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Yiffy Age of Skyrim


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Posted
3 hours ago, Newbie2015 said:

Hi, DD patch support male characters too?

Technically yes; it adds the proper male meshes for head items like collars, blindfolds or gags (except for panel gags which still use human meshes for males). If you want the rest of the (body) devices to have male meshes, you also need the Devious Devices for Him patch. Do note that it is outdated and doesn't cover all the devices so there will still be plenty of them without male meshes.

 

But you shouldn't really be using DD stuff on males unless you only want them as cosmetic items and don't care about the scripts and coding breaking. DD was always (and looks like it will always be) meant to be used on female characters only, so males are buggy at best and simply broken most of the time.

Posted
On 1/2/2018 at 12:08 PM, Blaze69 said:

You can edit the plugin and the skeletons so that NPCs revert to a plantigrade (vanilla) stance and equip boots and shoes, but since the textures are built for the paws, you would still have those when barefoot or when wearing revealing footwear (like footwraps or Falmer "boots"). That's basically what I did, and seems like Kuroyami did the same.

 

At least for vanilla non-beast races, though; in theory it would be possible to create a patch so that Argonians and Khajiit use Grimoa's feet while the other races keep the paws, yes. But it would take some work.

I finally got a chance to sit down and try this but I cannot for the life of me figure out what I need to edit/delete/disable in the plugin to get boots back and get rid of beast feet. I got the skeleton part figured out but the feet remain. I'm fairly familiar with CK and TESedit; what do I need to edit to get this to work?

Posted
1 minute ago, Nocturnefoxx said:

I finally got a chance to sit down and try this but I cannot for the life of me figure out what I need to edit/delete/disable in the plugin to get boots back and get rid of beast feet. I got the skeleton part figured out but the feet remain. I'm fairly familiar with CK and TESedit; what do I need to edit to get this to work?

You need to remove the edits to the boot/shoes ArmorAddons and to the actual Armor records so that the vanilla AAs show up on the YA races again. Should be able to do it quick and dirty by simply going through the ArmorAddon and Armor sub-fields from the YA plugin in TES5Edit and deleting anything that's edited from vanilla that has "feet" or "shoes" or "boots" in the name. But you have to be careful not to remove anything else or you may break things. You should also leave the edits to footwear that does show the feet (wedding sandals, Falmer boots, footwraps, etc.) because otherwise they will try to load the paw textures and cause bugs.

Posted
26 minutes ago, origamifan said:

is there a way for me to edit the mod using TES5EDIT so that ears are hidden when I use headgears?

Jeez, you guys. No. Furries need their ears free. 

Posted
5 hours ago, Bad Dog said:

Jeez, you guys. No. Furries need their ears free. 

Perhaps an invisible helmet mod then? spotted a few on the nexus but I don't know if they support  mod-added helmets

Posted
17 hours ago, Newbie2015 said:

Hi, DD patch support male characters too?

If it helps at all, my personal experience using the newest DD with the patches for males and beast races has been pretty stable. You get some female pronouns when you equip stuff and I haven't tried any hobble dresses or high heels, stuff like that, but the rest of it seems to work pretty well. Keeps me happy at any rate. I just always save before I equip anything on a follower in case it crashes or I can't get stuff off.

 

The DD patch Veladarius made for cock cages works well also, if you don't want a chastity belts disappearing the schlongs. Doesn't use any BD schlongs of course, but at least its more anatomically appropriate.

Posted

@oragamifan, better yet howabout I edit every freaking helmet in the game to have proper ear holes? And hoods with stitched seams around the holes?

 

No worries, I'm just poking fun. Everybody's got their preferences and I can't cater to them all. I HAVE thought about editing the helmets and hoods to have proper ear holes, but every time I think it I go stick my head in the toilet until the feeling goes away.

Posted
1 hour ago, ianpal123 said:

Has anyone tried Being Female mod with YA? the whole having your own kid instead of adopting one seems pretty neat (sorry Hroar xD)

Haven't actually tried it, but I assume it should be fine as long as the child actors it includes use vanilla assets only. You would still need to export FaceGen data for them with YA loaded, and AFAIK the only available child races are the vanilla ones (not even sure if the Breton and Redguard kids are used or it's just Nords), but it shouldn't crash or have bugs or anything like that.

 

In fact at some point I thought about creating child races for the YA races that don't have them already (so elves and Orcs) and using them for that, but the documentation on how to create such addons for BF is not available; also IMO the mod itself is bloated with unnecesary features and also a huge resource hog and source of bugs, stack dumps and errors. So I don't think I will actually do anything with it.

Posted

Yeah, that happens. (It's a Skyrim thing, not YA-specific.) Anyone remember what the fix is? I think you clean out FNIS and re-run it.

Posted
13 minutes ago, Bad Dog said:

Yeah, that happens. (It's a Skyrim thing, not YA-specific.) Anyone remember what the fix is? I think you clean out FNIS and re-run it.

fixed it but not like that. I had to go into fnis meshes/auxbone/tail and delete the file.

Posted

I've got to say, I've been keeping an eye on this mod, and it's really getting some nice polish.  The only thing keeping me from installing it and never looking back is the lack of CBBE support, and no current option for non-digitigrade feet.  I know it's a personal choice, and would be a bit of a hassle to convert, but I just like the CBBE body better.  :confused:

Posted
25 minutes ago, circuit said:

I've got to say, I've been keeping an eye on this mod, and it's really getting some nice polish.  The only thing keeping me from installing it and never looking back is the lack of CBBE support, and no current option for non-digitigrade feet.  I know it's a personal choice, and would be a bit of a hassle to convert, but I just like the CBBE body better.  :confused:

You can get non-digitigrade feet easily by replacing the YA skeleton files with the standard XPMSE ones. You can also edit the the plugin if you want to get visible footwear back though that obviously requires more work; more info on my previous post above.

 

As for the CBBE conversion, though... Yeah, not going to happen anytime soon, if ever. Porting body textures from one body type to another is difficult and would need quite some work for the result to be actually worth it. I'm certainly not against it but I don't feel like putting time and work into it, or at least not for now. Pretty sure Bad Dog doesn't either.

Posted

UNP to CBBE feet? IV done conversations like that before.

 

Rigging it is no problem it's all UV and a little mesh stitching.

 

Just a little time consuming.

 

If the demand was high enough I would do it.

 

Funny thing is I myself would probably never use it.

Posted
4 hours ago, TheRealMissAmber said:

UNP to CBBE feet? IV done conversations like that before. [...]

Actually it would be UNP to CBBE body textures. The feet comment was separate from the lack-of-CBBE-one. In fact, since the feet (paws) use their own separate textures, only thing that would be needed would be to fit the ankle seam to the CBBE body seam if the CBBE seam placement is different from vanilla/UNP one (if it isn't, then no actual mesh work would be needed).

 

It's porting the body textures from UNP to CBBE (or recreating them from scratch for CBBE) what would be needed for actual CBBE support and what would take too much work and thus probably won't happen.

Posted

I wonder if doing a texture copy from one body to the other would work. You lose a little detail but not much. Mostly would be an issue around the breasts and privates where things might not line perfectly. You could load the cbbe body and warp it to fit the unp body, then use that for the transfer. Could probably make it work and probably wouldn't be more than a few hours work.

 

But I still have other fish to fry.

Posted
36 minutes ago, Bad Dog said:

I wonder if doing a texture copy from one body to the other would work. You lose a little detail but not much. Mostly would be an issue around the breasts and privates where things might not line perfectly. You could load the cbbe body and warp it to fit the unp body, then use that for the transfer. Could probably make it work and probably wouldn't be more than a few hours work.

Actually, the base UUNP body (with no sliders applied) is supposed to have the same shape as the base CBBE body for Bodyslide, or at least as close as you can get considering the different topologies, so that part would be taken care of already. The main work would be in projecting the textures and then fixing up the result in areas like the ones you mentioned where alignment may not be perfect.

 

But yeah, still some work, and plenty of things to do first.

Posted

I'm having a weird issue: Apparently for the last week or so the YAconsolidated ESP has not been activated in my load order, but I didn't know it because everything was working fine (all the races are furry as they should be, schlongs work, no crashes/bugs, etc.) When I noticed the ESP was deactivated I went ahead and re-activated it, which in turn makes all the guard's heads invisible and my Dark Brotherhood cowl does not fit my characters head properly (it's too small).

 

I deactivated the ESP again and not only does Skyrim not complain about missing content but the game runs fine and guards heads are back and my cowl fits. I guess I'll just leave it like that but if anyone has a suggestion for a fix I'm all ears.

Posted
On 1/11/2018 at 11:37 AM, Nocturnefoxx said:

I'm having a weird issue: Apparently for the last week or so the YAconsolidated ESP has not been activated in my load order, but I didn't know it because everything was working fine (all the races are furry as they should be, schlongs work, no crashes/bugs, etc.) When I noticed the ESP was deactivated I went ahead and re-activated it, which in turn makes all the guard's heads invisible and my Dark Brotherhood cowl does not fit my characters head properly (it's too small).

 

I deactivated the ESP again and not only does Skyrim not complain about missing content but the game runs fine and guards heads are back and my cowl fits. I guess I'll just leave it like that but if anyone has a suggestion for a fix I'm all ears.

I have been working on this for the past week as well, for some reason when i install the yiffyage.V4.2 from google drive it shows me that same ESP and the others how they should be but when i downloaded it and looked at the load order it's missing the consolodated.esp, i looked deeper into the zip and it along with the others are missing, i explored the files i could see and it seems to be missing files and I did find "A" Yiffyageconsolodated.esp in the textures>actors>character>facegendata>facetint folder in the .zip file, not sure if this is the right file but i cannot find the others it seems, the other .esp files I saw when i examined the .zip on google drive.

 

So besides that I keep having it crash after the skyrim splash screen ends and could really use help figuring out why, maybe it's a problem with the main yiffyage file i've discovered :confused:

Posted

If you're finding an esp in the facetint folder you have major problems. Seems like your download was corrupted somehow--I've never released a kit with that kind of problem that I know of. I'd start over with a clean skyrim install, install just the prereqs for YA, test it out, and go on from there.

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