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Yiffy Age of Skyrim


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Posted
1 hour ago, MadMansGun said:

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)

Huh, really? Then once the base/naked draugr is done, doing the others is just a matter of pasting the extra pieces? Helmets will need to be converted, but everything else should be good to go as-is provided the base body shape is not changed. Interesting.

 

(Still, Bad Dog would be the one to do it anyway so this is just speculation).

1 hour ago, MadMansGun said:

use BSLagBoneController or HDT to control it's tail.

The Beast Skeletons mod already includes a modified skeleton file (as in, the animation kind of skeleton) with proper tail nodes used by the skeletal beast tails. Since AFAIK draugr and skeletons use the same skeleton file, it should be possible to add tails to draugr.

 

Still, I think it would be better to add short tail stubs without actual tail weights or anything and handwave it as the tails being cut during mummification and/or falling apart due to decay. Just my two cents, though.

1 hour ago, MadMansGun said:

for the falmer make a hairless cat texture with a flat face mesh

I'd say their body textures are good enough as they are, it's only the heads that would need to be cat-ified. Maybe add a tail stub to the body too, but that shouldn't be too hard if it's short enough.

Posted
4 hours 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 draugr.thumb.jpeg.7091c62e88a24f765d113930b35bd360.jpegpulling.

Interesting Idea.

 

And Does Drugar Armor is Ancient Nord Armor? For Furry Drugar, it seems put Ancient Nord Armor to them right. It will save some of work.

Posted

I have question. What Yiffy age Anthro will think a Werewolf and Werebear? Yiffy age Anthros already familiar Wolf and other Feline animal. I think Furries consider them as Kin Animals. But how about were-creature? They will think Shape-shift as some sort of necromancy or Evil Deadra magic? I don't think they consider were Creature as mightily beast since they are Antrhomophoed beast themselves. I'm currently on quest of Hircine. This matter make curious.

Posted
8 hours ago, Kardienlupus said:

I have question. What Yiffy age Anthro will think a Werewolf and Werebear? Yiffy age Anthros already familiar Wolf and other Feline animal. I think Furries consider them as Kin Animals. But how about were-creature? They will think Shape-shift as some sort of necromancy or Evil Deadra magic? I don't think they consider were Creature as mightily beast since they are Antrhomophoed beast themselves. I'm currently on quest of Hircine. This matter make curious.

Could be like a Dr. Jekyll and Mr. Hyde type thing; a murderous alter ego with super strength.

Posted

I don't think furries would be any happier with werewolves than humans are. If anything, being closer to animals themselves, they'd be more bothered by a transformation that leaves them less in control of their beast nature.

Posted

You ever tried wearing leather underwear? Trust me, you'll be lots happier with the fundoshi.

 

I *think* it's just set up as a replacer. Even if not, you can just overwrite the nifs.

Posted

Well, aesthetic wise, I do like the other better personally. 

Honestly, I'd probably even still go for the lion cloth look the base has if given the option, I suppose I'll have to do some pokin around. 

[Update: I found a mod that gives back the loincloth]

 

Also I gotta say, kind of surprised ya didn't include some of your other custom races, like the bird and otter, though I can imagine the bird one might of been more complicated to add in with those wings, but why not the otter?

 

 

Posted

There are only so many vanilla races to replace, it's less bulky if the other cool ones are only available as optionals. (nothing wrong with easter egg NPCs of the others here and there if BD wanted though) Plus Blaze posed a cats vs dogs idea and there were just enough qualifying races to make it work.

Posted
4 hours ago, Voldearag said:

There are only so many vanilla races to replace, it's less bulky if the other cool ones are only available as optionals. (nothing wrong with easter egg NPCs of the others here and there if BD wanted though)

It is actually possible to create a NPC that uses a vanilla race but looks like a member of a custom race. Like a Khajiit that looks like a genuine Lykaios, or in this case, like a bird or Cellan. That way you can include members of a race without actually including a new playable race record or whatever. The thing is, you obviously still need to pack the race's assets with the mod, and since both of those use mostly custom assets, you'll have to pack pretty much the entire race mod's files with YA for it to work. So even those "easter egg" NPCs are probably a no-go.

 

Still, both Bad Dog's and my custom race mods all include NPCs in one way or another (Lungaris has them built into the race plugin itself, and Birds, Cellan and Selachii have optional NPC plugins). So you can simply enable those plugins and have those NPCs in the world alongside YA's races.

Posted

So, I get the feeling this pack doesn't fancy environmental overhauls very much. For the longest time I kept having a bunch of issues, mainly freezing up in loading, and the occasional instant crash. Well, during all that I also was using a environmental swap, initially a tropical themed one, then I went back to an older one I used to use, that season of skyrim summer. And said issues continued. Well this most recent attempt I've left out that and so far so good.

 

What a pity, never was that big a fan of the snowy wasteland parts of skyrim ?

 

Btw, how hard would it be to do a head swap? I did some touch ups to the hyena race to make it extra hyena like using the fancy sculpt tool. Well.. atleast extra hyena like from my POV, and would love to stick it onto all the rest.

unknown.png

 

 

Posted
15 hours ago, DarnHyena said:

So, I get the feeling this pack doesn't fancy environmental overhauls very much. For the longest time I kept having a bunch of issues, mainly freezing up in loading, and the occasional instant crash. Well, during all that I also was using a environmental swap, initially a tropical themed one, then I went back to an older one I used to use, that season of skyrim summer. And said issues continued. Well this most recent attempt I've left out that and so far so good.

 

What a pity, never was that big a fan of the snowy wasteland parts of skyrim ?

That's not a problem of compatibility, but rather of performance.

 

The "tropical" and "summer" overhauls usually add several new assets to the worldspace, like trees and flowers and stuff, and they tend to get a bit heavy handed with those (hey, it's summer/a lush tropical paradise, it's gotta have a lot of green, right?) and that explains their heavy impact on performance. If you couple that with YA which also has an impact on performance, that may be going too far for your system and causing the unstability and crashes.

 

Outside of that, there is no reason for those mods to directly conflict with YA.

Quote

Btw, how hard would it be to do a head swap? I did some touch ups to the hyena race to make it extra hyena like using the fancy sculpt tool. Well.. atleast extra hyena like from my POV, and would love to stick it onto all the rest.

The only way I know to do so would require using NifSkope and Outfit Studio and then re-exporting FaceGen data for all vanilla Redguard NPCs in the game with the CK. I can give you detailed instructions if you want, but bear in mind it's not going to be easy or quick.

Posted

Say what about your new head makes it look more like a hyena.

 

At one point I did a lower-res patch for YA, but I don't think I've kept it up to date with texture changes. Bodies go from 4K to 2K, heads from 2K to 1K. Might be worth a try. Really, except for SOS and the hi-res textures, there's no particular reason for YA to have a huge impact.

Posted

I'm sorry Bad Dog. I don't know Today is time to pay patron patronage to you. I drew all money from Paypal for my purpose while I don't know it time to give a beer to you. Money I drew is international transaction. It will took 3-5 I receive money on my Bank account. Once I decide to become patron, I'll keep Promise. I'll restart Patron as soon I got back the money. :)

Posted
Quote

From Blaze:
The only way I know to do so would require using NifSkope and Outfit Studio and then re-exporting FaceGen data for all vanilla Redguard NPCs in the game with the CK. I can give you detailed instructions if you want, but bear in mind it's not going to be easy or quick.

Ideally, I would love to also be able to give the head a proper make over in like blender or something, cause then I can snip out and rebuild parts as needed, but I wouldn't have a clue of how I'd stick it back in fully functional ?

9 hours ago, Bad Dog said:

Say what about your new head makes it look more like a hyena.

Well, for me, I always felt like a spotted hyenas facial structure tend to be more squarish and round then pointy. Like the ears and noses for example.

image.png.dee2e22fa88c9142b412801cd3d22950.png

 

 

 

To help further point it out, here's some good ol fashion red lines :v

image.png.8828e5a3f9b934ac2a3be96870e7c4be.png

Course, a bit of my own artstyle probably crept in here and there, but ya. :v

Posted
2 hours ago, Bad Dog said:

Please - if it's convenient and you want to, wonderful. But I'm doing this for fun, so I'll keep doing it anyway. ?

I know. But I just really want to buy you beers as you ask. I'll go bank Monday, :)

Posted
1 hour ago, DarnHyena said:

Ideally, I would love to also be able to give the head a proper make over in like blender or something, cause then I can snip out and rebuild parts as needed, but I wouldn't have a clue of how I'd stick it back in fully functional ?

Then you'll have to talk to Bad Dog, he's the one that knows how to work on nifs directly in Blender (as opposed to exporting meshes as OBJ via Oufit Studio for further edits in Blender and then importing back once done, which is what I do). Also head parts need to be edited in a very specific way so morphs don't end up broken, specially if you intend to "snip out" and "rebuild" parts. He should be able to guide you through it if you really want to give it a shot.

Posted
1 hour ago, Blaze69 said:

Then you'll have to talk to Bad Dog, he's the one that knows how to work on nifs directly in Blender (as opposed to exporting meshes as OBJ via Oufit Studio for further edits in Blender and then importing back once done, which is what I do). Also head parts need to be edited in a very specific way so morphs don't end up broken, specially if you intend to "snip out" and "rebuild" parts. He should be able to guide you through it if you really want to give it a shot.

While I am familiar with how fragile blendshape stuff can be, what sort of "specific way" do you mean?

Is it possible to remake em as well in blender, cause if so, I could possibly even enhance em as well to better fit the remodeled head \o/

 

If Bad is open to takin me under his wing, I would greatly welcome it. Plus it'd help open the door for me to possibly make some more hairdos for the khajiit and friends, specially for the guys. Too many hippy mullets and not a single variation of the mohawk v:

Posted
10 hours ago, DarnHyena said:

While I am familiar with how fragile blendshape stuff can be, what sort of "specific way" do you mean?

So, there's this thing called "morphs", that are used by the game to know how head parts should move/deform when using the character creation sliders, or speaking/moving the mouth, or having facial expressions, etc. Without them, head parts would be completely static, like masks, and that would be bad.

 

Said morphs are stored in TRI files, which basically include a bunch of OBJ files in them (not exactly, but I'm simplifying). Those are the base/unaltered shape and a bunch of edited duplicates with the final shape after their corresponding morph is applied. For example, you have the base shape which is the head exactly as it is in the nif, and then you have the "NoseLong" morph which is the same mesh but modified in shape only to make the nose longer (and that's how the game knows how to edit the head when you use the "Nose Length" slider in the race menu). Not sure if I explain myself, but that's the idea.

 

You should also know that there's a plugin for Blender that can import TRI files, and basically loads the base shape as a regular Blender mesh and then all the morphs are loaded as shape keys of that mesh.

 

The thing is, those meshes in the TRI files have to be an exact match of the ingame meshes (nifs), or else they don't work. At the very least, they have to match in vertex count and order, or else they are a no-go. So that leaves us with two options when it comes to editing head parts:

  1. Edit the head part mesh without changing vertex count and order, so that we don't need to worry about the morph files. This means you can't remove or add vertices or geometry, you can only move the existing ones around and maybe edit the UVs. This is fine if you only want to change the shape of the existing mesh, like for example what you did with the RaceMenu Sculpt tab in the pics above.
  2. Load up all TRI files into Blender (most head parts have two or three of them), and merge all morphs (now shape keys) into a single base shape. Since Blender does preserve shape keys even after removing or adding new vertices, you can edit the base shape as much as you want as long as you make sure shapekeys/morphs still look good after all of it. Then, you export the base shape for use ingame and also export the shapekeys as a TRI file. The new TRIs should match the new ingame mesh, and thus they should work just fine.

I've only dabbled with the first method (that's how the head parts for my shark race were made), so I can't help you with the second one. Bad Dog does know his way around it, though, so he's the one you need to talk to if you really need to do extensive edits that would require adding or deleting geometry to the head parts.

Posted

Would be neat if there was also a way to have like a "lite" version of this mod, like just isolated versions of each race with your modifications so it'll be more flexible with other heavy mods.

 

Obviously it wouldn't be overrun with other animal people anymore, but it'd be nice to at least be able to keep your own personal favored race of the bunch.

Posted
7 minutes ago, DarnHyena said:

Would be neat if there was also a way to have like a "lite" version of this mod, like just isolated versions of each race with your modifications so it'll be more flexible with other heavy mods.

 

Obviously it wouldn't be overrun with other animal people anymore, but it'd be nice to at least be able to keep your own personal favored race of the bunch.

If you mean having them as player-only races (i.e. without replacing any NPC at all), then that's certainly possible and Bad Dog has already stated he wants to do it, at least with his custom feline races that aren't available elsewhere.

 

The canine races are already available from their original mods, but considering the amount of new assets added to them in YA it may be worth releasing updated versions of them too (for example the Lykaios would be a good candidate for that, considering BD is going to implement most of Kritta's new assets for the unfinished Lykaios update).

 

Posted

The shape key stuff in blender works pretty well. Some additions to what Blaze said:

  • If you're making modifications to an existing head, load up all the morphs in one mesh (I have a script to make that easier) and then make all your edits to a new morph. If you make them to the base shape you don't edit the other morphs--they'll just turn your new shape into the old morph. If you make your edits in a new morph, you can blend it with the original morphs (smile, long nose, big Ah, etc.) and get the result you want.
  • You still have to check through all the morphs because blender doesn't always do what you want. 
  • Usually exporting the head and morphs won't work. Dunno why, I think it has to do with differences between a nif and a blender mesh. Export the tris, re-import, weight paint from your original head to your re-imported mesh, and go from there. There's a set of blender/nif scripts with names like "MeshInjector" and "SkinInjector" that help if the usual method of getting a nif doesn't work.

I've thought about making the canine updates available separately and probably won't. The work is all original at this point but the concept isn't and I'd feel a bit queasy about it. I will release the Lykaios as an update if I'm happy enough with it. 

Posted
45 minutes ago, Bad Dog said:

I've thought about making the canine updates available separately and probably won't. The work is all original at this point but the concept isn't and I'd feel a bit queasy about it. I will release the Lykaios as an update if I'm happy enough with it. 

I could be up for doing it myself, though. Already did so for the Lungaris (of course I made sure the original author was cool with it), and it worked out just fine. If you are also cool with it, that is.

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