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Bad Dog

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  1. Bad Dog

    Yiffy Age of Skyrim

    Um... pass. I've been playing with the panthers and I can't get anything I'm happy with. Either they go black in low light, like now, or they are way too shiny or way too plastic in sunlight. I didn't take screenshots because they all suck. Thinking hard about making dark elves snow leopards.
  2. I've run around the practice area in Solitude without a major hit. Can you post a log?
  3. Success! Realized that I could just send the SOS events myself after I swap the schlong. I'm going to put up a test kit now. Has all the guys, none of the ladies. Final kit will have ladies, the above alternative texture, and a different dog/argonian schlong MadMansGun put together.
  4. Bad Dog

    Creature Framework

    This. Once it did, before SOS became the default. Same with SL having a nudesuit option. Is there any mod anywhere that uses this feature of CF?
  5. @Apal, if you send me your textures I'll see about shipping them with the next Hoodies. I'm working on an SSE port now. Since we don't have RCAE yet, I'm tying into SLA events directly. It works, but... The hoodies schlongs show multiple levels of arousal. For sex, everybody strips and goes to full arousal and that always works. So really, the only time this matters at all is when you're using a revealing armor/clothes mod for males, you have SLA installed, and people are NOT having sex. What I've done is catch the SLA event that indicates it just did its scan. (There's no mod event indicating it changed arousal on an NPC individually.) This happens after all the NPCs' arousal is re-evaluated and, I think, after SOS erection events are sent. So I change to a more aroused model after the SOS event is sent. For some reason that means the mesh reverts to flaccid position and stays there until the next SOS event is sent, which won't be until the next SLA scan and only then if the arousal changed. I don't think there's a way to query SOS and find out the current schlong angle. The effect is that fairly frequently you have NPCs running around fully unsheathed but flaccid. That's not a big deal maybe for humans but it looks bad for khajiit and argonians--not wanting to look at faccid unsheathed peens was the reason for doing the mod in the first place. OTOH, it's a minor problem and it does fix itself eventually and it's only when the NPC is over 50% aroused. An alternative would be to hack the SOS code to send a mod event when the schlong angle changes. That's easy but hacking others' code is pretty much always bad. I might be able to subclass the appropriate SOS script but I don't know how clean that can be and it's still vulnerable to SOS changes. Thoughts and better ideas welcome.
  6. Bad Dog

    Yiffy Age of Skyrim

    What kuroyami said about TES5Edit. Thing to do is compare the new race against the YA version of the race (so you see them side by side) and copy over all the attributes from YA that have to do with appearance.
  7. Bad Dog

    Bad Dog's Birds

    So make a merge mod. I've been meaning to do that with the basic mods I run all the time, haven't yet.
  8. Bad Dog

    Bad Dog's Birds

    Srsly, give me a break, you're killing me. Yes, it's doable but I already have a bunch of variants for a simple mod. The Wings mod is real low impact (no scripts, no animations) and you don't have to give yourself wings.
  9. Bad Dog

    Yiffy Age of Skyrim

    Oh yeah. Old CK took forever to come up at all, and then loading shit was 40 forevers. This version comes up fast, then loads the esms only a little more slowly than TES5Edit. Could be more about how bad my old CK ran.
  10. Bad Dog

    Yiffy Age of Skyrim

    I'm starting to play with SSE and I'm already kinda impressed. I'm actually seeing CK come up in seconds and load mods in only a few more seconds, and the game (with minimal load order, ofc, but my modding profiles are pretty minimal) comes up fast too. Stability, we'll see about. Current plan is to do Hoodies first because everything else has a Hoodie schlong. Then run through the other mods with all deliberate speed.
  11. Bad Dog

    Yiffy Age of Skyrim

    Looks like I got a little way into making a patch and then lost the bubble. BV creates a bunch of new vampire races ("HighElfRaceVampire2"), so doing this right means copying all the YA race changes over to them. Tedious, not hard. Not sure what that would have to do with scripts not running.
  12. Bad Dog

    Yiffy Age of Skyrim

    Well, *I* have one. Maybe I never posted it.
  13. Bad Dog

    Yiffy Age of Skyrim

    Actually, there seems to be a BV patch. Are you using that?
  14. Bad Dog

    Yiffy Age of Skyrim

    Likely BV edits the race in which case they're not compatible. If you know TES5Edit you can try making a patch...
  15. Bad Dog

    Bad Dog's Birds

    I finally figured out why Bethesda's hairs are shipped as a hairline + a hair mesh. Maybe other people know this but I never found it in my research. Turns out it's all about getting around problems in the shader. In the last version of Birds, the neck ruffs used shader settings 4844 or close, which means no blending and alpha test threshold of 100 (and some other flags I haven't figured out). That means things are transparent or not, so it's really hard to blend the ruff into the head. That's what Bethesda uses for "hair." For the latest, I switched to 4333, which means blending of "src alpha" with "inv src alpha". (Not really sure why that's a good thing but it works.) This provides a gradation of translucency so your hair can blend nicely into the scalp and it's what Bethesda uses for the "hairline". But if it stands out from the head you get very odd transparency artifacts depending on what's behind it. So what that means is you need one kind of transparency for blending the roots into the head and a different one for locks or feathers that stand out from the head. Which is why they have two meshes. There's probably some constraint which requires them to be in two nifs too, but I don't know about that. Dunno what I'll do with the final version of the ruffs. I can load up all the morphs into one mesh, separate the mesh in two, and create the equivalent of hair and hairline... but I'm not sure how much I think it's worth it.
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