IGotBored Posted September 19, 2018 Posted September 19, 2018 8 hours ago, Blaze69 said: I wouldn't count on it. I haven't checked that preset, but if it has gaps at low weights with the YA/UNP seams then I'm 99% sure it either: Uses one of the presets with the wrong seams (my previous post has a short list with examples) OR Uses 2 or more of the "UUNP - *****" sliders at the same time. And neither of those can be fixed without heavy manual editing of the low weight body mesh to match the normal seams (assuming you want to keep the body shape as close to the preset as possible). Ok I'm back *Inhales* Fuck classes! It would seem that the seductress preset is using two uunp sliders so ill see if putting them at a zero fixes it.
whitey1105 Posted September 21, 2018 Posted September 21, 2018 Hi Bad Dog! I've been using your mod for a while, and I love it. So I actually wanted to try out Enderal, but I was wondering if you had planned to make a patch for it so we can pair it with Yiffy Age. Thanks.
Bad Dog Posted September 23, 2018 Author Posted September 23, 2018 Yeah, I've been thinking about it. Maybe when the current version is done. I've finished the males: new textures, tails, feet, and hair. Had to make the hair textures, and some of the stuff KK had didn't seem to work as designed. Either I didn't understand it or she was in the middle of things. Anyway, it's pretty much working now. Females just need their hair done, everything else is done already. But it's like 20 different styles so it's not quick. Then I have to distribute the new hair over original skyrim hair styles. Right now it's the khajiit hair repeated over and over. Also I don't want to give everybody all the same hair--manes for example can go on lykaios and sabrelions but I think no other races. The mohawk is used as a bandit style in the base game but KK's is tidy and has braids, so it could be used as a more civilized style. Etc etc. Oh crap, and beards. And scars. And all the rest of the stuff on my list. But everything will be faster than these Lykaios. Also took some time to see if I could work up python scripts to help with the conversion to and from blender. I have something that mostly works in both directions. So that may speed things up a bit, or at least remove some of the tedium. 2
whitey1105 Posted September 23, 2018 Posted September 23, 2018 4 hours ago, Bad Dog said: Yeah, I've been thinking about it. Maybe when the current version is done. Glad to hear that. Can't wait! Do possibly have an ETA on that?
Blaze69 Posted September 23, 2018 Posted September 23, 2018 7 hours ago, Leviathan1110 said: Do possibly have an ETA on that? I think the last ETA for YA 5.0 was sometime around Christmas, but I could be wrong.
Bad Dog Posted September 23, 2018 Author Posted September 23, 2018 Yeah, unless my modding laptop craps out on me. It's doing this very bad screen thing that makes me think the power supply is about to go. And I'm not in a position to replace it right now.
whitey1105 Posted September 23, 2018 Posted September 23, 2018 3 hours ago, Bad Dog said: Yeah, unless my modding laptop craps out on me. It's doing this very bad screen thing that makes me think the power supply is about to go. And I'm not in a position to replace it right now. Damn. Good luck on that. May wanna back some stuff up, lol.
IGotBored Posted September 24, 2018 Posted September 24, 2018 I have a question about the future of this mod and SE. Once the SE version comes out will LE and SE update together or will the updates for LE stop? Just wondering since I've seen a few mods stop updating the LE version once SE came out and was wondering if this would follow the same path.
Blaze69 Posted September 24, 2018 Posted September 24, 2018 21 minutes ago, IGotBored said: I have a question about the future of this mod and SE. Once the SE version comes out will LE and SE update together or will the updates for LE stop? Just wondering since I've seen a few mods stop updating the LE version once SE came out and was wondering if this would follow the same path. I really hope LE still gets any new updates after 5.0 (if there's any). Mods can be ported from LE to SE but not the other way around, and since most tools require you to work on LE and then port the assets to SE, it's only logical to work on LE altogether and simply port any new assets to SE and resave the plugin(s) with the SE CK afterwards to update the SE version. Just my two cents, though; Bad Dog would be the one to confirm this or not. 1
IGotBored Posted September 24, 2018 Posted September 24, 2018 28 minutes ago, Blaze69 said: I really hope LE still gets any new updates after 5.0 (if there's any). Mods can be ported from LE to SE but not the other way around, and since most tools require you to work on LE and then port the assets to SE, it's only logical to work on LE altogether and simply port any new assets to SE and resave the plugin(s) with the SE CK afterwards to update the SE version. Just my two cents, though; Bad Dog would be the one to confirm this or not. I would like to ask your opinion on SE. Do you think it's worth switching to SE? I've thought about it which for now the answer is no and when Yiffy's SE comes out the answer switches to maybe. I will say that I haven't kept up with the state of SE so I really don't have too much of an idea of how much is actually on SE
Blaze69 Posted September 24, 2018 Posted September 24, 2018 6 minutes ago, IGotBored said: I would like to ask your opinion on SE. Do you think it's worth switching to SE? I've thought about it which for now the answer is no and when Yiffy's SE comes out the answer switches to maybe. I will say that I haven't kept up with the state of SE so I really don't have too much of an idea of how much is actually on SE Tried the game again roughly a month ago, maybe less. Still looks like shit to me, even with ENB (at this point I don't know if it's simply placebo or it actually looks that bad compared to LE; I think it's the latter but I can't rule out the former). HDT SMP development may or may not have stopped, and updating it for the latest SKSE64/Game update took a while. Further updates are not guaranteed to happen (though Hydrogen said the source code would be released so in theory someone else could take up development of HDT). I haven't been able to find a SMP pack that worked (and looked) remotely as good as Bazinga's Naturalistic PE set does, or was as easy to set up and use. Bethesda still does one of their stupid Creation Club updates from time to time, and when it happens, it breaks all SKSE mods and plugins and you need to wait for all of them to update or skip the game update until it happens (I shouldn't need to say this is not a problem with LE at all). The upsides are pretty much the same as always: more stable, better framerate, can handle big quest/worldspace mods without crashing or dropping FPS, can handle more stuff in general, etc. I'm not making the switch anytime soon. When YA 5.0 is out for SE, I will give it a shot again, and if the game looks better by then and the other quirks are solved, I may reconsider it. Until then, I'm a die-hard LE only user.
IGotBored Posted September 24, 2018 Posted September 24, 2018 46 minutes ago, Blaze69 said: (bunch of useful info) Thanks for responding!
Bad Dog Posted September 24, 2018 Author Posted September 24, 2018 Likely I'll keep developing on LE and porting. Most of my tools assume LE nifs, and since there's no conversion from SE back to LE (AFAIK) it's really my only option.
Bad Dog Posted September 25, 2018 Author Posted September 25, 2018 Today's good news is that the female hair was much less trouble than the male hair, cuz it can mostly use the same texture files. I plowed through almost all of it today. Now there's just a messy bit with the last few variants and I'm done with that. I figured out that editing the UVs directly in nifskope was the way to go, and that helped too. Beards and scars next. 4
wolfzeal Posted September 28, 2018 Posted September 28, 2018 I did the full install, but the game won't load. The program closes shortly after the Bethesda softworks logo.
Wolfehound Posted September 28, 2018 Posted September 28, 2018 33 minutes ago, wolfzeal said: I did the full install, but the game won't load. The program closes shortly after the Bethesda softworks logo. Usually when the game crashes on start up, it's because you have mods that require other mods to work. If you're using NMM, look at the plugins tab in the top left corner and see if any are red, that usually means you have a mod that's missing it's dependencies. Also, make sure you run LOOT or BOSS to get your mod list in order
whitey1105 Posted September 28, 2018 Posted September 28, 2018 5 hours ago, wolfzeal said: I did the full install, but the game won't load. The program closes shortly after the Bethesda softworks logo. Are you using Mod Organizer or NMM? I might be able to give some help on the subject of MO, but NMM I am unfamiliar with. I recommend using LOOT (It's what I use, I don't use BOSS) to update your load order. If you're using MO, make sure to launch LOOT with MO. If you don't know how to do this, I can explain. You may also need to find out if you have any mods that are incompatible with Yiffy Age and all prerequisites. Read over the incompatibilities list. Some other things to make sure of: -Do you have SKSE installed correctly? -Is your system simply good enough to run Skyrim with heavy mods? -Did you clean your master files as well as mods with TESEdit? This is really complicated if you don't follow a tutorial and don't know what you're doing, but it's highly recommended. Cleaning your master files and mods will alleviate at least most of your crashes.
IGotBored Posted September 30, 2018 Posted September 30, 2018 I just saw the Fluffy khajiit project on nexus. It looks great did anyone know about this?
Blaze69 Posted September 30, 2018 Posted September 30, 2018 41 minutes ago, IGotBored said: I just saw the Fluffy khajiit project on nexus. It looks great did anyone know about this? I did, and I think it may have come up at some point in the thread (not completely sure about it, though). But implementing it properly is simply not feasible. The "fur" effect is achieved by creating several (5+) duplicates of the base body/hand/feet/head meshes and stacking them on top of each other while making each one slightly bigger than the previous. Couple that with some specific Alpha settings and some edits to the base texture and you get a relatively believable but nevertheless fake fur effect as seen on the pics there. This means each and every single character mesh (or armor/clothing mesh if they show any skin at all, no matter how little) needs to be manually edited to add support for the effect, and same goes for the textures. Also, due to the way head parts work in the game, the 5+ extra shell meshes need to be added as extra parts to the base head, so doing that is both tedious as hell and prone to it not working at all or looking bad (shells are supposed to be in the same nif as their base, so having them as separate nifs could cause issues). And then you have other potential issues like performance impact or so, since you would be loading 5 times as many meshes/polys as you used to do, for example. And BTW, whether it actually looks good or not is heavily dependant on stuff like the current lighting, which ENB you are using (if any), how well done are the textures themselves, etc. So even if we were to put the gigantic amount of work required into it, it wouldn't look good 100% of the time, so there's that. It's a real shame because that's as close as we'll ever get to good looking physical fur in an Elder Scrolls game (unless Beth adds a proper fur shader in ES6, which I guess is possible but not likely), but it's simply not feasible on the scale YA would require. TL;DR: too much work, not guaranteed to be worth it, so not gonna happen.
IGotBored Posted September 30, 2018 Posted September 30, 2018 58 minutes ago, Blaze69 said: TL;DR: too much work, not guaranteed to be worth it, so not gonna happen. Oh no I didn't mean to try to it integrated or have patches or anything. I just wanted to bring attention to it since it seems like a nice mod. I just didn't really know where to post it since there doesn't seem like there many furry base topics around LL. All of the ones I've seen kinda just fade away which is really sad.
LegendOfJan Posted September 30, 2018 Posted September 30, 2018 Wait... so is Bad Dog pretty much finishing KK's Lykaios race as a sideproject too?
Bad Dog Posted October 1, 2018 Author Posted October 1, 2018 Pretty much, yes. Plus making high-poly heads. I'm having to guess a bit at some stuff. Hair styles aren't too bad, but tints and face patterns are more problematic. She had specific ideas in mind with the face patterns (styles for fox, husky, etc.) and I'm not at all sure I'll be able to duplicate it, especially for females which are less complete. Also, I have a bit of a conceptual problem with the right way to furrify. It's set up so there's some carryover from the vanilla NPC to the furry version. Find in concept, has problems in actuality: I wanted the furry hair to be based on the vanilla hair, so everyone with the same vanilla hair should have the same furry hair. But Kodlak, Ulfric, Orgnar, and Erik all use the same hairstyle and I say Kodlak Whitemane obviously should have a white mane, Ulfric wants a fancy style suitable to a man (wolf) who would be king, while Orgnar and Erik are barkeeps who need a more common style. But again I don't really want to have to decide separately on a style for every named NPC. I'm mapping face tints from NPC to furry. This I'm really not sure matters--a human with darker cheeks shouldn't necessarily map to a wolf with dark cheeks. Also the semi-random combination you get does not necessarily look good on a furry. I think the best solution would be to come up with, say, 20 combinations of face tints that make good-looking fur patterns. Probably each combination would use no more than 3 colors--the base plus two accent colors--for realism. Multiply that with, say 5 tint variations each and you've got a wide variety of patterns to assign to NPCs. BUT it's a bunch of work and I'm not sure I'm up for it. Also it mostly just applies to Lykaios... the other races don't have such a rich set of options. For hair color I have to decide whether to use NPC hair color or do some kind of mapping to KK's. I want a mapping--Falk and Brynolf should be redheads, Balgruuf has to be blond, etc. There's an argument that furries can use human hair color and it's just fine. And then also there's the problem of KK's facial hair. It is generally set up to follow the fur color, hair color, or generically dark. One or the other might work better for particular face patterns. And it probably wants to be the same for all facial hair on a creature--dark brows, fur color mustache, and hair color beard is probably a bad idea. (And I'm not even thinking about the relationship between fur pattern and facial hair. A Scotty with mustache and chin beard is fine, but what about a doberman?) Face shapes are based on the NPC face shape, except I have to look at the elves. If they are variants off a base elf shape, fine; if they are all exaggerated in one direction from the base I have to make sure that will look decent with the cats. But I like having the furry shape reflect the NPC's head shape. I took a first cut at this and may have a photoshoot later. But it's taking fully 24 hours to facegen just all the Nords. While that was happening I was bored so I rebuilt Serana's hair for wolf ears so the hair doesn't just run through the ear like it's not there. I also gave the argonians a forked tongue. Don't tell me crocodilians don't have forked tongues, I don't want to know. 2
MadMansGun Posted October 1, 2018 Posted October 1, 2018 21 minutes ago, Bad Dog said: I also gave the argonians a forked tongue. Don't tell me crocodilians don't have forked tongues, I don't want to know. hey now, don't be turning Argonians into Tsaescis ?
Bad Dog Posted October 1, 2018 Author Posted October 1, 2018 Damn, my method of increasing verts on lykaios heads shat the bed. Back to square one. Problem is that any small variation in vert placement tends to stack up when you have multiple morphs happening. I might be able to fix it by walking all the morphs, but I more likely will go back to adapting the citrus head. I know those morphs work. Photoshoot anyway: Spoiler Brill. Why random generation of patterns is bad. Idolaf doesn't look so bad. Texture error in the mohawk will be fixed. Kodlak showing why randomly picking the "dark" facial hair option isn't so good. And I'm just not sure those eyebrows are ever a good idea. I think Kodlak needs a silver coat all over. Mikael looks decent, though that facial pattern is not found in nature. Another random Battle-Born asshole. Face looks good, but facial hair really wants to match the mane. Maybe I just shouldn't auto-assign the dark hair options. Mustache isn't applying chargen morphs properly. Ulfberth looks good, no nonsense, right for the character. Not sure if that's dark hair or just his own dark hair. Probably should make sure he gets a beard, since vanilla has the best beard in Skyrim. I'm seeing that scar a lot tho, and it's distinctive. Maybe I need to make more options. Vanilla has 20, I think, and I only made 7. Vilkas isn't so bad and the eyebrows look good on him. But you can see the vert problem. 5
LegendOfJan Posted October 2, 2018 Posted October 2, 2018 13 hours ago, Bad Dog said: Pretty much, yes. Plus making high-poly heads. I'm having to guess a bit at some stuff. Hair styles aren't too bad, but tints and face patterns are more problematic. She had specific ideas in mind with the face patterns (styles for fox, husky, etc.) and I'm not at all sure I'll be able to duplicate it, especially for females which are less complete. Also, I have a bit of a conceptual problem with the right way to furrify. It's set up so there's some carryover from the vanilla NPC to the furry version. Find in concept, has problems in actuality: I wanted the furry hair to be based on the vanilla hair, so everyone with the same vanilla hair should have the same furry hair. But Kodlak, Ulfric, Orgnar, and Erik all use the same hairstyle and I say Kodlak Whitemane obviously should have a white mane, Ulfric wants a fancy style suitable to a man (wolf) who would be king, while Orgnar and Erik are barkeeps who need a more common style. But again I don't really want to have to decide separately on a style for every named NPC. I'm mapping face tints from NPC to furry. This I'm really not sure matters--a human with darker cheeks shouldn't necessarily map to a wolf with dark cheeks. Also the semi-random combination you get does not necessarily look good on a furry. I think the best solution would be to come up with, say, 20 combinations of face tints that make good-looking fur patterns. Probably each combination would use no more than 3 colors--the base plus two accent colors--for realism. Multiply that with, say 5 tint variations each and you've got a wide variety of patterns to assign to NPCs. BUT it's a bunch of work and I'm not sure I'm up for it. Also it mostly just applies to Lykaios... the other races don't have such a rich set of options. For hair color I have to decide whether to use NPC hair color or do some kind of mapping to KK's. I want a mapping--Falk and Brynolf should be redheads, Balgruuf has to be blond, etc. There's an argument that furries can use human hair color and it's just fine. And then also there's the problem of KK's facial hair. It is generally set up to follow the fur color, hair color, or generically dark. One or the other might work better for particular face patterns. And it probably wants to be the same for all facial hair on a creature--dark brows, fur color mustache, and hair color beard is probably a bad idea. (And I'm not even thinking about the relationship between fur pattern and facial hair. A Scotty with mustache and chin beard is fine, but what about a doberman?) Face shapes are based on the NPC face shape, except I have to look at the elves. If they are variants off a base elf shape, fine; if they are all exaggerated in one direction from the base I have to make sure that will look decent with the cats. But I like having the furry shape reflect the NPC's head shape. I took a first cut at this and may have a photoshoot later. But it's taking fully 24 hours to facegen just all the Nords. While that was happening I was bored so I rebuilt Serana's hair for wolf ears so the hair doesn't just run through the ear like it's not there. I also gave the argonians a forked tongue. Don't tell me crocodilians don't have forked tongues, I don't want to know. Quite the workaholic. Will you publish your continuation of KK's work seperately or only within YA?
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