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Yiffy Age of Skyrim


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Posted
On 10/4/2018 at 11:25 PM, 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.

IMO, I think it comes down to the hair styles themselves that can make/break hair on animal heads.

 

I tend to favor mohawkish stuff as that tends to be a pretty common form the animal version of "hair" tends to take.

Posted
4 hours ago, Kardienlupus said:

I got similar Problem. While only handful of 2-3 Original NPC mismatched their body.  70% of Interesting NPC don't match with their body and head. How can I solve this Problem?

Didn't Interesting NPCs add a "teen" race and a bunch of NPCs with it? I think I remember someone mentioning it at some point. If so, thay could explain the bug, as that race hasn't been edited to work with YA.

 

Otherwise, I would have to check out the mod itself to see what the conflict with YA could be.

Posted

The YA Interesting NPC patch fixes up the teen race. 

 

12 hours ago, Ginzored said:

Final edit...........ok someway. somehow the damned issued got fixed and i'm not sure how it happened...everything works fine now including EBD. I'mma go sit down now I've got a headache

LOL. Welcome to skyrim modding.

 

For hair, suggestions are welcome. I don't really want to go too deep into it tho. Currently I'm planning to use KK's hair as the Nord hairstyles except, I think, the manes. I think I'll keep the manes separate and assign them by hand to specific high-status NPCs. (Or fancy-pants NPCs like Sibbi.) Also I'll put them on the sabrelion chieftains, but other male orcs will trim their hair out of respect for the chief. I'll adapt the orc ponytails to fit. Outside of that everybody gets the khajiit hair like now, unless someone has better ideas. 

Posted
38 minutes ago, Bad Dog said:

For hair, suggestions are welcome. I don't really want to go too deep into it tho. Currently I'm planning to use KK's hair as the Nord hairstyles except, I think, the manes. I think I'll keep the manes separate and assign them by hand to specific high-status NPCs. (Or fancy-pants NPCs like Sibbi.) Also I'll put them on the sabrelion chieftains, but other male orcs will trim their hair out of respect for the chief. I'll adapt the orc ponytails to fit. Outside of that everybody gets the khajiit hair like now, unless someone has better ideas. 

I'd say that's fine, and it's not like there would be other options anyway, with such a (relatively) limited amount of hairs available for beast races.

 

I guess the alternative would be to also give Kritta's hairs to non-Nord NPCs, but I like the idea of different species having different hairs both due to biology (pretty sure wolf fur is not the same as cheetah fur, for example) and culture. And there's also the fact that her hairs are probably tailored to the Lykaios head shape and ears and could look a bit weird on other heads.

 

I also like that detail with only Orc leaders being able to keep manes while other males shave them. Little things like those are what makes the world more believable and interesting.

Posted

   I'm sorry to keep spam about this, but I thought it was possibly worth mentioning to be helpful. By unlikely chance, someone posted in the .tri file thread with a problem I am thinking is very likely caused by exactly the things I was detailing above. So, if it is useful, I updated the .tri  export script to add an option to export the .tri with re-ordered verts in the same way the outfit studio and nifskope 2.x will re-order:

https://www.loverslab.com/topic/57684-blender-263-tri-file-importexport-plugins/?tab=comments#comment-2396810

 

   I tested and seems to work, but you know..  if it messes up tell me.

   I also fixed the way console log data is written to be more correct, so baddog's problem earlier of no console output should also be fixed. (export only, I'll do import later)

 

   The use case is,  you have a file that you have edited in such a way that the facelist does not reference vertex indicies in ascending order (create a new model or modify topology) that you create a .tri file for,  and import via outfit studio / nifskope 2.X to create the nif. The problem will be that the .tri file order and then Outfit studio/nifskope 2.X data will not match.

   The new option re-arranges the data in the .tri file during export such that it matches what outfit studio and nifskope 2.X will do when importing. Hopefully, then, the data matches. Note that this will, of course, actually alter vertex order, so have to adjust workflow to anticipate that.

 

Posted
8 hours ago, PaulGreen said:

I'm sorry to keep spam about this

Spamming on about random shit is what we do in this thread. I'll check out your script next time I have the problem.

Posted
7 hours ago, Bad Dog said:

Spamming on about random shit is what we do in this thread. I'll check out your script next time I have the problem.

I can't disagrees with you. You are right. We all do that thing. :)

Posted
6 minutes ago, One With Nothing said:

Here's some screenshots, my PC is garbo so they're low quality. My nord witchhunter, snow elf priest, and argonian enchanter.

The forum software doesn't support BMP images, so they are uploaded as generic attached files and clicking on them will actually download them to your computer. If you want them to be visible and work as intended, you need to upload them as JPG or PNG.

 

EDIT: good to see you already fixed it, but I think I'll leave this here to spread awareness. Can't believe how many times I've seen people post BMPs, especially in the "Post your sex screenshots" thread.

Posted
8 minutes ago, PaulGreen said:

   Was there ever an SoS body version of the Cerinian race? The original download did not, if I remember.

Don't think there was. I created one for my custom "2.0" version of the mod (or at least I'm pretty sure I did), but it was a long time ago and it relied on an old version of Hoodies that no longer worked or was available.

 

I recently posted a reupload of my custom version of the mod (link in my signature), but I took out the SOS stuff because I was too lazy to update it. Not sure if I packed the male textures and such and the only thing missing is the SOS plugin itself or the male files are also missing.

 

Why do you ask?

Posted
1 minute ago, Blaze69 said:

 

 

   I noticed your signature  :3

 

   I created an SoS body version of it a log time ago, but never finished it.. adding textures and such for the common "schlong" options of SoS.  it's on list of to-do things if I maintain motivation, but did not want to re-do work if it is already done.

 

   It was before I created some of my tools, so I remember doing it in really hard ways.. probably should start over.

 

   Did you also adjust the armors and such to match SoS bodyshapes?

 

Posted
1 minute ago, PaulGreen said:

Did you also adjust the armors and such to match SoS bodyshapes?

Nope, didn't touch the armors at all.

 

Not a big fan of them; the design is too simple, the loincloth/underwear has some issues like the trim mesh floating away from the main piece instead of, y'know, trimming it, the textures are too flat and cartoony, etc. That being said, with improved textures and some mesh edits here and there, they could turn out to be halfway decent.

Posted

Aela the Huntress.

 

image.png

 

That's just what my furificator gave me, but I like it so well I'm going to make sure she always looks like this.

Posted
41 minutes ago, Bad Dog said:

Aela the Huntress.

Boi.

 

You know, many people always seemed to go crazy about Aela, what with the interest in her, the many "overhauls" for her, stuff like Amorous Adventures, all that jazz. And all the while, I was thinking "meh. She ain't so bad compared to the hags that are pretty much all of Skyrim's female human(oid)s, but she's still some random ooman, I don't see what people see in her".

 

Now I get it. :yum:

 

Jokes aside, that looks awesome. Especially with the new hair, good job on that! Really looking forward to seeing the result ingame.

 

EDIT: on the topic of specific NPCs, please do make sure Mjoll the Lioness gets a mane to do her name justice. (And yes, I am fully aware lionesses don't have manes but I don't care).

 

I've never cared much for the countless Nord female NPCs people go crazy about, but I get the feeling this is going to change with YA 5.0, lol.

Posted
1 hour ago, Bad Dog said:

Aela the Huntress.

 

image.png

 

That's just what my furificator gave me, but I like it so well I'm going to make sure she always looks like this.

She's Beautiful. I like her. Althought Lydia is My Best companion. :)

Posted
3 hours ago, Bad Dog said:

@One With Nothing really liking the skull tattoo or whatever on that guy. Maybe I'll steal it to replace the vanilla skill tattoo. I've never been able to figure how to adapt that one. Where's it from?

I believe from this mod: https://www.nexusmods.com/skyrim/mods/35677/

They seem to work surprisingly well with the furry faces. It's one of the skull ones added by the mod overlapping a green one.

Posted

It's off Topic. Does any one hear like lego? I got small Lego and Oxford(Korean Block Brand) set Diorama. It mainly consisted Lego 10193 Medieval Market village, Empire Series EM 3351 and 52 and 53; also Dragon Castle from Oxford Company.

 

 I like Near Modern theme. So, I modified blocks into near modern looking-add cannon and gun but keep armor and sword-. I got block selling business too in E-bay because I like it.

 

Alas , but I'm just small person I have no money make Lego version of Elder-scroll world. Sometime that make me said.

IMG_0264.JPG

IMG_0265.JPG

IMG_0266.JPG

Posted
4 hours ago, Blaze69 said:

Jokes aside, that looks awesome. Especially with the new hair, good job on that! 

Thanks, remembering that it's 90% KK's work. I had to do the textures and choose materials for the decorations is all.

4 hours ago, Blaze69 said:

please do make sure Mjoll the Lioness gets a mane to do her name justice

Way ahead of you, dude. I'll show her off when I have a moment. I'm liking pretty much all the ladies.

 

@Kardienlupus, okay, Lego is too off-topic. That can go on its own thread.

Posted
28 minutes ago, Bad Dog said:

Thanks, remembering that it's 90% KK's work. I had to do the textures and choose materials for the decorations is all.

Way ahead of you, dude. I'll show her off when I have a moment. I'm liking pretty much all the ladies.

 

@Kardienlupus, okay, Lego is too off-topic. That can go on its own thread.

Thanks for concern. I think same. It's too off-topic. I make New Lego thread :

 

Posted

I cannot even freaking believe I might be done with the everlasting nords.

 

But I've gotta say, none of the alternate tools are doing it for me. I'm working on scars for the other races now. First hope was that I could do what Vanilla does and have one set of scars for all Citrus-based races. I loaded up all the morphs, expressions, phonemes, and race shapes into one blender mesh, split out a section to put a scar on and then started trying to make things work. 

 

First I exported to an obj, and ran the obj through OS to get a nif, and created tris from the shape keys.

 

Got a very wierd nif that looked okay when I looked at the scar directly but when I added it to a NPC it was invisible on the wrong side. I could just see a sliver of it next to the face. But it looked fine when looking at the scar head part, it was fine in nifskope, flipping the normals did nothing, and setting the shader to double-sided did nothing.

 

Also the shape seemed to be broken up into triangles so I tried the new tri exporter setting. That might have worked, but I couldn't really see the mesh so I'm not sure. It didn't seem to be broken up into triangles anyway.

 

So I went back to my old method: Blender 2.7 -> blender 4.x -> fallout nif -> skyrim nif with vert order scrambled. blender 2.7 -> obj -> nif using Anton's meshinjector and skininjector. blender -> tri using the tri exporter without the new flag. That worked.

 

Also, and worse, CK told me it couldn't apply the scar properly because "KhajiitRace" was missing from the Races tri file. Since I was applying it to a Sabrelion/Orc, that suggests to me that the ArmorRace is being used to find the right race in the tri file. Since they all use the khajiit armor race, that means I can't use the races file at all. I'll have to create separate scars for each head shape. Since they're all morphs off the basic Citrus shape it will be straightforward, but still: 5-10 scars * 6 races = a pain in the butt. Maybe I can use the same tris for all of them tho.

Posted
3 hours ago, Bad Dog said:

 

 

   :3   I like problem solving..    Would you mind sending me the scar attempt .nif / .tri's?  For the first attempt, you would definately need to export from .tri plugin with that new option selected.

 

   Maybe it's an alpha property that is set over the texture to make everything transparent?

 

   What if you simply add a khajiit race morph matching the name of the armorrace in the races .tri file?

it looks like there are three .tri files for head parts. For instance, on the humanoind male morphs:

maskleftside.nif

maleheadmaskleftside.tri

maleheadmaskleftsidechargen.tri

maleheadmaskleftsideraces.tri

 

   Scar .nif should have all three of these. The races one maybe just needs to have a morph added in with the argonian and khajiit race ID name?

 

EDIT: I'm not that familiar with the facegen stuff in CK, unfortunately. However, I tried adding race tris to various headparts, even .tris that were not racemorphs at all, and nothing complained. which dialogue gives an error?

 

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