Newbie2015 Posted April 30, 2018 Posted April 30, 2018 Hi. Guys can you please tell me is it hard to make a non-vanilla helmet work properly with YA? Because boots actually looks ok but helmets have some problems Â
Bad Dog Posted April 30, 2018 Author Posted April 30, 2018 Usually the khajiit variant looks okay, but you have to modify the ARMA records so that all the human-now-beast races wear it. Sometimes wide jaws or long snouts mean that it still doesn't fit well. In those cases, sometimes Bodyslide/Outfit Studio will fix it... sometimes not. 1
MadMansGun Posted May 1, 2018 Posted May 1, 2018 On 4/28/2018 at 5:17 PM, Bad Dog said: RE statues, what's up with Dynamic Snow? Is there something wrong with my nifs or does DS think it knows about all the statues? Is the ESP you posted a patch? If so I can put it in the OP. i have found the real problem, your using the wrong type of root node, it should be "BSFadeNode" not "NiNode", and your missing the "BSXFlags". while i was at it i copied over the bhkCollisionObject from the original meshes. statue_meshes v2.7z  i assume others may need to be fixed as well. edit: it looks like the rest are fine. 1
Bad Dog Posted May 1, 2018 Author Posted May 1, 2018 What, for statues? Okay. I'll pull in your fixes.
MadMansGun Posted May 1, 2018 Posted May 1, 2018 On 5/1/2018 at 3:12 PM, Bad Dog said: What, for statues? Okay. I'll pull in your fixes. ignore the esp i posted on Friday, just adding the meshes to yiffy age will fix the problems with BDS and any other mods like it. Â it looks like all of your other statues are fine***, they all have the "BSXFlags" and are using "BSFadeNode". Â ***apart from this hole in whstatuetalos02 (meshes\architecture\windhelm) edit: fixed it Â
Ryokentaru Posted May 3, 2018 Posted May 3, 2018 Hey, so this may have already been discussed and I missed it, but is there any reason our poor resident hyenas are apparently part xenomorph? I was gonna do some fooling around with the expression editor and I was met with a mouth inside a mouth, with possibly another mouth inside of that, hard to tell. Â None of the other races suffer this fate that I can tell (though I will quickly mention that while Fennecs are still a selectable race, the vertices on their heads are all sorts of screwed. Bretons are fine though.) and it's kind of funny actually, I was just curious as to the technical reason behind it. Seems like you could just sculpt the inner mouth as part of the head's mesh (it almost seems like that's done here) but I know Skyrim is built...not great, so I doubt it's that simple.
Bad Dog Posted May 3, 2018 Author Posted May 3, 2018 Cute. I think you've got cruft in your load order. I've never seen that and I played hyenas a bunch.
Blaze69 Posted May 3, 2018 Posted May 3, 2018 3 hours ago, Ryokentaru said: [...] Have you played around with the Face/Mouth Part sliders in RaceMenu and/or loaded a preset for a specific race into a different one? RM sometimes bugs out like this when doing any of those two things, specially if mouths are involved (though I don't know why).
Ryokentaru Posted May 4, 2018 Posted May 4, 2018 11 hours ago, Blaze69 said: Have you played around with the Face/Mouth Part sliders in RaceMenu and/or loaded a preset for a specific race into a different one? RM sometimes bugs out like this when doing any of those two things, specially if mouths are involved (though I don't know why). Well I mean, yeah I tend to make some adjustments to the facial sliders on all my characters. All part of the fun, right? It's been a while since I've played with this race, and this is the first time I've seen this bug happen. Â I'll try creating a new Kygarra and Reguard and check to see if they start that way, or if the sliders are causing it. Maybe it's just a load order issue like Bad Dog said. I can't think of anything I have that would even touch mouths though. In fact, YA is the only thing I have that touches races period, unless you count hair mods.
Blaze69 Posted May 4, 2018 Posted May 4, 2018 8 hours ago, Ryokentaru said: Well I mean, yeah I tend to make some adjustments to the facial sliders on all my characters. All part of the fun, right? It's been a while since I've played with this race, and this is the first time I've seen this bug happen. I didn't mean the "x shape" or "x length" sliders that are there even in the vanilla game, I'm talking about the custom "Mouth Part" and "Face Part" sliders added by RaceMenu that allow you to change to a different head part entry for those meshes instead of the default ones set in the race data. If you fiddle with those sliders, they sometimes bug out and leave you stuck with more than one mouth mesh at the same time, which looks like it was the issue on your images.
KestrelSky Posted May 4, 2018 Posted May 4, 2018 5 hours ago, Blaze69 said: I didn't mean the "x shape" or "x length" sliders that are there even in the vanilla game, I'm talking about the custom "Mouth Part" and "Face Part" sliders added by RaceMenu that allow you to change to a different head part entry for those meshes instead of the default ones set in the race data. If you fiddle with those sliders, they sometimes bug out and leave you stuck with more than one mouth mesh at the same time, which looks like it was the issue on your images. I just the same bug but with the yiffy schlongs. With higher arousal it's not removing the 'flaccid' schlong and makes it looks like I have two sets of balls. sonotmything
dweezer Posted May 5, 2018 Posted May 5, 2018 I'm trying to create override NPCs for both Wyrmstooth and Apocalypse, but the v3 script keeps breaking when trying to apply eyes for either Imperials or Redguards, like so: 4: finding head part for race ImperialRace testing element at 101: MaleEyesVaalsarkGreenDUPLICATE001 . . . found eyes MaleEyesVaalsarkGreenDUPLICATE001/0900792C Exception in unit UserScript line 893: FormID [0900792C] references a master which is not available in file [08] Wyrmstooth.esp What do I need to do to fix this?
Blaze69 Posted May 5, 2018 Posted May 5, 2018 55 minutes ago, dweezer said: I'm trying to create override NPCs for both Wyrmstooth and Apocalypse, but the v3 script keeps breaking when trying to apply eyes for either Imperials or Redguards, like so: [...] What do I need to do to fix this? You shouldn't try to save the changes in the Wyrmstooth plugin, but rather in a separate patch file loaded after both wyrmstooth and YA.  Try this: select any of the Wyrmstooth NPCs in xEdit, and copy as override into a new plugin (which will be the YA patch for Wyrmstooth). Then right click on that new plugin you created and choose Add Masters to add the main YA plugin as a master. Go back to Wyrmstooth, run the v3 script on its NPC entries, and set it to copy the records to the new plugin you created before. It should work just fine.  (The bit about manually adding YA as a master before running the script is because it sometimes fails to add YA as a master to the plugin on runtime and throws an error, so this way we ensure that doesn't happen).
dweezer Posted May 5, 2018 Posted May 5, 2018 Okay, that works. I probably should have read the script preface a little better.
MadMansGun Posted May 5, 2018 Posted May 5, 2018 i fixed the hole in whstatuetalos02 statue_meshes v2.7z 1
KestrelSky Posted May 5, 2018 Posted May 5, 2018 On 5/4/2018 at 12:00 PM, KestrelSky said: I just the same bug but with the yiffy schlongs. With higher arousal it's not removing the 'flaccid' schlong and makes it looks like I have two sets of balls. sonotmything So I'm not quite sure where the issue is coming from actually. Basically there is a set of regular balls and then a set of ghost balls. If I try to screenshot it, only one set shows up. If I pause to use the menu, the ghost set disappears. Anyone heard of a problem like that? Â The other weird thing is that I didn't have this problem last time I played the game (about two months ago?) and didn't change any of my mods before playing again. Â Edit: doesn't happen with regular schlongs, only affects BadDog Sheath. The other odd thing is the effect stops if I have the camera at a certain angle. I downloaded a new copy of YA even though I had version 4_2, no change.
Silverone777 Posted May 6, 2018 Posted May 6, 2018 Is YA 4.2 compatible with the latest XPMSE and USLEEP version? And are the patches still compatible as well? Both mods were updated recently and I was just wondering.
KestrelSky Posted May 6, 2018 Posted May 6, 2018 I narrowed the problem down to HDT. If I turn that off, no ghost balls. Not sure how to fix HDT stuff on balls though, since it seems specific to YA schlongs. It happens with the Sheath on both male and female bodies. Â Edit: If I remove the file hdtm_bdsheath the problem stops. Any idea what might be causing the physics on it to freak out? Â EditEdit: I feel like an idiot, I forgot oldrim hates FPS above 60. All fixed. -_-
Bad Dog Posted May 7, 2018 Author Posted May 7, 2018 You mean newrim doesn't? Huh. Â Dunno about the new XPMSE and USLEEP, depends on what they did. I don't expect problems with USLEEP. New features of XPMSE might have problems, since I took the skeletons as of a year back.Â
KestrelSky Posted May 7, 2018 Posted May 7, 2018 17 minutes ago, Bad Dog said: You mean newrim doesn't? Huh. Not sure about the FPS, but modding around in newrim just, I dunno, feels like taking off clothes that were too tight or something. Definitely just works a hell of a lot smoother. Â Buuuuut I can't play very long without YA anymore, so back to oldrim I go.
Blaze69 Posted May 7, 2018 Posted May 7, 2018 24 minutes ago, KestrelSky said: Not sure about the FPS, but modding around in newrim just, I dunno, feels like taking off clothes that were too tight or something. Definitely just works a hell of a lot smoother. Certainly smoother, and very much so; but also waaay uglier compared to Legendary + ENB .  There's also the lack of ports of several mods I like and the fact that UNP is practically deprecated in there (I know there are CBBE textures for YA but I simply don't like how they turned out); that's what has kept me from jumping to SE so far. That and the huge amount of time and tediousness that would take to port my custom version of YA to SE, of course. 1
Rockat Posted May 7, 2018 Posted May 7, 2018 5 hours ago, Blaze69 said: Certainly smoother, and very much so; but also waaay uglier compared to Legendary + ENB .  There's also the lack of ports of several mods I like and the fact that UNP is practically deprecated in there (I know there are CBBE textures for YA but I simply don't like how they turned out); that's what has kept me from jumping to SE so far. That and the huge amount of time and tediousness that would take to port my custom version of YA to SE, of course. Part of the smoothness is that Skyrim SE handles loading things off the drive its on better than Oldrim. Even on an SSD I have problems with stuttering due to loading (and CTD because something doesn't load in time).
Unknown Dragon Posted May 9, 2018 Posted May 9, 2018 On 5/5/2018 at 9:53 AM, Blaze69 said: You shouldn't try to save the changes in the Wyrmstooth plugin, but rather in a separate patch file loaded after both wyrmstooth and YA. Â Try this: select any of the Wyrmstooth NPCs in xEdit, and copy as override into a new plugin (which will be the YA patch for Wyrmstooth). Then right click on that new plugin you created and choose Add Masters to add the main YA plugin as a master. Go back to Wyrmstooth, run the v3 script on its NPC entries, and set it to copy the records to the new plugin you created before. It should work just fine. Â (The bit about manually adding YA as a master before running the script is because it sometimes fails to add YA as a master to the plugin on runtime and throws an error, so this way we ensure that doesn't happen). I'm having a similar problem, though rather than edit I'm trying to create a Beastess enemy faction with their own leveled lists and such using YA consolidated as the active file on CK. Problem is, CK keeps crashing every time I try to load it up with other master files despite the use of an "allowmutltipleesm" line in the program's ini settings. How would you suggest I proceed? Thank you in advance.
MadMansGun Posted May 9, 2018 Posted May 9, 2018 26 minutes ago, Unknown Dragon said: I'm having a similar problem, though rather than edit I'm trying to create a Beastess enemy faction with their own leveled lists and such using YA consolidated as the active file on CK. Problem is, CK keeps crashing every time I try to load it up with other master files despite the use of an "allowmutltipleesm" line in the program's ini settings. How would you suggest I proceed? Thank you in advance. well i'm not sure if it's the problem here but the CK hates using esps as a master (at least mine does anyways).
Bad Dog Posted May 9, 2018 Author Posted May 9, 2018 That stinks. I do it fairly regularly--right now with Animated Dragon Wings--and haven't had any problems. I set the ESM flag in T5E but don't change the file name. Have you tried different compatibility settings for CK?
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