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Yiffy Age of Skyrim


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Posted
11 hours ago, Blaze69 said:

The only female textures in Kritta's archive are the CBBE ones, but I already converted the whole set to UNP and sent it to you. Check the PM thread, the file should be attached to one of my last posts there.

Thanks for the reminder. I have them, but with so many parts it's easy to forget what's where.

Posted
16 minutes ago, Bad Dog said:

Thanks for the reminder. I have them, but with so many parts it's easy to forget what's where.

Speaking of parts, how's it going with the HDT tails? Have you looked into reweighting them for Kritta's physics set already? I tried to point some of the current tails to the XML to see how they behaved, but they all look bad. After getting used to the Lykaios tails, it's hard to play as any other race, specially if it's a SL-centric playthrough because of the tail impalement syndrome (or the "tail-through-the-ground" one).

 

Also, if you get the hang of reweighting tails and/or fine-tuning Kritta's XML for them, and you don't mind, I may ask you for some help with my shark tails. Gave them a quick try as HDT and I'm liking how the idea looks, but obviously the weights are wrong so it's not really release-worthy without tweaks.

Posted

I put HDT on the Vaalsark and yeah, they can't be used without reweighting and maybe more verts. That's really the fault of vanilla khajiit tails, I think. They've got sucky weighting and I think everyone just copied them. But the Lykaios tails look good and I think I can get the same behavior with the rest.

Posted
8 hours ago, Blaze69 said:

The main YA file (YiffyAgeConsolidated.esp) should be at the bottom of the load order, with the only files loading after it being other YA patches and dynamic files like Bashed/Merged/Smashed Patches or DynDOLOD's generated .esp. Everything that doesn't belong to one of those two types has to load before YA.

Thanks, it was about right and put me on the right track and out of the rut.

With Consolidated at the bottom other armors fucked up but then I moved the armors below it, ran the perkus patch and it fixed the two

20180909100408_1.jpg

Posted
2 hours ago, Bad Dog said:

I put HDT on the Vaalsark and yeah, they can't be used without reweighting and maybe more verts. That's really the fault of vanilla khajiit tails, I think. They've got sucky weighting and I think everyone just copied them. But the Lykaios tails look good and I think I can get the same behavior with the rest.

both the khajiit & argonian weighting sucks, i think the problem is they are not overlapping enough.

Posted
On 9/10/2018 at 2:04 AM, SharHyena said:

Thanks, it was about right and put me on the right track and out of the rut.

With Consolidated at the bottom other armors fucked up but then I moved the armors below it, ran the perkus patch and it fixed the two

20180909100408_1.jpg

Can I ask about their boots? How can you manage to appear digitgrade boots on Your mod? Does you use  Khajiit and  Argonian Boots mod?

Posted
42 minutes ago, Kardienlupus said:

Can I ask about their boots? How can you manage to appear digitgrade boots on Your mod? Does you use  Khajiit and  Argonian Boots mod?

Those are not "digitigrade boots", they are normal vanilla boots that simply look like that because of the digitigrade skeleton. And they look bad. Like, really bad. They look weird and distorted, and they actually float above the ground most of the time.

 

You really don't want to have them, and you actually shouldn't. The fact that they are visible means @SharHyena made some mistake with their load order that caused some other mod to overwrite YA's edits to boots (that makes them invisible so you only see the digi feet).

Posted
37 minutes ago, Blaze69 said:

Those are not "digitigrade boots", they are normal vanilla boots that simply look like that because of the digitigrade skeleton. And they look bad. Like, really bad. They look weird and distorted, and they actually float above the ground most of the time.

 

You really don't want to have them, and you actually shouldn't. The fact that they are visible means @SharHyena made some mistake with their load order that caused some other mod to overwrite YA's edits to boots (that makes them invisible so you only see the digi feet).

I'm sorry, I just wanted visible boots and the load order was intentional. Is there a way that I can have plantigrade feet instead?

Posted

I made a plantigrade patch for one of the versions forget which. It's a little complicated because you have to undo the changes that make the boots invisible.

 

In the next version, I'll probably break down and make plantigrade the default and digi the addon, which will be simpler and more compatible with armor mods.

Posted
2 hours ago, Bad Dog said:

In the next version, I'll probably break down and make plantigrade the default and digi the addon, which will be simpler and more compatible with armor mods.

That sucks because you didn't want to do that.  But, it's also kinda cool because since you know the vanilla human feet suck more than anything you'd probably make those presentable too before letting that go out.

Posted
1 hour ago, Voldearag said:

That sucks because you didn't want to do that.  But, it's also kinda cool because since you know the vanilla human feet suck more than anything you'd probably make those presentable too before letting that go out.

Yeah, agreed.

If the paws are any indication it'd be fantastic.

Posted
4 hours ago, Voldearag said:

That sucks because you didn't want to do that.  But, it's also kinda cool because since you know the vanilla human feet suck more than anything you'd probably make those presentable too before letting that go out.

Pretty sure Bad Dog won't actually use human feet meshes, but rather the curent paws in plantigrade position (by replacing the digi skeletons with standard ones).

1 hour ago, MadMansGun said:

if you just remove the bottom part of the boots and keep the shin guards they would probably look fine.

Depends on the shape of each specific mesh, but yeah, that works most of the time. The problem is it would take a lot of work to do that for all of the game's boots and shoes.

Posted
2 hours ago, MadMansGun said:

if you just remove the bottom part of the boots and keep the shin guards they would probably look fine.

I remember a Morrowind mod that did exactly that.

I also remember when I was messing with mods that when boots would equip the shins were transparent, so it'd be a perfect option

Posted
1 hour ago, Blaze69 said:

The problem is it would take a lot of work to do that for all of the game's boots and shoes.

i think something else would need to be done for shoes/non-armor boots, maybe one or two new meshes with different textures to make them look like fur or leather as needed?

Posted
45 minutes ago, MadMansGun said:

i think something else would need to be done for shoes/non-armor boots, maybe one or two new meshes with different textures to make them look like fur or leather as needed?

Yeah, maybe something like the vanilla foot wraps, but fitted to the paws.

 

Would be nice if each set was mapped to the corresponding vanilla shoe textures so they would match their original look as much as possible and pick up on retextures, but simply having a handful of fixed texture options (i.e. fur, leather, some fine fabric, etc.) and assigning them according to what the original shoes looked like could work as well.

 

EDIT: as for the boots, seems like some of the work would be already done by Greaves Only (and the mod it's based on, Greaves and Legwraps). Many meshes would still need some work to fit the paws and look good on the digitigrade skeleton, but it's still better than starting from scratch.

Posted

One of the problems with the planitgrade option is that there are sandals and wraps that expose the toes--so those would have to have a new mesh to be completely consistent. The job is similar to creating skimpy armors--you have to put the foot mesh into the shoe nif, and modify the shoe nif so that it properly surrounds the foot.  There aren't many of those so it's not so overwhelming.

 

Digi boots need greaves-only (with the foot mesh present and the toes showing) or would need a completely new mesh that looks believable in digitigrade. And because the nifs all assume planti position, they have to be designed in digi then squished down to planti and tweaked to look good, or designed in planti and tweaked so they look good in digi. It's a lot of fussy work. Starting with the greaves might be better but they're designed to cover the shin, not the length of the foot. So the overall appearance will still be barefoot.

Posted
On 9/9/2018 at 11:38 AM, MadMansGun said:

both the khajiit & argonian weighting sucks, i think the problem is they are not overlapping enough.

This.

Posted
1 hour ago, SharHyena said:

I don't know how you guys manage CK so well, I'm a noob trying my hand at all of this

the CK is only one tool (and not a good one at that), we use many programs to do the things that we do.

Posted
40 minutes ago, MadMansGun said:

the CK is only one tool (and not a good one at that), we use many programs to do the things that we do.

I can see why it's not good after how many crashes I've had on it today. While I've got your attention though is it alright if I pick your brain on this something else?

 

 

I'm following your guide on how to put dicks on other creatures and I'm stuck on the scaling/positioning step. I've got the dick attached to the right bones but it's not going anywhere nor is it scaling. Any clue on what's causing it to jam?image.png.fe2268a7a5422f483917e469285658aa.png

Posted
1 hour ago, SharHyena said:

I'm following your guide on how to put dicks on other creatures and I'm stuck on the scaling/positioning step. I've got the dick attached to the right bones but it's not going anywhere nor is it scaling. Any clue on what's causing it to jam?

the newer NifSkopes don't do live updates, you need to click on transform\apply to see any changes (or so i'm told, i can't run the newer versions)

Posted
1 hour ago, MadMansGun said:

the newer NifSkopes don't do live updates, you need to click on transform\apply to see any changes (or so i'm told, i can't run the newer versions)

I didn't know you made a guide for that! This is suddenly exactly what I need.

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