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Yiffy Age of Skyrim


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Posted
29 minutes ago, Chosen Clue said:

Also, yeah I see what you mean about the orcs having issues with armor addons. Is it possible to copy the pre-sabre-cat orc race record into a blank esp via TESVEdit, then set that race's armor race to manikin?

*Sabre-LION. Though to be honest I wouldn't mind having an alternate texture/setup for them actually (and completely) based on Skyrim's Sabre Cats. With short bobcat tails and all.

 

Anyway, I was going to explain what needed to be done but Bad Dog summarized it pretty well, so we'll leave it at that.

Posted
5 hours ago, Blaze69 said:

*Sabre-LION. Though to be honest I wouldn't mind having an alternate texture/setup for them actually (and completely) based on Skyrim's Sabre Cats. With short bobcat tails and all.

 

Anyway, I was going to explain what needed to be done but Bad Dog summarized it pretty well, so we'll leave it at that.

Hey, it's been a while since I've used Yiffy Age, let alone played skyrim. Could you really blame me for not remembering the kind of big cat they were changed into? :tongue:

Posted

I hope that if original orcs are returned, its done in a way that's optional. I vastly prefer cat-orcs.

 

PS:

I feel sleezy asking this, but are there any bestiality mods that work for male characters?

Posted
10 hours ago, Chosen Clue said:

Hey, it's been a while since I've used Yiffy Age, let alone played skyrim. Could you really blame me for not remembering the kind of big cat they were changed into? :tongue:

Fair enough. Just wanted to clarify... and mention the bit about actual sabre cat textures :classic_rolleyes:.

8 hours ago, thirtyeight said:

I hope that if original orcs are returned, its done in a way that's optional. I vastly prefer cat-orcs.

Pretty sure if it happens, it will only be an optional plugin separate from the main release. Bad Dog even specifically mentioned it being a patch if/when it happens.

8 hours ago, thirtyeight said:

PS: I feel sleezy asking this, but are there any bestiality mods that work for male characters?

Yeah, you should ask this in the SL section. Having said that, as a quick rundown, I can tell you one thing: if you want your character to be bottom and basically take the female role, you should be able to use some female-oriented beast mods with a male PC just fine outside of some minor quirks (audio/dialogue being intended for females and so on).

 

If you want your character to take the male role instead, there are animations for that (mostly by @MadMansGun, though there are some from other authors) but there isn't any mod  that implements them yet, so there isn't much to be done apart from using Matchmaker or maybe Hentai Creatures to simply watch the anims without any gameplay purpose or consequence at all.

Posted

Untamed. Untamed is fabulous if you want random bestiality in your life. The male-pitcher on creature-catcher anims work fine and for the rest, use lots of lube. 

 

I've got lots on my plate before retexturing the sabrelions. I totally love that race, so I'm not gonna feel much pressure to replace it.

Posted
22 minutes ago, Bad Dog said:

I've got lots on my plate before retexturing the sabrelions. I totally love that race, so I'm not gonna feel much pressure to replace it.

Hey, just a suggestion. I like the lions as much as anyone, but I like the vanilla design of the sabrecats too, and wouldn't mind having them as an anthro race (there's a WIP/resource texture for them over at Nexus already but it's pretty... rough and lacking in detail).

 

What I would like to have at some point is proper short/bobcat tails; so far I've been using the files posted by poblivion in Nightro's Race Mod thread (not sure where it came from), but that's pretty low poly. Tried rigging Nightro's own tail mesh but couldn't get it to look right either. So if you ever feel like giving it a shot, that would be great.

Posted

What fun are short tails? Consider stealing the hyena tail if you must.

 

I've been noodling on this: Few of the SL anims account for tails, which doesn't much matter for normal Skyrim but it's a drag with YA. I've been considering whether I could build some sort of aftermarket add-on which would handle the tail problem. 

 

Possible ways it could work, from best to easiest.

  • Make a few tail anims that would position the tail correctly for the different sex anims. Wouldn't need too many--lifted high, laid up against the back, tucked off to one side, and that's about it. There's already a tail-to-the-side anim for one of (I think) Arrok's animations that could be repurposed. Then go through and assign a tail anim to each stage of each sex anim that needs a tail repositioned. As I understand it, tail anims are entirely separate from regular anims but are run simultaneously (which is where the "stiff tail" problem comes from--the engine can't find the tail anim file). So if I load up the tail anim file with anims for all the sex anims, the engine would find them and run them at the right time. As new sex anims come out they won't be supported, but nothing breaks--they just work the way they do now.
  • Reposition the tail using NiOverride, the same way the digitigrade stance is achieved. YA already catches anims and catches sex start/end. So repositioning the tail should be simple. Harder is to reposition it appropriately for the anim. It could be keyed to the animation, but then it won't support new animations. The repositioning can only be done once for the entire anim, so there'd have to be a choice about what position is the best compromise for all stages. More interesting would be to key it to the animation tags--e.g. doggy style would always position the receiver's tail off to the side, or something like that. 
  • Say fukkit and just make the tail vanish for the duration of sex. Maybe combine that with the above so that only the receiver's tail vanishes, or only vanishes in certain positions.

Thoughts? Does this bug other people as much as it does me?

 

Posted
32 minutes ago, Bad Dog said:

Possible ways it could work, from best to easiest.

  • Make a few tail anims that would position the tail correctly for the different sex anims. Wouldn't need too many--lifted high, laid up against the back, tucked off to one side, and that's about it. There's already a tail-to-the-side anim for one of (I think) Arrok's animations that could be repurposed. Then go through and assign a tail anim to each stage of each sex anim that needs a tail repositioned. As I understand it, tail anims are entirely separate from regular anims but are run simultaneously (which is where the "stiff tail" problem comes from--the engine can't find the tail anim file). So if I load up the tail anim file with anims for all the sex anims, the engine would find them and run them at the right time. As new sex anims come out they won't be supported, but nothing breaks--they just work the way they do now.

Thoughts? Does this bug other people as much as it does me?

 

i have already been testing that idea, MNC is my testing ground where i am already doing that by using my own tail animations.

https://www.loverslab.com/files/file/4903-3ds-max-tail-animation-guide/

 

i want to create a catalog of custom tail animations for others to use, i can make the animations, i just need to know what way to bend the tail, therefor i need to make a list of common poses used in animations.

Posted
41 minutes ago, Bad Dog said:

What fun are short tails? Consider stealing the hyena tail if you must.

Well, I mean, when 99% of the game's gear and anims are designed for human/elves (aka non-tailed bipeds) and tails in the game can be described as an afterthought at best and a buggy mess at worst, having a short tail has all the benefits of not having a tail (no clipping, no tail impalement during sex, no tail-clipping-through-the-ground in poses) without the drawbacks of not having a tail (which are, wait for it, not having a tail, mainly).

41 minutes ago, Bad Dog said:
  • Make a few tail anims that would position the tail correctly for the different sex anims. Wouldn't need too many--lifted high, laid up against the back, tucked off to one side, and that's about it. There's already a tail-to-the-side anim for one of (I think) Arrok's animations that could be repurposed. Then go through and assign a tail anim to each stage of each sex anim that needs a tail repositioned. As I understand it, tail anims are entirely separate from regular anims but are run simultaneously (which is where the "stiff tail" problem comes from--the engine can't find the tail anim file). So if I load up the tail anim file with anims for all the sex anims, the engine would find them and run them at the right time. As new sex anims come out they won't be supported, but nothing breaks--they just work the way they do now.

Don't remember seeing any humanoid x humanoid anim with proper tail animation, Arrok's or otherwise. You are probably thinking of MadMansGun's anims, which do include tail anims but are all humanoid x creature anims (except for maybe the "Sexual Dragon Sacrifice" one which does have NPC on NPC action thrown in).

 

Yep, as far as I know all you need to do for tail anims to work is to give them the same name as the anim you want them to be used in and the game should play it automatically when the character plays said anim. You can ask @MadMansGun for a more in-depth explanation on how they work and/or how to create them if you want. So if you come up with a bunch of such multi-purpose tail anims and go through all of SL's anims assigning them where appropiate, it should take care of msot if not all bugs with tails in SL.

 

It would require some time and effort, though; you would have to first build those tail anims and then go through each and every stage of each SL anim and see which of your tail anims suit best. Maybe using soem of MMG's own tail anims would save some time, but there would still be plenty of work to do. Still, I'd say it would be completely worth it, so you have all my support on this :classic_shy:.

41 minutes ago, Bad Dog said:

Thoughts? Does this bug other people as much as it does me?

I recently made a post about it in the Shark Race thread. So yes, it bugs me as well, and I'm pretty sure I'm not the only one.

 

EDIT: ninja'd by MadMansGun.

Posted

@MMG - fabulous. If you're on it, I'll back off and let you do your thing. The only animation work I've done is to replace one of the standard idles with a toe-tapping animation just to prove I could do it. Also, right now I'm doing birds, did I mention?

 

There was an early rape animation where if the victim was a khajiit the tail lashed about like an angry cat. That was cute. I haven't seen it in a while tho. I was probably thinking of one of the werewolf or canine animations.

Posted
2 hours ago, Bad Dog said:

There was an early rape animation where if the victim was a khajiit the tail lashed about like an angry cat. That was cute. I haven't seen it in a while tho. I was probably thinking of one of the werewolf or canine animations.

that's not ringing any bells, but lets concentrate on basic animations first before doing specialty work.

Posted
12 hours ago, Bad Dog said:

Untamed. Untamed is fabulous if you want random bestiality in your life. The male-pitcher on creature-catcher anims work fine and for the rest, use lots of lube. 

 

Do you recommend any particular animation pack(s)?

Posted
1 hour ago, Bad Dog said:

@MMG - fabulous. If you're on it, I'll back off and let you do your thing. The only animation work I've done is to replace one of the standard idles with a toe-tapping animation just to prove I could do it. Also, right now I'm doing birds, did I mention?

 

There was an early rape animation where if the victim was a khajiit the tail lashed about like an angry cat. That was cute. I haven't seen it in a while tho. I was probably thinking of one of the werewolf or canine animations.

Haven't seen that, but wish I had. I've never played skyrim with a tail-less character, and the sex animations causing my tail to go through someone has always bugged me. (That, and the normal tail animations are pretty mediocre. Playing FFXIV's Miqo'te reveals a huge gap in quality of tail animations.)

 

Posted

Short tail does not look so bad and in animations does not pass through the NPC. Unfortunately, the tail I have is very low poly. NightroModzz has created a new high poly. Blaze69 tried to adjust the new tail for use in the game, but unfortunately it did not work. Maybe Bad Dog could do it.

 

 I attach an image of an old tail in the game and a low poly tail model.

In this thread you will find a new tail model: https://www.loverslab.com/topic/79732-race-mod-projects/

tail.jpg

femaletailkhajiit.nif

Posted
18 hours ago, Bad Dog said:

Untamed. Untamed is fabulous if you want random bestiality in your life. The male-pitcher on creature-catcher anims work fine and for the rest, use lots of lube. 

 

I've got lots on my plate before retexturing the sabrelions. I totally love that race, so I'm not gonna feel much pressure to replace it.

 

I also totally love Saberlions, even if I use a slightly modified version. It's my favorite race.

Posted
16 hours ago, Bad Dog said:

What fun are short tails? Consider stealing the hyena tail if you must.

 

I've been noodling on this: Few of the SL anims account for tails, which doesn't much matter for normal Skyrim but it's a drag with YA. I've been considering whether I could build some sort of aftermarket add-on which would handle the tail problem. 

 

Possible ways it could work, from best to easiest.

  • Make a few tail anims that would position the tail correctly for the different sex anims. Wouldn't need too many--lifted high, laid up against the back, tucked off to one side, and that's about it. There's already a tail-to-the-side anim for one of (I think) Arrok's animations that could be repurposed. Then go through and assign a tail anim to each stage of each sex anim that needs a tail repositioned. As I understand it, tail anims are entirely separate from regular anims but are run simultaneously (which is where the "stiff tail" problem comes from--the engine can't find the tail anim file). So if I load up the tail anim file with anims for all the sex anims, the engine would find them and run them at the right time. As new sex anims come out they won't be supported, but nothing breaks--they just work the way they do now.
  • Reposition the tail using NiOverride, the same way the digitigrade stance is achieved. YA already catches anims and catches sex start/end. So repositioning the tail should be simple. Harder is to reposition it appropriately for the anim. It could be keyed to the animation, but then it won't support new animations. The repositioning can only be done once for the entire anim, so there'd have to be a choice about what position is the best compromise for all stages. More interesting would be to key it to the animation tags--e.g. doggy style would always position the receiver's tail off to the side, or something like that. 
  • Say fukkit and just make the tail vanish for the duration of sex. Maybe combine that with the above so that only the receiver's tail vanishes, or only vanishes in certain positions.

Thoughts? Does this bug other people as much as it does me?

 

 

The hyenas tail have a different shape, tail looks good for the hyena race, but for sbrelions does not look very good.

 

 

Posted
2 hours ago, poblivion said:

Short tail does not look so bad and in animations does not pass through the NPC. Unfortunately, the tail I have is very low poly. NightroModzz has created a new high poly. Blaze69 tried to adjust the new tail for use in the game, but unfortunately it did not work. Maybe Bad Dog could do it.

 

 I attach an image of an old tail in the game and a low poly tail model.

In this thread you will find a new tail model: https://www.loverslab.com/topic/79732-race-mod-projects/

 

femaletailkhajiit.nif

I actually went back to that and tried transfering UVs from that mesh in Maya, but didn't work. The UVs came out small and folded into itself on the spiked one. The one with just added loops did'nt work at all. Transfering UVs worked with the new male and female tail for standard Khajiits just fine though.

 

I can only think of two reasons why it didn't work. Either it has to do with the mesh/UV on the base already being modified, or it's because the XYZ position is different on the base and I had to reposition it. However, the tutorial I watched for Maya showed the meshes left to right (not in the same position). So matching UVs will likely need to be made manually.

Posted
1 minute ago, NightroModzz said:

I actually went back to that and tried copy and pasting UVs from that mesh in Maya, but didn't work. The UVs came out small and folded into eachother on the spiked one. The one with just added loops did'nt work at all. It worked with the new male and female tail for standard Khajiits just fine. [...]

If it worked for the new (full) Khajiit tails, how about using those as a base for transfer instead of poblivion's short tail? The UV placement is the same aka vanilla compatible, all you have to do is cut the full tails (from the base) so they are as long as your new short ones and then transfer the remaining UVs from them to the short tails. Not sure if I explain myself.

Posted
24 minutes ago, Blaze69 said:

If it worked for the new (full) Khajiit tails, how about using those as a base for transfer instead of poblivion's short tail? The UV placement is the same aka vanilla compatible, all you have to do is cut the full tails (from the base) so they are as long as your new short ones and then transfer the remaining UVs from them to the short tails. Not sure if I explain myself.

I'll try that sometime later then. I may have to edit the meshes and add some more loops so that it reaches the standard length comfotably, without it looking like a blocky mess.

 

EDIT: Cutting or shortening the new (full) ones should work for the short smooth version, but the spiky one will definitely need a some mesh editing.

Posted

First off, thanks so much for all the hard work on the mod! Just about everything works perfectly, minus one tiny detail

 

Any idea what could be causing this invisibility issue? Mod organizer load order attached.

20180204183121_1.jpg

loadorder.txt

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