Blaze69 Posted October 8, 2018 Posted October 8, 2018 5 hours ago, Kuroyami said: 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. Huh. Looking at UESP, seems like the Glenmoril witches are unique and not generic/leveled Hagravens, so if such a mod was made and there was no way to change the whole decapitation thing for NPC witches, they could always be left as vanilla Hagravens while the other ones are changed. Nah, I was actually talking about spells or stuff like animations, but seems like they use vanilla/standard spells and I can't think of any situation where a Hagraven plays a special anim, so it may actually be possible. Guess I know what my next project is going to be. As if I didn't have enough stuff in the works already... 5 hours ago, Kuroyami said: Though it does bring to mind the possibility of making the reward Melka gives you a bit more interesting. And don't forget about Moira from A Night to Remember. No way any of my characters is getting even close to that abomination if she's a vanilla Hagraven, but if she was to be replaced with an Ulri, "consummating their love" could now be an acceptable option, lol . And would also make for a nice SL-Solutions-style option where you bang her and get to keep the ring without having to kill her. (Note: since Male x Hagraven anims exist already, it would be possible to make such a mod already without having to turn Moira into an Ulri, but see my thoughts above on vanilla Hagravens to know why I would never do such a thing).
Bad Dog Posted October 8, 2018 Author Posted October 8, 2018 also I should mention the latest hoodies doesn't start unsheathing until arousal 50 or so. I got tired of furries with their dicks poking out all the time. It's settable with a global variable so it's easy to change. But that's not in the current YA. I like the idea of hagravens as ravens. The raven body parts would have to be assembled into one nif and rigged to the hagraven skeleton. Beak would be rigged to whatever bone moves the hagraven jaw (I haven't seen a creature that uses morphs). It would basically have nothing to do with hagraven NPCs, except for sharing some texture files. Probably no wings, unless just as static decoration, which is sad. I didn't do anything for dismembered heads, and it likely works differently for creatures, so I'll have to look at that. MEANWHILE, I did my thing with exaggerating the morphs and smoothing. That worked, mostly. There were still a few stray verts. So I said fukkit and went back to the original heads. Maybe I'll pull out these high-poly ones later, but I was tired of them. Then I decided to do the thing upthread about trying to make the lykaios fur patterns look better. Turns out there's a kind of logic to dog face fur patterns. Anyway, I'm sorry, but I just couldn't make KK's face tints work for me. I couldn't build the patterns I thought made sense for canines. In fact, the pattern names that work for humans aren't really great for dogs. So I re-did them, and then I re-wrote the furry transmogrifier so for Nords/Lykaios it follows a set of rules to apply the fur patterns. Rules for those who are curious: No more than three colors per creature. Nose stripe starts from the nose and extends up the muzzle and/or in a stripe up to the forehead--choose one tint to set the amount. Nose stripes are always white. Muzzle tints can be white or black, and can extend all the way back to make a mask. White mask on dark dog makes a husky; black mask on tan dog makes a german shepherd (or any other of a dozen breeds with that pattern). Eye spots can be small or large: black, white, or fur color. I've checked a few NPCs and it looks OK so far. I'm running facegen now. Photoshoot when I have one. 5
Blaze69 Posted October 8, 2018 Posted October 8, 2018 12 minutes ago, Bad Dog said: I like the idea of hagravens as ravens. The raven body parts would have to be assembled into one nif and rigged to the hagraven skeleton. Beak would be rigged to whatever bone moves the hagraven jaw (I haven't seen a creature that uses morphs). It would basically have nothing to do with hagraven NPCs, except for sharing some texture files. Probably no wings, unless just as static decoration, which is sad. As per my previous post, it may be possible to simply replace Hagravens with Ulri NPCs right away, without the need to rig the Ulri meshes to the Hagraven skeleton or anything like that. Hagravens seem to use vanilla spells (i.e. ones also available for normal NPCs), so that wouldn't be an issue. If there's anything that explicitly requires Hagraven NPCs to use the Hagraven creature race (like animations), then that could be a problem, but I don't know of any such thing yet. 12 minutes ago, Bad Dog said: I didn't do anything for dismembered heads, and it likely works differently for creatures, so I'll have to look at that. For decapitation, you need to assign the proper partitions to the neck and head, and then set up a "dismembered armor" with bloody caps that cover the holes in the neck and bottom of the head when said partitions are split into two separate meshes ingame. CITRUS-based heads should work mostly fine provided they kept the vanilla Khajiit head partitions, outside of the caps maybe not matching the holes 100%; but in the case of the birds, it will depend on whether you added the proper partitions or not.
Bad Dog Posted October 8, 2018 Author Posted October 8, 2018 I think trying to replace hagravens with NPCs is going to cause serious animation problems, at least with SL. Not sure how the ordinary movement and combat animations are matched to creatures, but I bet they're not the same and if animations refer to a bone that doesn't exist, you crash. OTOH, rigging the Ulri mesh to the hagraven skeleton ought to be pretty easy. Never done decapitation before. Should be easy, right?
MadMansGun Posted October 8, 2018 Posted October 8, 2018 2 minutes ago, Bad Dog said: rigging the Ulri mesh to the hagraven skeleton ought to be pretty easy. Never done decapitation before. Should be easy, right? famous last words.
Blaze69 Posted October 8, 2018 Posted October 8, 2018 46 minutes ago, Bad Dog said: I think trying to replace hagravens with NPCs is going to cause serious animation problems, at least with SL. Not sure how the ordinary movement and combat animations are matched to creatures, but I bet they're not the same and if animations refer to a bone that doesn't exist, you crash. OTOH, rigging the Ulri mesh to the hagraven skeleton ought to be pretty easy. I really don't see why that would happen. The animation used by a certain NPC (as all actors in the game are NPCs, regardless of whether they are creatures or humanoid/playable races) is determined by the skeleton and behaviour files assigned to their race, it's not assigned on a per-NPC basis. Which means that as long as the race is properly set up, everything should work as intended. So if you were to, say, edit the base/generic Hagraven NPC (EncHagraven "Hagraven" [NPC_:00023AB0]) and change her race to any of the playable races (vanilla or custom, doesn't matter), she should automatically start using humanoid animations and behaviors just fine. The problem would come if at some point the game required them to use animations, attacks or some other stuff that is only available for the Hagraven creature race, but since they only use standard vanilla spells and melee combat (both of which can be used by playable races just fine), there shouldn't be any issues with it. And about SL, it should work just fine. SL would simply check the now-humanoid Hagraven's race, see that it is a playable race, and call for standard humanoid anims like it would with any other NPC/NPC humanoid combination. In fact, it would work better than before, as all NPC anims would be available instead of only the handful of Hagraven creature ones (and you would also skip any possible bugs that come from animating creatures, as you would be animating a regular NPC just like any other). In any case, I'm actually working on this right now, so I should be able to confirm whether it works or not after I've done some testing. More on it as it happens.
PaulGreen Posted October 8, 2018 Posted October 8, 2018 3 hours ago, Bad Dog said: MEANWHILE, I did my thing with exaggerating the morphs and smoothing. That worked, mostly. There were still a few stray verts. So I said fukkit and went back to the original heads. Maybe I'll pull out these high-poly ones later, but I was tired of them. How did you create the higher-poly mesh to work with? I think if you subdivide with all the morphs loaded, the result should produce a high polygon mesh that tracks exactly to the original morphs. The weights would probably need to be smoothed on the base mesh. Is the lykaios head in the 'legacy' mod different than the one in here now? Also, did this race have a different set of face morphs and expressions than the base kjajiit race or did it use the same .tri files ? Spoiler
Blaze69 Posted October 8, 2018 Posted October 8, 2018 1 hour ago, Blaze69 said: In any case, I'm actually working on this right now, so I should be able to confirm whether it works or not after I've done some testing. More on it as it happens. Well, it seems to be working fine. I tested three different scenarios: Cleared Sundered Towers by killing the generic Hagraven there. Ran through Blind Cliff Cave to find Melka, started her quest to kill Petra, and completed it. Completed A Night To Remember all the way to the part where you meet Moira, triggered her dialogue, and recovered the ring by killing her. All three worked just fine, with no noticeable bugs or errors; that doesn't guarantee there won't be any bugs elsewhere, but the first would mean generic Hagravens still work fine and the latter are the only two examples of scripted Hagraven interactions (including dialogue) that I know of, and also worked fine. Pics: Spoiler Melka after completing her quest: Moira right before talking to her: Would anyone be interested in such a mod? It's pretty much done, as there's very few different Hagraven entries in the game (the generic one, plus the two above and one more from the Mehrunes' Razor quest) so they've all been replaced already. The only ones left would be the Glenmoril witches, and since they are separate from standard Hagravens they can be left vanilla until I figure out the head dismemberment thing for the Companions quests. 3
IGotBored Posted October 8, 2018 Posted October 8, 2018 So it just replaces hagravens with Ulri? Yeah i'd like that 1
Blaze69 Posted October 8, 2018 Posted October 8, 2018 2 hours ago, IGotBored said: So it just replaces hagravens with Ulri? Yeah i'd like that Yup. Uses Bad Dog's Birds assets (duh) but is standalone; the vanilla Hagraven NPCs are changed to use a non-playable copy of the Ulri race and have leveled daggers added to their inventory (because they only have left-handed spells and one-handed unarmed combat would look weird otherwise). But apart from that, they have the same stats and spells as the original creature Hagravens did, so there shouldn't be much of a difference in difficulty outside of maybe the daggers doing less damage than the original melee attacks did at lower levels. I still haven't looked at the Glenmoril witches yet; depending on how the decapitation is handled, I may change them as well or I may leave them as vanilla creatrues. Outside of that, everything seems to be working fine as I said in my post. Though I could use some beta-testing to make sure. The only thing that I would like to do is give them more Hagraven-y attire; so far I've given them vanilla Warlock robes, but they are too mundane and not skimpy enough unless you use Remodeled Armor or some similar replacer. But the only such thing I've seen so far is a port of the vanilla hagraven skirt included in the Norae -HagRaven's Flight- mod, and it isn't exactly high-quality (plus permissions are restricted so it could be a no-go). Otherwise, if Bad Dog is cool with it, I can send him the files and/or start thinking about releasing them as a full mod (as I said, it's standalone).
Bad Dog Posted October 8, 2018 Author Posted October 8, 2018 Cool that it's working. I'm not sure I love losing the hagraven animations tho. @PaulGreen, blender has an option to "subdivide smooth" so the new verts continue the curve of the surface they're on rather than just lying in a plane. BUT that means the seams open up, so you have to either skip them and smooth them later or do them and go back and close them up by hand. The new verts appear in all the morphs. But as I found out above, the new verts don't stack well if you apply more than one morph.
PaulGreen Posted October 8, 2018 Posted October 8, 2018 1 hour ago, Bad Dog said: @PaulGreen, blender has an option to "subdivide smooth" so the new verts continue the curve of the surface they're on rather than just lying in a plane. BUT that means the seams open up, so you have to either skip them and smooth them later or do them and go back and close them up by hand. The new verts appear in all the morphs. But as I found out above, the new verts don't stack well if you apply more than one morph. I don't think that subdividing should make the new morphs have trouble. The new vertices should track perfectly the original mesh. I wrote a weld-unweld script awhile ago that can get around this. This allows working on a welded version of a mesh and, when done, re-un-welding to get the original Uv seam cuts. As a I notice and subsequently consume a warm beer sitting next to me from last night, let me see if this works..
Bad Dog Posted October 9, 2018 Author Posted October 9, 2018 38 minutes ago, PaulGreen said: I don't think that subdividing should make the new morphs have trouble. The new vertices should track perfectly the original mesh. Mm. You're welcome to think that. They don't. Check upthread. I spent a little bit of time on this.
Bad Dog Posted October 9, 2018 Author Posted October 9, 2018 Here are the results of the new transmogrifier, some of your favorite people. I'm running the thing on all the guys and IF it seems okay then I can move on to... Females Nord Vampires Elders Elder Vampires DLC2 nords bleaugh not gonna change the children, there aren't enough to matter. Spoiler Just noticed they all have beards but Siddgeir. I tried to assign hair so beards wouldn't be that common. But I'm not unhappy with those three. 5
Kardien Lupus Posted October 9, 2018 Posted October 9, 2018 1 hour ago, Bad Dog said: Here are the results of the new transmogrifier, some of your favorite people. I'm running the thing on all the guys and IF it seems okay then I can move on to... Females Nord Vampires Elders Elder Vampires DLC2 nords bleaugh not gonna change the children, there aren't enough to matter. Hide contents Just noticed they all have beards but Siddgeir. I tried to assign hair so beards wouldn't be that common. But I'm not unhappy with those three. But, It already looks Great! And, If Ulri Raven added, Yiffy age will have friendly Ulri Companions? just like Bad Dog Bird Mod?
Blaze69 Posted October 9, 2018 Posted October 9, 2018 5 hours ago, Bad Dog said: Here are the results of the new transmogrifier, some of your favorite people. [...] Boy, that looks good. Balgruuf could use a hair-matching beard instead of the dark one, but otherwise looks great. And dat Siddgeir tho. I didn't realize just how good Kritta's new male heads were, even though they are pretty much as good as the female ones, lol. And those tints look pretty good too, I can't wait to see what your new script does to generate the ladies. I've already given them the new heads, but the tint script still was the old one so some of the results don't look that good. This should be way better . 4 hours ago, Kardienlupus said: And, If Ulri Raven added, Yiffy age will have friendly Ulri Companions? just like Bad Dog Bird Mod? Unfortunately, there aren't any companions (yet). I only replaced the vanilla Hagraven NPCs but didn't add any new ones. There's two potentially friendly Hagravens in the game: Melka (in Blind Cliff Bastion, has a quest to free her and retake her tower) and Moira (from the A Night To Remember quest, remains friendly if you Persuade/Bribe/Intimidate Ysolda to skip the ring recovery part or use a Calm spell on her after going through her dialogue). I wanted to make them into followers after their quests are done, but they both have unique dialogue that only has voice lines for the vanilla Hagraven voice. So if I changed them to use follower-enabled voices, their quest dialogue would be silent. I'll have to think about it and see what I can come up with. For now, you will have to use the actual Birds mod if you want friendly Ulri NPCs and followers.
PaulGreen Posted October 9, 2018 Posted October 9, 2018 Is this the way it should be? I looked and it seemed that the Lykaios race uses the khajiit morph files for chargen and expressions, so that's what I went with.. Some of morph are not quite right, but I think the problems existed in the original mesh's morph as well. If this is as expected, I can try to continue the weighting on the nif and the female head, otherwise, I will not continue. I had to learn a few things, too.. order of events problems with vertex ordering caused headaches, heh. maleheadkhajiitchargen-Lykaios.tri maleheadkhajiit-Lykaios.tri
Blaze69 Posted October 9, 2018 Posted October 9, 2018 1 hour ago, PaulGreen said: Is this the way it should be? I looked and it seemed that the Lykaios race uses the khajiit morph files for chargen and expressions, so that's what I went with.. The old/Legacy version of the Lykaios does use the vanilla Khajiit morphs, but the new (unreleased) heads Kritta made (which Bad Dog has been showcasing in the pics above and will include in YA 5.0) have their own custom morphs and expressions, and they are incompatible with the vanilla ones.
Kardien Lupus Posted October 9, 2018 Posted October 9, 2018 4 hours ago, Blaze69 said: Boy, that looks good. Balgruuf could use a hair-matching beard instead of the dark one, but otherwise looks great. And dat Siddgeir tho. I didn't realize just how good Kritta's new male heads were, even though they are pretty much as good as the female ones, lol. And those tints look pretty good too, I can't wait to see what your new script does to generate the ladies. I've already given them the new heads, but the tint script still was the old one so some of the results don't look that good. This should be way better . Unfortunately, there aren't any companions (yet). I only replaced the vanilla Hagraven NPCs but didn't add any new ones. There's two potentially friendly Hagravens in the game: Melka (in Blind Cliff Bastion, has a quest to free her and retake her tower) and Moira (from the A Night To Remember quest, remains friendly if you Persuade/Bribe/Intimidate Ysolda to skip the ring recovery part or use a Calm spell on her after going through her dialogue). I wanted to make them into followers after their quests are done, but they both have unique dialogue that only has voice lines for the vanilla Hagraven voice. So if I changed them to use follower-enabled voices, their quest dialogue would be silent. I'll have to think about it and see what I can come up with. For now, you will have to use the actual Birds mod if you want friendly Ulri NPCs and followers. I thought replacing HagRaven mean Good Way to introduce new race Ulri Raven into Bad Dog's Yiffy Age World. I'll keep watching this issue and is there any way to add more Furry race while keep lore?
Bad Dog Posted October 9, 2018 Author Posted October 9, 2018 Just load up the Lungari/bunnies, Birds, and Cellan/otters. Plenty of NPCs for companions there. If anything's incompatible tell me and I'll fix it but I don't know why there would be. Think I tested the Cellan with YA. @PaulGreen I've lost the bubble on what you're trying to accomplish but OMG I wish everyone making mesh tools would just maintain vert order always. Since it sometimes matters, there's no good reason not to. I have one--one--somewhat fragile method of producing a new mesh with tris that match and if it ever breaks I'm screwed. (Importing the obj into the nif either through ObjectStudio or NifSkope always breaks. The only thing that works is Anton's MeshInjector and I have to use it exactly right.) I've lightened the male body color from slightly from those photos. KK made the female lighter so this matches, and it allows a better range of colors. You can now make a white wolf about the same shade as the feral white wolves. Agreed about Balgruuf's beard. I think the rule has to be that beard hair has to either match fur color or head hair. (I'm not really sure why this doesn't. Something off in the hair texture files, I think.)
Bad Dog Posted October 9, 2018 Author Posted October 9, 2018 @PaulGreen just checked upthread and you need to know the Citrus morphs suck donkey balls. Well, maybe not quite, but there are a few wild verts, the whiskers don't move with the muzzle, and the ears get scrambled on some of the expressions. I have cleaned-up versions I use with YA.
PaulGreen Posted October 9, 2018 Posted October 9, 2018 16 minutes ago, Bad Dog said: @PaulGreen just checked upthread and you need to know the Citrus morphs suck donkey balls. Well, maybe not quite, but there are a few wild verts, the whiskers don't move with the muzzle, and the ears get scrambled on some of the expressions. I have cleaned-up versions I use with YA. I was attempting to create subdivided version of head mesh keeping facegen and expression morphs intact, with having new vertices of the the morphs be well-positioned without needing manual fixes. The tri files were versions of the lykaios male head with khajiit expressions and facegen morphs on which this was attempted. But, I understand that there is new data not part of the current available lykaios race download: """ The old/Legacy version of the Lykaios does use the vanilla Khajiit morphs, but the new (unreleased) heads Kritta made (which Bad Dog has been showcasing in the pics above and will include in YA 5.0) have their own custom morphs and expressions, and they are incompatible with the vanilla ones. """ Are the head meshes in the 'unreleased' version of the lykaios race the same as the available 'legacy' version, with only the morphs being customized? Or are both the morphs and head mesh altered from the released 'legacy' version? Do you mind sending me the new .tri morphs and new mesh to try this with? I'm trying to see if there is technique for accomplishing this type of work, or (poorly) writing necessary script to help with this. Is Object Studio = Outfit Studio? I recall several years ago mentioning to the bodyslide person that functions on obj files may re-order vertex order, but I do not think it accomplished anything. It's possible I don't understand the reasoning for it and if there is a good reason, but I have seen this as well. I have noticed, unfortunately, that blender can too do this easily. One has to be careful. If you subdivide, then save a mesh, the vertex ordering can be different than if one subdivides, UNDO, the subdivide again and save. I've even noticed that the resulting subdivision or face cutting will change after undo / redo .. it seems that an undo does not entirely return to previous state in such a way that re-doing the action actually produces different results.
Bad Dog Posted October 9, 2018 Author Posted October 9, 2018 yeah, Outfit Studio. To say truth, I haven't compared the old and new lykaios heads. It's possible there's no difference and it's just the tri files that changed. The old version used the khajiit tris, so was definitely a morph of the khajiit head mesh. Much of the goal of the new version is to keep the new tris so when you're doing your subdivide you definitely want them all loaded. That way it doesn't matter if the subdivide changes vert order--just re-export the tris and re-export the head in a vert-order-preserving way and it's all good. I see you're not working with Citrus heads, so that info was irrelevant. What you want to test is after you do your subdivide, apply a bunch of morphs at once. What I found was even areas of the mesh the morphs didn't touch would distort--every other vertex being misplaced. I'll send the heads and tris when I'm back at my other computer.
Blaze69 Posted October 9, 2018 Posted October 9, 2018 5 hours ago, Kardienlupus said: I thought replacing HagRaven mean Good Way to introduce new race Ulri Raven into Bad Dog's Yiffy Age World. I'll keep watching this issue and is there any way to add more Furry race while keep lore? You don't really need a "good way" to introduce new races to the game, even if you are using Yiffy Age. Whether humans and elves look like vanilla humans and elves or like YA dogs and cats doesn't really affect any other beast races that you may want to have in the lore. Simply use the race mods you want, and be done with it. As Bad Dog said, all of our four beast race mods (Birds, Cellan, Lungaris and Selachii) include plugins that add NPCs of those races to the world, so that's already taken care of. Also, if you want to better integrate Ulri into the world by saying that Hagravens are simply evil Ulri witches instead of gross transformed humans, that's cool, but it's unrelated to vanilla races and I don't really see why it would need to be "integrated" into YA. 1 hour ago, PaulGreen said: Are the head meshes in the 'unreleased' version of the lykaios race the same as the available 'legacy' version, with only the morphs being customized? Or are both the morphs and head mesh altered from the released 'legacy' version? Nope. The UVs have been edited at the very least to make the ear texture layout symmetric (the vanilla Khajiit ear UV used by the old heads was asymmetric) and to tweak some other areas, and the mesh shape has been refined. Vertex count seems to be the same as the Khajiit/previous Lykaios heads but vanilla Khajiit morphs don't seem to work on the new heads so I assume whatever Kritta did to them changed the vertex order. 1 hour ago, PaulGreen said: Is Object Studio = Outfit Studio? I recall several years ago mentioning to the bodyslide person that functions on obj files may re-order vertex order, but I do not think it accomplished anything. It's possible I don't understand the reasoning for it and if there is a good reason, but I have seen this as well. Outfit Studio can keep the vertex order intact just fine. In fact, that's how the heads for my shark race mod are made: I export the Argonian CITRUS head as an OBJ, Nightro changes the shape in ZBrush (which seems to keep vertex count and order untouched if you follow a specific procedure), he sends me the new shape as an OBJ and I import it back into the NIF using Outfit Studio. If everything goes well, OS shows a message stating that both the loaded NIF and the imported OBJ have the same vertex count and order, and whether I want to import the OBJ data into the NIF (both vertex position and UV can be selected separalately). Say "Yes" to both, boom, you have the new head shape while keeping the morphs fully functional. 36 minutes ago, Bad Dog said: To say truth, I haven't compared the old and new lykaios heads. It's possible there's no difference and it's just the tri files that changed. The old version used the khajiit tris, so was definitely a morph of the khajiit head mesh. See my explanation above. The new heads are not the same as the old ones, though I'm not sure of the extent of the changes outside of the ear UV and the shape refinement.
Bad Dog Posted October 9, 2018 Author Posted October 9, 2018 54 minutes ago, Blaze69 said: If everything goes well, OS shows a message stating that both the loaded NIF and the imported OBJ have the same vertex count and order, and whether I want to import the OBJ data into the NIF (both vertex position and UV can be selected separalately). Say "Yes" to both, boom, you have the new head shape while keeping the morphs fully functional. This I can do and it mostly works. (A few meshes have been uncooperative.) But I have never been able to create a new nif this way, or, for example, import a low-poly nif into OS, export the OBJ, subdivide the OBJ in blender, and then import the new OBJ back into OS and export a working nif. The obj doesn't have weights, of course, and I've tried copying weights from the original mesh to the new inside OS, but the resulting nif isn't usable.
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