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Blaze69

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    Dirty Paws, Smooth Fins

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  1. I honestly don't know for sure because I never quite could get into using AAF and such, but I vaguely remember reading that it is definitely required for AAF to work properly and there's no way around it. Still tho, that shouldn't be a problem if the beast/digi custom body is set as the default race skin, as mentioned above. It will be an issue for those that want to use the default human body mesh for their character for some reason, though, but oh, well. You can't please everyone.
  2. Please don't spread misinformation about stuff you know jack shit about, thank you very much. Paws are an actual part of the body already, the "skin selection" in LooksMenu uses a native game function to force the player character to use the paw-ed body as their naked skin instead of the race's default one (which points to default human meshes and this has human feet). The issue you are seeing is that for some ungodly reason AAF spawns a NPC clone of the player and makes the actual player character invisible for scenes involving the player. Thus, the "Player" you see during sc
  3. Laziness. And the SE port being halfassed. The new Digi mechanism is objectively better than the old one so assuming NiOverride transforms follow the same syntax in SE than in LE, you should actually be able to just run the LE Digi patch through CAO and plop it below (aka after) the main race mod itself in MO2's mod list. Please do not post any files with the old and now deprecated method of the separate skeletons anywhere. If you want to try the newer LE one in SE and maybe look into the NiOverride thing if it's not cross-compatible to figure out what the syntax sho
  4. BD would be the one to reply here but I doubt so, considering he already has his own races lined up and everything. If there's ever any mod adding any of those races as new NPCs to the world, chances are I'll eventually make a patch for it to be compatible with FF, but i don't think they'll be included in the base mod itself.
  5. Were any changes made to the plugin data, then? If it's just new script properties I could just load up the CK with the updated scripts so I can register those new properties, but I thought I'd ask in case there's been any other changes.
  6. Any chance you could also post the compiled scripts? I'm missing "zadLibs" and some other source and IIRC it's either from ZaZ or DD, neither of which I want to download just to grab the sources if I'm honest here, lol.
  7. Have you considered also trying a body preset that isn't "Petite but I moved the boob slider to the max"? There's other bustier pre-made presets you could pick from, just sayin'. Otherwise if generating that body doesn't take effect that means you have something else giving female NPCs a separate body patch. I bet you didn't install that Bjiin "normal body path" patch properly so it's not taking effect.
  8. Try the updated hotfix, issue should be gone now. ...which it doesn't. At least not for the base race mod (the outfits included do have bodies in them, as usual). The main issue here is body textures and hand/feet meshes, which are made for UNP-based bodies only. MadMans already pointed it out, but yes, it uses the new mechanic indeed. This is bad. Very bad. Selachii textures should NEVER be saved as DXT1/BC1 or DXT5/BC3, the compression artifacts just completely wreck the detail and make them look like shit. The only suitable formats ar
  9. Her camp is right on the beach to the west of Dawnstar. Just follow the coast and you'll get there eventually. There's even a map marker with a ship icon that should lead you to it (you can just use the "tmm 1" console command to reveal all map markers so you can check where it's located or even fast travel there).
  10. Freakish Custom Race Tutorial Ignore all the bullshit about the custom skeleton and bones scales and stuff, just focus on getting the heads split from the bodies and ported to FO4 and set up as head parts and then create the TRI morphs for them.
  11. @Ryokentaru and @poblivion (and anyone else that downloaded the 3.40 update), turns out the male head nif was using the wrong shader values and that's what causes the seam (even though the detail mask bug may also be at play there, making it more obvious). Grab the hotfix I just uploaded and see if that helps.
  12. Alright, y'all SSE'rs, you can stop nagging me about porting for a while now and instead nag me about the port being incomplete and broken: The Selachii - Shark Race SE WIP Please do read the "Important Notice" very carefully before using that file.
  13. View File The Selachii - Shark Race SE - WIP Special Edition v3.40 ---- WIP ---- ------------------------------------------------------------------------------------------------------------- IMPORTANT NOTICE: This is NOT a fully working and feature complete version of the race. This is just a quick and dirty port of the latest version of the race to Special Edition, for those better versed in SE shenanigans that may want to help with testing (and perhaps even patching/development) for the race mod.
  14. Version 3.40 WIP

    119 downloads

    Special Edition v3.40 ---- WIP ---- ------------------------------------------------------------------------------------------------------------- IMPORTANT NOTICE: This is NOT a fully working and feature complete version of the race. This is just a quick and dirty port of the latest version of the race to Special Edition, for those better versed in SE shenanigans that may want to help with testing (and perhaps even patching/development) for the race mod. Assuming there aren't any glaring bugs or issues on what little content is included, it ma
  15. First thing that comes to mind is the detail mask tone mismatch bug caused by Beth being retarded (as usual) and using color-fucking compression on a texture type for which color matching is critical. You should be able to fix it by installing Unmasked Faces - no green detailmaps for complexion and necks -. (Check the mod page for comparison pics, it's amazing how Beth really fucked up there). ...that being said, your mismatch looks very pronounced, so unless your ENB just happens to exacerbate the detailmask mismatch a lot, this might be caused by something else. Everything looked
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