IGotBored Posted January 11, 2019 Posted January 11, 2019 4 hours ago, Blaze69 said: The vampire eye swap works by forcefully equipping any head part on the vampire list on your character, overwriting existing head parts if any. Usually vampires only have the bare minimum head parts on the list (head, mouth, and vampire eyes) so the only thing that changes is the eyes (and everything works as intended). But if any hairs or hair lines are also included in the vampire head parts list, those are added as well, which seems to be what happens there. That makes a lot of sense. Thanks!  @Kuroyami Hey sorry to be a bother but when i'm using your imperious patch If i try to play a khajiit my game crashes but every other race is fine.
27X Posted January 11, 2019 Posted January 11, 2019 6 hours ago, Blaze69 said: fix the issue, though. Plugins.7z  Y'all owe me a dollar.  Read everything, look at everything, assume nothing, I haven't assed to fuck with PE for three years so while the fixes are sacrosanct, they were implemented for hardware that is likely very different from yours, and results and hard ons will vary.  These settings, particularly the mempatch and bug/crash fixes require an enb for max stability, even if you're just running enboost, and frankly you should be running enboost anyway. 1
Kuroyami Posted January 11, 2019 Posted January 11, 2019 58 minutes ago, IGotBored said: That makes a lot of sense. Thanks!  @Kuroyami Hey sorry to be a bother but when i'm using your imperious patch If i try to play a khajiit my game crashes but every other race is fine. Ah, crap. Looks like I forgot to change the skeleton references for the Khajiit races. Went through the others as well, just to make sure. YiffyAgeImperiousV5UnofficialFIXED.7z Â
boo Posted January 11, 2019 Posted January 11, 2019 8 hours ago, Blaze69 said: Known HDT quirk indeed. I've always assumed it's an engine bug that will happen no matter what with any HDT-enabled mesh, but according to @27X, it's due to badly written XMLs, which would mean the bug can actually be prevented altogether. No idea on how to edit the XMLs to fix the issue, though. Yeah, that's been a thing for quite a while now. Bad Dog just likes them better that way. You can try to use the XPMSE bone size sliders in RaceMenu and upscale the NPC Foot/NPC Toes bones and see if you can make them bigger, but bear in mind bone scaling usually looks like crap so don't expect much from it. Chances are the Vampire race data has some hair listed in the "Default Head Parts" list. Â The vampire eye swap works by forcefully equipping any head part on the vampire list on your character, overwriting existing head parts if any. Usually vampires only have the bare minimum head parts on the list (head, mouth, and vampire eyes) so the only thing that changes is the eyes (and everything works as intended). But if any hairs or hair lines are also included in the vampire head parts list, those are added as well, which seems to be what happens there. Â TL;DR: @Bad Dog, make sure all the Vampire versions of the races only include the head, mouth and vampire eyes, and nothing else. I think some hairs/hairlines managed to sneak in there as well. I posted the file here. You still need to download and install the main KS Hairdos file from Nexus first, though. Thanks so much! Do you happen to have argonian feather hairstyles as well?
MadMansGun Posted January 11, 2019 Posted January 11, 2019 what i could realty use is a 2k texture patch, because having 4k on everyone is a unnecessary strain on my system (considering that most of the time 2&4k look the same to me in game anyways) Â also there are some obj files called 3DLayer in some of the texture folders.
boo Posted January 11, 2019 Posted January 11, 2019 11 hours ago, Blaze69 said: Known HDT quirk indeed. I've always assumed it's an engine bug that will happen no matter what with any HDT-enabled mesh, but according to @27X, it's due to badly written XMLs, which would mean the bug can actually be prevented altogether. No idea on how to edit the XMLs to fix the issue, though. Yeah, that's been a thing for quite a while now. Bad Dog just likes them better that way. You can try to use the XPMSE bone size sliders in RaceMenu and upscale the NPC Foot/NPC Toes bones and see if you can make them bigger, but bear in mind bone scaling usually looks like crap so don't expect much from it. Chances are the Vampire race data has some hair listed in the "Default Head Parts" list. Â The vampire eye swap works by forcefully equipping any head part on the vampire list on your character, overwriting existing head parts if any. Usually vampires only have the bare minimum head parts on the list (head, mouth, and vampire eyes) so the only thing that changes is the eyes (and everything works as intended). But if any hairs or hair lines are also included in the vampire head parts list, those are added as well, which seems to be what happens there. Â TL;DR: @Bad Dog, make sure all the Vampire versions of the races only include the head, mouth and vampire eyes, and nothing else. I think some hairs/hairlines managed to sneak in there as well. I posted the file here. You still need to download and install the main KS Hairdos file from Nexus first, though. Thanks so much! You don't happen to have argonain hair feathers too do you?
Blaze69 Posted January 11, 2019 Posted January 11, 2019 8 hours ago, Wolfehound said: Is V5 SSE compatible or will we see that sometime later? Sometime later. V5 is still not an official release, but an alpha, so at the very least it will have to wait until the actual full 5.0 is out, I'd say. 5 hours ago, 27X said: Plugins.7z  Y'all owe me a dollar. May you always walk on warm sands, friend. Thanks much . 2 hours ago, boo said: Thanks so much! Do you happen to have argonian feather hairstyles as well? Nope, but IIRC there was a mod in the Nexus that distributed those hairs among vanilla Argonian NPCs and it was standalone so it already included all the required files and had the hairs available to the player as well. I think it was called "Hott Argonians" or something like that.
27X Posted January 11, 2019 Posted January 11, 2019 If I were you, I would just load the xmls first, with the mempatch, then the crash/bugfix and stability dlls one at a time. Â Slow and steady wins the race. 1
Bad Dog Posted January 11, 2019 Author Posted January 11, 2019 On a hunt for the crashy hair now. Â I'll see if I can pump up the feet a bit. But I'm NOT going full fursuit. Â @27X, thanks. I got no clue about that stuff. Â I'm sure I added all the head parts to the vamps. I'll check them now. 1
Bad Dog Posted January 12, 2019 Author Posted January 12, 2019 Posted a smaller set of textures at the site: https://drive.google.com/open?id=1fexAF7Kby3xPG0V5_285dQ2KXhfxSppg - see if they're easier on the system. 1
Gayton Kerslut Posted January 13, 2019 Posted January 13, 2019 seems some of the nord hair causes my game to immediately CTD. Was scrolling through it in the character selector. No dice. Â that might be some of your crashy hair
MadMansGun Posted January 13, 2019 Posted January 13, 2019 On 1/11/2019 at 7:36 PM, Bad Dog said: Posted a smaller set of textures at the site: https://drive.google.com/open?id=1fexAF7Kby3xPG0V5_285dQ2KXhfxSppg - see if they're easier on the system. it seems better so far, but i have not had much time to do a proper comparison test yet.
ShadowKitty42 Posted January 13, 2019 Posted January 13, 2019 Hello good furs. I've been busy as of late so I haven't been here in a while. Got caught up on the thread though, saw some YA5 problems that were found and resolved. I'm currently updating my Skyrim setup and will start making my SSE conversion attempt. Â Edit: Even though I knew it wouldn't work, i decided to just drop it in without changes. Suprisingly, i was able to load into my game without it crashing. I was in the Jarl's Longhouse in Falkreath. Everything appeared to be fine, except that Tails on female cheetahs (my character and an NPC in there) were standing straight out. The Lykaios characters tails looked normal though. And none of the facegen worked (as expected). But when I tried to go out into Falkreath, it takes a couple seconds, but it does freeze. It doesn't CTD though, which was interesting. I was stuck with using Task Manager to close it.
Bad Dog Posted January 13, 2019 Author Posted January 13, 2019 I'd appreciate help with the hair. What I'm finding is flipping through the hair slowly never crashes. None of the hair on its own causes a crash. But flipping quickly sometimes causes a CTD, but not always on the same hair.  Does that match what others are seeing?  Edit: By 'help' I mean if anyone can narrow it down to a particular hair mesh. Help with the nif would be great but at this point I don't know which to look at.
ShadowKitty42 Posted January 13, 2019 Posted January 13, 2019 Hey Bad Dog, I just noticed that YiffyAgeDigi.esp has Schlongs of Skyrim - Core.esm as a master? Is that correct, or something you forgot to remove?
Gayton Kerslut Posted January 13, 2019 Posted January 13, 2019 Well, it seems to be a specific nord hair that does it regardless of how quickly or slowly I scroll through them. A specific hair, somewhere in the 30's. At least for me.
ShadowKitty42 Posted January 13, 2019 Posted January 13, 2019 When loading this on SSE, with the most minimal load order possible, on a new game Ulfric Stormcloak's head is a glitchy mess. No idea if that happens on LE or if it's a result of my conversion. Â And for some reason, no matter what I do, I can't get the game to go through any cell transition. I can do the entire intro sequence (with YA textures removed, cause it was giving CTD), but when I get to the part of entering the keep with either Hadvar or Ralof, the game gives CTD on the load screen. Â I even have a 100% unmodded, clean save from inside that keep, and that gives CTD on load with YA enabled. Â Edit: small note on Ulfric's head, it doesn't start to glitch out until later on when General Tullius is talking to him.
Trevjake09 Posted January 13, 2019 Posted January 13, 2019 Would it be rude to ask for another CBBE patch? Unless of coarse there is plans to add it once the full version is out, and if that is the case I can live with offset nipples for a while longer.
ShadowKitty42 Posted January 13, 2019 Posted January 13, 2019 Alright, disregard what I said about the crashes previously. (Ulfric is still a mess though) Â With all meshes converted to SE, if I disable ONLY YiffyAgeDigi, 90% of the crashes are resolved. If I remove all textures (but keep meshes), the rest of the crashes are resolved (but I haven't gone into texture troubleshooting yet.) Â So I have confirmed there is some problem with YiffyAgeDigi. I haven't looked at it in detail yet. Â Edit: I loaded up YiffyAgeDigi using SSEEdit. When looking at the records in it, there are a TON of records that say "error: could not be resolved" and I don't know how to fix those. Bad Dog will need to take a look at it and possibly remake that ESP.
Bad Dog Posted January 14, 2019 Author Posted January 14, 2019 ... and my modding laptop has died the Real Death, so Bad Dog isn't going to be doing anything for a little while. Dunno how long it will take me to recover. I haven't got the spare cash for a new laptop right now and I don't know how capable my only alternative is.  This sucks pretty hard but the upside is I just finished uploading a new version, which I'm calling a beta. In the usual place there are files for the base mod, the digitigrade feet, the SOS additions, and HDT tails. The base mod is now vanilla tail animations.  All the bugs I know of are fixed. I did a cleanup of the hair and I can flip through them all without crashing. Let me know if your experience differs.  I'm guessing shadowkitty might be hitting system limitations. Did you try using the reduced textures?
Gayton Kerslut Posted January 14, 2019 Posted January 14, 2019 Whats wrong with your laptop precisely? Maybe I can help you there. You do a lot for us with this mod, I'd be happy to offer a bit of technical assistance if you describe the issue to me  Another thing, I have the floppySOS mod installed. I noticed that the balls like to flop around with physics, which is nice but schlongs don't, they have that SoS style laggy movement to them. Any way around this? I like having the physics on dongs setup like before
Bad Dog Posted January 14, 2019 Author Posted January 14, 2019 Might just be the power supply, might be the motherboard. If it's the motherboard there's likely no resurrecting it. Bad smell, bad noise, thing shut down, no lights, no action.  I don't really know anything about HDT. I think the XML assigns weights and physics to bones, so in theory you could give physics to the whole shaft. But none of the other schlongs have done that and I don't know how to do it.
ShadowKitty42 Posted January 14, 2019 Posted January 14, 2019 11 minutes ago, Bad Dog said: I'm guessing shadowkitty might be hitting system limitations. Did you try using the reduced textures? It couldn't be that, I've been loading the game without any YA textures. I have separated all parts of the mod into "ESP and scripts", "meshes", and "textures", for each mod. I have textures for everything turned off. If I enable just YA Digi, the game crashes on title screen. If enable it and the meshes, I can play through the entire intro sequence up to the point of going into the keep with Hadvar or Ralof, and it crashes on the loading screen. If I load a clean save that's already in the keep, it crashes. If I enable my entire load order (that worked with my shoddy conversion of YA 4.2) and enable everything except YA Digi, it works perfectly.
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