871 Load Order: Katia Race.esp (Required) Katia Race - Follower.esp (Optional) (For the next three USE ONLY ONE) Katia Race - No Birthsign.esp (Optional, USE ONLY ONE IF NEEDED) Katia Race - Default Skeletons.esp (Optional, USE ONLY ONE IF NEEDED) Katia Race - Default Skeletons and No Birthsign.esp (Optional, USE ONLY ONE IF NEEDED) Credits: Character based on 'Prequel' - by Kazerad Head mesh is modified from LittleDragon's Starfox models Khajiit feet mesh is modified from Phygit's FemFeet Other meshes/textures - Bethesda
  8. Updated to v1.2: -Shark Race renamed to Sharkmer -Earrings added to CharGen menu (use the brow type slider to add/remove them)
  9. Crimes Against Nature uses the same base 'custom' folder, but different folders inside it. They shouldn't be overwriting eachother, so I don't think that's the culprit. I've tested the plugins multiple times in different ways, and the only time the bug seems to occur is when the load order is wrong. I don't know what else to tell you.
  10. You may have a conflicting loose file in your data folder. Data\Meshes\Actors\Character\FaceGenData\FaceGeom\Cerinian Race - Follower.esp\00000D62.nif Delete it, if it's there. The Default Skeletons plugin has a replacement in its bsa. Hopefully this fixes it.
  11. Fix is uploaded. I also found an alternate way to enable mouth movement for the bite animation. It should enable itself the next time you load your game.
  12. I screwed something up. I tried to get lipsync to work and make it look like the character is biting when the shout animation plays. It didn't work and I just switched to a misc sound effect. I forgot to remove the voice data from the mod, and because the bsa is compressed, it's causing the crash. I should have a fix up in a few minutes.
  13. Please make sure that the the default skeleton plugin is loaded AFTER the main plugin. Also, if you are are using loose files, you'll need to delete the meshes from Meshes\1Custom\Shark Race\ as they may be overriding the fixes in the skeleton plugin. Hair and helmets wouldn't fit without it. Without skeletal hair/helmet fitting, I'd have to make new meshes, new ArmorAddon entries, and then put those AA entries into all the vanilla helmet entries which would bring compatibility problems. Also, any additional helmets modded into the game wouldn't fit. Having custom skeletons solves all these problems at once. They tend to be fewer in number, but some people do prefer the male animation sets for some of their female characters. Same with the player exclusive animations, not as widely used, but some still use it. Having the animation swaps gives access to both.
  14. View File Sharkmer v1.2 IMPORTANT: ---For the Vanilla, UNP, and CBBE .zips, use ONLY one ---The 'Followers' plugin adds two followers to the Bannered Mare ---The 'Default Skeletons' plugin reverts all racial features to use Skyrim's default skeletons (or whatever you have installed). Don't use this unless you REALLY need it. Mirror: http://www.nexusmods.com/skyrim/mods/73071 Description: This mod adds a custom race with fully animated headparts. A follower plugin is included. You'll find two of them in the Bannered Mare. An optional 'Default Skeletons' plugin is included for compatibility purposes. Please keep in mind that using it will disable hair/helmet fitting and ear lagbones. Vampirism is supported, though becoming a vampire will turn your character's skin grey. A default skintone has to be selected for Skyrim's vampirism morphs to work, so I picked grey. Recommended: SKSE: http://skse.silverlock.org/ ---Needed for a jump height fix included in this mod Unofficial Skyrim Patch: http://www.nexusmods.com/skyrim/mods/19 ---Fixes a Dark Brotherhood Quest for custom races Unofficial Dawnguard Patch: http://www.nexusmods.com/skyrim/mods/23491 ---Fixes Vampire Lord Transformation Mfg Console: http://www.nexusmods.com/skyrim/mods/44596 ---Fixes player blinking Notes for Character creation: ---Face tint sliders available: lips, cheeks, nose, eyeliner, and eyelids ---Brow type slider will add and remove earrings ---Eye Shape slider will switch between round and vertical slit pupils ---Chin sliders will control the ears Animation Swap: Inside your spell/powers menu you will find two lesser powers: Animation Swap (RGA) and (PCEA). RGA stands for 'Reversed Gender Animations', which will swap your animations between male and female. PCEA stands for 'Player Character Exclusive Animations' which are animations exclusive to the player. Proper use of PCEA involves installing both the actual PCEA mod and FNIS (links below). If you don't have PCEA and FNIS installed, this mod will swtich you to a set of vanilla animations included in this mod's BSA (this is to prevent crashes). To swap back to your default set of animations, simply use the Animation Swap power again. FNIS: http://www.nexusmods.com/skyrim/mods/11811 PCEA: http://www.nexusmods.com/skyrim/mods/14871 Load Order: Shark Race.esp (Required) Shark Race - Followers.esp (Optional) Shark Race - Default Skeletons.esp (Optional, should only be used if needed) Credits: Head and tail meshes have been modified from originals created/provided by thesholintiger and Force2013 Feet mesh is modified from Phygit's FemFeet Other meshes/textures - Bethesda Submitter AyyRofLmao Submitted 01/24/2016 Category Races Requires Special Edition Compatible  
  15. AyyRofLmao

    Sharkmer

    Version 1.2

    2369 downloads

    Sharkmer v1.2 IMPORTANT: ---For the Vanilla, UNP, and CBBE .zips, use ONLY one ---The 'Followers' plugin adds two followers to the Bannered Mare ---The 'Default Skeletons' plugin reverts all racial features to use Skyrim's default skeletons (or whatever you have installed). Don't use this unless you REALLY need it. Mirror: http://www.nexusmods.com/skyrim/mods/73071 Description: This mod adds a custom race with fully animated headparts. A follower plugin is included. You'll find two of them in the Bannered Mare. An optional 'Default Skeletons' plugin is included for compatibility purposes. Please keep in mind that using it will disable hair/helmet fitting and ear lagbones. Vampirism is supported, though becoming a vampire will turn your character's skin grey. A default skintone has to be selected for Skyrim's vampirism morphs to work, so I picked grey. Recommended: SKSE: http://skse.silverlock.org/ ---Needed for a jump height fix included in this mod Unofficial Skyrim Patch: http://www.nexusmods.com/skyrim/mods/19 ---Fixes a Dark Brotherhood Quest for custom races Unofficial Dawnguard Patch: http://www.nexusmods.com/skyrim/mods/23491 ---Fixes Vampire Lord Transformation Mfg Console: http://www.nexusmods.com/skyrim/mods/44596 ---Fixes player blinking Notes for Character creation: ---Face tint sliders available: lips, cheeks, nose, eyeliner, and eyelids ---Brow type slider will add and remove earrings ---Eye Shape slider will switch between round and vertical slit pupils ---Chin sliders will control the ears Animation Swap: Inside your spell/powers menu you will find two lesser powers: Animation Swap (RGA) and (PCEA). RGA stands for 'Reversed Gender Animations', which will swap your animations between male and female. PCEA stands for 'Player Character Exclusive Animations' which are animations exclusive to the player. Proper use of PCEA involves installing both the actual PCEA mod and FNIS (links below). If you don't have PCEA and FNIS installed, this mod will swtich you to a set of vanilla animations included in this mod's BSA (this is to prevent crashes). To swap back to your default set of animations, simply use the Animation Swap power again. FNIS: http://www.nexusmods.com/skyrim/mods/11811 PCEA: http://www.nexusmods.com/skyrim/mods/14871 Load Order: Shark Race.esp (Required) Shark Race - Followers.esp (Optional) Shark Race - Default Skeletons.esp (Optional, should only be used if needed) Credits: Head and tail meshes have been modified from originals created/provided by thesholintiger and Force2013 Feet mesh is modified from Phygit's FemFeet Other meshes/textures - Bethesda
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