<?xml version="1.0"?>
<rss version="2.0"><channel><title>Bad Dog's Work in Progress</title><link>https://www.loverslab.com/blogs/blog/899-bad-dogs-work-in-progress/</link><description><![CDATA[<p>
	Stuff I'm working on that isn't ready to release yet.
</p>]]></description><language>en</language><item><title>Armor Merge Patch Builder</title><link>https://www.loverslab.com/blogs/entry/16849-armor-merge-patch-builder/</link><description><![CDATA[<p>
	<a href="https://drive.google.com/drive/folders/17F2bqd4WVcGkc9_W6zyN1_xg1crMzR4A?usp=share_link" rel="external nofollow">This patch builder</a> 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. 
</p>

<p>
	 
</p>

<p>
	<strong>What it does</strong>
</p>

<p>
	 
</p>

<p>
	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 the keywords added by any mod in your load order.
</p>

<p>
	 
</p>

<p>
	Tools like Wrye Bash don't do this because they're trying to be responsible. This tool just gives you all the keywords, regardless. There are a few cases where that gives "incorrect" results--like an armor classed as both Hide and Ebony, or as both Light and Heavy. But those errors are a much smaller problem than fur armor without the Warm keyword, if you're running in Survival mode.
</p>

<p>
	 
</p>

<p>
	This tool also has special handling for Skimpy Clothes to add the Revealing keyword to all armors that ought to have it. 
</p>

<p>
	 
</p>

<p>
	<strong>How to use</strong>
</p>

<p>
	 
</p>

<ol style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	<li>
		Install and learn to run SSEdit, set up to run under MO (if you use MO). The <a href="https://stepmodifications.org/wiki/SkyrimSE:2.0.0#Tool_Setup" rel="external nofollow">S.T.E.P. Guide</a> will help you get it set up. (You don't have to install the STEP mods! Just follow their instructions for getting xEdit working under MO.)
	</li>
	<li style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
		<span style="font-size:14px;">Copy the file BD_Armor_Patch_Builder.pas and BDScriptTools.pas from the above link to "&lt;Your SSEEdit folder&gt;/Edit Scripts"</span>
	</li>
	<li style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
		<span style="font-size:14px;">Start SSEEdit with your entire load order selected.</span>
	</li>
	<li style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
		<span style="font-size:14px;">Right-click in the left pane and select "Apply Script"</span>
	</li>
	<li style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
		<span style="font-size:14px;">From the "Script" pulldown, select "BD_Armor_Patch_Builder"</span>
	</li>
	<li style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
		<span style="font-size:14px;">Click "OK"</span>
	</li>
	<li style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
		<span style="font-size:14px;">Let the script do its thing. It will create a new mod called "BDGearPatch.esp". </span>
	</li>
	<li style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
		<span style="font-size:14px;">Enable this plugin and you're good to go. It's ESL-flagged so it won't take space in your load order.</span>
	</li>
</ol>

<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
	 
</p>

<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
	<span style="font-size:14px;">Notes;</span>
</p>

<ul style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	<li style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
		<span style="font-size:14px;">If you're running with MO, the new plugin will be in your Overwrite directory. You probably want to move it to a new mod just for patches and overrides.</span>
	</li>
	<li style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">
		<span style="font-size:14px;">The new plugin will specify every mod in your load order with armor as a master. This is so LOOT will sort it after all those mods. You can clean the master list if you want to, but then you'll have to make sure LOOT doesn't do something stupid.</span>
	</li>
</ul>
]]></description><guid isPermaLink="false">16849</guid><pubDate>Wed, 09 Nov 2022 21:05:32 +0000</pubDate></item><item><title>Furry NPC Patcher</title><link>https://www.loverslab.com/blogs/entry/16851-furry-npc-patcher/</link><description><![CDATA[<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	This patcher makes a patch for NPCs that reflects your entire load order:
</p>

<ul>
	<li style="background-color: rgb(28, 28, 28); color: rgb(188, 188, 188); font-size: 14px; text-align: start;">
		NPCs added by mods will be furrified
	</li>
	<li style="background-color: rgb(28, 28, 28); color: rgb(188, 188, 188); font-size: 14px; text-align: start;">
		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.
	</li>
	<li style="background-color: rgb(28, 28, 28); color: rgb(188, 188, 188); font-size: 14px; text-align: start;">
		Any changes to races are merged with YA's changes, so mods like Imperious will work.
	</li>
</ul>

<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	 
</p>

<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	<strong>Tools required</strong>
</p>

<ul style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	<li>
		<a href="https://www.nexusmods.com/skyrimspecialedition/mods/164" rel="external nofollow" style="background-color:transparent; color:rgb( var(--theme-link) )" target="_blank">xEdit</a>. This is straightforward. Just make sure you can run it from within MO, if you use MO. the<span> </span><a href="https://stepmodifications.org/wiki/SkyrimSE:2.0.0#Understanding_the_Step_Patches" rel="external nofollow" style="background-color:transparent; color:rgb( var(--theme-link) )" target="_blank">STEP</a><span> </span>project has good instructions on the setup.
	</li>
	<li>
		Creation Kit <em>or </em><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><a href="https://www.nexusmods.com/skyrimspecialedition/mods/42441" rel="external nofollow">Face Discoloration Fix</a></span>.
		<ul>
			<li>
				Face Discoloration Fix makes it unnecessary to create facegen files at the cost of some runtime overhead. You may get lags or glitches if there are a lot of NPCs about. 
			</li>
			<li>
				Creation Kit facegen creates heads for every NPC in your load order so the game doesn't have to do it at runtime. 
				<ul>
					<li>
						You can use the Steam version but be warned facegen is very slow. It can easily take a day to run all the vanilla NPCs. (You <em>won't </em>be doing all vanilla NPCs, but mods like the Populated mods introduce a <em>lot</em> of NPCs.)
					</li>
					<li>
						I recommend you downgrade the Steam version and install CK Fixes. That's super-fast but does crash occasionally.
						<ul>
							<li>
								To downgrade use <a href="https://www.nexusmods.com/skyrimspecialedition/mods/67096/" rel="external nofollow">Creation Kit Downgrade Patcher</a>
							</li>
							<li>
								Then install <a href="https://www.nexusmods.com/skyrimspecialedition/mods/20061" rel="external nofollow">SSE Creation Kit Fixes</a>
							</li>
						</ul>
					</li>
					<li>
						If not using <em>SSE Creation Kit Fixes</em>, you'll need to tweak the CK ini file--get the ini file from<span> </span><a href="https://www.nexusmods.com/skyrimspecialedition/mods/19817" rel="external nofollow" style="background-color:transparent; color:rgb( var(--theme-link) )" target="_blank">here</a><span> </span>as a simple starter kit.
					</li>
				</ul>
			</li>
			<li>
				Even if you run facegen, adding Face Discoloration Fix will clean up any NPCs that got missed.
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	<strong>How To Use</strong>
</p>

<ul style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	<li>
		Put the<em><span> </span>BD_Furry_Patch_Builder.pas</em> script in your xEdit "Edit Scripts" folder.
	</li>
	<li>
		Load xEdit with the entire load order you want to patch enabled up through<span> </span><em>YiffyAgeConsolidated.esp</em>. (To make a patch for a specific mod, just load that mod and YA.)
	</li>
	<li>
		Run the patcher. (In xEdit's left pane, right click, and choose Apply Script -&gt; BD_Furry_Patch_Builder). Generally, you'll want to put the patch in a new file, but you can put the armor and NPC fixes in the same file.
	</li>
	<li>
		Let the patcher run.
	</li>
	<li>
		Exit and save
	</li>
	<li>
		Enable the new plugin
	</li>
	<li>
		IF USING MO, collect face gen files. See the note below.
	</li>
	<li>
		Start Creation Kit 
	</li>
	<li>
		Select your patch file and load it. (Folder icon at left of toolbar, or<span> </span><em>File -&gt; Data</em>.)
	</li>
	<li>
		Choose <em>Actors -&gt; Actor</em>
	</li>
	<li>
		Select all NPCs overridden in the patch file (marked with *). Or sort by form ID (expand the hidden second column) and select everything after the DLCs down to the end. Or just select everything, it won't hurt. 
	</li>
	<li>
		CTRL-F4 to create facegen files.
		<ul>
			<li>
				If not using CK Fixes, this is slow. Wait.
			</li>
			<li>
				If using CK fixes, it may crash along the way. Note at the bottom of the screen the name of the last NPC processed. Start the CK up again, scroll down the Actor list to that NPC and select everything from that NPC forward. CTRL-F4 again. You may need to do this 3-4 times before you get through all the NPCs. It's frustrating but still faster than doing it without CK Fixes.
			</li>
		</ul>
	</li>
	<li>
		Exit. Don't save.
	</li>
	<li>
		IF USING MO, move your plugin and "meshes" and "textures" folders from "Overwrite" to a new mod. 
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>MO Specifics</strong>
</p>

<p>
	 
</p>

<p>
	Only if you are running with MO<span> </span><em>and</em> <em>with </em>furry and non-furry profiles:
</p>

<ul>
	<li>
		By default, new files are created in your Overwrite directory, but when files are modified they stay wherever they are. CK sometimes creates the facegen files as new files, sometimes if they exist already modifies the existing file. So your new furry facegen heads might get saved in the mod they came from. This isn't a problem if you always run furry, but if you have multiple profiles, some furry, some not, your mods are mucked up. 
	</li>
	<li>
		So, before running CK, collect all the facegen files in your load order and copy them to your overwrite folder, maintaining the folder structure. Find them in the MO "Data" tab. Navigate to <em>meshes\actors\character\facegendata\facegeom </em>for the nif files and <em>Textures\Actors\Character\FaceGenData\FaceTint</em> for the DDS files. This way CK will find and update the files in the Overwrite folder, not the original mod folder.
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">16851</guid><pubDate>Sat, 25 Jun 2022 15:45:00 +0000</pubDate></item><item><title>Yiffy Age Gear Patcher</title><link>https://www.loverslab.com/blogs/entry/16850-yiffy-age-gear-patcher/</link><description><![CDATA[<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	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. 
</p>

<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	 
</p>

<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	<strong>Tools required</strong>
</p>

<ul style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	<li>
		<a href="https://www.nexusmods.com/skyrimspecialedition/mods/164" rel="external nofollow" style="background-color:transparent; color:rgb( var(--theme-link) )" target="_blank">xEdit</a>. This is straightforward. Just make sure you can run it from within MO, if you use MO. the<span> </span><a href="https://stepmodifications.org/wiki/SkyrimSE:2.0.0#Understanding_the_Step_Patches" rel="external nofollow" style="background-color:transparent; color:rgb( var(--theme-link) )" target="_blank">STEP</a><span> </span>project has good instructions on the setup.
	</li>
</ul>

<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	 
</p>

<p style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	<strong>How to use</strong>
</p>

<ul style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">
	<li>
		Copy the <em>BD_Furry_Armor_Fixup.pas </em>script from the "Tools" folder of your mod to the xEdit/"Edit Scripts" folder
	</li>
	<li>
		Load xEdit with your entire load order enabled up to and including YiffyAgeConsolidated.esp. 
	</li>
	<li>
		Run the script (<em> BD_Furry_Armor_Fixup.pas </em>)
	</li>
	<li>
		Enable the switch to patch the boots if you like furry digitigrade feet visible all the time.
	</li>
	<li>
		You probably want an ESL, so leave that set.
	</li>
	<li>
		Enter a new file for the plugin.
	</li>
	<li>
		Let the script do its thing.
	</li>
	<li>
		Exit and save.
	</li>
	<li>
		Files with the "esl" extension behave badly in your load order. Rename the extension to ".esp" so it stays where you put it.
	</li>
	<li>
		Enable the plugin.
	</li>
	<li>
		If using MO, move the plugin from the "Overwrite" folder to a new mod you use for patches in this profile.
	</li>
</ul>
]]></description><guid isPermaLink="false">16850</guid><pubDate>Sat, 25 Jun 2022 15:17:00 +0000</pubDate></item><item><title>The Effin Export/Import Project</title><link>https://www.loverslab.com/blogs/entry/13300-the-effin-exportimport-project/</link><description><![CDATA[<p>
	Edit: For the record, this tool is implemented and has its own thread here: 
</p>
<iframe allowfullscreen="" class="ipsEmbed_finishedLoading" data-controller="core.front.core.autosizeiframe" data-embedauthorid="441330" data-embedcontent="" data-embedid="embed2818940648" scrolling="no" src="https://www.loverslab.com/topic/174861-modders-importexport-skyrim-le-se-meshes-directly-from-blender/?do=embed" style="overflow: hidden; height: 425px; max-width: 500px;"></iframe>

<p>
	 
</p>

<p>
	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.
</p>

<p>
	 
</p>

<p>
	There are two possible routes:
</p>

<ol>
	<li>
		Extend the niftools package. That is currently being actively worked on, tho there was a long hiatus for the past few years, which meant I was stuck with old versions of Blender and a multi-step conversion process. The recent versions support the latest Blender and maybe have better export--I haven't yet seen a version which exports properly but I haven't tested the latest. Upside of this method is it ties into an existing project and extends the tools that have been around forever. Downside is this stack is very complicated--translation generated from XML files, read/write through pyffi, and so forth. I'm told the XML for FO4 has been written but pyffi needs updating to use it. Presumably higher levels of the stack would need work too? Dunno. 
	</li>
	<li>
		Bodyslide/OS has export/import to all games and they stay up to date all the time. Their nif code is cleanly separated into a package called Nifly, which is used by BS/OS, Cathedral tools, and Nif Optimizer. So it seems like robust code with an active community behind it. Downside is I'd have to access it from a Blender python addon, and I have to figure out how to walk the Blender representation of a model so as to push it at Nifly.
	</li>
</ol>

<p>
	 
</p>

<p>
	I've looked a little bit at both options. My feeling right now is that the hard part of the niftools route is digging into XML, generated code, and pyffi. The hard part of the Nifly route is figuring out how to bolt it into Blender and parse the Blender data model. That seems more straightforward. It's all known stuff--Blender addons and such. So until I hit a roadblock, I'm going to explore that.
</p>

<p>
	 
</p>

<p>
	The biggest issue is whether I can call the C++ Nifly code from a Blender addon. I hunted through other addons and found an import/export addon that does exactly that. So in theory I just copy their method.
</p>

<p>
	 
</p>

<p>
	So here's the project:
</p>

<ol>
	<li>
		Figure out how to make a Blender export/import addon
	</li>
	<li>
		Figure out how to make a DLL
	</li>
	<li>
		Make a dummy DLL and call it from a dummy export/import addon. Once that's done I know I can get data into and out of Blender.
	</li>
	<li>
		Make a DLL encapsulating Nifly
	</li>
	<li>
		Call that DLL from my Blender addon. 
	</li>
	<li>
		Keep adding features until done.
	</li>
</ol>

<p>
	 
</p>

<p>
	#1 is mostly done--I have a little script that pretends to be an export/import addon but does nothing. On to #2.
</p>
]]></description><guid isPermaLink="false">13300</guid><pubDate>Wed, 31 Mar 2021 14:30:00 +0000</pubDate></item><item><title>Furry Fallout</title><link>https://www.loverslab.com/blogs/entry/13012-furry-fallout/</link><description><![CDATA[<p>
	I've downloaded Fallout 4 (again) and I'm having a look. There's a pretty steep learning curve here, I think.
</p>

<p>
	 
</p>

<p>
	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.
</p>

<p>
	 
</p>

<p>
	Still collecting tools and sorting through this mess.
</p>
]]></description><guid isPermaLink="false">13012</guid><pubDate>Sun, 21 Feb 2021 22:27:50 +0000</pubDate></item><item><title>What's next?</title><link>https://www.loverslab.com/blogs/entry/12582-whats-next/</link><description><![CDATA[<p>
	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.
</p>

<p>
	 
</p>

<p>
	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 that done.
</p>

<p>
	 
</p>

<p>
	There was a suggestion that Fallout 4 needed furrification. I recently upgraded to a new machine with adequate disk space, so I can have more than 2 games loaded at a time. I had a look at it and, woah doggies. Apparently every face morph is its own nif? And what are the gotchas in the skeleton?
</p>

<p>
	 
</p>

<p>
	So right now I'm cleaning up old mods and playing Final Fantasy XV. And also running my minotaur through the Civil War on the Stormcloak side. But I need some new challenge.
</p>
]]></description><guid isPermaLink="false">12582</guid><pubDate>Fri, 25 Dec 2020 00:26:37 +0000</pubDate></item><item><title>Advice on Hoodies</title><link>https://www.loverslab.com/blogs/entry/12506-advice-on-hoodies/</link><description><![CDATA[<p>
	I'm playing with changing up the Hoodies mechanism and thought I'd let y'all chime in<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">.<span> </span></span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/71862-madmansgun/?do=hovercard" data-mentionid="71862" href="https://www.loverslab.com/profile/71862-madmansgun/" id="ips_uid_7092_2" rel="" style="border-radius:2px; color:#ffffff !important; font-size:11.7px; padding:0px 5px; text-align:start">@MadMansGun</a><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">,<span> </span></span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/90180-blaze69/?do=hovercard" data-mentionid="90180" href="https://www.loverslab.com/profile/90180-blaze69/" id="ips_uid_7092_3" rel="" style="border-radius:2px; color:#ffffff !important; font-size:11.7px; padding:0px 5px; text-align:start">@Blaze69</a><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">,<span> </span></span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/2568025-valehyena/?do=hovercard" data-mentionid="2568025" href="https://www.loverslab.com/profile/2568025-valehyena/" id="ips_uid_7276_5" rel="" style="border-radius:2px; color:#ffffff !important; font-size:11.7px; padding:0px 5px; text-align:start">@Valehyena</a><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">,<span> </span></span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/296698-kestrelsky/?do=hovercard" data-mentionid="296698" href="https://www.loverslab.com/profile/296698-kestrelsky/" id="ips_uid_7092_4" rel="" style="border-radius:2px; color:#ffffff !important; font-size:11.7px; padding:0px 5px; text-align:start">@KestrelSky</a><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start">,<span> </span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/62440-poblivion/?do=hovercard" data-mentionid="62440" href="https://www.loverslab.com/profile/62440-poblivion/" id="ips_uid_5009_6" rel="" style="border-radius:2px; color:#ffffff !important; font-size:11.7px; padding:0px 5px">@poblivion</a>,<span> </span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/62699-kuroyami/?do=hovercard" data-mentionid="62699" href="https://www.loverslab.com/profile/62699-kuroyami/" id="ips_uid_7092_5" rel="" style="border-radius:2px; color:#ffffff !important; font-size:11.7px; padding:0px 5px">@Kuroyami</a>,<span> <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/1224665-aslyspyduo/?do=hovercard" data-mentionid="1224665" href="https://www.loverslab.com/profile/1224665-aslyspyduo/" id="ips_uid_5009_5" rel="">@ASlySpyDuo</a>, </span></span>anyone else who cares<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start"><span>.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start"><span>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. </span></span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:13px; text-align:start"><span>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 entries long.</span></span>
</p>

<p>
	 
</p>

<p>
	<font color="#bcbcbc"><span style="font-size: 13px;">I'm thinking of taking a new approach: Each schlong has a magic effect that does the heavy lifting. It catches SOS keys, SL Aroused updates, and SL sex notifications. It has the list of schlongs for this variant as a parameter so when it decides that a different mesh should be loaded it just equips the desired schlong. It gets unequipped, magic effect goes away, new shlong gets equipped, magic effect comes back with the new schlong.</span></font>
</p>

<p>
	 
</p>

<p>
	That's basically it--much simpler than the current mechanism. Some wrinkles: Catching the SOS schlong up/down keys is easy; keeping in sync with SOS is not. So there's a variable attached to the owner of the schlong using StorageUtil that tracks the level we think SOS is at. If it gets out of sync just spam the up or down keys until our level and SOS both max out. Also the SOS erection spell is a problem--in the end I created a "detect erection" spell that gets triggered when the SOS erection spell is active. That magic effect sends an event the schlong picks up and uses to replace itself with the most-erect version. The schlongs check to see if the owner has the spell and add it if not.
</p>

<p>
	 
</p>

<p>
	Worries:
</p>

<p>
	 
</p>

<p>
	--Is there something about sometimes magic effects getting lost when going through load doors or when the game is reloaded? 
</p>

<p>
	 
</p>

<p>
	--There is something about how sometimes when doing an equip from a script, nothing shows up visually. Then if you equip something unrelated, it does show up. Some script I found somewhere would add a ring, equip it, then unequip it just to trigger the update. I was calling Is3DLoaded() and thought that was triggering the schlong to appear but now I'm not sure it always does it. Anyone remember the details on this?
</p>

<p>
	 
</p>

<p>
	--Any other problems you can foresee?
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12506</guid><pubDate>Wed, 09 Dec 2020 02:17:53 +0000</pubDate></item><item><title>Advice on digi transforms</title><link>https://www.loverslab.com/blogs/entry/12481-advice-on-digi-transforms/</link><description><![CDATA[<p>
	Okay, furballs, I'm looking for some advice on the digitigrade thing. <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/71862-madmansgun/?do=hovercard" data-mentionid="71862" href="https://www.loverslab.com/profile/71862-madmansgun/" rel="">@MadMansGun</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/90180-blaze69/?do=hovercard" data-mentionid="90180" href="https://www.loverslab.com/profile/90180-blaze69/" rel="">@Blaze69</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/2568025-valehyena/?do=hovercard" data-mentionid="2568025" href="https://www.loverslab.com/profile/2568025-valehyena/" id="ips_uid_7276_5" rel="">@Valehyena</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/296698-kestrelsky/?do=hovercard" data-mentionid="296698" href="https://www.loverslab.com/profile/296698-kestrelsky/" rel="">@KestrelSky</a>, <span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/62440-poblivion/?do=hovercard" data-mentionid="62440" href="https://www.loverslab.com/profile/62440-poblivion/" rel="">@poblivion</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/62699-kuroyami/?do=hovercard" data-mentionid="62699" href="https://www.loverslab.com/profile/62699-kuroyami/" rel="">@Kuroyami</a>, anybody else:</span>
</p>

<p>
	 
</p>

<p>
	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.
</p>

<p>
	 
</p>

<p>
	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 that would be done.
</p>

<p>
	 
</p>

<p>
	BUT once I have the script, what it's doing is UNDOING what the root node did, calling NiOverride to manipulate the skeleton. And if I'm doing that at run time anyway, why not do it always and inject the transformations necessary to make the skeleton digi? Then I wouldn't have to ship my own skeleton--the Digi racial ability would just reposition the nodes and stretch out the feet and calves as needed. The only difference in the digi feet is the one string data node that lifts the whole body, so I wouldn't need to ship a skeleton OR special feet.
</p>

<p>
	 
</p>

<p>
	In fact the whole digi operation could be driven by a single global. Global set = digi happens; not and you run in planti.
</p>

<p>
	 
</p>

<p>
	Downsides? Maybe calling NiOverride at run time is wonky? But that's what it's for.
</p>

<p>
	 
</p>

<p>
	More important, I have to adjust the CME nodes, e.g. "CME L Calf [LClf]". That's basically what they're for but I don't know what other mods would be wanting to adjust those nodes. (I can't add my own because then I'm back to shipping my own skeleton.) I should think the only incompatibility would be with things like High Heels, which you wouldn't want with this mod anyway.
</p>

<p>
	 
</p>

<p>
	I could ALSO do things like add a special keyword to the feet, indicating whether they are digi-enabled. With the keyword, the skeleton is altered; without, not. Then if you're a digi character and you put on non-digi boots, you'd get a planti foot with a boot on. MMG's boots could be given the keyword and they'd be digi. (If necessary. Since they are added to the feet, the feet might still have the keyword and trigger the transform.)
</p>

<p>
	 
</p>

<p>
	Thoughts?
</p>

<p>
	 
</p>

<p>
	Also too <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/1224665-aslyspyduo/?do=hovercard" data-mentionid="1224665" href="https://www.loverslab.com/profile/1224665-aslyspyduo/" rel="">@ASlySpyDuo</a>
</p>]]></description><guid isPermaLink="false">12481</guid><pubDate>Fri, 04 Dec 2020 14:32:00 +0000</pubDate></item><item><title>Horse/Minotaur/Deer Races</title><link>https://www.loverslab.com/blogs/entry/10394-horseminotaurdeer-races/</link><description><![CDATA[<p>
	Thinking about possible future herbivore races. Collecting ideas here.
</p>]]></description><guid isPermaLink="false">10394</guid><pubDate>Sun, 15 Dec 2019 03:31:45 +0000</pubDate></item><item><title>SE Conversions</title><link>https://www.loverslab.com/blogs/entry/9893-se-conversions/</link><description><![CDATA[
<p>
	I've decided to get serious about SE conversions, so here's a thread. 
</p>

<p>
	 
</p>

<p>
	And to start with: WTF and really? Just got Birds converted over. The conversion process looked like: 
</p>

<p>
	 
</p>

<ol>
<li>
		Copy mod to SE folder
	</li>
	<li>
		Run
	</li>
</ol>
<p>
	 
</p>

<p>
	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.
</p>
]]></description><guid isPermaLink="false">9893</guid><pubDate>Mon, 16 Sep 2019 23:19:22 +0000</pubDate></item><item><title>Bad Dog's mod ideas</title><link>https://www.loverslab.com/blogs/entry/9225-bad-dogs-mod-ideas/</link><description><![CDATA[<p>
	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 <em>not</em> doing them now.
</p>

<p>
	 
</p>

<p>
	Yiffy Age shit
</p>

<ul><li>
		Patch for <a href="https://www.loverslab.com/topic/66220-yiffy-age-of-skyrim/?do=findComment&amp;comment=3022526" rel="">Coldhaven</a>
	</li>
	<li>
		HDT tails - in progress
	</li>
	<li>
		Bruma patch with better zombies and more furriness. (In progress)
	</li>
	<li>
		Reach patch. (In progress)
	</li>
	<li>
		Bat Vampire Lord mesh. Concept art from Raydric in PM.
	</li>
	<li>
		<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span>Check </span>Fjori and</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span> </span>Holgeir</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span> </span>NPC</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span> </span>variants </span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">(their ghostly/spectral and Draugr appearances), to be more consistent. As in, both variants should wear Draugr/Ancient Nord armor, and both of a higher tier as well</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">.</span>
	</li>
	<li>
		<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">Black anthro schlong for striped hyenas?</span>
	</li>
	<li>
		<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">Support </span><a href="https://www.nexusmods.com/skyrim/mods/36158" rel="external nofollow" style="background-color:#1c1c1c; color:#afd3e9; font-size:14px; text-align:start" target="_blank">Necromancy -- Undead FX</a>?
	</li>
	<li>
		Furry draugrs.
		<ul><li>
				SIC, as expected, is a HUGE problem because the guy was freakin in love with druagr.
			</li>
		</ul></li>
	<li>
		Dwemer Spheres should be bat-ified 
		<ul><li>
				Also SIC has dwemer ghosts which ought to be bats if I were doing things right.
			</li>
		</ul></li>
	<li>
		I like poblivion's fox above but I'd want to put it on the fox head and I'd need a male variant. (Not that hard to make.)
	</li>
	<li>
		Boots
	</li>
</ul><p>
	 
</p>

<p>
	Birds &amp; Bats
</p>

<ul><li>
		Finish the bat race
		<ul><li>
				Fix scars/brow back morph on head
			</li>
			<li>
				Special sliders
			</li>
			<li>
				Anthro schlong
			</li>
			<li>
				Bat-specific schlong
			</li>
			<li>
				<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">the vampire race is missing "Vampire," and "ActorIsUndead."  Check compatibility with "sacrosanct". If switch to vampire crashes take off "overlay head parts list". Check racecompatibility scripts are working.</span>
			</li>
			<li>
				<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">Female feet</span>
			</li>
			<li>
				<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">Lighten the male heads?</span>
			</li>
		</ul></li>
	<li>
		Look at what jharise did <a href="https://www.loverslab.com/topic/130596-bad-dogs-bird-races-se/?do=findComment&amp;comment=2790038" rel="">with HDT-SMP</a>
	</li>
	<li>
		Clean up face tints? Make it possible to do a secretary bird. Check references.
	</li>
	<li>
		Clean up beak morphs so combos work better, esp the insectivore beak
	</li>
	<li>
		Eagle eyrie conflicts with an Interesting NPC building (but fuck Interesting NPCs, seriously)
	</li>
	<li>
		Female griffon dick missing texture
	</li>
	<li>
		Better weighted wings and fit to the new SE mechanism
	</li>
</ul><p>
	 
</p>

<p>
	Other furry mods
</p>

<p>
	 
</p>

<ul><li>
		Bugfix: When cellan/birds/lykaios stack with Compleat Khajiit, they all get khajiit textures.
	</li>
	<li>
		Cat Races
		<ul><li>
				Check out <a href="https://www.loverslab.com/messenger/147423/" rel="">Anguished's SE tweaks</a>. See PM.
			</li>
			<li>
				Bring up to par with the rest of the mods--new assets from YA
			</li>
			<li>
				<s>Check tuskless option for females</s>
			</li>
			<li>
				<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">Cat races have a base unarmed damage of 4 (not 10 as khajiit and argonians) and don't have the keyword "Isbeastrace" (meaning they don't use the khajiit unarmed animations)</span>
			</li>
		</ul></li>
	<li>
		Compleat Argonian mod
	</li>
	<li>
		Rhinoceros race
	</li>
	<li>
		Deer/Moose/Buffalo race. Reference art for minotaur things:
		<ul><li>
				<a href="https://www.artstation.com/artwork/WxR5G" rel="external nofollow" style="background-color:#181818; color:#ffffff; font-size:13px; text-align:start" target="_blank" title="External link">https://www.artstati...m/artwork/WxR5G</a><br style="background-color:#181818; color:#9a9a9a; font-size:13px; text-align:start"><a href="https://i.pinimg.com/originals/19/fc/83/19fc83a29192899c8696c1c68d10ba32.jpg" rel="external nofollow" style="background-color:#181818; color:#ffffff; font-size:13px; text-align:start" target="_blank" title="External link">https://i.pinimg.com...1c68d10ba32.jpg</a><br style="background-color:#181818; color:#9a9a9a; font-size:13px; text-align:start"><a href="https://i.pinimg.com/originals/fa/48/18/fa481879140a335355114daaaf78eda5.jpg" rel="external nofollow" style="background-color:#181818; color:#ffffff; font-size:13px; text-align:start" target="_blank" title="External link">https://i.pinimg.com...daaaf78eda5.jpg</a><br style="background-color:#181818; color:#9a9a9a; font-size:13px; text-align:start"><a href="https://www.artstation.com/artwork/XN6oa" rel="external nofollow" style="background-color:#181818; color:#ffffff; font-size:13px; text-align:start" target="_blank" title="External link">https://www.artstati...m/artwork/XN6oa</a>
			</li>
		</ul></li>
	<li>
		Cellan: Bring up to par with the rest of the furry mods, use common assets and scripts. Make sure planti works right (digi feet have additional string data)
		<ul><li>
				SE conversion
			</li>
		</ul></li>
	<li>
		Lykaios:
		<ul><li>
				Lykaios feet textures on the body texture files for compatibility with shoes
			</li>
			<li>
				Update to use common assets
			</li>
			<li>
				Change NPCs voice type to Nord. (? I guess that's best.)
			</li>
			<li>
				Edit: Also it seems to me that the texture of the head has a slightly different shade than the body (regardless of the other layers of texture). (Female, SE and ENB)
			</li>
			<li>
				<div style="border:1px solid rgba(191, 191, 191, 0.13); color:#bfbfbf; padding:0px">
					<ul data-role="commentControls" style="color:#dddddd; font-size:1.2rem; padding:6px"><li data-ipsquote-editor="messenger_comment" data-ipsquote-target="#comment-1058769" style="background-color:#262626; color:#dddddd; font-size:12px; vertical-align:middle">
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						</li>
					</ul></div>
			</li>
			<li>
				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
						<p>
							<s><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">Firstly, The "WarPaints" for the female referenced something about a "Boethiah" tattoo texture file that either doesn't exist or isn't loaded in properly. Likewise on the War Paint section, there is reference to the older file layout of the Lykaios texture locations, the one with "# Lykaios Race Textures" or something like that. Thinking it was the Ear Paint the older builds had. I went in with the Creation Kit today and removed those two particular paints from the Lykaios Race records, did a little extra cleaning here and there, and loaded up the game to test, aaaand.. Viola! It seems to have fixed the CTD for now, yes.</span></s><br style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><br style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">The other thing is Ear Accessories in the Brows section. Apparently it was defaulting to a HeadPart that wasn't even compatible with the race, I suppose? The one titled "FemaleBrowsHuman12NoBrow" to be specific. I solved this part of things by setting the "BrowsLykaios00_" headpart to have the "Unisex" flag and setting the default "brows" of the Lykaios Race's female FaceData to be that particular Brow type. As it's an already existing part of the mod, these "brows" that are normally for males only are now set up to be for both sides of the spectrum this way, without making any incompatibilities for existing male players out there.</span><br style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><br style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">One last thing I decided to do, is edit the record for Female Vampire Eyes of the Lykaios to be part of the "HeadPartsLykaiosandVampire" form list as opposed to being part of the "HeadPartsLykaiosVampire" form list. It seems it was out of place, so I put it where it probably belonged? I don't mess with vampirism, so I wouldn't know if that's got some bugs related to it as well.</span>
						</p>
					</div>
				</div>

				<p>
					 
				</p>
			</li>
		</ul></li>
</ul><p>
	 
</p>

<p>
	Beast mods
</p>

<ul><li>
		Schlongify all the Immersive Creatures based on skeletons that now have animations but didn't when the mod was made.
		<ul><li>
				And add HDT collisions
			</li>
			<li>
				And <a href="https://www.loverslab.com/files/file/7556-animated-beasts-cocksabc-for-users-le-se/" rel="">ABC</a> support?
			</li>
			<li>
				Check with<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"> Billyy's<span> </span></span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">﻿</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">newer</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">﻿</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span> </span>animations﻿<span>﻿<span>﻿<span>﻿, also </span></span></span>Bakafactory's</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">﻿</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span> </span>SLAL</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">﻿</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span> </span>pack which of course has some animations</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">﻿</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span> </span>for it (</span><a href="https://www.loverslab.com/files/file/6707-bakafactorys-slal-animation-le-sse/" rel="" style="background-color:#1c1c1c; color:#87b8d7; font-size:14px; text-align:start">https://www.loverslab.com/files/file/6707-bakafactorys-slal-animation-<span>﻿</span>le-sse/<span>﻿</span></a><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">).</span><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">﻿<span>﻿</span></span>
			</li>
		</ul></li>
	<li>
		<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><span>Immersive Creatures SE Bug: </span>There's actually a Boar right outside of the Riverwood and some in other locations idk of yet besides somewhere in Solthsheim. Whenever I get even close to a boar i CTD. First, it attempts an animation and it just doesn't happen. Eventually walks away and I CTD. </span>
	</li>
	<li>
		Sexy Nimy/Dwemmy -- update &amp; fix
		<ul><li>
				Fixes from MMG <a href="https://www.loverslab.com/topic/60041-sexy-nixy-sexy-dwemmy/?tab=comments#comment-2614604%EF%BB%BF" rel="">here</a>
			</li>
		</ul></li>
</ul><p>
	 
</p>

<p>
	Hoodies
</p>

<ul><li>
		<font color="#bcbcbc">Make erection spell work</font>
	</li>
	<li>
		<font color="#bcbcbc">HDT fix to work with 3BBB collisions: </font><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">Find the BSTriShape that is the "shaft" for that particular schlong. Click on it in block list. Right click on name and edit string index. Change its name to MaleGenitals and save.</span>
	</li>
</ul><p>
	 
</p>

<p>
	Random
</p>

<ul><li>
		HDT-enable <em><span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start"><a href="https://www.loverslab.com/files/file/2456-uunp-hdt-piercing-sets/" rel="">UUNP Hdt piercings</a></span></em>
	</li>
	<li>
		<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">Skimpy outfits for Bruma. Maybe male and female. (background task)</span>
	</li>
	<li>
		<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">When playing SE, in game the Blue Robes show as open with a hole. Set as Revealing doesn't open the crotch to show schlong. Looked in CK and it is set as SOS Concealing.</span>
	</li>
	<li>
		<span style="background-color:#1c1c1c; color:#bcbcbc; font-size:14px; text-align:start">Skimpy for Beyond Reach. (In progress, background task)</span>
	</li>
	<li>
		Finish skimpifying (and cleaning up) Immersive Armors. (Maybe. This mod is a mess.)
	</li>
	<li>
		Check scaling factors on hoodies; check the floating bit is gone on male and female argonians
	</li>
	<br><li>
		 
	</li>
</ul><p>
	SE crap:
</p>

<ul><li>
		Finish the immersive creatures patch
	</li>
</ul>]]></description><guid isPermaLink="false">9225</guid><pubDate>Wed, 26 Jun 2019 14:07:00 +0000</pubDate></item><item><title>Adventures in modding</title><link>https://www.loverslab.com/blogs/entry/6062-adventures-in-modding/</link><description><![CDATA[
<p>
	LOL. No idea what happened here, but he looks scary enough.
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.loverslab.com/uploads/monthly_2018_01/fuckup.jpg.02325ed7b0c8b89235c4f3505be14bb0.jpg" data-fileid="454445" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="454445" src="https://www.loverslab.com/uploads/monthly_2018_01/fuckup.thumb.jpg.d8d19791c1455385df46c9bdec3ec43c.jpg" alt="fuckup.thumb.jpg.d8d19791c1455385df46c9bdec3ec43c.jpg" data-ratio="132.01"></a>
</p>
]]></description><guid isPermaLink="false">6062</guid><pubDate>Wed, 31 Jan 2018 02:32:22 +0000</pubDate></item></channel></rss>
