hexacron Posted August 21, 2018 Posted August 21, 2018 43 minutes ago, Bad Dog said: Check the skimpy thread. thanks, and now I'm having a weird issue where the dick sheaths and unsheath's it's self flaccid back and fourth, maybe a load order error? ** I also use oldrim primarily
Kardien Lupus Posted August 21, 2018 Posted August 21, 2018 On 8/20/2018 at 7:57 AM, Avian1355 said: Alright. Thanks for the info. I'll download MO and tinker with it for a bit. I'll let you know if it works or not. Probably just an IBM problem (Idiot Behind Machine). NMM are easy to mod beginner but MO has is bit harder and has more better function. If Yiffy Age work on NMM that's fine, but when problem happens you need to deal with days it in Creation kit. Unlike less problematic MO.
boo Posted August 22, 2018 Posted August 22, 2018 On 8/13/2018 at 10:52 AM, Bad Dog said: New khajiit textures. Comments from the peanut gallery welcome. Goal was to add fur detail but keep overall patterning much like vanilla. Reveal hidden contents I should just give you my Khajiit textures to work with, Didn't quite finish them the way I wanted, but they are pretty good IMO.
hexacron Posted August 22, 2018 Posted August 22, 2018 question though, are the drauger suppsoed to still be humanoid zombie things? just double checking
Bad Dog Posted August 22, 2018 Author Posted August 22, 2018 @boo sure, do. I'm updating all the low-res textures. @hexacron, yes, humanoid zombie things. Read upthread for why. Edit: I'm hacking around at different bits of YA now. Played with feet, making high-res textures from low res, high-res heads from low res. I have a workable strategy for all that. Now I'm going to do a deep dive into KK's stuff. Make the heads high-poly, run through the expressions and see what I can steal for the other beasts, run through hair and beards ditto, finish anything that needs finishing. Get the new paws on them. Then return to the other races. 3
Kardien Lupus Posted August 22, 2018 Posted August 22, 2018 56 minutes ago, Bad Dog said: @boo sure, do. I'm updating all the low-res textures. @hexacron, yes, humanoid zombie things. Read upthread for why. Edit: I'm hacking around at different bits of YA now. Played with feet, making high-res textures from low res, high-res heads from low res. I have a workable strategy for all that. Now I'm going to do a deep dive into KK's stuff. Make the heads high-poly, run through the expressions and see what I can steal for the other beasts, run through hair and beards ditto, finish anything that needs finishing. Get the new paws on them. Then return to the other races. I hope Drauger can be changed into furry but reading upthread it seems there are technical Problem. Am I understand right? Does Falmer got same Problem?
Bad Dog Posted August 22, 2018 Author Posted August 22, 2018 Not really technical, just a shit ton of work. I can't just stretch out noses--I've done that and it looks like shit. So it would mean putting wolfie heads on the draugr, blending the seam, simplifying the mesh, re-doing the UV map. (Do draugr furries have ears? Do ears rot/wither early? What about tails?) Probably have to fiddle the textures. Weight the bones, export. Do that again for the dozens of draugr. Redo the helmets. Do it again for all the SIC draugr. There are more interesting things to do.
Blaze69 Posted August 22, 2018 Posted August 22, 2018 2 hours ago, Bad Dog said: Now I'm going to do a deep dive into KK's stuff. Make the heads high-poly, run through the expressions and see what I can steal for the other beasts, run through hair and beards ditto, finish anything that needs finishing. Get the new paws on them. Then return to the other races. As I said already (and it can be seen in my pics upthread), I ported the female body textures to UUNP and got the full set working, so you can skip that part if you want. I won't be able to send you the files until September, though, so you can either wait for those or port them yourself now. Your call. The new paws don't need any special work, the nifs are final and the textures too (they are part of the body texture like standard human feet, they don't have a separate set like YA paws do). For females, at least; I haven't tried the male ones but the nifs should work too. The textures you will have to create them yourself (you can probably use the female textures as a base, because IIRC both male and female paws use the same UVs). 1 hour ago, Kardienlupus said: I hope Drauger can be changed into furry but reading upthread it seems there are technical Problem. Am I understand right? Does Falmer got same Problem? It is technically possible, but it would take too much work and time to be feasible (there are several different draugr and falmer meshes, so each and every single one of them would need to be converted). It's simply not possible. EDIT: ninja'd by Bad Dog.
hexacron Posted August 23, 2018 Posted August 23, 2018 I use immersive creatures too, funnily enough the changes your mod made to some things stuck over into some of it. And most of it's changed, like skele boys are all skeles But on that same note, I think it's interesting that there's nords. I've come up with my own little lore reasoning for what druagr are lol.
Bad Dog Posted August 23, 2018 Author Posted August 23, 2018 Yes, SIC uses some vanilla assets. Please for the female lykaios textures. I've got plenty else to keep me busy. Paws will be my new canine paws.
Bad Dog Posted August 23, 2018 Author Posted August 23, 2018 Hey, the new tail mesh--where is that? Upthread?
Blaze69 Posted August 23, 2018 Posted August 23, 2018 31 minutes ago, Bad Dog said: Please for the female lykaios textures. I've got plenty else to keep me busy. Okay, then. As I said, I'll send them your way as soon as I get the chance, but that won't happen until I'm back in September. I guess you'll have to use placeholders for now, either the current body textures or the new CBBE ones. I didn't touch the head or hand textures, though, so those you can use right away; and as for textures for your new paws, you can blend them to the ankles of the CBBE textures (those weren't touched either). BTW, in case it matters, I used the "classic" body diffuse, so you should probably use that one as a base. There's two more: a "new"/standard set that has some tweaks (but it's relatively close to the classic one), and a "white" texture with no markings that could be interesting but it's missing all of the other matching white diffuses (hands, tail and head) so it's probably not useable. 22 minutes ago, Bad Dog said: Hey, the new tail mesh--where is that? Upthread? Nope, it's in Kritta's archive. I forgot to mention that some of the files are a bit buried and need some assembly. There's a folder called "Lykaios Mod NMM" or something like that inside the "textures" folder that contains an (unfinished) NMM installer for the mod with some assets that are not in the main archive. Check the "00 Base" folder for some missing files. The tails are also in there as different options (both vanilla and HDT). *BTW, there are also "XPMSE" versions of the HDT tails. The only difference is that those meshes use some custom tail bones included in XPMSE that allow you to further edit the tail position/scale using RaceMenu sliders. Feel free to use those or not, I don't really have a preference on those. Interestingly enough, both tail options use the exact same meshes, the difference is that the HDT version nif is missing the Auxbones link to the tail behaviour and instead points to a XML set for HDT that moves the vanilla tail bones. It may be interesting to try applying that XML to other vanilla tails and see how they turn out, they may end up looking good without the need to edit the meshes or bone weights or whatever.
Bad Dog Posted August 23, 2018 Author Posted August 23, 2018 Yeah, I found the tails--I thought there were different fluffy tails to look at. So good. I'm undecided about HDT tails. On the one hand, floppy tails aren't much fun. On the other, sex scenes. Anybody got opinions?
Taven Posted August 23, 2018 Posted August 23, 2018 34 minutes ago, Bad Dog said: Yeah, I found the tails--I thought there were different fluffy tails to look at. So good. I'm undecided about HDT tails. On the one hand, floppy tails aren't much fun. On the other, sex scenes. Anybody got opinions? Hmm..IMHO, I'd actually like the HDT tails, if they're anything like the pony race in this mod and this one, then I'm all for it...what? Don't look at me like that, I was curious! xD
MadMansGun Posted August 23, 2018 Posted August 23, 2018 1 hour ago, Bad Dog said: I'm undecided about HDT tails. On the one hand, floppy tails aren't much fun. On the other, sex scenes. Anybody got opinions? i just wish more animators would actually animate them already ? https://www.loverslab.com/files/file/4903-3ds-max-tail-animation-guide/ https://www.loverslab.com/topic/63776-slal-animations-by-sailing-rebel-srb-2018-08-09/?do=findComment&comment=2336738
Bad Dog Posted August 23, 2018 Author Posted August 23, 2018 58 minutes ago, MadMansGun said: i just wish more animators would actually animate them already ? Agreed. Here's another thought: swap in the HDT tail when the animation starts. Could tie them to the erect mesh in hoodies so they just get swapped in with the schlong. 1
Blaze69 Posted August 23, 2018 Posted August 23, 2018 3 hours ago, Bad Dog said: Yeah, I found the tails--I thought there were different fluffy tails to look at. So good. I'm undecided about HDT tails. On the one hand, floppy tails aren't much fun. On the other, sex scenes. Anybody got opinions? To be honest, I'm pretty happy with the HDT tail. Kritta's tail XML is customized so it doesn't just fall dead like a piece of rope but rather stays slightly lifted and stiff at the base; and while it is still somewhat floppy and lacks "intentional" movement/animation, it looks good enough during normal gameplay. Plus, it has proper collision with the ground when sitting/laying/using poses, and also does a great job at getting out of the way during sex scenes (would be better if we could make it collide with other actors too, but we would need an HDT physics wizard for that). 2 hours ago, Taven said: Hmm..IMHO, I'd actually like the HDT tails, if they're anything like the pony race in this mod and this one, then I'm all for it...what? Don't look at me like that, I was curious! xD AFAIK the CaN Pony races use a special skeleton with lagbones for the tail; it's not that it has physics or it's animated the conventional way, but rather that the tail bones have a delay (lag) after the previous bone moves but before the next one does that makes it look like it has some simple physics. Same thing happens with some of the hairs in the Cerinian/Krystal race by the same author. So that doesn't really apply here. 1 hour ago, Bad Dog said: Here's another thought: swap in the HDT tail when the animation starts. Could tie them to the erect mesh in hoodies so they just get swapped in with the schlong. I guess it could be worth looking into. I mean, I'd probably still go for perma-HDT tails myself (Lykaios only at first, and maybe other race's tails too if Kritta's XML works well with them), but for those that want to have vanilla animated tails during normal gameplay, it could be a good way to get the best of both worlds.
noping Posted August 23, 2018 Posted August 23, 2018 I seem to have permanent pants (white mesh). Can't get schlong to show up on any race on male player character. Couldn't find any info on that. Help?
Bad Dog Posted August 24, 2018 Author Posted August 24, 2018 You mean loincloth-type underwear? Load order, log.
Bad Dog Posted August 24, 2018 Author Posted August 24, 2018 Really liking KK's expressions. Here's puzzled: Spoiler Gonna steal that. Spent way too long making a python script to copy shapes from one mesh to another. There was one, but it was buggy. BUT I need it every time I edit a mesh with tris, so I expect to use it a lot. I'm running through the morphs now smoothing the lips and re-fitting the mouth to them. No point in having more verts if you don't use them to define the curves. 3
IGotBored Posted August 25, 2018 Posted August 25, 2018 Love this mod so much. Probably won't play without it again but i will say i will miss muscle normal maps and messing with glossyness, Oh and also tattoos. But sacrifices must be made. 2
One With Nothing Posted August 27, 2018 Posted August 27, 2018 On 8/22/2018 at 4:17 PM, Bad Dog said: Not really technical, just a shit ton of work. I can't just stretch out noses--I've done that and it looks like shit. So it would mean putting wolfie heads on the draugr, blending the seam, simplifying the mesh, re-doing the UV map. (Do draugr furries have ears? Do ears rot/wither early? What about tails?) Probably have to fiddle the textures. Weight the bones, export. Do that again for the dozens of draugr. Redo the helmets. Do it again for all the SIC draugr. There are more interesting things to do. Mihail made draugr hounds from death-hounds at some point, maybe if they had the hound heads attached to them it wouldn't look too bad. But yeah that amount of work sounds hair pulling. 1
Blaze69 Posted August 27, 2018 Posted August 27, 2018 19 minutes ago, One With Nothing said: Mihail made draugr hounds from death-hounds at some point, maybe if they had the hound heads attached to them it wouldn't look too bad. But yeah that amount of work sounds hair pulling. (snip) That doesn't look bad at all, I could see YA Nords looking like that after draugr-ification. That being said, even if we used that head and its textures, it would still need to be edited to match humanoid necks and then pasted on all of the vanilla draugr meshes (plus the ones in MNC and maybe SIC as well). The process would probably be shorter once the first one was done, but it would still take some time and there would be a lot of draugr skins to edit, so I'd say it's still not really feasible. Nevertheless, if Bad Dog wants to give it a shot at some point, I wouldn't mind seeing how that head ends up looking when pasted on a draugr body, even if it's just a single draugr skin done as a proof of concept or whatever.
MadMansGun Posted August 27, 2018 Posted August 27, 2018 1 hour ago, Blaze69 said: That doesn't look bad at all, I could see YA Nords looking like that after draugr-ification. That being said, even if we used that head and its textures, it would still need to be edited to match humanoid necks and then pasted on all of the vanilla draugr meshes (plus the ones in MNC and maybe SIC as well). The process would probably be shorter once the first one was done, but it would still take some time and there would be a lot of draugr skins to edit, so I'd say it's still not really feasible. Nevertheless, if Bad Dog wants to give it a shot at some point, I wouldn't mind seeing how that head ends up looking when pasted on a draugr body, even if it's just a single draugr skin done as a proof of concept or whatever. once a body is made the rest should fall into place, all the draugrs use the same body mesh just with extra armor bits added to them. (but dragon priests may be more problematic) some ideas: make a undead Lykaios texture, then reshape & weight paint it's mesh to be a draugr. use Mihail's undead werewolf and reshape & weight paint it into a draugr. use BSLagBoneController or HDT to control it's tail. for the falmer make a hairless cat texture with a flat face mesh: + all easier said than done of course.
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