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Posted

Pics?

 

Easiest is to use SSEEdit. If the NPCs are a new race, choose how you want them to look, compare with the appropriate race record (e.g. if you want cheetahs, compare with high elf) and copy over all the appearance-related properties. If they're a standard race, look at the assets they're using (body, head, mouth, etc.) and switch them over to YA's furry assets.

Posted
16 hours ago, Bad Dog said:

Pics?

 

Easiest is to use SSEEdit. If the NPCs are a new race, choose how you want them to look, compare with the appropriate race record (e.g. if you want cheetahs, compare with high elf) and copy over all the appearance-related properties. If they're a standard race, look at the assets they're using (body, head, mouth, etc.) and switch them over to YA's furry assets.

Sure, here's a couple of pics of the issue, as I said it's not a big issue. As for them being standard races, I don't know if standalone NPCs count as standard races. I'll take a look through SSEEdit. I assume I'd have to load yiffy age's assets along with the mod that contains the NPC in SSEEdit?

20200717151526_1.jpg

20200717152347_1.jpg

Posted

@Bad Dog Hey, first of all wanted to say thanks for putting this together. Everything looks great and I'm looking forward to doing a playthrough with this mod.

 

With that being said, I'm getting consistent CTDs when trying to use the "HairKhajiitMale07" hairstyle with male Bretons/Imperials/Redguards. Male Nords seem to be fine, and I haven't tested the other races, nor female Bretons/Imperials/Redguards. This could be something on my end, but someone else with a different setup also reported crashes when trying to cycle through hairstyles for male Imperials, so I thought I'd report it.

Posted
1 hour ago, valeon said:

@Bad Dog Hey, first of all wanted to say thanks for putting this together. Everything looks great and I'm looking forward to doing a playthrough with this mod.

 

With that being said, I'm getting consistent CTDs when trying to use the "HairKhajiitMale07" hairstyle with male Bretons/Imperials/Redguards. Male Nords seem to be fine, and I haven't tested the other races, nor female Bretons/Imperials/Redguards. This could be something on my end, but someone else with a different setup also reported crashes when trying to cycle through hairstyles for male Imperials, so I thought I'd report it.

Yes, Y.A had some hair bug. And. you will upload Your Playthrough in Youtube right? as far as I know I'm currently only one doing uploading Y.A Video in Youtube. I welcome other do. Cheer :)

Posted

I'll load up HairKhajiitMale07 and see what's up with it. You have V9? Everything's working OK on my rig so it must be something weird. 

 

The scaling is because of this: in order for digi feet to look right, I have to extend the foot bone because animals are basically walking on their toes. That pushes the feet down below the ground so the whole body has to be lifted up. That's done with some extra data on the feet nif (mesh) itself. But then the characters are too tall for counters and workbenches. So the feet also reduce the site of the character fractionally, to bring their hands back down to the vanilla distance from the ground. 

 

Your boots are cancelling those effects so the character is getting a little larger and losing the lifting effect, which is why both the head is moving up and the feet down.

 

I don't know why the feet are still showing. If the boots are using the feet armor slot they should disappear, or be replaced with the feet mesh provided by the boots. If they're using a different armor slot they shouldn't mess up the scaling effect.

 

Tell me where they came from and I can look.

Posted
1 hour ago, Bad Dog said:

I'll load up HairKhajiitMale07 and see what's up with it. You have V9? Everything's working OK on my rig so it must be something weird. 

 

The scaling is because of this: in order for digi feet to look right, I have to extend the foot bone because animals are basically walking on their toes. That pushes the feet down below the ground so the whole body has to be lifted up. That's done with some extra data on the feet nif (mesh) itself. But then the characters are too tall for counters and workbenches. So the feet also reduce the site of the character fractionally, to bring their hands back down to the vanilla distance from the ground. 

 

Your boots are cancelling those effects so the character is getting a little larger and losing the lifting effect, which is why both the head is moving up and the feet down.

 

I don't know why the feet are still showing. If the boots are using the feet armor slot they should disappear, or be replaced with the feet mesh provided by the boots. If they're using a different armor slot they shouldn't mess up the scaling effect.

 

Tell me where they came from and I can look.

in case of Mine. I using this Mod and NPC aren't wear boots but even with no boots character are scaling up and down when wear armor : https://www.nexusmods.com/skyrimspecialedition/mods/30468

 

P.S Our Good Friend Poblivion Finsihed 93% of helmet on this mod as furrifed. I will upload the mod when helmet are finished and Put Poblivion-as main creator-; all i did is just few clicking in CK Tools and changed stat bit; Poblivion got most of honor.

762649943_WorkinProgress.png.08277533d8d4baea3e6ae68cb3d9e06d.png

 

Thanks for reading this message. Kardien Lupus

 

Posted
11 hours ago, Bad Dog said:

I'll load up HairKhajiitMale07 and see what's up with it. You have V9? Everything's working OK on my rig so it must be something weird. 

 

The scaling is because of this: in order for digi feet to look right, I have to extend the foot bone because animals are basically walking on their toes. That pushes the feet down below the ground so the whole body has to be lifted up. That's done with some extra data on the feet nif (mesh) itself. But then the characters are too tall for counters and workbenches. So the feet also reduce the site of the character fractionally, to bring their hands back down to the vanilla distance from the ground. 

 

Your boots are cancelling those effects so the character is getting a little larger and losing the lifting effect, which is why both the head is moving up and the feet down.

 

I don't know why the feet are still showing. If the boots are using the feet armor slot they should disappear, or be replaced with the feet mesh provided by the boots. If they're using a different armor slot they shouldn't mess up the scaling effect.

 

Tell me where they came from and I can look.

The boots are from baidu. I edited them myself in bodyslide to fit my character though, hence the reason the feet show. I did a quick and dirty fix by adding your feet to the original nif, while removing part of the boots to show the feet. If its too many hoops to jump through I could always attach the mod for easy access. I'm not a modder so that was all I knew in order to get the look I wanted. Thanks!

Posted

So is there actually a bug here? Take your character with boots on and jump on a table, or deck or dock. Do the feet dip below the surface? (One will be a little higher than the other but they should be pretty nearly on the surface.) Crouch. Did they stay on the surface? (Sometimes there's a little delay and then your character drops an inch or two.) If so, this is working as designed, height change and all.

Posted

n I looked at hairkhajiitmale07 and that's vanilla. The nif is Actors\Character\Character Assets\Hair\Khajiit\Male\KhajiitHair07.nif and I don't ship a revised version of that at all. I don't know what the problem is but I don't see how it can be mine.

Posted

Whats odd is that it works perfectly with the boots on, when I scale up. The feet dip below exactly as you say, very close to the surface. When I take them off though, standing i hover slightly above the ground. Crouching I still hover but only for a second, then I jolt back to touch the ground. I dunno what it could be.

Posted
23 minutes ago, Bad Dog said:

So is there actually a bug here? Take your character with boots on and jump on a table, or deck or dock. Do the feet dip below the surface? (One will be a little higher than the other but they should be pretty nearly on the surface.) Crouch. Did they stay on the surface? (Sometimes there's a little delay and then your character drops an inch or two.) If so, this is working as designed, height change and all.

 IN Game, Player only one can equip Boots and it little bit below surface other Follower and soldier didn't equip boots at all; and they forced to do equip boots they scale up and down. About scale Bad Dog. You will be right. You said it works as designed.

 But I still don't know why NPC don't equip Mod boots even in invisible states. Mod Boots supposed to be equipped but not visible, But; although npc even not equip boots at all.

Posted

n I looked at hairkhajiitmale07 and that's vanilla. The nif is Actors\Character\Character Assets\Hair\Khajiit\Male\KhajiitHair07.nif and I don't ship a revised version of that at all. I don't know what the problem is but I don't see how it can be mine.

Posted

I was confusing myself. Everything I said above is right except of course the reason you're seeing the scaling in the gif is because the boots DON'T have the extra data, so when they are added the feet are removed, the scaling is returned to normal, and the char loses the lifting effect so the feet go down while the head goes up.

 

As long as you're mucking about with the nifs, open up any feet from YA, find the NiStringExtraData field (value is [{"name":"NPC","pos":[0,0,5.0],"scale":0.92}]) and copy it to your boot nif in the same place (it hangs off the mesh TriShape). That should give them the same behavior as the feet.

Posted
11 hours ago, Bad Dog said:

I was confusing myself. Everything I said above is right except of course the reason you're seeing the scaling in the gif is because the boots DON'T have the extra data, so when they are added the feet are removed, the scaling is returned to normal, and the char loses the lifting effect so the feet go down while the head goes up.

 

As long as you're mucking about with the nifs, open up any feet from YA, find the NiStringExtraData field (value is [{"name":"NPC","pos":[0,0,5.0],"scale":0.92}]) and copy it to your boot nif in the same place (it hangs off the mesh TriShape). That should give them the same behavior as the feet.

Can I ask how about why NPC don't wear boots even in invisible form like Vanilla Boots?

Posted

SE version of SOS will give all npcs their bits but not the player. Keeps wearing underwear. The old Skyrim SoS will CRASH if the Sos.esp is active but not the Sos - core. That gets rid of the undies and leaves a gaping hole there instead. Npcs are fine. It's just my character, it is so frustrating.

 

Edit: In my attempts to fix it I broke it more. Now there are holes for all males.

 

Edit2: Well one problem I fixed. I had installed SoS hmt-lmt version thinking it was newer. Found out my mistake and changed over. SoS se doesn't crash like the original version. However there are still holes. BUT! this time there was a small message saying race or gender has no assigned match, or some such. Been juggling mod order ever since with no luck so far.

 

Last Edit: Note to self. When testing if a mod isn't working right... use a fresh game.

Posted

@ShadowKitty42 well.... let me say this about that. I'd forgotten about the other ones. Answer is, it depends on the mod. The Transmogrifier is the basic and you run it on NPCs introduced by the mod. If the mod changes vanilla NPCs then either you have to reconcile by hand, keeping the appearance changes from YA and the other changes from the other mod, or you run "NPC YA Looks" to do it for you. I'd forgotten that one existed. Then if the mod also introduces feet or headgear, you run the "Furry Armor Fixup" to give the furries the beast variant of headgear and, if you run digitigrade with bare feet, set the boots to invisible. That one assumes the mod provided a khajiit variant of their headgear. If they're a bunch of anti-furry bigots and they didn't, it will make their headgear invisible.

 

@Kardien Lupus I love that you're doing those videos. It's really cool. As for the boots, if you're not running the digitigrade addon they should wear boots like normal. With the addon, all boots are made invisible so they don't stretch stupidly. I might do boots for them but new races are more fun.

 

@AreeSoothsayer so are you good? The schlongs work, you just have to get the right mods in the right order.

Posted
11 hours ago, Bad Dog said:

@ShadowKitty42 well.... let me say this about that. I'd forgotten about the other ones. Answer is, it depends on the mod. The Transmogrifier is the basic and you run it on NPCs introduced by the mod. If the mod changes vanilla NPCs then either you have to reconcile by hand, keeping the appearance changes from YA and the other changes from the other mod, or you run "NPC YA Looks" to do it for you. I'd forgotten that one existed. Then if the mod also introduces feet or headgear, you run the "Furry Armor Fixup" to give the furries the beast variant of headgear and, if you run digitigrade with bare feet, set the boots to invisible. That one assumes the mod provided a khajiit variant of their headgear. If they're a bunch of anti-furry bigots and they didn't, it will make their headgear invisible.

 

@Kardien Lupus I love that you're doing those videos. It's really cool. As for the boots, if you're not running the digitigrade addon they should wear boots like normal. With the addon, all boots are made invisible so they don't stretch stupidly. I might do boots for them but new races are more fun.

 

@AreeSoothsayer so are you good? The schlongs work, you just have to get the right mods in the right order.

To Bad Dog : The Problem I suffer isn't invisible boots. They aren't wear boots at all. can you solve this?

Posted
On 7/24/2020 at 11:10 AM, Bad Dog said:

@ShadowKitty42 well.... let me say this about that. I'd forgotten about the other ones. Answer is, it depends on the mod. The Transmogrifier is the basic and you run it on NPCs introduced by the mod. If the mod changes vanilla NPCs then either you have to reconcile by hand, keeping the appearance changes from YA and the other changes from the other mod, or you run "NPC YA Looks" to do it for you. I'd forgotten that one existed. Then if the mod also introduces feet or headgear, you run the "Furry Armor Fixup" to give the furries the beast variant of headgear and, if you run digitigrade with bare feet, set the boots to invisible. That one assumes the mod provided a khajiit variant of their headgear. If they're a bunch of anti-furry bigots and they didn't, it will make their headgear invisible.

Got a problem when doing this. After using the Transmog and checking the plugin for errors, all Imperials give me the following error:

 NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 0 not found in ImperialRace "Imperial" [RACE:00013744]>

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