Bad Dog Posted July 9, 2018 Author Posted July 9, 2018 Man, that's a real rule 34 thing. No idea. Must be applying a special skeleton to the player, maybe? But why?
Blaze69 Posted July 9, 2018 Posted July 9, 2018 53 minutes ago, Bad Dog said: Man, that's a real rule 34 thing. No idea. Must be applying a special skeleton to the player, maybe? But why? ...not sure how that is r34-related, but whatever. It uses a duplicate of the Khajiiit race instead of editing the vanilla race itself, so obviously the edits from Compleat Khajiit to the vanilla Khajiit race data (including skeleton paths) don't apply to it; that would explain the planti skeleton. Otherwise, I can't check the mod so I don't know for sure, but it may use a custom skeleton path on top of that.
Snowcat Posted July 9, 2018 Posted July 9, 2018 In true mod it until it breaks fashion, I swapped out various files back and forth until I got something that works. Replacing Data\meshes\actors\character\character assets\skeletonbeasts.nif with a copy of Skeletonkhajiit.nif fixed the issue and also gave argonians the digitigrade skeleton. Works for me. ¯\_(ツ)_/¯ You're also probably thinking loosely of Rule 63. Rule 34 is porn of it.
LordOfDragons01 Posted August 17, 2019 Posted August 17, 2019 Hey~ Any chance I'm blind and there's an SE-compatible version of this floating around? 1
DesoRu Posted July 13, 2020 Posted July 13, 2020 Character floats after installing this mod and i cant seem to find a fix for it kindly help
Bad Dog Posted July 15, 2020 Author Posted July 15, 2020 On 7/13/2020 at 9:39 AM, DesoRu said: Character floats after installing this mod and i cant seem to find a fix for it kindly help Pics. Never made an SE version. Would want to update to all the latest assets tho.
DesoRu Posted July 16, 2020 Posted July 16, 2020 On 7/15/2020 at 11:17 AM, Bad Dog said: Pics. Never made an SE version. Would want to update to all the latest assets tho. NVM. After thinking what went wrong, i decide to use nifskope to take a peak on the nif files and found the problem. I have deleted the heel string data in nif files, using nifskope, and everything is back to normal days ago.
ravenbirb Posted September 22, 2020 Posted September 22, 2020 Have an issue with the hdt dll not loading properly, is there a known fix to this?
Bad Dog Posted September 22, 2020 Author Posted September 22, 2020 Yeah, delete it out of my mod and use the real one from the HDT mods.
Ferranteth Posted January 1, 2021 Posted January 1, 2021 I really like the integration with your other mods, however, I prefer the coverkhajiits faces as the compleat textures look a little muddy and out of color in my opinion. Here's the link to the face textures that I use: https://www.nexusmods.com/skyrim/mods/5941?tab=files This issue is most exacerbated with models with lighter faces but darker bodies. Here's what the same character looks like minus your excellent digitigrade body, but with a much better matching face with CoverKhajiits and your Hoodie sheath. And the same follower's body with the Compleat hands and Feet and your lovely implements. Actually turns out it was really simple to overwrite the faces. Just go into the "manual" installation option in Mod Organizer and de-select any mentions of face meshes or textures. Here's the result of the override. looks quite nice to have the faces and the bodies I want out of my feline followers.
Bad Dog Posted January 1, 2021 Author Posted January 1, 2021 Lemme think about it. I'm not really happy with the khajiit bodies--should really do new body textures from scratch and I'm not sure I'm up for that. Compleat Khajiit is rather old, akshuly.
Ferranteth Posted January 1, 2021 Posted January 1, 2021 8 hours ago, Bad Dog said: Lemme think about it. I'm not really happy with the khajiit bodies--should really do new body textures from scratch and I'm not sure I'm up for that. Compleat Khajiit is rather old, akshuly. Coverkhajiits is quite old as well. I think it was last updated around 2014. However I haven't found a better head replacer since then. I would have to say that your beast race stuff is the best I've seen around here. Either way I'm rather satisfied that I was able to find a visual compromise. In terms of things that would be interesting to see in the future is a more feline proportioned, compact genitals for the Khajiit. Similar to lions or cougars, so more of growers than showers. Not exactly a priority, but it would be interesting.
Bad Dog Posted January 2, 2021 Author Posted January 2, 2021 I've tried to get the balls to tuck up closer to the body, but the scrotum bone tends to drop them down again.
Ferranteth Posted January 2, 2021 Posted January 2, 2021 On 1/1/2021 at 4:46 PM, Bad Dog said: I've tried to get the balls to tuck up closer to the body, but the scrotum bone tends to drop them down again. Interesting. perhaps if the balls were static throughout the arousal states due to their size, and the rest of it was wiggly when aroused? kinda like the static sheath on the original models?
Bad Dog Posted January 3, 2021 Author Posted January 3, 2021 Could do that. They could be weighted to the thighs and to the base genitals bone (for size). That would probably leave them tucked up against the body for regular movement.
RigTheCat Posted April 24, 2021 Posted April 24, 2021 So I tried installing this on SSE and for some reason the paws clip through the floor. I've tried to look into it and it seems like that might be related to the high heel system, but I'm not 100% sure - didn't fine any clear answers on this online except for "use another mod"...
LoverPlus Posted August 2, 2021 Posted August 2, 2021 This is awesome. I don't think I have played a khajiit ever since my first character in oblivion. Also, I'm using sam light, but I don't think that touches beast races. Many thanks.
Kelvryn Posted January 24 Posted January 24 (edited) I love this mod. Got it working in 1.6.1170 Seems to have no errors. How i did it: 1. Use cathedral assets optimizer to process the head pieces individually by moving them out of the folder, processing them then moving them back. Have necessary optimization on, process head parts checked and resave meshes checked. after words uncheck process head parts. now you can do the rest of the mod. Do not bsa it, necessary optimization and resave meshes, process textures(necessary, compress and generate mipmaps) and animations is necessary optimization. 2. Open mod in wrye bash click baddogschlongcore,esm, right click on it and allow edit. change the m in esm to a p. That's it. Now close wrye bash and delete baddogschlongcore,esm as the baddogschlongcore,esp in hoodies will take over. no need to resave BDUniqueTiger.esp in creation kit. It serves no purpose and might break things. Might be a good idea to run fnis/nemesis/pandora before game launch. 3. Remember to select the unique tiger schlong in SOS. Edited January 24 by Kelvryn
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