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Yiffy Age of Skyrim


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Posted

Jesus god, imma die. Have I mentioned I'm a little OCD?

 

So the male heads are all set up, tints and textures readjusted. I tripped over the problem where a few random vertices were off by a tiny bit in every damn morph so the spazzed out when you stacked morphs, but I got that fixed.

 

Now I'm back on the hairs and I wasn't happy with the random assignment of hairs because basically Bethesda is stupid. Adrienne Avenicci, a blacksmith, has the same hair as Helga, a lady of loose morals. With random assignment Adrienne got a wild hairdo that would flame out as soon as she got near a forge. You'd run across a begger with jewelry in their hair.

 

So I expanded the idea upthread of using voice types to chose hair styles. Now commanders get no-nonsense hair that stays out of their face; sultry girls get wanton 'dos; snooty bastards get fancy hair; beggers and bandits get rough hair. And because OCD, tribal orcs who aren't chiefs get a variety of shaved hair (minimal ponytails) but orcs not in tribes can have other hair and chiefs get manes. And only the YoungEager get the flip hairstyle. 

 

Right now I've actually set the reverse of the above; snooty bastards don't get messy hair. More variety that way and since the voice type match isn't perfect, I think restricting them to only  fancy hair might have odd results. But I'll have to see what the furrifier generates to be sure.

 

On to the ladies. 

Posted

 

 To Blaze. I'm come back Here for speed up Yiffy age Companion Project Kara. Currently I don't have no good microphone-mine is almost broken- but YA 5 is coming I did makeshift small noised recording.  For Test.

 

 I currently need to tune voice a lot and it's better send Voice record as MP3. Please give me a basic voice line script. I'll Practice and upload it in this Thread again. :)

 

I'm hyped. It's first step of Beyond Skyrim-Bruma available voice acting Follower of YA 5.0.Kara_Vampire_1.png.1dd5de06371c94643ff1fc519a8738c1.png

 

Yes, I made NG at Delphine and Riverwood part. but it's hard to do anything without script. really make shaft.

Posted
3 hours ago, Bad Dog said:

Jesus god, imma die. Have I mentioned I'm a little OCD?

Ain't we all? ?

 

The amount of work going into this is insane, but then again that's what makes a difference between "I just replaced human race assets with beast race ones (for yiff purposes)" and "throughly crafted total game overhaul that has its own consistent lore and works great (and can also be used for yiff purposes)", lol.

1 hour ago, Kardienlupus said:

To Blaze. I'm come back Here for speed up Yiffy age Companion Project Kara. Currently I don't have no good microphone-mine is almost broken- but YA 5 is coming I did makeshift small noised recording.  For Test.

 

 I currently need to tune voice a lot and it's better send Voice record as MP3. Please give me a basic voice line script. I'll Practice and upload it in this Thread again. :)

 

I'm hyped. It's first step of Beyond Skyrim-Bruma available voice acting Follower of YA 5.0. 

I was wondering what you had been up to; guess now I know.

 

Anyway, yeah, that's a start, though there's still a lot of work to be done there. Also I think I remember coming across a "voice acting" guide in the Nexus; IIRC it was mostly focused on how to post-process the recorded MP3's (which I guess I'll do myself), but I'll see if I can find it again in case there are some hints on how to actually record the voice itself.

 

My plans for Kara so far are to wait for YA 5.0 to drop and then make an initial test plugin to add her to the game but with a vanilla follower voice. Then we move on to writing the dialogue for her and such until she's got at least the basic follower voices working, and then we can start designing her quest(s) and stuff. But that's still a long ways off so better to not get too hyped for now as it's too early yet, lol. :classic_wacko:

Posted
On 12/9/2018 at 11:43 PM, Shadowscale said:

Take the zip for FNIS and unpack it into the path FNIS in that picture up there pointed you to then when you run it if its in the correct spot it will run.

 

Edit: The FNIS tool will be in the tools folder. It should make a shortcut on your desktop when you run it too.

Spoiler

skyrimloadorder1.PNG.ed7d68a8ba0bc97ae6626b2c2cf5d004.PNGfnisthing.PNG.0a416dc9b06b5d177d5f1f99455bde0e.PNGskyrimloadorder2.PNG.ab6fe506f8c4f41a3a745c2dc066a217.PNG

I think I fixed the FNIS error, but the fennec race is still invisible.

Posted
2 hours ago, SneeringCricket said:

I think I fixed the FNIS error, but the fennec race is still invisible.

If it's just the Fennec race that is bugged and Bretons work fine, forget about the Fennec and play as a Breton instead. Why would you want to play as a custom race anyway when the whole point of the mod is to turn the vanilla races into those new races? That would be like installing a player-only magic overhaul mod and then play as a melee-focused character never using magic at all.

 

If Bretons are screwed as well, try reinstalling YA from scratch.

Posted
20 minutes ago, Blaze69 said:

If it's just the Fennec race that is bugged and Bretons work fine, forget about the Fennec and play as a Breton instead. Why would you want to play as a custom race anyway when the whole point of the mod is to turn the vanilla races into those new races? That would be like installing a player-only magic overhaul mod and then play as a melee-focused character never using magic at all.

 

If Bretons are screwed as well, try reinstalling YA from scratch.

It's both the Bretons and the fennecs

Posted
4 hours ago, SneeringCricket said:

It's both the Bretons and the fennecs

Your skeleton could use replacing for XPMSE and check skeleton arm fix as well and see if you still have some issues.

Posted
14 hours ago, SneeringCricket said:

It's both the Bretons and the fennecs

Adding onto Shadow, make sure you do the XPMSE >ABSOLUTELY LAST< and yes that includes AFTER YA.

 

That way it'd overwrite absolutely everything it needs to.

 

 

For the mod in general, dumb question: YA And all the patches work relatively fine in SSE, correct? I know the new update is meant to, which is why I'm doing my best to wait for it.

Posted
8 minutes ago, Xayrlen said:

A really nice mod, I must say. But, uh... How do you update it considering one got all suggested mods and patches for them?

What do you mean with "update it"? The next version (5.0) isn't out yet, though it shouldn't take much longer, and when it does drop, it will be better to start a new game due to a handful of script-related changes (mainly to the built-in Hoodies schlong system).

Posted

I'll be updating the patches too. Gotta have all the extras.

 

Hey, an advantage of the new hair system is I'll be able to assign Apachii hair properly too. I was always iffy about Apachii hair in this mod because some of the more distinctive styles really need to be restricted to certain types of NPC. 

 

Progress is being made. I have finished my detour through updating all the heads and have working heads and scars for all the races. (Scars look way way better.) KK's new hair has been updated with race morphs where necessary to fit the other beasts. Now I'm back to the ear jewelry which is a hassle because I'm really going to need three variants--lykaios, long-ear citrus heads, and round-ear citrus heads (which is all the cats except khajiit). Still need to do a pass through the mouths to make sure they are fitting properly.

Posted
4 minutes ago, Bad Dog said:

I'll be updating the patches too. Gotta have all the extras.

 

Hey, an advantage of the new hair system is I'll be able to assign Apachii hair properly too. I was always iffy about Apachii hair in this mod because some of the more distinctive styles really need to be restricted to certain types of NPC. 

 

Progress is being made. I have finished my detour through updating all the heads and have working heads and scars for all the races. (Scars look way way better.) KK's new hair has been updated with race morphs where necessary to fit the other beasts. Now I'm back to the ear jewelry which is a hassle because I'm really going to need three variants--lykaios, long-ear citrus heads, and round-ear citrus heads (which is all the cats except khajiit). Still need to do a pass through the mouths to make sure they are fitting properly. 

Again, Thanks for your great wok.

Posted

well this is a 2 question post hope you don't mind, Hopefully the answer to one will help keep me from asking a bunch of useless ones later lol.

 

Uhm Question 1:  A lot of my NPC's have lost their heads, I mean literally walking around with no heads!  How do I fix that?

 

Question 2:  How do you search through posts, Cause I imagine unless I did something really stupid, missing heads has probably been asked about before, and I would have much rather read the answer that im sure ya'll came up with, than bother you by asking it again?  Thanks and apologies in advance!

Posted

think I found the answer myself reading backwards through the posts.  1. Loot gave me wrong load order, moved YA all to the bottom manually (pain in the arse to do on Vortex btw you literally cant drag them like you can with all the other mod managers... you would think Loot would know about putting this down at the bottom right? not like this mod came out last week) 2. got rid of unnecessary sos plugins and disabled BDSCore.esm.  Anyway started the game again and woot everyone has their head again!

Posted
15 minutes ago, TheLastKhajiit said:

Quick question, will the updated Lykaios race be available separately, or only in YA? I'd rather not have to download YA just for one race.

Not separately right away I think, that's its own project, like Bad Dog's Khajiit and upcoming Argonian mods.  I believe Bad Dog said a little bit ago that he intends to isolate all of the included races, which'll be the natural next step after ending the requirement of the original race mod files for Yiffy Age, because the birthgivers of those races have all ascended to their respective post-internet plains and were never heard from again.  Not for a while though, not a priority, but maybe someone can fux you up something from the new files and the old Lykaios before that.

Posted

Well, spit. That quick tour through the mouths isn't so quick. The stupid vanilla khajiit tris don't have the same number of verts as the nifs. And the chargen tri has a different number of verts from the expressions tri. I've seen this before... apparently the engine can handle it, tho some verts won't behave. But all my tools won't handle it so I can't use the vanilla assets as a starting point.

 

And I think some of the mouths kinda suck and always have. But I can't even modify the heads to fit the mouths conveniently, because I can't get the morphed mouth into blender and do the fitting. 

 

Only way to handle it is to make a citrus mouth (something the citrus guy didn't do) and do all the morphs by hand. That sounds sucky enough that I think I'll sleep on it before I start. Maybe get all the rest of the head parts really truly sorted first and do a facegen and see how things look in game.

Posted
On ‎12‎/‎15‎/‎2018 at 6:20 PM, Bad Dog said:

Well, spit. That quick tour through the mouths isn't so quick. The stupid vanilla khajiit tris don't have the same number of verts as the nifs. And the chargen tri has a different number of verts from the expressions tri. I've seen this before... apparently the engine can handle it, tho some verts won't behave. But all my tools won't handle it so I can't use the vanilla assets as a starting point.

 

And I think some of the mouths kinda suck and always have. But I can't even modify the heads to fit the mouths conveniently, because I can't get the morphed mouth into blender and do the fitting. 

 

Only way to handle it is to make a citrus mouth (something the citrus guy didn't do) and do all the morphs by hand. That sounds sucky enough that I think I'll sleep on it before I start. Maybe get all the rest of the head parts really truly sorted first and do a facegen and see how things look in game.

Import the mouth morph as an OBJ.

 

Either straiten every two polygons/verts on the seam of the inner mouth of the head as if they were one polygon/vert, then try to align the mouth seam, or sink the mouth seams into the mesh and only try to align the verts on the ends of the lips.

 

Like I mentioned before, I do plan on making new heads with a new mouth for Khajiits at some point, so not really worth it. The new mouth would definitely be superior to the vanilla shape, and a Citrus mouth wouldn't be much of an improvement to bother with anyways.

Posted

Ya, whatever I do has to be done with what I have. This puppy has got to get out the door.

 

In the good news column, I am re-facegenning the world. Did I mention the OCD thing? It bugged me that every time I ran the furrificator all the NPCs ended up looking different, because of the random assignment of tints and body parts. I get used to each NPC looking a certain way. So I replaced the random number generator with a hash function driven off the NPC's editor ID. Now the NPC ends up looking the same every time. Things will change when you add new parts--so the Apachii hair patch will change all the hairs. But it won't change body color or face patterns or scars. 

 

Yay, right?

 

Anyway, I fixed up the scars and did another pass through the face tints. I got all the earrings fixed up with race tris and expression tris to work with the different races. I split out some of the earrings that were combined with hair into their own head parts and labeled them eyebrows, since I'm not using eyebrows for the furries. That way you can mix and match as you like. The furrificator is smart enough to randomly assign earrings only if the hair doesn't have built-in earrings. I set the probability of earrings maybe too low... I can change that if it seems there aren't enough around. 

 

The only head parts left I think are the mouths and also PaulGreen did a bunch of work on eyes that I haven't incorporated yet. I'll see how things look when this facegen is done. If it's not total garbage I might release it as an early alpha. 

Posted

I got burnt out on Skyrim modding for a while but I'm back, making the switch to NMM to MO was fun and I see why people prefer it now. Keeping YA out of my load order until the next big update, looking forward to it! Facegen was always the biggest pain, but it sounds like you've found a good solution.

Posted
4 hours ago, Nuuhkia said:

I got burnt out on Skyrim modding for a while but I'm back, making the switch to NMM to MO was fun and I see why people prefer it now. Keeping YA out of my load order until the next big update, looking forward to it! Facegen was always the biggest pain, but it sounds like you've found a good solution.

 

If possible, switch to Special Edition, I can confirm it's a lot more stable than Oldrim which used to crash like every 15 minutes for me.

 

Apparently shortly after the next big YA update the work for SE compatibility will begin.

Posted
31 minutes ago, ziggyr2750 said:

If possible, switch to Special Edition, I can confirm it's a lot more stable than Oldrim which used to crash like every 15 minutes for me.

unless CrapClub gets updated again, then everything gets fucked.

Posted
13 hours ago, MadMansGun said:

unless CrapClub gets updated again, then everything gets fucked.

The current SKSE was updated to match, you can prevent the updates, and there's even a way to roll back.

Posted
3 minutes ago, Bad Dog said:

Share.

If you set the Steam settings for SE to "Only update this game when I launch it" and only use SKSE to start the game (so you never touch the SkyrimSELauncher itself and/or use "Play" on the Steam library), it won't be auto-updated and you can keep playing on whatever version you have installed for as long as you want.

 

As for rolling back, you have to use the Steam console to manually download the EXE version you want (usually the one from the previous update) and then use it to replace the updated/broken game EXE. You need the code for the file you want but people usually post it in the /r/SkyrimMods subreddit not long after the update drops.

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