Blaze69 Posted October 2, 2018 Posted October 2, 2018 19 minutes ago, LegendOfJan said: Quite the workaholic. Will you publish your continuation of KK's work seperately or only within YA? According to this post, he may do so: On 9/2/2018 at 11:46 PM, 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. And if he doesn't feel like doing so, I'd be willing to give it a shot myself. So chances are the final Lykaios update will happen one way or another. EDIT: speaking of updating the canines, @Bad Dog, any news on the new textures for Vaalsark and Kygarra (and the CITRUS heads for the former)?
Bad Dog Posted October 2, 2018 Author Posted October 2, 2018 Yeah, after all this the Lykaios deserve their own update. Vaalsark fur is pretty reasonable. I'm using same technique as for the khajiit, posted upthread. Hyenas will be similar. Dunno what I'll do with the vaalsark heads. I did a bunch of work on high poly heads using the method of loading up morphs and subdividing. But I think that's what screwed me on the Lykaios heads--I think those added vertices are almost right and each morph looks fine on its own, but when you stack them up all the new verts are off in the same direction and it becomes a mess. I think that's why I'm getting that zigzag look. Also if I make them a citrus variant I can probably do a races tri file and then use the same scars on everybody, same as how vanilla works. But I'll make them high poly one way or another. Not sure how I'll handle the Lykaios heads. I could try to fix them by hand, but it's actually very tricky to get those verts where they belong. But going to citrus heads means either living with the citrus morphs or going through them all by hand and re-creating what KK did. She clearly was working on variants that would make different types of canine--wolf, fox, dog, etc. --as well as having some cool expressions. Easiest would be just to ship her low-poly heads and abandon trying to fix them up. 3
Blaze69 Posted October 2, 2018 Posted October 2, 2018 6 hours ago, Bad Dog said: Vaalsark fur is pretty reasonable. I'm using same technique as for the khajiit, posted upthread. Hyenas will be similar. Does that mean you intend to keep the rough base design they currently have and simply add more/better detail? To be honest, I was hoping for a brand new skin for them, just like you did for the cats. Not a big fan of the "pretty much the same skin as vanilla Khajiits but with the spots removed" look Vaalsark have right now. IMO something closely resembling a real jackal (either golden or side-striped for a slightly more "generic canine" appearance or black-backed for full jackal-ness) would be nice. Kygarra are a bit more distinct and closer to real hyenas but they still have too much of the vanilla Khajiit texture on them for my taste, so the same treatment would be good too. Just my two cents, though; and I understand creating a brand new texture set for them would take a lot of work, so there's that. 6 hours ago, Bad Dog said: Not sure how I'll handle the Lykaios heads. I could try to fix them by hand, but it's actually very tricky to get those verts where they belong. But going to citrus heads means either living with the citrus morphs or going through them all by hand and re-creating what KK did. She clearly was working on variants that would make different types of canine--wolf, fox, dog, etc. --as well as having some cool expressions. Easiest would be just to ship her low-poly heads and abandon trying to fix them up. To be honest, I would simply go for Kritta's current heads as they are and leave it at that. She did an awesome job on them and the morphs even while keeping the low polycount, and unlike the other races, I don't see the point of making them high-poly unless you are willing to put a ridiculous amount of time into the morphs to really use those extra polys.
MadMansGun Posted October 2, 2018 Posted October 2, 2018 yea skip the polys (at least for now), it's better to just have good textures & normals.
Bad Dog Posted October 3, 2018 Author Posted October 3, 2018 New chapter in the drama: Turns out you can run the shapekeys past 1. All they do is move the verts in a particular vector from the original location; moving them past 1 just keeps them going in the same direction. So I can get an exaggerated version of the shape by running it up to 5 or so. Then I can smooth it out there. In theory, if I do that for all the shapes that affect the same area they should stack okay. Or just go back to the low poly heads. But I've sunk a bunch of work in these heads, I would like to see if I can rescue it. 1
whitey1105 Posted October 4, 2018 Posted October 4, 2018 On 10/1/2018 at 3:10 PM, Bad Dog said: 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: Hide contents 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. To be honest, I'm not a fan of these new Lykaios models. It would be great if you did these as just a separate release. I personally don't like extra hair on furries either. Just doesn't work in my mind.
tigerfrenzy Posted October 5, 2018 Posted October 5, 2018 I'm have no doubt I'm going to get chewed up for this critique, but my main beef with this mod is the feet. Despite the feet being more appealing, it is highly incompatible with other custom body textures and custom armor. Put some human like boots on and the digi-grade feet are gone ((and vice versa for the immersiveness)) put on sandals and the feet texture is messed up. I am aware the plantigrade feet exists but it just doesn't look right ((to me at least)) I just can't help but think that Mr. Bad Dog should have the plantigrade feet as human-like feet. Maybe it is too late but maybe in the future he can save trouble on another mod.
Voldearag Posted October 5, 2018 Posted October 5, 2018 6 hours ago, Leviathan1110 said: ... I personally don't like extra hair on furries either. Just doesn't work in my mind. Same, I've always been planning to remove it all whenever I next install again. Bad Dog once said they weren't sure about the males having hair, but I'll just remove it from everyone. 3 hours ago, tigerfrenzy said: ...I just can't help but think that Mr. Bad Dog should have the plantigrade feet as human-like feet. Maybe it is too late but maybe in the future he can save trouble on another mod. But human feet on Skyrim furries looks super gross. Just don't wear shoes. 1
tigerfrenzy Posted October 5, 2018 Posted October 5, 2018 44 minutes ago, Voldearag said: Same, I've always been planning to remove it all whenever I next install again. Bad Dog once said they weren't sure about the males having hair, but I'll just remove it from everyone. But human feet on Skyrim furries looks super gross. Just don't wear shoes. Your entitled to your opinion, and while I agree that I don't find them as appealing either I however find them less of an headache then actually trying to tweak my favorite body textures dds files ((Diffuse, S, Sk and everything in between)).
Blaze69 Posted October 5, 2018 Posted October 5, 2018 5 hours ago, tigerfrenzy said: I'm have no doubt I'm going to get chewed up for this critique, but my main beef with this mod is the feet. Despite the feet being more appealing, it is highly incompatible with other custom body textures and custom armor. Put some human like boots on and the digi-grade feet are gone ((and vice versa for the immersiveness)) put on sandals and the feet texture is messed up. I am aware the plantigrade feet exists but it just doesn't look right ((to me at least)) I just can't help but think that Mr. Bad Dog should have the plantigrade feet as human-like feet. Maybe it is too late but maybe in the future he can save trouble on another mod. I have some edited paw meshes and textures that allow for a "middle ground" solution: the paws show up when barefoot or when wearing YA-compatible shoes but there are also human feet textures (as in, meant to be used with human feet meshes, but still match the fur and stuff) for when you equip any item that is not YA-compliant. It's only done for females so far (and some races are missing/have low quality human feet textures) and it only works with plantigrade skeletons, but it should be better than what the mod includes by default at the moment. I could look into doing the missing races and sending the files to Bad Dog if he's interested (but he would have to take care of males himself) I have to say I'd like to have separate plantigrade paws that better matched human feet dimensions (but were still paws) so that boots hiding the paws wouldn't look as jarring and animations/poses involving feet would also look better. Something like Grimoa's Plantigrade Feet for Khajiit, but based on Bad Dog's paw designs. Couple that with the "human feet and paw textures on the same file" trick I used for my edited paws, and IMO that would be the best setup for plantigrade feet YA could have. Just my two cents, though.
Bad Dog Posted October 5, 2018 Author Posted October 5, 2018 I'll probably concede to practicality and make plantigrade beast feet the default in the next rev with digi as an addon. Best case I'll do beast feet variants of sandals and foot wraps. Putting fur into the human feet location isn't hard, to cover other mods. As for the lykaios, tastes vary. I think Idolaf would look pretty good if his hair matched his mustache.
Blaze69 Posted October 5, 2018 Posted October 5, 2018 22 minutes ago, Bad Dog said: Putting fur into the human feet location isn't hard, to cover other mods. As I said, I've already done it for females. I've got human feet textures for cheetahs, foxes, Kygarra, sabrelions, snow leopards and tigers. I'm still missing Khajiit, panthers, Vaalsark and Lykaios, but they shouldn't be too hard to make if you are interested (plus Vaalsark and Kygarra would have to be redone for the new textures anyway).
Bad Dog Posted October 5, 2018 Author Posted October 5, 2018 Yeah, kick them over to me and I'll put them in.
tigerfrenzy Posted October 6, 2018 Posted October 6, 2018 11 hours ago, Bad Dog said: Yeah, kick them over to me and I'll put them in. Much appreciated, the khajiit and argonians caused the most trouble for me due to being a vanilla beast race. That said, Khajiit and argonian have their own fans in nexus supplying their textures. Some are quite nice tbh.
Deadly Kitten Posted October 7, 2018 Posted October 7, 2018 Reinstalling Skyrim yet again (for stability, and also new PC). Is the STEP guide still good for a baseline Skyrim LE setup, both for quality and stability? Assuming Yiffy age and a good assortment of lewd mods.
PaulGreen Posted October 7, 2018 Posted October 7, 2018 I had re-created a cat head mesh using an old mod picked up long ago as a guide. I recently re-recreated it using the citrus head mesh from the khajiit overhaul mod. Is there any interest in using this for anything? I'm frankly not very good at texturing. It probably needs a fixed normal map and maybe fix up the nose. The expressions are not quite right either, primarily around the ears. It's not unacceptable, I believe, though is somewhat distorted. Spoiler
Blaze69 Posted October 7, 2018 Posted October 7, 2018 33 minutes ago, PaulGreen said: [...] Did you base it on the Bobcat head from Catlike Khajiit? Sure does look like it. Anyway, to answer your question, I don't think it would be of any use, at least for YA. There are no more races to replace, and all the current feline races have their own CITRUS-based custom heads, so those are covered already. Whether they could be used for anything else (like a custom race or whatever), I don't know.
TheLastKhajiit Posted October 7, 2018 Posted October 7, 2018 I don't know, I kinda like it maybe it could be a standalone mod
machgaogamon119agosto Posted October 7, 2018 Posted October 7, 2018 help, some npc have grey face, Will it be for the loading order?
Tadamee Posted October 8, 2018 Posted October 8, 2018 Hello, is there any possibility of a patch or something similar for SAM bodies? Sorry if anyone ever asked. Sorry for bad English.
Voldearag Posted October 8, 2018 Posted October 8, 2018 11 hours ago, machgaogamon119agosto said: help, some npc have grey face, Will it be for the loading order? That depends, is your load order the same as the install order in the directions? If not, then yeah that's probably the problem. Have you installed stuff not included in the directions and are they loading after everything else? If so, yeah that's doubly probably the problem.
Kardien Lupus Posted October 8, 2018 Posted October 8, 2018 I got Idea and suggestion about HagRaven Furry race replacing. In Elderscroll lore Hag Raven is Human turned evil morph. It mean we can replace HagRaven into actual Raven in Yiffy Age Lore and there is Bad Dog's Bird mod. I think Ulri in Bad Dog's Bird Race are fit for HagRaven since they are Raven base race. We can replace HagRaven to Ulri Raven then add a Friendly Ulri Camp and several Ulri Companions for good RPG playing.
Blaze69 Posted October 8, 2018 Posted October 8, 2018 5 hours ago, Tadamee said: Hello, is there any possibility of a patch or something similar for SAM bodies? Sorry if anyone ever asked. Sorry for bad English. Nope. There doesn't seem to be any info on how to build stuff for it and/or set up more addons apart from the base human one (if that's even possible), it would require three times as much work due to the Samson (I've got muscles on my muscles!) and Samuel (morbid obesity) morphs, and due to Vector's overzealous "EULA", it would mean said patch could only be uploaded to Vector's site. I mean, I guess someone could do it. But not us. 2 hours ago, Kardienlupus said: I got Idea and suggestion about HagRaven Furry race replacing. In Elderscroll lore Hag Raven is Human turned evil morph. It mean we can replace HagRaven into actual Raven in Yiffy Age Lore and there is Bad Dog's Bird mod. I think Ulri in Bad Dog's Bird Race are fit for HagRaven since they are Raven base race. We can replace HagRaven to Ulri Raven then add a Friendly Ulri Camp and several Ulri Companions for good RPG playing. I guess replacing Hagravens with Ulri could work, at least to get rid of more human traces in YA, and seeing how ugly they are, I wouldn't mind it at all, lol. The problem is, Hagravens are a creature race, so if you replaced them with NPCs (which is what Ulri are) you could come across some bugs, as there may be activators/animations/actions that can only be used by the Hagraven creature race but not by NPCs, potentially breaking scenes or quests. Note that I don't know if there actually are any such things, but the posibility of breaking them if they do exist is there.
Kuroyami Posted October 8, 2018 Posted October 8, 2018 23 minutes ago, Blaze69 said: The problem is, Hagravens are a creature race, so if you replaced them with NPCs (which is what Ulri are) you could come across some bugs, as there may be activators/animations/actions that can only be used by the Hagraven creature race but not by NPCs, potentially breaking scenes or quests. Note that I don't know if there actually are any such things, but the posibility of breaking them if they do exist is there. I think the only thing that might exist like that, would be the "headless" ones you make as such for the Companions quest, the Glenmoril witches. Though if Bad Dog's mod already has the decapitations set up, and working, then that might not be a problem. Save for perhaps having to replace the severed head mesh as well. Though it does bring to mind the possibility of making the reward Melka gives you a bit more interesting.
justwannadownloadshit Posted October 8, 2018 Posted October 8, 2018 Having a new, odd issue: Sexlab Aroused, with SOS enabled of course, isn't taking things to the erect state consistently. The first levels (20-55) work, but anything less then that doesn't generate an erection. Any ideas? Persists past new game/script clean. It seems to happen on any instance where a non-aroused (completely flaccid/no penis tip), but non-erect state moves into an erect state. It's extremely weird. The only changes I really made were introducing a few new armor mods and removing a character mod before starting an entirely new game. Edit: I did further testing. Instead of the PC/NPCs going erect at 56 (from 20-55 to 56, mind you), like normal, they go erect at 91. After that, the "angle" of the erection processes like normal, but the thing that fires to go from, "Oh hey, I'm poking out a little" to "HEY WORLD LOOK AT ME!" is way off. Going from low/none to 56 still works as normal: completely flaccid, nothing coming out of a sheath goes into a fully emerged cock every time. I also uninstalled/reinstalled Yiffy Age, SOS, and Sexlab Aroused. No changes. FINAL EDIT: On 2/1/2018 at 6:52 PM, Bad Dog said: That's a combo I run with and I haven't seen that behavior. But put this in your scripts folder. Tell me if it fixes the problem. Since I switch to the fully erect mesh at half erect, I figured I didn't need to catch all the SOS events from half to full erect. But that might be causing this problem. BDSOSSchlongPlayer.pex That fixed it. No idea what changed about my build to make this issue come to light, but this has fixed it completely. Leaving mostly in case someone else searches for this issue in the future.
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