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Blaze69

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About Blaze69

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    Dirty Paws, Smooth Fins

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  1. Yiffy Age of Skyrim

    That's correct, yes. Then I have no idea what could be causing your issue; as I stated the last time this bug was reported, I've never experienced it nor I've been able to replicate it.
  2. Yiffy Age of Skyrim

    Try this: in the "meshes/actors/character/character assets" folder there should be two sets of .tri files, ones with "cheetah" in their names and others ending in "_HIPOLY" or "_CITRUS" or something like that. Copy and rename the cheetah ones and overwrite the others with them (but make sure you match them properly, i.e. replace the male "hipoly" with the male "cheetah" one and so on). See if that fixes your issue.
  3. Dragon Animations (& Creature on Creature)

    As I said, it's mostly me being lazy and not wanting to spend an entire hour trying to come up with a proper description and the formatting and stuff. Once it's beta-tested and the bugs are fixed (if any), I'll have no other choice, but in the meantime... Thanks. I'll see if I can get it posted tomorrow in 24 hours tops (note to meself: timezones are a thing).
  4. Don't know for sure, but if you convert the nifs to SSE using the converter (but make sure to separate body and head meshes first, since the latter require a special toggle and both kinds of nifs are mixed in this mod's folder), they should work fine. Plugin could use a conversion to Form 44 or whatever the SSE number is, but should still work even if you don't convert it. And textures are 100% compatible with SSE. Only thing that could cause issues AFAIK are the SOS animation files in the "Auxbones" folder. They would probably need to be ported using the Havok x64 animation converter. But I think you can skip that step by getting the SOS Auxbones folder from any of the SOS Lite packages for SSE and replacing this mod's own one with it, since it should include the same files converted for SSE already.
  5. Dragon Animations (& Creature on Creature)

    So, I have my current beta version of SexLab Werewolves Redux working more or less as intended, and the features that are not done yet (mainly the cooldown) will probably have to wait until a proper "1.0" release. But I'm not sure I can bring myself to posting the mod as a separate download and all that soon; coming up with a proper descripting and taking the required screenshots and such is tedious and I'm not even sure the mod is working as intended. Would it be okay for me to post the beta version here so anyone that may want to can test it? Provided they give feedback on whether it works as intended or not, of course. Starting a whole new thread would be as tedious as posting the mod as a main download, and since the main purpose of the "redux" was to play the anims from here, I wouldn't consider it too off-topic. But I wanted to make sure first. Any thoughts on this? EDIT: Good to know, thanks.
  6. Oh, wow. To be honest I didn't expect there to be much interest in this, so I wasn't so sure about releasing it being actually worth it. I guess I was wrong . Not entirely sure what you are requesting here, Yautja have always used the vanilla skeleton path so they will use whatever skeleton you have installed for the other races. Iif you install XPMSE everything should work just fine. As Gurofiend24 said, there are some followers included in the original mod already. You can find most of them in the trophy room (the lower level of the cylindrical room with the floating glowing orbs) of the Derelict Ship. Not sure if there is any other out in the world, though.
  7. Nope, sorry. It's for UNP compatible bodies only. You can try to use it with CBBE, but female Yautja will have texture bugs when naked or when wearing revealing/skimpy armor.
  8. First and foremost, playing a werewolf as your main character and "true form" is just not going to work. Everything in Skyrim and its mods is hardcoded to expect the player to be of one of the playable (or custom) races. So TBH I wouldn't use any of those mods you linked. If you want your character to be "wolfy" then either play as a Lykaios, or alternatively use a vanilla race alongside one of the werewolf overhauls that allow limiltless transformations and spend most of your time in beast form. Now as for SL and werewolves, there is no real solution for that. I've been working on an edited version of the original SexLab Werewolves plugin (hoping to get it posted soon) that allows you to start proper SL scenes with humanoids and a handful of creatures, but it's only possible because I tailored the scripts to the fact that the PC is in werewolf form when they are called. Getting other SL mods to work with a perma-werewolf player would take a lot of work and script rewriting and would probably end up being impossible
  9. Don't have anything to add about the Xenos so far, but my Yautja edits are now available in case you are still interested. You can find the file here: Predators The Lost Tribes - Tweaks (UNP/SOS).
  10. View File Predators The Lost Tribes - Tweaks (UNP/SOS) Description: This is a collection of assets and tweaks for use with roland's Predators The Lost Tribes mod; more specifically, the included Yautja races. Most notably body replacer compatibility, minor tweaks and fixes, and removal of the need for patches for mod-added gear. Some time ago, I started a project to convert PTLT's gear to fit UUNP and SOS bodies, which later included body-replacer-compatible textures for the Yautja races (to match the items) and eventually grew into a full-blown overhaul to fix and tweak as much of the original mod as I saw fit. I even contacted Roland about approval for a hypothetical public release. Unfortunately I lost most of my working files some time after starting work on it, and redoing it all from scratch would have been too much work, so I had to give up. But I was recently reminded some of the assets did survive (mainly the edited character meshes and textures), so I decided to clean up what I had and release it once and for all. So here it is. Note that I have no interest in continuing development for this mod, so this is provided as-is and no further support will be provided outside of basic troubleshooting. If anyone else wants to edit or use the assets in here, feel free to do so provided you give credit and have the required permissions from the corresponding mod authors. REQUIREMENTS: --- Predators - The Lost Tribes --- XPMSE --- UNP Compatible body And their respective requirements, if any. Changes from the original mod: --- Female body textures now support UNP-based bodies (including UUNP Special), with detailed privates. --- Female Yautja now use the same naked body meshes as vanilla races do. --- Male Yautja now use a SOS Lite body (based on boo's SoS Retooled) but still follow the vanilla body UV so as to not have texture bugs with custom Predator gear. --- Female "standard" Yautja can now blink. Female Bad Bloods/Super Predators and all male Yautja still have static heads. --- Set up all Yautja races with "DefaultRace" as ArmorRace. This should make them automatically compatible with ALL vanilla and mod-added gear without the need to edit vanilla records or create compatibility patches for other mods. --- Several bugs with character meshes and shaders/textures have been fixed. --- Race data brought more in line with Skyrim's default playable races. Several stats are still higher/lower than vanilla ones but not as much as the original mod had them. Also fixed some bugs in the race data while at it. --- Possible unlisted changes and edits. The following changes only apply when replacing the original mod's plugin with my edited one: --- Removed several dirty edits to vanilla records (dialogues, armors, etc.). --- Cleaned up the plugin in TES5Edit (though there are still several deleted NavMeshes that couldn't be restored). Files: --- Predators The Lost Tribes - Tweaks (UNP - SOS): Main plugin of the mod. Includes the new/edited assets and a plugin to load them and make the necessary edits for them to work as intended. Required. --- Predators The Lost Tribes - Main Plugin Edit: Replaces the original mod's plugin with an edited version. Removes several dirty/unnecesary edits that could only be fixed by editing the main plugin itself. Requries the Tweaks plugin to be loaded after it. Strongly recommended. Known Issues: --- Custom races that use "DefaultRace" as its armor equip reference will get Yautja meshes for biomasks instead of humanoid-compatible ones. As per the original mod, biomasks are only truly meant to be worn by Yautja anyway, so it isn't that much of an issue in the first place. --- SOS-based armors will have texture bugs when worn by male Yautja due to their textures still being based on vanilla UVs. Likewise, SOS Revealing armors will have a gap at the crotch and no schlong due to the SOS Lite-like setup not being compatible with SOS Full gear. Credits: roland113 for the original Predators - The Lost Tribes boo for the SoS - Retooled meshes HHaleyy for Fair Skin Complexion VectorPlexus, Smurf and others for SOS - Schlongs of Skyrim. dimon99, Phygit, and thepal for DIMONIZED UNP Female Body Caliente, Ousnius and others for Bodyslide and the UUNP Special body. Note: according to permissions, everything here should be fine, but if any author wants me to remove their assets from this file for some reason or to edit the credit section, just let me know and I will comply as soon as possible. Submitter Blaze69 Submitted 02/23/2018 Category Races Requires Predators - The Lost Tribes, UNP compatible body Special Edition Compatible No  
  11. Version 1.0.0

    483 downloads

    Predators The Lost Tribes - Tweaks (UNP/SOS) Description: This is a collection of assets and tweaks for use with roland's Predators The Lost Tribes mod; more specifically, the included Yautja races. Most notably body replacer compatibility, minor tweaks and fixes, and removal of the need for patches for mod-added gear. Some time ago, I started a project to convert PTLT's gear to fit UUNP and SOS bodies, which later included body-replacer-compatible textures for the Yautja races (to match the items) and eventually grew into a full-blown overhaul to fix and tweak as much of the original mod as I saw fit. I even contacted Roland about approval for a hypothetical public release. Unfortunately I lost most of my working files some time after starting work on it, and redoing it all from scratch would have been too much work, so I had to give up. But I was recently reminded some of the assets did survive (mainly the edited character meshes and textures), so I decided to clean up what I had and release it once and for all. So here it is. Note that I have no interest in continuing development for this mod, so this is provided as-is and no further support will be provided outside of basic troubleshooting. If anyone else wants to edit or use the assets in here, feel free to do so provided you give credit and have the required permissions from the corresponding mod authors. REQUIREMENTS: --- Predators - The Lost Tribes --- XPMSE --- UNP Compatible body And their respective requirements, if any. Changes from the original mod: --- Female body textures now support UNP-based bodies (including UUNP Special), with detailed privates. --- Female Yautja now use the same naked body meshes as vanilla races do. --- Male Yautja now use a SOS Lite body (based on boo's SoS Retooled) but still follow the vanilla body UV so as to not have texture bugs with custom Predator gear. --- Female "standard" Yautja can now blink. Female Bad Bloods/Super Predators and all male Yautja still have static heads. --- Set up all Yautja races with "DefaultRace" as ArmorRace. This should make them automatically compatible with ALL vanilla and mod-added gear without the need to edit vanilla records or create compatibility patches for other mods. --- Several bugs with character meshes and shaders/textures have been fixed. --- Race data brought more in line with Skyrim's default playable races. Several stats are still higher/lower than vanilla ones but not as much as the original mod had them. Also fixed some bugs in the race data while at it. --- Possible unlisted changes and edits. The following changes only apply when replacing the original mod's plugin with my edited one: --- Removed several dirty edits to vanilla records (dialogues, armors, etc.). --- Cleaned up the plugin in TES5Edit (though there are still several deleted NavMeshes that couldn't be restored). Files: --- Predators The Lost Tribes - Tweaks (UNP - SOS): Main plugin of the mod. Includes the new/edited assets and a plugin to load them and make the necessary edits for them to work as intended. Required. --- Predators The Lost Tribes - Main Plugin Edit: Replaces the original mod's plugin with an edited version. Removes several dirty/unnecesary edits that could only be fixed by editing the main plugin itself. Requries the Tweaks plugin to be loaded after it. Strongly recommended. Known Issues: --- Custom races that use "DefaultRace" as its armor equip reference will get Yautja meshes for biomasks instead of humanoid-compatible ones. As per the original mod, biomasks are only truly meant to be worn by Yautja anyway, so it isn't that much of an issue in the first place. --- SOS-based armors will have texture bugs when worn by male Yautja due to their textures still being based on vanilla UVs. Likewise, SOS Revealing armors will have a gap at the crotch and no schlong due to the SOS Lite-like setup not being compatible with SOS Full gear. Credits: roland113 for the original Predators - The Lost Tribes boo for the SoS - Retooled meshes HHaleyy for Fair Skin Complexion VectorPlexus, Smurf and others for SOS - Schlongs of Skyrim. dimon99, Phygit, and thepal for DIMONIZED UNP Female Body Caliente, Ousnius and others for Bodyslide and the UUNP Special body. Note: according to permissions, everything here should be fine, but if any author wants me to remove their assets from this file for some reason or to edit the credit section, just let me know and I will comply as soon as possible.
  12. Dragon Animations (& Creature on Creature)

    I'll give it a try when I get the chance. As I said, as long as female werewolves are set up to be actor 1 in were on were anims, the tag won't be as important as the proper slot selection (although it's good to have it), but for the mixed race anims it will certainly come in handy. I think I'll still leave the anim call by name in the script until more such anims are available, if/when it happens, though.
  13. Mixing and matching ENB shaders is certainly possible, at least with the DOF. As for it being on but having no effect, maybe its default settings mean there's only a very weak static DOF (aka obejcts in the long distance are slightly blurred) or you need to have some object right in your face for the DOF to take effect. Otherwise, playing with the setting should have some kind of effect, so you may want to give it a try. No idea on the fire, so one of the actual ENB-savy people would have to answer that question.
  14. Dragon Animations (& Creature on Creature)

    Fair enough. The tag (plus the "CreatureFemale" setting in the JSON) should be enough to work with it. In the meantime I edited the script to call the corresponding anim by name so the only place where tags would be needed if there were any other anims is solved for now. Even if the werewolf is always actor 2 for the Humanoid x Werewolf anims, I'd say you should still keep that standard for werewolf on werewolf ones, though, so the female is always Actor 1 in those.
  15. That "camera focus" you are talking about is Depth of Field. It's one of the default effects included in ENB, but each preset usually has it's own settings and/or custom code for it. First and foremost, make sure it's actually enabled in the ENB config for K ENB, because it may come disabled by default. If after enabling it and playing with it's settings (right-side window in the ENB menu, the one labeled "enbdepthoffield.fx" or "enbdepthoffield.fx.ini") it's still not to your taste, you could copy the enbdepthoffield.fx file from Tetra and overwrite the one from K with it. As long as it doesn't rely on other files/code it should give you the exact same DOF code as Tetra has, though of course the end result will vary since you will be using a different ENB preset.
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