[RELZ] The Kheran

Post » Sun Nov 07, 2010 3:07 am

I believe the transform script uses the players z-value to determine if they are in the water. Once they drop below a certain point they transform. It works since the water is at a constant level.

As the script is now, entering the water removes the current armor and equips the tail, but leaving the water only removes the tail.
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Lifee Mccaslin
 
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Post » Sun Nov 07, 2010 3:43 am

http://i2.photobucket.com/albums/y36/Kaira_Veilia/ScreenShot4.jpg

It's a bit dark, as I was inside the Quarra HQ at the time. Clothing is from the Female Vampire Outfit mod.

http://i2.photobucket.com/albums/y36/Kaira_Veilia/ScreenShot1.jpg

I've actually rolled a third, too. I tend to restart when playing with a new mod (even if I end up not keeping said mod) and this is the race I love to play best, though the Stone Elves Westly did are also a favorite of mine.
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GPMG
 
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Post » Sun Nov 07, 2010 4:17 am

Edit: A very long story short, I accidentally got the new swim animation stuck on the Dunmer, rather than the Kheran where it belongs. Completely reinstalling the mod doesn't seem to have helped. How do I fix this?

Thanks for any help at all!
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helliehexx
 
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Post » Sat Nov 06, 2010 7:58 pm

Edit: A very long story short, I accidentally got the new swim animation stuck on the Dunmer, rather than the Kheran where it belongs. Completely reinstalling the mod doesn't seem to have helped. How do I fix this?

Thanks for any help at all!



This is not your fault at all, but completely my doing in oversight (not assigning the swim animations to the proper race). Thanks to you, Lyssia, I have corrected the issue and made available the proper .esp fpr download that the main Kheran page at PES (so the link in the first post will take you to the new file as well) for those that wish their Kheran to swim like a fish (or Argonian, as it were). So thank you, again, as this might have gone unnoticed other wise.

Take Care :angel:
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Eve Booker
 
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Post » Sat Nov 06, 2010 6:53 pm

I've been playing around with a mermaid race made by dale stocker lately.

I had even considered fixing up his race/quests he made for them as part of my learning the CS functions.

well now i wont have to since your race is so incredibly awesome. good job. tho I think i'll keep his installed since it added enemy mermaids to the waters.


still i see the slight irony since I was thinking how neat it'd be to update his race with betterbodys and you release this ^_^
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butterfly
 
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Post » Sun Nov 07, 2010 8:52 am

Your mods have always been my favorites, but this is my favorite of your mods! I've even changed some of my companions to Kheran! Speaking of which, is there any way to apply the script to NPC companions so that they get a mertail in the water, too? It's kind of lonely being the only one with a mertail in the whole world.
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Dawn Farrell
 
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Post » Sun Nov 07, 2010 4:05 am

Oh, now I hadn't thought to ask that. Yeah, I've been making a few NPCs for my personal-use mods that I'm working on, and I'd love a few of them to be Kheran, but I'd also love them to have the tails in water.

Unless it's horridly difficult, then I'll save that until I can actually do something complicated with scripting. Dialogue is pretty easy to me, it's the scripting that breaks my brain.
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James Potter
 
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Post » Sun Nov 07, 2010 5:00 am

Late comment is late.

So, hi! I registered in the forum specifically to say that your mods are awesomesauce, and some of my favorites ever. Haven't gotten to try this one out yet, but I'm really looking forward to it, once I get everything installed on my new compy. :D
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Stacyia
 
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Post » Sat Nov 06, 2010 6:25 pm

This is a great race Westly. The head fins are some of the best "hairstyles" I've seen. I was wondering if it is possible to script the transformation so that when the Kheran exit the water the boots and/or greaves they were wearing are re-equipped. Re-equipping the armor after every swim is somewhat tedious. Is that even possible with Morrowind's scripting functions?

There is a mod that uses lots of extra shortcut keys but they could only be used for clothes and stuff I believe. Since I don't use magick it was never needed for me. I believe Fliggerty made the mod.

Back on topic. Thank you Westly and Fliggerty. This race is really good to compliment the water life mod. I only played it for a few minutes do to time restraints but the animations and transformations are very good.
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xxLindsAffec
 
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Post » Sat Nov 06, 2010 8:50 pm

Is it possible to get this race without the expansions with the ability to transform, or does that scripting require expansions?
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Manuela Ribeiro Pereira
 
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Post » Sat Nov 06, 2010 7:03 pm

Is it possible to get this race without the expansions with the ability to transform, or does that scripting require expansions?



This requires the expansions for the transformations and will be part of my larger
mod ELSEWORLDS! in the grand scheme of it all (with their own underwater
consolate and character homes/grottos :D ).
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kitten maciver
 
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Post » Sat Nov 06, 2010 8:52 pm

Is it alright if I remake the land-morphed part as a non-expansion race?
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hannah sillery
 
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Post » Sun Nov 07, 2010 1:48 am

Is it alright if I remake the land-morphed part as a non-expansion race?



No :) .
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rheanna bruining
 
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Post » Sun Nov 07, 2010 12:56 am

This is a really nice race, Westly. Thank you for releasing it.

I was wondering, do you plan on adding Corean Hair to any of your race mods now that you've converted it from Oblivion?
If not and I decided to do it myself (no release, just for my character), is there any simple way to connect the hair to the race? Or would it take adding each hair mesh to the race? I don't know if it would be possible just to connect (not merge but by reference) them somehow without having to go and alter the race. I haven't dealt with races or bodies very much yet, so I might be way off the mark, but I'd be most appreciative for a basic idea of how I must go about being able to use Corean Hair on the Kerhan. The rest I can handle....just a shove in the right direction would be lovely. ^_^

Thanks again for this amazing work, Westly. :)
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Phillip Hamilton
 
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Post » Sun Nov 07, 2010 10:28 am

Agh, Westly! I don't know which one of your awesome race mods to use!

Very nice!
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sas
 
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Post » Sun Nov 07, 2010 4:51 am

@Lady Deadlock-
I included quite a few of the Corean hairs with the Kheran already, but if there is a certain style that you would like, then
I can add the fin-ears to the desired hair and send it your way. I chose hairs that I thought best suited the race (rather than including all the Corean hairs at default), as the download was already a bit too large to host at PES directly (and I do hate to trouble APY with those extra uploads; though they are sometimes necessary, I try to avoid them). So let me know what style you would like and in what colour and I will cobble it for you as soon as I am able.

@Fururmoon-
I am delighted that you like them :twirl: ! Have fun swimmin' 'round the island :D !
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Daniel Lozano
 
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Post » Sun Nov 07, 2010 12:16 am

Thanks Westly, I will send over a screenshot of the hair I was hoping to use once I have access to my other computer.
For now, I wanted to ask a brief question.
I love the aquatic changeover while the PC is swimming....but, I wonder, is there a way to have them switch back clothed (pants) or is this just how it goes with the mod. The problem I'm finding is that while near the shore, my character will sometimes change/change back repeatedly and I am always having to redress her in between, heehee. I'm sure it isn't too troublesome while on land, but I just started my game and I'm walking along the coast and running back onto land when the slaughterfishies get to be too much for my level 1. :P

Makes me think of Oblivion, though which has a mod that allows you to don your chosen garb with the click of a button (hotkey).
Maybe Morrowind has something similar, though I have never seen it.
That would just about solve it. Do you (or anyone) know if there is such a thing?

Btw, I'm having a lovely time in the sea. I was going to play an Orc until I saw this race....and then remembered abot's water life plugin which I had been meaning to try but never did.
It was perfection. ^_^
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Hazel Sian ogden
 
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Post » Sun Nov 07, 2010 4:30 am

If you know your way around the CS, you can actually take advantage of the extra body slots BB uses for clothes and armor. My GF plays a Kheran, and she normally runs around in the Dark Sisterhood armor (from Starstone Outpost) along with a catsuit underneath. I set it up so that when she hits the water, the tail, etc simply cover bodyparts that the armor uses, without actually unequipping the armor. So in water, she appears in her Kheran clothing, but once she hits land, the armor( which has never actually been removed) magically appears again.

Of course, this method will only work for armor that you fiddle with in the CS, and so it can limit what you will wear a bit. On the other hand, I think its realistic to figure that most folks (characters and people) would find some armor that they like, and stick with it.

Also, if you run MWSE, you could try Werewolf re-equip, which is a mod that equips all your gear after werewolfism strips you. Since I have not looked at that mod, I do not know if it can work in this situation, but at least it lets me know that the scripting is there, though it may need to be tweaked.
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Nick Pryce
 
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Post » Sun Nov 07, 2010 12:21 am

Very well structured! Although I never really download race mods, I've never seen a race mod with it's own weapons and armor! Very well done!

It looks like (though I've never really seen a maomer-or however you spell it) a chimer moamer mix, I like it!, and I'll download it as soon as I get my PC running again.
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Shannon Lockwood
 
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Post » Sat Nov 06, 2010 7:39 pm

Honestly, this is easily the best new race I have seen. Artistically and technically well done. The transformation is extremely well done. I have yet to discover a real flaw to it. And though I am a die-hard Argonian, this is what I would play if I ever gave up being a leezard. It really feels aquatic.

Combine whis with Abot's Water Life and you have a hell of a nice setup.
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Liv Brown
 
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Post » Sun Nov 07, 2010 6:32 am

If you know your way around the CS, you can actually take advantage of the extra body slots BB uses for clothes and armor. My GF plays a Kheran, and she normally runs around in the Dark Sisterhood armor (from Starstone Outpost) along with a catsuit underneath. I set it up so that when she hits the water, the tail, etc simply cover bodyparts that the armor uses, without actually unequipping the armor. So in water, she appears in her Kheran clothing, but once she hits land, the armor( which has never actually been removed) magically appears again.

Of course, this method will only work for armor that you fiddle with in the CS, and so it can limit what you will wear a bit. On the other hand, I think its realistic to figure that most folks (characters and people) would find some armor that they like, and stick with it.

Also, if you run MWSE, you could try Werewolf re-equip, which is a mod that equips all your gear after werewolfism strips you. Since I have not looked at that mod, I do not know if it can work in this situation, but at least it lets me know that the scripting is there, though it may need to be tweaked.


Thank you Harlequin, great ideas. :)
Would you be willing to spell out what exactly needs to be done with the armor? I haven't dealt much with body slots and things of that nature, but I know my way around enough where you don't have to do a step-by-step. It would be most appreciated, indeed. (EDIT: Actually, I'll pm you rather than going OT on this thread.)

Westly, I ended up finding a hairstyle that I really like that is already part of the Kheran package. What I was hoping for before was the short hair (shortest hairstyle by far in the set), but without the "pushed forward" bangs. It's a more natural hairstyle.
Speaking of hair, I was actually most interested in the bald style and a fin. The problem for me was the way the head looks from the back. I think that keeping the scales all the way over the back of the head (or at least half-way down) would have made a huge difference in it. It would have kept the back more "Kheran-like" instead of looking like just a bald head. Perhaps if you ever feel like doing more work on it, it might be something to keep in mind. It's my favorite style (well, all of the bald fin-styles) from the front, but unfortunately while playing it is mostly the back that one sees.

This is a lovely race....did I say that already? heehee.
Thanks again.
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Alex Blacke
 
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Post » Sun Nov 07, 2010 7:31 am

Well, there may be no interest in my hair tips ;) but, perhaps you'd be interested in knowing that there *seems* to be a relatively big conflict with NOM (necessities of Morrowind) and a mod (in my game) where certain water sources force activate themselves constantly. This happens to be the only mod with which I have experienced this issue. I have seen it happen frequently near water, and (this could be purely coincidental) while it is raining. While it doesn't cause any crashes or other anomalies, it does have the tendency to fill bottles and things that I don't wish to fill, lol.
Have you, or anyone, used this mod along with NOM without problems for any sustained period of time? I hope I'm wrong, so any ideas, suggestions are most welcome and appreciated.

Edited to add info.
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mike
 
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Post » Sat Nov 06, 2010 10:04 pm

What would be awesome, is if that someone makes an add-on for this mod, an Underwater City.. Maybe Vivec style cantons, but underwater? The interiour could also be underwater, but Inns would have to be dry so that you can sleep.. Unless someone makes a script so that you can rest underwater.

Really liking the race so far!
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Amy Cooper
 
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Post » Sun Nov 07, 2010 2:36 am

@ Ladydeadlock
I have no clue as to what the actual matter may be with NOM, as I do not use it so made no forseeable provisions for it (as I had no way of know that I would have to). The only thing that I can think of off-hand is that the Kheran have a script atached that checks for water level (so that they only transform in the water). Perhaps, if the Kheran are indeed the culprit alone here, the NOM script also check for water levels, thus being confused with the Kheran's scripts. Like I said, though, I am clueless at to the matter (as I am no scrpting wizard, but a humble idea maker and visual artist). I will ask Fligg if he will take a look, but I can not promise much at this point (sorry :( ).

Take Care :angel:
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Silvia Gil
 
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Post » Sun Nov 07, 2010 3:59 am

Just found this race, oooh, it`s beautifull, and something I have allways wished for, a beautifull better bodies "mermaid" race with a tail!! A tail, yippii!! I even made myself a female only mermaid race (measly compared to this) I was satisfied with exept for, snif, no tail...This is the perfect race to start with Alternate beginnings "drowning" in a shipwreck option, and then just swim amongst Abot?s waterlife to the new Telvannis shores of Tamriel rebuilt! But if someone made an underwater world for this race, I could hardly believe the coolness...
About NOM; just checking, Lady Deadlock or anyone else who has tried these together, did you try disabling the "auto harvest water to containers when in water/raining" option?? I would really like to play this with NOM too, as it`s one of my top must have mods, and besides my mermaid would like to eat fish...But if NOM must be left out, it must... I will try to have the time to make a char soon and see.
Thankyou Westly, you made a dream come true! Swishes tail!(well, or about to swish it soon enough!)
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Matt Terry
 
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