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About this blog

Stuff I'm working on that isn't ready to release yet.

Entries in this blog

Armor Merge Patch Builder

This patch builder crawls your entire load order and builds a patch that merges all your armor mods. I made it especially for my Skimpy Clothes mod but discovered that it's more generally useful.    What it does   Lots of mods add keywords to the armor, and some ignore the keywords added by other mods. The result is that you lose some important keywords--like warmth, if you're running in survival mode. This patcher will create a new override for each armor that contains all t

Bad Dog

Bad Dog in Tutiorials

Furry NPC Patcher

This patcher makes a patch for NPCs that reflects your entire load order: NPCs added by mods will be furrified Vanilla NCPs altered by other mods will have their changes carried forward. So, for example, if you're running with an AI Overhaul mod it makes changes to the NPCs; then YA changes them again, and you lose all the AI changes. This patch consolidates the appearance changes from YA with the other changes from earlier in your load order. Any changes to races are merge

Bad Dog

Bad Dog in Tutorials

Yiffy Age Gear Patcher

This patcher creates armor overrides for your entire load order ensuring that (1) all furry races use the Khajiit variant of headgear (except for Cervids and Equines) and that any changes made to vanilla armor are not overwritten by Yiffy Age itself.    Tools required xEdit. This is straightforward. Just make sure you can run it from within MO, if you use MO. the STEP project has good instructions on the setup.   How to use Copy the BD_Furry_Armor_Fixup.pas 

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Bad Dog in Tutorials

The Effin Export/Import Project

Edit: For the record, this tool is implemented and has its own thread here:    I can't really do what I want to do with FO4 if I can't do proper weight painting and I don't have full control over the nifs I create. So I've decided to have a look at making proper import/export tools between Blender and FO4. I'm using this blog to track thoughts and progress notes along the way.   There are two possible routes: Extend the niftools package. That is currently being activ

Bad Dog

Bad Dog in WIP

Furry Fallout

I've downloaded Fallout 4 (again) and I'm having a look. There's a pretty steep learning curve here, I think.   I'm not in love with the new tri expressions. I'd rather have an "angry" expression than have a bunch of individual part movements "left eyebrow down". The YA angry expressions include ear movement... I'm not sure how that can be reproduced here. I'll probably put some ear movement in... somewhat randomly, I'm afraid.   Still collecting tools and sorting through thi

Bad Dog

Bad Dog in WIP

What's next?

I have my update to the Lykaios posted. I'll go through the rest of them over the break. Not a lot to do, but nearly every mod has a few bugs to chase down, in addition to upgrading to the new hoodies and digi mechanisms.   Then what? I don't have a next big project planned. I ought to go through Immersive Creatures, on SE especially, and finish that up. I have furrified/skimpified/shlongified Bruma and Reach and I don't know that they were ever properly posted. I suppose I should get

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Bad Dog

Advice on Hoodies

I'm playing with changing up the Hoodies mechanism and thought I'd let y'all chime in. @MadMansGun, @Blaze69, @Valehyena, @KestrelSky, @poblivion, @Kuroyami, @ASlySpyDuo, anyone else who cares.   Currently there's the usual start-game enabled quest that runs a script that does everything. And it has a player alias that runs a script attached to the player. Schlongs report their 4 levels to the main quest which builds a master list at run time. Which, in one person's game, is 120 entrie

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Bad Dog

Advice on digi transforms

Okay, furballs, I'm looking for some advice on the digitigrade thing. @MadMansGun, @Blaze69, @Valehyena, @KestrelSky, @poblivion, @Kuroyami, anybody else:   I've been exploring ways to make the digi addon not require an extra esp. I pretty much know how to do that but I uncovered some other cool things along the way.   The whole reason I need scripts at all is to handle sneaking, sitting, swimming, etc. Otherwise, the root node could just be positioned in the foot mesh and th

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Bad Dog

SE Conversions

I've decided to get serious about SE conversions, so here's a thread.    And to start with: WTF and really? Just got Birds converted over. The conversion process looked like:    Copy mod to SE folder Run   So what are the rules? Do I have to jump through a bunch of hoops with converting nifs? I didn't even open up CK to set that bit for SE.

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Bad Dog's mod ideas

This is just a place I can collect ideas and requests so I don't lose them. Note that this isn't a promise to do any of this--things are here because I'm not doing them now.   Yiffy Age shit Patch for Coldhaven HDT tails - in progress Bruma patch with better zombies and more furriness. (In progress) Reach patch. (In progress) Bat Vampire Lord mesh. Concept art from Raydric in PM. Check Fjori and Holgeir NPC variants (their ghostly/spectral and D

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Bad Dog

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