user1518 Posted May 2, 2022 Posted May 2, 2022 Got everything working except on thing. Sexlab unequips the player schlong every time any animation is played. I'm still using special edition not the anniversary one being shoved down our throats and all my mods are special edition compatible. any help is appreciated.
Bad Dog Posted May 8, 2022 Author Posted May 8, 2022 For AE: I haven't found anything specific to YA that might cause crashes. Two things tho: Get rid of all your "bug fix" mods unless they explicitly say they've been updated for AE. Start up Sexlab in some quiet place before you get into anything exciting. For vanilla start, that probably means don't load SL until you're about to leave the cave under Helgen. I found that if I was outdoors when SL initialized, I tended to get a crash at that point. Really, that's it. I was able to build a complex loadout and run around indoors and out without trouble. Â
Ant9757 Posted May 13, 2022 Posted May 13, 2022 i finally get the game running to the tutorial after almost a WHOLE day of trying to get it to work, and now it keeps crashing at the part where i enter with either the stormcloak or imperial soldier., and any alternate start mods just make the game crash when i click on "new". any ideas on what to do?
Bad Dog Posted May 14, 2022 Author Posted May 14, 2022 First, read the post upthread--a lot of the basic bug fix mods don't work with AE, unless they have an explicit update.  After that, make sure you have the latest version and try running with a minimal load order to begin with.  I *was* running around perfectly happily having gotten through the vanilla start without problems, but then after I killed the first dragon my saves suddenly stopped loading. I had used Bethini to play with the setup but couldn't get back to a working game. So, YMMV.
0modskilzs Posted May 14, 2022 Posted May 14, 2022 Hey I skipped the "02 YA Digi" part for platigrade feet but the Argos still have lizard Digi feet, is something wrong or do I need to go into the files and do something?
Bad Dog Posted May 14, 2022 Author Posted May 14, 2022 IIRC you get the lizard feet no matter what, it's just that they are planti not digi.Â
adude1 Posted May 17, 2022 Posted May 17, 2022 (edited) I'm having the "headless guard" problem. And also helmet-less canine races. I tried moving armor mods (revealing armors) above and down YA in the load order. Still nothing. I then unistalled every armor mod I had and still nothing. When I installed the armor mods I applied a batch build with Body Slider. Could it be that I fucked it up there? I didn't have this problem before.  Right now the only mod that YA is overwriting is SAM High Poly Mesh. But it's literally overwriting it so I don't understand what the hell is going on. Also tried the ReSave tool. Still nothing. loadorder.txt plugin load order.txt Edited May 17, 2022 by adude1
Bad Dog Posted May 18, 2022 Author Posted May 18, 2022 Put YA last, on both sides. Â Make sure your load order on the left matches your plugin order on the right, at least for armor mods. (For some reason the MO folks don't think this is important, but when mods have both a plugin and loose files, and when they're mucking with the same assets, the order has to match.) Â Check for any open-face helmet mods and remove them (YA ships its own open face helmets).
adude1 Posted May 18, 2022 Posted May 18, 2022 5 hours ago, Bad Dog said: Put YA last, on both sides. Â Make sure your load order on the left matches your plugin order on the right, at least for armor mods. (For some reason the MO folks don't think this is important, but when mods have both a plugin and loose files, and when they're mucking with the same assets, the order has to match.) Â Check for any open-face helmet mods and remove them (YA ships its own open face helmets). HI. Thanks for responding Bad Dog! Turns out the problem was this mod:Â https://www.nexusmods.com/skyrimspecialedition/mods/18994. It never crossed my mind since there were no overwriting nor anything. I'm dumb lol. Thank u anyways
Bad Dog Posted May 19, 2022 Author Posted May 19, 2022 Experiment: Spoiler  I've been not liking the tiger "ruff' for a while now. Getting something more like real fur on heads is constrained by the platform--you only get one mesh per head part, so it's hard to play any of the games people play with hair.  What I've done here is combine the method vanilla Skyrim uses to get a ruff over the khajiit neck seam with the "shells" that people are using for furry animals. But since I've only got one mesh, instead of using different alpha thresholds in the nif I've used different vertex alpha values on the layers in the mesh. Then the alpha channel is set so each layer picks up more or less of the color.  Another way to do this would be to have each layer its own head part, but then you've got 6 head parts just for the head, each with two tri files. I bet you can break the engine that way.  Then I added a head part which is just the ruff again (so easy to duplicate and separate from the head mesh with pyNifly) and export that as a separate head part with the soft shader. I'm not sure that part is working as well as it should.  I'm pretty happy with the result. There's not as much depth within the ruff as there could be--it tends to be opaque until it goes transparent at the edge. So I'm not getting as much out of the separate soft shaded layer as I might.  I think I'll try giving cheetahs and hyenas a neck mane using this techinque. 1
102111 Posted May 20, 2022 Posted May 20, 2022 (edited) Is there a way to just have this apply to men and not women? Edited May 20, 2022 by 102111
lightning_strike1 Posted May 21, 2022 Posted May 21, 2022 Does this work with the anniversary edition curious as I am thinking of downloading it. And giving this mod a shot and modding my Skyrim, but not sure if there are any guides out there for setting up Skyrim to allow adult mods for sexual stuff. Also curious what body replacers this uses?
Bad Dog Posted May 21, 2022 Author Posted May 21, 2022 I say yes. Others have had trouble but I'm not sure if it's caused by YA.
Krashark Posted May 21, 2022 Posted May 21, 2022 13 hours ago, lightning_strike1 said: Does this work with the anniversary edition curious as I am thinking of downloading it. And giving this mod a shot and modding my Skyrim, but not sure if there are any guides out there for setting up Skyrim to allow adult mods for sexual stuff. Also curious what body replacers this uses? There's one guide in this topic, most mods should work in AE the same way they do in SE, but there are some that you need to look for the version made specifially for the anniversary edition (mainly those that require SKSE). I'm still using the SE edition until Bugthesda stops messing with AE every time (cuz every time they do it, SKSE breaks).
Bad Dog Posted May 23, 2022 Author Posted May 23, 2022 My new patch builders are available at the Google Drive. Test them out, let me know how they work for you.  The patchers allow you to run with other mods that change armor, npc, or race records without losing the changes from the other mods. Currently if you're running with an AI Overhaul mod, for example, it makes changes to the NPCs and then YA changes them again, and you lose all the AI changes. Armor has that problem but also since all the furry heads are in the khajiit head position, armor mods need fixes so they where the khajiit variant. I've been shipping patches for individual mods but it was getting out of hand and there's always another mod out there.  Tools required xEdit. This is straightforward. Just make sure you can run it from within MO, if you use MO. the STEP project has good instructions on the setup. Creation Kit. Sorry, but you've got to be able to generate facegen files. You can no get the CK from Steam. (It's fine to use that version for this.) You need to tweak the ini file--get the ini file from here as a simple starter kit. There's two patchers, one for NPCs and races, and one for armors. Eventually I'll merge them but for now run one after the other.  NPC Patcher Any NPC records not already handled by YA will get furrified. Any vanilla NPCs who are handled by YA but are modified by another mod will have their changes merged in. So if you're running with Immersive College of Winterhold, Tolfdir will get his new spells and buffs from ICW but his appearance from YA. Any races changed by another mod will have their changes merged with YA. So if you have Imperious, you'll get their changes but the race will still be furry. To run the NPC patcher Put the BD_Furry_Patch_Builder.pas script in your xEdit "Edit Scripts" folder. Load xEdit with the entire load order you want to patch enabled. Usually you'll load Skyrim.esm through YiffyAgeConsolidated.esp. To make a patch for a specific mod, just load that mod and YA. Run the patcher. (In xEdit, Apply Script -> 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. If you want an ESL, set the bit now. (I'll probably make this the default in the next version.) Exit and save Start Creation Kit (See note below about MO if you're using that.) Select your patch file and load it. (Folder icon at left of toolbar, or File -> Data.) Choose Actors -> Actor 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. CTRL-F3 to create facegen files. Exit. Don't save. Only if you are running with MO and with furry and non-furry profiles: 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. 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 meshes\actors\character\facegendata\facegeom for the nif files and Textures\Actors\Character\FaceGenData\FaceTint for the DDS files. After running CK, move the meshes and textures folders to a new patch mod. Put your patch ESP there as well. Enable your new ESP and enjoy. Rebuild it anytime you change your loadout. For the Armor Patcher Load xEdit with the mods you're patching. Vanilla is handled already, the first non-DLC through YiffyAgeConsolidated.esp. Run the script ( BD_Furry_Armor_Fixup.pas ) Patch the boots if you like furry digitigrade feet all the time. Exit and save. Enable the ESP. 1
AyoItsRocco Posted May 24, 2022 Posted May 24, 2022 Having an issue where i have a CTD as soon as I start a new game. Any tips?
Lil_Dovahkitten Posted May 24, 2022 Posted May 24, 2022 Is it possible to play a human in a furry world like in Furry Fallout, or do I have to play as a furry?
Bad Dog Posted May 24, 2022 Author Posted May 24, 2022 CTD is usually a missing plugin. Check through and make sure all your requirements are loaded. Loot and MO will tell you right away. Vortex, I dunno.  No humans. My initial idea was to replace all the assets so that patchers wouldn't be needed. I replaced the assets, but patchers and facegen have to happen any way, fml. If I were going to do it over, I might do all-new assets, but I'm not.   CURRENT WIP has me feeling kinda silly but I can't help myself. I'm deep in restructuring the furrifier, again. Now I'm separating out the plugin access layer so all the stupidities of dealing with the limitations of Delphi Pascal can be hidden in there, and the furrifier has a clean interface to work with. It's the kind of thing that no one but me cares about, except I think there are bugs in the current implementation that don't stop the furrifier from running, but prevent it from using some variants. Pretty sure I've found a few of those, and also some bugs in how the headparts are assigned to races.  Also this layer should be shareable between the skyrim and FO4 sides, so when I do the next rev of FFO I can make a universal patcher for it too.
AyoItsRocco Posted May 25, 2022 Posted May 25, 2022 14 hours ago, Bad Dog said: CTD is usually a missing plugin. Check through and make sure all your requirements are loaded. Loot and MO will tell you right away. Vortex, I dunno.  No humans. My initial idea was to replace all the assets so that patchers wouldn't be needed. I replaced the assets, but patchers and facegen have to happen any way, fml. If I were going to do it over, I might do all-new assets, but I'm not.   CURRENT WIP has me feeling kinda silly but I can't help myself. I'm deep in restructuring the furrifier, again. Now I'm separating out the plugin access layer so all the stupidities of dealing with the limitations of Delphi Pascal can be hidden in there, and the furrifier has a clean interface to work with. It's the kind of thing that no one but me cares about, except I think there are bugs in the current implementation that don't stop the furrifier from running, but prevent it from using some variants. Pretty sure I've found a few of those, and also some bugs in how the headparts are assigned to races.  Also this layer should be shareable between the skyrim and FO4 sides, so when I do the next rev of FFO I can make a universal patcher for it too. I wanna be sure this looks right, been 2 days and its been crashing at the same time everytime. Idk what im doing wrong. If anything looks wrong do tell.
Bad Dog Posted May 25, 2022 Author Posted May 25, 2022 You're loading yiffyageconsolidated after the addons that depend on it. Load the yiffy age stuff in the order on the OP, that's what it's there for.  Since you're gonna build up a serious load order, I can tell already, learn how to use Mod Organizer and LOOT, which would have dealt with this right away. I think the best basic instructions on how to get your environment set up are still at S.T.E.P. Go there and do what they say until you get the basic rig running. You don't have to load all their 9 million mods.
rb888 Posted May 30, 2022 Posted May 30, 2022 Thanks for updated Bud I'm getting close fixing the underwear issue with schoolongs lol
ASlySpyDuo Posted May 31, 2022 Posted May 31, 2022 I've been playing around with VR setup, which means SSE mods, so I noticed a few things with Lykaios and brushtails in this version: - You have added another fur layer to the mesh like hair mod meshes tend to do, which is fine, but the texture swaps for imperials are missing the new soft alpha mesh completely in the plugin. - The fur layers are missing Assume_Shadowmask shader flags which means they don't receive shadows. Every mesh with NiAlphaProperty needs that flag too for them to be able to receive shadows. - Lykaios kids use the default texture paths in the mesh itself, which is fine, but they point to nonexisting specular texture which means they are super shiny.   On 5/23/2022 at 3:14 PM, Bad Dog said: My new patch builders are available at the Google Drive. Test them out, let me know how they work for you.  Well, the patch builder is pretty much perfect and works, as we say where I'm from, like train's toilet (which means fast and reliable). A question though, how hard would it be to modify it to use Better Bretons for bretons instead of the standard YA bretons?   As a sidenote, I haven't encountered any issues in VR. There's some reports somewhere about the helmets blocking view but I'm fairly sure this is just issue with using VRIK Player Avatar and not configuring it properly to account for it by increasing the 'Hide Player Head Distance'.
Bad Dog Posted May 31, 2022 Author Posted May 31, 2022 Thanks for the tail info. I'm working on this now and fixed some things, but didn't know about the texture swap or assume_shadowmask problem.  Substituting in Better Bretons isn't hard hard, but somewhat intricate. You'd have to point all the assets at the BB assets, or rename and relocate them to overwrite the YA foxes.  I'm thinking I might take another swipe at the foxes in this go-round. The foxes are a texture and shape I inherited and I don't think they're really up to par with the rest of the mod. For FFO I just retextured the lykaios head. I'm happy enough with the tiger ruff to think I could put a proper ruff on the foxes and I could just start over with the textures. Â
Bad Dog Posted May 31, 2022 Author Posted May 31, 2022 (I'm also, btw, completely rewriting the furrifier. I've separated out the layer that interprets race info and I'm reading everything from the race info rather than hard coding texture indices and such. The result is vastly simplifying the code and probably making it faster. It does mean some of those texture paths will change--I'm putting the indication of what a tint layer is into the filename itself (LykaiosStripeMuzzle.dds, for example) so that I don't have to hard-code the relationship.) 1
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