Song of the Sea is a siren-themed small-DLC sized expansion for the Elder Scrolls V: Skyrim.
Engage in a character-driven, lore-firendly questline featuring new locations and a new worldspace to uncover the mystery and power behind the sirens of the Sea of Ghosts.
Gain the ability to become a siren yourself - will you choose to be a nature-loving mermaid, a hardened siren warrior, a powerful hydromancer, a deadly and seductive siren, or anything in-between?
(Note: this is a list of both implemented and planned features. There is still a lot of work to do. Features may be added or dropped as necessary.)
Siren's Rest preview
Early proof-of-concept demo
This is a high-level overview of the mod's progress. While I can't give a specific release date, I can at least show what I'm working on and what still needs to be completed. Certain steps may take far longer than others and may not necessarily be done in listed order.
Key: = In progress
= Complete
Basic siren functionality
Siren's Rest (player home)
Leveling system & perk tree
Siren powers
---- Pre-alpha balancing, polishing and packaging
---- Public alpha
---- New locations
---- New worldspace(s)
---- New NPCs and enemies
---- Quest/story implementation
---- Voice acting
---- Pre-release balancing, polishing, and packaging
---- Full release
Quality modding is hard work. At the time of creating this page, nearly every moment of my little free time has been spent working on this mod for over an entire year. If you would like to support me and my work, there are multiple ways you can do so:
Song of the Sea is a siren-themed small-DLC sized expansion for the Elder Scrolls V: Skyrim.
Engage in a character-driven, lore-firendly questline featuring new locations and new worldspaces to uncover the mystery and power behind the sirens of the Sea of Ghosts.
Gain the ability to become a siren yourself - will you choose to be a nature-loving mermaid, a hardened siren warrior, a powerful hydromancer, a deadly and seductive siren, or anything in-between?
I wasn't planning on making this a once-per-year update (sorry about that). It's been a tumultuous 12 months with a lot of stuff keeping me from spending as much time on this as I'd like. Despite all that, there is still plenty of progress to report!
KnightOfNeverwinter has been hard at work porting several new tail types into the game to allow for enhanced siren character customization. We both assumed porting existing models would be easier and save time compared to making them from scratch but several issues were discovered once they were used in-game, some of which would require the porting process to be completely restarted in order to rectify. As such, KnightOfNeverwinter is taking some time to enhance his 3D modelling skills before returning to create entirely new, custom-made tail models. However, not all was lost! KnightOfNeverwinter was able to get one of the models to work well in-game, so we now have a new tail type that no longer requires an external mod download to use! Additionally, it has a vastly improved rigging to allow for more immersive animations and also works for both sexes, unlike the previous version!
Not only does the mod now come with its own tail models that will work for any character, I have also designed a unique siren customization system that allows the user to pick a unique tail and top (if female) for themselves and NPCs on a per-actor basis. These choices are persistent and allow the player to choose exactly how they and any chosen NPC will look in siren form. Unfortunately, I don't have enough unique tail and top models to show the system in action but the framework for the customization is there once the models become available. Additionally, I have also designed the system so that modders can easily add their own new tail and top models into the mod without having to make changes to the base mod, allowing for an unlimited number of new options to be added as community-made expansions.
Early last year, I made the tough decision to switch the mod from using Dynamic Animation Replacer (DAR) to using Nemesis. For those of you who aren't familiar with these, here's a quick description:
DAR: Replaces the played animation files based on the mod author's configuration settings. For example, I replaced vanilla walking animations with crawling animations if the actor was in siren form. The game still considered the actor to be walking, it just made it look like they were crawling. DAR cannot add new behaviors, such as being able to sprint or cast magic underwater.
Nemesis: Allows you to add entirely new behaviors and states to the game. This means the game handles each new state like Bethesda added them as part of the base game. Siren land-crawling is now its own specific actor state separate from the default "human" walking state, not just a simple animation replacement. This also means entirely new behaviors can be added as well, such as an underwater sprint state.
Replacing DAR with Nemesis is no small task. I essentially replaced the entire foundation for the mod. Doing so caused a lot of things to break and required me to rebuild pretty much every aspect of the siren behaviors. Additionally, Nemesis is very technical and time consuming to work with. That being the case, you're probably wondering why I chose to do this.
DAR is a fantastic mod and modder utility. However, as it only replaces played animations, it cannot alter how the character behaves. Replacing the swim animations with mermaid swimming animations doesn't let the player swim faster or use weapons underwater. Playing a crawl animation on land doesn't slow the character down. DAR cannot let an actor do things they normally cannot do, like using furniture underwater. All the cool things I had working in the last version were all being done with script tricks. The more technical and unusual the desired behavior, the more complicated and unreliable the scripts became. Sure, I managed to make underwater combat, swim sprinting, underwater furniture use, and more function surprisingly well with scripts but there were several downside and limitations to using DAR and these complicated scripts:
Using Nemesis, I can make every part of the siren experience behave like it's part of the base game. It's a lot more work, but just look at the benefits:
Fortunately, I have already managed to rebuild everything I had in the previous DAR-based version and have even added several new features, such as:
-Underwater magic casting-
-Benefiting from base-game perks-
-NPC use of siren behaviors-
Other currently functioning features not shown include new behaviors and animations for land combat, land sneaking, swimming combat, and ritual (two-hand) spell casting. It has taken me quite a lot of time and effort to get here and there's still a lot to do, but much progress has been made and the siren behaviors are quite playable at the moment.
In the last update, I mentioned how the AE update broke a dependency for the siren skill leveling and perks system and that I would need to rebuild it. Well, I have. I also built an entire perk tree system from scratch that replicates a vanilla perk tree and contains 64 playable perks across 26 perk nodes, with even more planned to be added later. I still need to work out some quirks with how experience is gained, but the system is currently functional.
I have much more planned for the mod than just mermaid tails, behaviors, and perks. I also plan to add a story questline as well as several new locations featuring unique underwater locations and gameplay encounters. While most of this is still in the planning stage, I have had a new potential team member volunteer to help craft some of these new locations. There isn't much I can share yet, but I have been working on adding new enemy types to make these underwater encounters more interesting. Mudcrabs and slaughterfish are not the only threats you'll encounter in these new areas far beneath the waters of Skyrim.
-Some are modified vanilla enemies, now able to fight underwater.-
-Other previously-unseen threats may be lurking in the depths. Keep your wits about you!-
That's all for now. If you are interested in this mod, be sure to check out the main mod page and previous articles for a more information, a general overview, a preview of the epic underwater player home, Siren's Rest, and ways you can support and contribute to the mod!
Thanks for reading!
-Delta 6
Check out the latest news about Song of the Sea, including new team members and an article from GamesRadar!
Get a preview of what's new in Song of the Sea for the Elder Scrolls V: Skyrim. Take a look at the superbly integrated vanilla-esque leveling system...
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I really hope this comes out soon this would be amazing
Switching from DAR to Nemesis is a lot of work, but it's worth it. We probably won't be ready to release the public beta for a few more months considering how much work and testing is left but rest assured, I'm working on it when I can.
This looks amazing!! im so excited, but is it ok with FNIS??
As far as I'm aware, FNIS support would require the original FNIS mod author to manually create a patch for the mod, which he is no longer supporting. So no, I do not believe it will work with FNIS.
However, I'm pretty sure Nemesis works for all mods that require FNIS, so you can simply replace FNIS with Nemesis. I've done this with some other mods and it works flawlessly.
Any news on this?
Progress was slow December-January but has picked back up. I keep meaning to create an update post here but I keep wanting to just get a little more done first. I made a note for myself and will try to get an update published here soon.
In the meantime, I do post small updates frequently on my Discord server. Feel free to hop on, browse around, ask questions, and leave suggestions.
Still hoping for an update. Can't wait to see it in its full glory!
I was hoping to have another update posted by now but I need some assets to be completed first, which are taking longer than expected. I'm still making progress and am excited to show everyone as soon as I can, though. Sorry for the long wait!
OMG, I have a character floating around in my head(pun intended?)that I've wanted to use for awhile: a female Poseidon-like figure, a goddess, who, while normally appearing as a mermaid, can also take on the visage of a human(so she'd still be doing stuff in the mainland as well). This would allow me to finally live that dream. Much as how I'm using your Animated Wings mod to be a Kyrian(WoW NPC race)in Skyrim, in AE currently. <3
I'll be watching this with great interest. :) To say I'm excited is a huge understatement. lol Hopefully it will work OK with AE.
I think this mod will suit your desires perfectly. You should have no trouble being able to do that (and much more) when the mod is released. Also, the mod will be version-independent. It was originally started on SE but I haven't had to make any changes for AE other than dropping the .NET Framework requirement mentioned in the article. It should be accessible to everyone on SE and AE.
Thanks for your interest! Feel free to join my Discord server for more frequent but smaller updates and to discuss ideas, ask questions, etc.