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Yiffy Age of Skyrim


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Posted
6 hours ago, Bad Dog said:

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 [...]

Orcs should not be using Khajiit as ArmorRace as far as I know, so I don't see how that could happen. Actually none of the races use Khajiit as ArmorRace, they all use themselves as ArmorRace (aka they have no ArmorRace assigned) and we instead edited the Khajiit helmets to also include other races in their races list, remember?

 

Are Orcs set to use Khajiit as MorphRace for some reason instead? Because that's the only reason for it I can think of.

Posted
6 minutes ago, megamastercj2 said:

I've installed this mod a bunch of times, and still getting this error with the Imperial race, it is the only mod of races that i'm using

 

Move the yiify age plugin and its patches towards the bottom of your load order

Posted
5 hours ago, Blaze69 said:

Orcs should not be using Khajiit as ArmorRace as far as I know, so I don't see how that could happen. Actually none of the races use Khajiit as ArmorRace, they all use themselves as ArmorRace (aka they have no ArmorRace assigned) and we instead edited the Khajiit helmets to also include other races in their races list, remember?

 

Goddamn, you're right. I'd forgotten that. Okay, back to the drawing board. Maybe the code that reads the races tri just expects all the vanilla races and I didn't add it.

 

@PaulGreen, I'll send you nifs and the blender file in a bit, thanks. 

 

Incidentally, one tool that does it right is the new blender 2.7 nif importer. That preserves vert order but still isn't stable enough for general use.

Posted

Success! Still using my old method but when I added the KhajiitRace to the tri races file it worked. I can now apply the same scar to orcs and high elves, it adapts to the race, and expressions and chargen work. 

 

It would really be better if lykaios were citrus heads too. Then I could just do furry version of all the vanilla humanoid scars and it would just work. As it is, I've taught the furrifier to change humanoid scars into lykaios scars on nords and I'll have to teach it to turn them into these citrus scars on the other races. 

 

Still, really glad to have this working.

Posted
4 hours ago, Bad Dog said:

Success! Still using my old method but when I added the KhajiitRace to the tri races file it worked. I can now apply the same scar to orcs and high elves, it adapts to the race, and expressions and chargen work. 

 

It would really be better if lykaios were citrus heads too. Then I could just do furry version of all the vanilla humanoid scars and it would just work. As it is, I've taught the furrifier to change humanoid scars into lykaios scars on nords and I'll have to teach it to turn them into these citrus scars on the other races. 

 

Still, really glad to have this working.

Many Thanks, Great. I can't wait Yiffy Age 5.0 :)

Posted

  This mod indeed heavy. Install another heavy mods while in mid game that cause quite problem and CTD. I have plan to install furry Version of Bruma and Vilja, to do that I feel I restart entire game because now game cause CTD in 40min-1 hour base. I have don't much love on SE But that the reason why I want this mod SE. At least SE Manage more memory resource.

 

 It sad thing I have restart game. Original plan is restarting game after Yiffy age 5,0 come. 

 

Keep your work Bad Bog and Blaze. You guys did great work so far. I believe Y A 5.0 will be incredible. :)

 

P.S I never install Vilja mod but saw many Picture. I very Curious What Furry Vlija will be look. Now I need get back to Skyrim.

Posted
5 hours ago, nikkifoxx said:

Anyone else have this problem? I've only noticed it on the fennec/breton races. It usually starts fine but once i switch between races it does this.

People keep reporting this bug, but I've never been able to reproduce it. Looks like the head is trying to load the wrong TRI files, but the fox heads all point to the right TRIs as far as I can tell, so I don't know what could be happening there nor I can suggest any solutions for it :classic_undecided:.

Posted

Is there a way to make this mod overwrite other mod NPCs? Like a patch? I'm using 'Thief' that adds new NPCs and its got like eyes floating in front of the head and the mouth too because the head shape is a normal human with no muzzle. So I guess I'm asking how do I make a patch.

Posted

That means the other mod added a new race. Doing YA, we could have made all-animal head parts, but then mods with vanilla-race NPCs wouldn't have worked. Instead we replaced human head parts with animal head parts, so mods with regular NPCs work okay--but new races mess up and require a special patch to fix. 

 

I won't stop now but when YA5 comes out remind me and I'll see about a patch for Thief.

 

Re the Bretons, yeah, weird, dunno what's doing it. I know a little more about tris now than I did then, so I'll have a second look before I'm done with this pass.

Posted
2 hours ago, NuclearMuffin said:

Is there a way to make this mod overwrite other mod NPCs? Like a patch? I'm using 'Thief' that adds new NPCs and its got like eyes floating in front of the head and the mouth too because the head shape is a normal human with no muzzle. So I guess I'm asking how do I make a patch.

2 hours ago, Bad Dog said:

That means the other mod added a new race. Doing YA, we could have made all-animal head parts, but then mods with vanilla-race NPCs wouldn't have worked. Instead we replaced human head parts with animal head parts, so mods with regular NPCs work okay--but new races mess up and require a special patch to fix. 

 

I won't stop now but when YA5 comes out remind me and I'll see about a patch for Thief.

Thief doesn't include any custom races except for the "specter" one (which is supposed to be non-playable and invisible anyway, so...). It does include dirty edits to the Nord and Dark Elf races that absolutely need to be removed, but all of its NPCs use vanilla races.

 

The thing with Thief is that it includes custom SOS-Lite-based naked skins for its NPCs that were added so the sexual content would work even without any other mods like the main SOS installed. It also includes custom heads with "young" or "old" face textures for some NPCs, and that's why they get human heads but beast eyes and mouths (they mostly use vanilla head parts but the heads are the custom human ones).

 

I've thought about making a Thief patch myself even if it's just to be able to play through the mod (no way in hell I'm going to play through it with dirty oomans in a vanilla/non-YA game), but it would have taken too much work so I simply gave up. It would be nice if you were to make a patch, but it's by no means vital.

2 hours ago, Bad Dog said:

Re the Bretons, yeah, weird, dunno what's doing it. I know a little more about tris now than I did then, so I'll have a second look before I'm done with this pass.

I'd check to make sure the fox heads (both the new Fennec ones and the edited vanilla Breton head records) point to the proper TRIs. I've done it already and everything seems to be fine, but I may have missed something.

Posted
8 hours ago, Blaze69 said:

 

 

 

Looks like "MaleHeadBreton" =

Model = actors\character\character assets\FoxMaleHead.nif

TrI = actors\character\character assets\KhajiitMaleHeadHipoly.tri

Chargen = actors\character\character assets\Cheetahmaleheadchargen.tri

 

 

"FennecMaleHead" =

Model = "actors\character\character assets\FoxMaleHead.nif"

Tri = Actors\Character\Character Assets\MaleHeadKhajiit.tri

Chargen = "Actors\Character\Character Assets\MaleHeadKhajiitChargen.tri"

 

 

Probably not meant to be that way, heh.

 

 

Posted

I have a couple of questions. I saw that you did some time ago modify skeletons to be dog skulls, but I'm not seeing that in-game. Did you include it?

Also, not sure if you know this, but the statues that you furrified have no collisions, I can walk right through them. Was wondering if you had plans to fix that. :P

Posted
35 minutes ago, Leviathan1110 said:

but the statues that you furrified have no collisions, I can walk right through them. Was wondering if you had plans to fix that. :P

i fixed some statue problems many pages ago....but i'm too lazy to re-find that post, so i'll just re-upload the files:

statue_meshes v2.7z

and it should stop the dynamic snow mod from crashing your game as well (if you have it)

Posted

MMG, I think I downloaded and included your fixes... maybe haven't uploaded them in a new version yet. They will be part of V5. 

 

Re the Bretons, those tri files shouldn't cause big problems, though it's not right. The only thing the cheetah variant does is keep round ears from going all pointy on some of the expressions. The Fennec is wrong. Maybe the fennec head is being used in some cases? I'll check. 

Posted

@PaulGreen I had to use your new export script with the flag for realsies and it did the thing. Nice work.

 

Howsomever, I had to use it because I was trying make the export path blender -> obj -> OS -> nif work and it's still not behaving. I got the attached nif (pasted in the lightingshaderproperty and alpha from a working nif) and it doesn't show in CK. I can't find the problem. I made it work by pasting the TriShape into a working head nif and deleting the head TriShape. 

 

...Actually, having typed that, I see that the Num Children on the root is 8... should be 5--head is repeated a few times. Could that be doing it?

ScarFemaleRight01-doesnt-show-in-ck.nif

Posted
30 minutes ago, Bad Dog said:

 

 

   Yes, very likely.  I'm not sure what part of the process is doing this, but it seems like it has to be something in outfit studio. You could save out the .nif from each stage of the process and see where the extra children are coming in.  Maybe it's from the pasting of block data?

 

   There are a few other things, too.. maybe just try this and if it works, I'll explain what was changed:

 

 

 

ScarFemaleRight01-doesnt-show-in-ck-Fixed.nif

Posted

Okay, that's odd. I fixed the nif I posted just by reducing num children to 5, and making sure the 5 children were the TriShape and the bones. That worked. But yours, which seems to have that fix in it, doesn't work. ?

 

Gonna do the process again with a left-side scar and see whutup.

Posted
33 minutes ago, Bad Dog said:

 

 

   Have you tried it in the game, or just in the construction kit?

 

   The two other main changes were to change the consistency flags from Mutable to Static and to remove the PF_EDITOR flag from the skin partition. This matches what the other scar files do, though I don't actually have a good idea of the consequences. It could be that not doing those makes it show up in the editor, but mess up in the game, maybe?

 

   Otherwise, yes it's weird that matching the other scar files from the game doesn't work, heh.

 

Posted

Hey BadDog, do you think you could make a patch for "A Naked World"? It plays fine with Yiffy Age except for the fact that it turns the furries into plantigrade form instead of digitigrade. I think I know how to fix it, though. It might involve deleting any reference towards footwear with xEdit. I could try this myself and see if that helps. It'd be tedious as hell though! :D

 

EDIT: Yep. I deleted the reference that was directed toward the footwear I was wearing, and loaded up the game and equipped the iron boots, and I am still in digitigrade form. Awesome. Now to do this for every single fucking boot...

:D

 

EDIT 2: Okay, nevermind the tedious part. The mod author made it easy to remove reference for a type of armor. In xEdit, just have to select naked_world > Armor Addon > remove InvisibleBoots and all furries will revert to their normal digitigrade form.

Yay! I fixed a ting by mysewf! :D

Posted

@PaulGreen just the CK. If it doesn't work there it's usually trouble in game.

 

Got the left-hand scar into the game using OS, with no trouble. Not even the extra children. ?

Posted
5 hours ago, Bad Dog said:

 

 

  Hmm  >.>  That's still weird. I've found that all the tools that deal with .nifs  just do weird things alot. Nothing is ever quite the way expected, so  I manually inspect all the important things when making changes. I think part of that reason is that Bethesda themselves do weird and non-standard things in .nifs, even within the same game's files, heh.

 

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