solace-mybrother
solace-mybrother
i’ve heard about you and your honeyed words
93 posts
psst, i know who you are. hail sithis!
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solace-mybrother · 4 months ago
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When I see items with pathetic enchantments, I like to imagine if they would matter for any people who don't go adventuring for a living, like how even a weaker ring of resist disease would probably save you from many illnesses, especially with the setting of the elder scrolls being more medieval, making even common diseases life threatening (even though there are healers, I imagine most of them wouldn't be thrilled to go to a remote village to cure another flu, and a commoner wouldn't buy an expensive potion every time they feel a bit under the weather). Some enchantments would also probably be used just for convenience, I can see a noble in the northern parts of Tamriel getting his amulet enchanted with resist frost. Those which are useful even to a guy who single-handedly closes dozens of oblivion gates would be invaluable - picture a thief coming across a ring of chamelion or detect life. And that's just with the more obvious effects, but (and I'm not sure if there've been any mentions of this in the games) what if a commoner, who couldn't even hope to ever do any magic, actually gains magical abilities if he somehow finds a ring of, for example, fortify restoration?
I totally get it when people only pay attention to gameplay, but I genuinely derive pleasure from occasionally looking past the numbers.
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solace-mybrother · 8 months ago
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has any evidence of the snow elven diet survived? I wonder what they ate,,,
The Snow Elf diet as it was originally known (circa Merethic Era) is something I've only managed to cobble together with the aid of Knight-Paladin Gelebor, as almost all written records are gone. Thankfully, Gelebor was able to shed some insights into what the Snow Elves ate in their heyday, before the Dwemer and Atmorans arrived in what is now Skyrim.
Due to their natural magical talent, preparation of food was a trivial matter- simply wave a hand, and onions would dice themselves and a whole trout could be gutted and cleaned in one motion. As such, there was very little stopping the Snow Elves from eating whatever they wanted, provided that ingredients were available (not an easy task as they favoured cold and inhospitable areas to settle in).
Unlike Nord food, with its emphasis on salted and cured meats and a limited selection of vegetables, the Snow Elves took advantage of the ice caves they inhabited, using them as storage for ingredients they traded for to keep perishables longer. The wilds of Tamriel also looked much different at the time- sabre cats were hunted for sport and for meat, snowberries were barely edible and were used to brew liquor, and mead certainly was not a thing. What, then, did they eat?
Fish, mammoth and wild game supported the backbone of the Snow Elf diet, as they were never huge on farming despite their highly advanced civilisation. This meant that grain was also largely imported as opposed to grown in Skyrim at the time. Vegetables included hardy gourds which grew in the snow, which they used to make a nourishing soup with pheasant, as well as carrots, cabbage, peas, potatoes, and many different types of mushrooms.
Dishes included things like seared mammoth with pea mash, vegetable soups of all kinds, seafood au gratin with mammoth cheese, potato flatbread with tender game stew, and twice-cooked venison with mashed cauliflower and fried cauliflower florets stuffed with mammoth cheese. Sweets included frozen berries with beet sugar and cream, dense cakes made with potato flour, and creamy dessert soups with herbs, roots, and sugar ('not the tastiest, but good for the body and mind', to quote our Snow Elf friend).
Hopefully this scant account is helpful to you and sates your curiosity! And of course, my thanks once more to Knight-Paladin Gelebor for his help. ~Talviel
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solace-mybrother · 2 years ago
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How to replace Skyrim NPCs with faces made in RaceMenu
(aka the method I used to make all my NPC overhauls)
This is an updated version of the tutorial from this post. I forgot a step originally.
Why use this method?
RaceMenu (RM) gives you a lot more creative freedom than simply editing NPC faces in the Creation Kit (CK).
Just installing RM gives you access to new sliders not found in unmodded Skyrim and you can install further slider mods (such as Expressive FaceGen Morphs, or Khajiit Character Creation Extended, etc.)
It also allows you to use Overlay mods (like DomainWolf's mod series or Freckle Mania 2) which give you many more options to layer warpaints or skin features and create a more detailed face.
Links are to the SE version of the mods, as that's what I'm most familiar with. They likely have LE counterparts.
Things you will need:
RaceMenu (and SKSE; be sure to get the correct versions of both for your game)
NifSkope - you will use this to open and edit the mesh. Here's GamerPoet's setup video
More Informative Console (especially if you're editing mod-added NPCs)
BSA Extractor (or similar mod that lets you open and extract BSAs)
Things I highly recommend:
Creation Kit Platform Extended for Skyrim - makes using the Creation Kit way less like pulling teeth
Unofficial Creation Kit Patch - if you're using AE
An alternate start mod - I like Dimes Quickstart for its simplicity, but any would work
Another Race Menu Rotation Mod - handy for seeing how the back of hairs look
Stand still in RaceMenu (OAR) - stops the character from wiggling out of frame
If you're looking to edit an NPC from an unplayable race (Elder, Child, etc.) you will likely need a mod that makes that race playable
Fun Stuff for diverse options:
Extra slider mods (I like Expressive FaceGen Morphs)
Skin Overlay Mods (for extra detailed faces)
If you want to get REAL funky with it, you can also use OutfitStudio to have a lot better time sculpting/getting super wild with assets, but that's too advanced for this tutorial (and my method is very 'goof around until it just works.'
I don't really want to cover using mod-added headparts (like eyes, hairs, etc.) There are basically two options there: add them as new headparts for your mod or make your mod dependent on the mod the headparts are from. The second way is probably simpler for beginners, but I definitely suggest installing Creation Kit Platform Extended, as it will allow you to load the other mods as masters without the Suffering™.
The Workflow
1. Design your character like you would a player character. For this example, I am redesigning Arcadia.
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A recommendation: unless you really feel like you need to change it, it is typically better to make the Weight slider match the NPC's actual weight. You can see this value using either SSE Edit or the Creation Kit.
It is no big deal if you don't, but if you change the weight and load the mod into an already existing save you will get a gap between the NPC's neck and body (unless you use Save Unbaker.)
Be careful, though, there is a RaceMenu bug where if you load up RM again after exiting, it changes the weight by .01. So annoying.
For Skin Tone choice, if you do a custom skin tone (by pressing 'E' while hovering over the slider) I would recommend leaving the transparency slider (the 'A' value) at 100% (though I usually make the exception for Khajiit and Argonians.) This info will go into the Interpolation Value box in the CK, and the RM values can't be directly input, so you have to calculate the value with a (RM Number/255 = X/100, solve for X which is your Interpolation Value)
1a. If you are planning on adding faceparts from mods to your own plugin, I recommend saving and doing that now. Then come back to your save and change your headparts to the versions from your plugin. If you want to just have the other mods as masters, you can skip this.
2. Once you're satisfied with your design, I recommend saving your game and saving your head as a preset (click to enlarge):
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3. Now, you will need to write down some stuff.
Skin Tone (RGB value):
Hover over Skin Tone slider. Press 'E'.
write down the R G B values (and A if you change it, see above note)
Even if you use a default skin tone, this is the best way to make sure you get the correct value for the CK.
Weight (number)
Scars (name) (if applicable)
Hair (name)
Facial Hair (name) (if applicable)
Eye Color (name)
Brow Type (name)
Writing down Hair Color is optional: with this method, the hair will inherit color from the head you export, not the CK value. Plus, RM's values are not really useful, because the default hair colors are named.
It's the same with the Face Complexion (wrinkles, etc), with this method it is exported with the head mesh.
4. Export the Sculpt:
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It should end up in your SKSE folder (SKSE\Plugins\CharGen), wherever that is for you
5a. Method 1 (works for both Vanilla and Mod-added NPCs): get your NPC in front of you, either by console command (example with J'zargo):
~ help 'J'zargo'
then, using their RefID (the number that appears next to their name) type:
player.placeatme 0001C1A3
Or find them in-world.
With the mod More Informative Console installed, reopen the console (~) and click on them. Write down their BaseID.
5b. For Vanilla NPCs: close your game and search for your character's name on UESP and find their BaseID. Copy this number.
6. Open your BSA extractor of choice and Skyrim's data folder. Find the Skyrim - Textures0.bsa. Open with your BSA extractor, and paste the BaseID in the search box
Check the checkbox next to the main facegen file only and extract somewhere easy to find.
7. Repeat this process with the Skyrim - Meshes0 file.
8. Create a new mod folder. You can either make a mod directly in the mod organizer (MO2 lets you right click in the left pane -> All Mods -> Create Empty Mod Above) or on your desktop.
Cut and paste the 'textures' and 'meshes' files you just extracted into your mod folder. If you are installing it via archive, go ahead and zip and install the folder.
9. Now open the Creation Kit. Use the folder icon to load your masters.
Pick Skyrim, Update, DLC (if applicable), and any other mods you want to be masters for your mod (for eyes, hairs, etc.) If you've made your plugin already for headparts, just load it up.
10. In the Object Window, expand the Actors -> Actor -> Actor tabs and now you have a lot of tabs with Race names. Find the race your NPC belongs to then open the appropriate gender tab. Alternatively, you can just search the character's name in the searchbox.
11. Find your NPC's name and double click. This opens their Actor window, which is where you will use all the data you wrote down.
If you want a preview of their face, tick the box at the bottom of the window.
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For weight adjustments: go to the Traits Tab. For all other values you need to worry about for this tutorial, go to the Character Gen Parts.
So, to parse this: you can ignore the Face Tint Layers box and pretty much everything on the left side of the screen.
Face Tinting Color
Type in your values for R G and B (you can ignore the Preset dropdown completely.) The Interpolation value corresponsed to the 'A' value, so unless you are working on Khajiit or Argonians, it will probably always be 1.
Base Head Parts
To change stuff in this section, click the line you want to change then go down to the dropbox below it and change it to what you want Face - unless you're using something like High Poly Heads, you can ignore this Everything else in this box: change to what you wrote down for each
Additional Head Parts
This is mainly used for scars and functions a little differently. To add a scar, you need to go to the Object window again. You can expand the Character tab and click 'HeadPart' then search the name of the scar you want. Click and drag the line with your scar into the Additional Head Parts box and it should show up there.
12. Once you've got the above like you want it, hit 'Ok', save your plugin. Now, to make the next step a little easier, you can click the NPC name in the Object Window again and hit f4.
This will export the meshes/textures file folders to the mod you just made in step 8.
Go ahead and exit the CK now
13. Go your your files exported from the last step. Open a second window from the files you exported from SKSE.
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Open both meshes in two separate NifSkope windows.
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If your SKSE head has a weird broken neck mesh like above, that's not a problem and can be ignored.
You absolutely must make sure your headparts match the head you exported from RaceMenu exactly, or you will get the dreaded dark face bug.
Now, you will need to find the Head textures in the head you exported from the CK. If your NifSkope is set up like mine, it should look like this:
Copy this line and paste it into the SKSE head in the same slot.
Save the SKSE NifSkope and close.
14. Rename the SKSE files (both .dds and .nif) to the number your exported heads are. You can then copy and paste your your SKSE files to their respective folders in your step 8 mod folder:
the .nif file goes in meshes/actors/character/FaceGenData/FaceGeom/[name of plugin]
the .dds file goes into textures/actors/character/FaceGenData/FaceTint/[name of plugin]
And now you're ready for testing! At this point I also recommend taking a second and converting your plugin to an ESPFE via SSE Edit. It's pretty simple and there are tutorials out there.
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Scully, you're not gonna believe this.
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solace-mybrother · 2 years ago
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Anyone else go a little buck wild for inverted tropes when it comes to writing vampires in TES? Especially in context of close relationships?
Vampire blood is an established antivenom in TES. Picture a situation where your character is poisoned and there is no antidote. Watch their vampire companion slide up their sleeve and cut their arm before bringing it to the character's lips, cursing and begging under their breath that it works as they offer their own blood up to another.
Vampires are natural predators, but they have to drink blood to survive. Picture a situation where a vampire witnesses their perfectly normal adventurer friend killing people without question or remorse, having been in this line of work too long to have a soft spot for the people on the other side of the blade, knowing that even a second of hesitation can be the difference between life and death. What kind of thoughts would run through that vampire's head, seeing a person kill others not out of necessity but as a mere precaution? As a source of income? As a source of entertainment?
Vampires do not feel cold, but their friends do. Picture a traveler close to freezing, struggling to keep themselves conscious, when a vampire takes off the clothes they wear for appearances and offer them up. The confusion and gratitude mixing in the person's expression as the vampire ventures out into the ungodly cold, looking for food, for warmth, for any kind of help, dragging their freezing, vulnerable, mortal companion on their back if it means even the smallest chance at saving their fragile life.
Is that anything idk. Consider this a vaguepost about Serana and every vampire OC out there.
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solace-mybrother · 3 years ago
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The Dwemer have been gone for millennia, but their animunculi remain, patrolling their citadels and dutifully performing their tasks. They have not survived because they are wonders of technology (though they are that) – no construct (no matter how powerful) could last so long before breaking down without routine maintenance, much less survive incidental environmental damage and the occasional overbold adventurer busting into their homes swinging swords and slinging spells. Every remaining construct has been damaged to the point of losing function more than once. They continue to operate only because they repair each other. There are groups of automatons whose sole purpose is to mend and maintain all the animunculi in their area – usually hidden until their rounds, so it’s rare for aforementioned adventurers to come across them – and they are able to keep each other functional and fix any damage, unless key components are destroyed or taken.
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solace-mybrother · 4 years ago
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me, crying as i fight with my mod manager over my load order: dovahkiin dovahkiin naal ok zin los vahriin—
i got an actual pc B] no longer have to play on an old mac. enjoying how pretty everything is now
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solace-mybrother · 4 years ago
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The relationship shared between Falmer hives and their chaurus varies significantly from each individual group to another, but for the most part it is not inaccurate to say that it is highly mutually beneficial on both a practical and emotional level.
The chaurus can help the Falmer hunt (especially closer to the surface, where there are more and larger edible things that can be hunted) and can also help to protect the hive from intruders should the need arise. In exchange, the Falmer protect their chaurus and do what they can to ensure their health. 
In addition to the practicalities of the relationship, there is often a very strong emotional bond between a hive and their chaurus! It’s not unusual, depending on the customs of the hive, for an individual Falmer to have their own chaurus as a companion, and older chaurus (who can become very large) are frequently used as mounts. Though chaurus chitin is used in almost everything, from weapons and armour to buildings and tools, chaurus are very rarely killed for resources, for reasons as sentimental as practical. (Practical reasons being that the older the chaurus is the more and tougher chitin they have, so it is logical to wait until they die naturally and sentimental reasons being that’s my best buddy of course I’m not going to kill him for his exoskeleton!)
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solace-mybrother · 4 years ago
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here's the "communally shared flowchart of how to play eso in the right order" btw
i will add on that the chart does fail to mention cadwell's silver and gold, which is the old way of how you were able to explore the other alliances. what it does now is just directs you to play the other alliances. even if your alliance is DC, you should still play AD then EP before doing DLC content due to recurring characters (IF you want the full story of eso, youre not required to do Anything this is merely a guide for how to get it all and get it Right). once you finish the main quest and get back your soul, you should start on the other alliance's rather than go to craglorn and then orsinium.
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solace-mybrother · 4 years ago
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Concepts from the province of Morrowind, this time clothing designs made by our fantastic concept artist Waffles.
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solace-mybrother · 5 years ago
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My favorite thing about being an archer in Skyrim is when the slow motion kill cam follows the arrow and you get to sit back and watch as it just absolutely misses the target.  
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solace-mybrother · 5 years ago
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Cred: Nicholas Napont in the Nirnposting group
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solace-mybrother · 5 years ago
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solace-mybrother · 5 years ago
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You know what's great about Skyrim? It's versatile. Some days, you wanna mix a bunch of plants in a little bowl like a forest witch. Other days, you wanna hit a fully grown man with a hammer twice the size of his head that was built by a literal god
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solace-mybrother · 5 years ago
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two years of learning how to properly mod the game! aka vyphium’s glow up. i’m so attached to this guy :’)
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solace-mybrother · 5 years ago
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i am so.. emotionally attached to random skyrim NPCs
example: edda, a beggar in riften
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something happened to her or she got caught up in something and she lives with paranoia because of it, but the paranoia, it seems, is justified, because she can just randomly show up dead? she defends vampires? and she’ll take down a woman who abuses children with such vengeance she’ll storm a building no other NPC will? who are you. WHO ARE YOU!!!! i love you
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solace-mybrother · 5 years ago
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Dawn to Dusk
Available as Print
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solace-mybrother · 5 years ago
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here take some assorted trans tes headcanons
hrt in tamriel is extremely accessible in the forms of alchemical mixtures and spells
 the ingredients to make said mixtures are diverse throughout every area, and each culture has their own known combos of native ingredients
spells range from ‘help train your voice’ to ���magic packer’ for transmasc people. there’s something for everyone’s needs!
 cultures all over tamriel are openminded to trans individuals, and some even have specific ceremonies dedicated to those transitioning
it’s a common enough thing that transitioning socially is often as easy as saying ‘here’s my new name!’.
 it’s actually very common to see trans people as priests of Arkay, given his association with the cycle of life. a ‘new life’ for a trans person is part of that domain.     
dibella is a goddess of love …. but also sexuality, as well as gender. while it’s more common for transfem people to seek her blessing, her dedication to the arts and beauty are commonly associated with people finding their inner beauty - their identities.
for argonians in particular, gender is extremely loose. many argonians physically transition multiple times in life and hold no favor in terms of body vs their gender identity. it’s common for argonians to transition one way or another to become a parent, mark a milestone, etc.
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