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Yiffy Age of Skyrim


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Posted (edited)

People have asked me to work with SOS Lite, but I can't find modder's information for that and I've never bumped it up the priority list.

Nope, don't even bother. SOS Lite is just the default SOS meshes with the Schlong meshes integrated into it. The UV of the schlong is modified so it uses one of the corners of the body texture (where the feet are right now) instead of their separate textures, and then the feet are given their own texture set. Like this:

 

 

 +  

 

 

That way, when an NPC is naked they have SOS parts, and that's it. No scripts or anything else, so Hoodies can't be "replicated" unless you wanted everybody to be permanently erect, and even then you would have to do the edits to the UV layout of your meshes.

 

I'll probably remove the SL dependency, if the keyword is really all it is. My original thought was why bother--that's what the original Furry Age is for. But there's been enough additional work put into the mod by now that maybe it's worth it.

Yeah, I'm pretty sure that is the only thing, because I did it. If you remove the "SexLabNoStrip" keywords from the Armor entries and use "Clean Masters" option in TES5Edit, the dependency to SexLab.esm will be removed.

Edited by Blaze69
Posted

I seem to be having issues with male argonians after updating to the consolidated version on a new save file. The males wind up with a hole in the crotch after I finish my character creation. No new mods were added so going to try to reinstall to see if something got mixed up.

Posted

Open up the SOS menu and see what it thinks is going on. If SOS says your PC has the slit schlong then it's not showing up and there's some kind of install problem. Try assigning different schlongs and see which ones show up in the game.

Posted

Open up the SOS menu and see what it thinks is going on. If SOS says your PC has the slit schlong then it's not showing up and there's some kind of install problem. Try assigning different schlongs and see which ones show up in the game.

 

Appears to be not just be argonians, but all males. Going to see if an old hoodie mesh or something is causing the issues that didn't get cleared out.

 

Edit: Only changed in load order then and now were removed the hoodie schlong.esps that were incorporated into the consolidated version.

Posted

Has anybody got some insight as to what's up with the kids?

 

Problems right now are that not all child heads actually meet up with the body; and the visible child skin is human, not the right sort of animal.

 

I don't really understand how Skyrim matches skin to race. Khajiit and argonians don't need a special mesh for body armor that shows skin--and yet they show up with the right skin in game. Somehow the engine must be recognizing that that particular mesh is a skin mesh and replacing the texture with the texture that goes with the race? But what's the mechanism? And how does the engine find the right texture for the race?

 

As for the heads meeting up, I can modify the body so the neck extends upwards a bit. Better would be to make childish beast heads, but how hard is that? If all I do is a small warp--larger eyes and shorter noses, for example--will the morphs all work correctly, or do they have to be redone? (If they have to be redone, I don't think I'm up for it.)

Posted (edited)

Has anybody got some insight as to what's up with the kids?

 

Problems right now are that not all child heads actually meet up with the body; and the visible child skin is human, not the right sort of animal.

 

I don't really understand how Skyrim matches skin to race. Khajiit and argonians don't need a special mesh for body armor that shows skin--and yet they show up with the right skin in game. Somehow the engine must be recognizing that that particular mesh is a skin mesh and replacing the texture with the texture that goes with the race? But what's the mechanism? And how does the engine find the right texture for the race?

 

As for the heads meeting up, I can modify the body so the neck extends upwards a bit. Better would be to make childish beast heads, but how hard is that? If all I do is a small warp--larger eyes and shorter noses, for example--will the morphs all work correctly, or do they have to be redone? (If they have to be redone, I don't think I'm up for it.)

The flag that tells Skyrim "this mesh is actual skin and should be treated as such" is the Skyrim Shader Type in the BSLightingShaderProperty of the .nif. If it is set to "Skin Tint" or "Face Tint", Skyrim knows it is skin.

 

As for how the game knows what texture "goes" with each race, is the Skin texture assigned to the SkinNaked Armor Addons. So Khajiits and Argonians have NakedTorso/Feet/HandsKhajiit or NakedTorso/Feet/HandsArgonian with the corresponding SkinBody/HandsKhajiit/Argonian Texture Sets assigned, and thus the game uses the as their "skins" and replaces the textures of anything with the proper shader type

 

That is how it all works: when a Khajiit equips a clothing mesh that shows skin (and has human textures assigned by default to the meshes in NifSkope), the game "reads" the skin shader type and knows that is part of the body, so it then goes to check "NakedTorsoKhajiit" (or whatever the corresponding naked AA is), sees that it has "SkinNaked(Fe)MaleKhajiit" Texture Set assigned, and replaces the textures of the body inside the clothes with the ones listed in the Texture Set.

 

Children have their own Texture Sets defined in their NakedSkin ArmorAddons, so the system also applies to them, and can be safely used to replace their textures by assigning them new Texture Sets. The problem is they don't use the same textures as adult Skyrim characters: they have their own UV layouts and use Tangent Space normal maps (like the ones used by NPC's in Oblivion or Fallout), so you would have to create children versions of the race textures that have children equivalents (Breton/Vukasin, Imperial/Vaalsark, Nord/Lykaios and Redguard/Tiger) that used their layout/format .

 

About heads, as it is explained in the Compleat Khajiit thread, morphs will work as long as the polycount of the mesh is not altered and only polys are moved around. That is how Khajiit head replacers like Catlike Khajiit work without the need for modified .tri files. So you can safely edit current heads to make them look childlike (and fit the child body neck seam as well) as long as you follow those guidelines. About how morphs will look on those once they are done, well... You can always give NPC children default face data (as in, default shape with no morphs applied) if the results of applying their morphs from the vanilla game look horrible or something like that.

 

EDIT: On a side note, you may want to edit the XPMSE AddOn, because it is missing some files. Some of the races are wrongly pointed to the female skeletons in "actors\character assets female" instead of the right path in "Actors\Character\Character Assets Female" (Notice the missing "Character" folder in the middle?), and the new version gives Argonians their own skeletons, but neither the misplaced ones in "actors\character assets female" nor the Argonian ones are included in the XPMSE AddOn, so there can be issues/bug if you run a mod that is expecting XPMSE and doesn't work with XPMS, like the HDT-weighted SOS body.

Edited by Blaze69
Posted

K, will fix xpmse. 

 

I'm guessing I have to edit the child heads to make them meet the child body mesh. So might as well make them a bit more child-like as well. 

 

What an ass-backwards way of figuring out a body texture. But thanks for the explanation, I can probably make all that work.

Posted

What about mouth parts? Won't I have to re-create mouth parts if I change the shape of the head? And eyeballs?

If you don't touch the actual mouth "border" or the eye area or at least don't make extensive changes to them, you should be good to go (unless you want to make the eyes bigger or something like that, in which case you would have to edit them). Again, Catlike Khajiit has several different head shape options, but they are done in a way that doesn't require touching neither eyes nor mouth. You could take a look at it for reference.
Posted

Heeeey, So i've been fiddling around with this for awhile. Is there anyways to get http://www.loverslab.com/files/file/2476-all-in-one-hdt-animated-pussy/ to work with this?

 

havent been able to find anything about it.

Install all in one then install this mod (replace when asked) The hand collisions won't work as this mod uses different hand meshes. Haven't tried editing them yet. Thou the shlong collision does work for me.

Posted

 

Heeeey, So i've been fiddling around with this for awhile. Is there anyways to get http://www.loverslab.com/files/file/2476-all-in-one-hdt-animated-pussy/ to work with this?

 

havent been able to find anything about it.

Install all in one then install this mod (replace when asked) The hand collisions won't work as this mod uses different hand meshes. Haven't tried editing them yet. Thou the shlong collision does work for me.

 

I'm not really sure what you mean all in one? is there an all in one for this? like all the things needed for this to work in one package?  

 

I'm not so worried about the hands. I'd just like everything else to work. Trying to get mods to work has been a mess!

Posted

Heeeey, So i've been fiddling around with this for awhile. Is there anyways to get http://www.loverslab.com/files/file/2476-all-in-one-hdt-animated-pussy/ to work with this?

 

havent been able to find anything about it.

Forget about the "All-in-One HDT Animated Pussy" thing. It's just a repack of already existing files, plus a truckload of other stuff that isn't actually necessary for what you want. There is also the fact that it is probably incompatible with this mod.

 

Yiffy Age's textures already include support for UUNP Special body (which is the actual "HDT Animated Pussy" mod, because it's a body mesh with HDT naughty bits), so you only need to build it with the preset you want using Bodyslide. As for collision with schlongs, you would have to link the hdtm.xml file to all of the erect versions of the schlong meshes (it should be easy to find a tutorial on how to do that). Collision won't match perfectly because the Hoodies schlongs would need a custom .xml tailored for their shape, but at least you will get some kind of "reaction".

 

This last thing is the reason I have not yet suggested doing that to BadDog: linking schlongs to HDT collisions is easy and causes no issues or anything if you don't have HDT installed, but untill we can have a .xml that actually matches current schlong shape (and I can't make it because I have no idea how to set up a collision .xml), I would leave the topic on standby.

Posted

 

Heeeey, So i've been fiddling around with this for awhile. Is there anyways to get http://www.loverslab.com/files/file/2476-all-in-one-hdt-animated-pussy/ to work with this?

 

havent been able to find anything about it.

Forget about the "All-in-One HDT Animated Pussy" thing. It's just a repack of already existing files, plus a truckload of other stuff that isn't actually necessary for what you want. There is also the fact that it is probably incompatible with this mod.

 

Yiffy Age's textures already include support for UUNP Special body (which is the actual "HDT Animated Pussy" mod, because it's a body mesh with HDT naughty bits), so you only need to build it with the preset you want using Bodyslide. As for collision with schlongs, you would have to link the hdtm.xml file to all of the erect versions of the schlong meshes (it should be easy to find a tutorial on how to do that). Collision won't match perfectly because the Hoodies schlongs would need a custom .xml tailored for their shape, but at least you will get some kind of "reaction".

 

This last thing is the reason I have not yet suggested doing that to BadDog: linking schlongs to HDT collisions is easy and causes no issues or anything if you don't have HDT installed, but untill we can have a .xml that actually matches current schlong shape (and I can't make it because I have no idea how to set up a collision .xml), I would leave the topic on standby.

 

 

 

okay so, for the uunp special body, and 'unified' that's all incorporated now into the bodyslide and outfit studio now right? so i don't need to get those files separate? 

 

most of this stuff was supposed to set up those links automatically so i'm not really sure what I'm doing/looking for there, I'll try and do some searches like you said.

 

so, I don't need this mod to have the animated pussy, that responds to the SoS penis, correct? I had this set up before (I wasn't trying the animated pussy thing originally till I saw one existed after i'd already been using this at its core) and I didn't see any way to turn on or activate such a thing and only have just a skin texture pussy on base vannila skin.

 

So I'm unsure how to 'turn it on' using the body slide presets if it's incorporated in the already existing files? 

Posted

@Blade, making a kid look like a kid is all about mouth and eyes. I'll have to decide if it's worth it.

 

@ToastLover, the consolidated version of this mod has all the dick you need.

Posted (edited)

okay so, for the uunp special body, and 'unified' that's all incorporated now into the bodyslide and outfit studio now right? so i don't need to get those files separate? 

most of this stuff was supposed to set up those links automatically so i'm not really sure what I'm doing/looking for there, I'll try and do some searches like you said.

 

so, I don't need this mod to have the animated pussy, that responds to the SoS penis, correct? I had this set up before (I wasn't trying the animated pussy thing originally till I saw one existed after i'd already been using this at its core) and I didn't see any way to turn on or activate such a thing and only have just a skin texture pussy on base vannila skin.

 

So I'm unsure how to 'turn it on' using the body slide presets if it's incorporated in the already existing files? 

 

Okay I'll be honest. I can't make out what is the point of your post. Sorry, I'm not at my 100% right now. So I guess I'll just do what I always do: Infodump incoming!

 

To set up the UUNP Special body, install Bodyslide and on the installer pick this options: Unified UNP, RaceMenu Morphs for UUNP, Pre-Built UUNP Special with morphs, 1st Person meshes (UUNP), and the Default or No Belly physics (choose the one you prefer). If you don't mind your character's body changing shape when you equip anything because they don't match with the naked body, you are done.

 

If you prefer everything to be consistent, then first follow my advice here and install UNP with the vanilla replacers and the mesh fixes and stuff. Then you install Bodyslide as instructed above. When you are done, you run Bodyslide, in Outfit/Body select "Unified UNP Special", on Preset choose "UUNP - UNP", tick the "Build morphs" box, and click on "Build". Done.

 

EDIT: about making schlongs collision-enabled, refer to my post above with the "linking to HDT collision .xml" thing.

Edited by Blaze69
Posted (edited)

@Blade, making a kid look like a kid is all about mouth and eyes. I'll have to decide if it's worth it.

In that case I think some of the vanilla eye morphs (aka "Eye Shape" slider options in RaceMenu) do make the eyes bigger, and there was also an edited female Khajiit .tri file in the Nexus somewhere with some mouth/eye "kitten-like" shapes that may be what you are looking for, so you could always not touch those areas (and thus not need to build all the morphs from scratch) and achieve the look you want applying those morphs selecting them in the children NPC's face data.

 

EDIT: here is the mod. You could use it if tktk1 is fine with it. It's only for female khajiit, but as male and female children share the same neck seam, you can just use female heads for both. BTW, all of the races use Khajiit morphs, so this would cover all heads, though given the base shape difference with some of them you would first have to check how those morphs look like on Lykaios heads, for example.

 

If that can be done for some reason, you can always do what you intended on the first place and just edit the head and eyes, and then we would see how to proceed from there.

 

EDIT 2: I'm working on a plugin that fixes children heads and bodies stuff with the method mentioned above (all children will have female versions of their corresponding racial heads with the custom morphs). Even if that head thing is not feasible, the work gone into the plugin will still be useful for getting them to have the proper head parts and body textures and such.

 

Change of plans, that didn't work out as expected. On the other hand, I've been looking at RS Children Overhaul, and I think we can do this using it as a resource. It replaces children bodies and clothes with others that do use Object Space Normals and standard UV's, so existing furry textures can be used of them. I've checked and all of them (Lykaios, Vaalsark, Vukasin, Tiger) work fine on the bodies, at least on the visible skin. The mod only requires to give credit in order to use its assets, so if it works out and you like the result, we can use it.

 

EDIT 3: Okay, looking good so far, though I still have to check it out ingame to make sure there are no bugs. Thanks to RS Children Overhaul, children can now can use the same textures the rest of Skyrim characters use (more specifically, they are tailored to use female UV's for both males and females), while still keeping their clothing. I've given them their own separate textures in case they have to be tweaked. Now they also use their corresponding digitigrade feet and clawed hands (from the Lykaios), alongside the bodies included in RSCO (with perma-undies and nothing modeled underneath, of course), and their matching adult race head.

 

If everything works out as intended, we can always use default vanilla heads and eyes and then use morphs to give them the proper look. Worst case scenario, you can create/edit specific morphs to achieve the look you want and import them into a custom .tri while reusing the rest of the morphs, kinda like what I suggested to Nightro in the Compleat Khajiit thread (so no need to rebuild ALL morphs from scratch, just the ones we want to edit).

Edited by Blaze69
Posted

Okay, enough post edits for today, it's time to make a brand new post.

 

Everything worked out fine in the end, so I proudly present you the new children of Skyrim!:

 

  

 

I have not checked every single child in the game, but so far they all seem to work fine with no issues whatsoever. Their faces still look like the adult ones, so there's that, but with most of the work done already it is just a matter of playing with morphs as I explained in the previous posts.

 

If BadDog is okay with it, I can upload what I have here to be integrated into the next version of the mod.

Posted

I've been working at this and I think I can't edit the heads.

 

I created a child tiger head and made very small modifications to the standard khajiit head--just bringing the neck line down and opening the eyes a bit. The result is a frozen face in game.

 

So I re-generated the facegen files for Kayd (my test subject) and that made no difference.

 

I think what's happening is that the process used to pull the heads into blender and spit them out again scrambles the node order. So it doesn't matter how careful I am once it's in blender, the damage is already done. I suppose if I knew how to pull in the morphs and edit them, I could fix them in parallel but that sounds way too dodgy.

 

Is there another editor--3DS Max?--that works better with skyrim nifs? The Catlike Khajiit person must have figured out how to do this.

 

On the other hand, following your guidance I was able to get the child skin textures to match the race. So an alternative would be to just fix all the child clothes to extend the neck up and meet the new head. That's probably the simplest solution if we don't care about changing head shape. There's only about six of them.

 

Howsomever, the approach you're working on sounds promising so maybe I'll let you chase that for a while.

 

Edit: I see you're done. Yes, put it up and we'll go with this. 

Posted (edited)

 

As you can see on my previous post, I'm pretty much done. All that's left is giving child races the digitigrade skeletons (I just noticed they don't have them yet while looking at the pictures), and it should be ready for packing.

 

About heads, yeah, Blender is known to screw up poly count and vertex order and stuff. I'll see if I can find a tutorial or some instructions on how to prevent it. Other 3D programs should work fine. The tutorial I linked in the Compleat Khajiit thread uses 3DS Max and has a picture of the settings required to keep those critical aspects of the mesh untouched. (Though 3DS Max is pretty expensive unless you have access to the Free Student version or get it, you know, the Arrrrr! way, if you know what I mean  :angel: ).

 

EDIT: okay, give me a few minutes to get everything double-checked and ready, and I'll start with the packing and uploading.

 

EDIT2: Okay, here you go:

 

CREDIT FOR SOME OF THE ASSETS USED IN THIS FILE GO TO Ranaline IN NEXUS FOR RS Children Overhaul.

 

 

Edited by Blaze69
Posted

I think what's happening is that the process used to pull the heads into blender and spit them out again scrambles the node order. So it doesn't matter how careful I am once it's in blender, the damage is already done.

Okay, I just took a quick look at Blender and did a quick Google search, but it seems the Blender OBJ import/export tool has a specific setting for this:

 

 

 

You can try doing it that way and seeing if it works, because as I said we could still use more child-looking heads/morphs. Once that is done, it's just a matter of reexporting FaceGen, and we're golden.

Posted

Great, I'll get this integrated. I haven't been going through OBJ format for the nifs, just using the 2.49 tools. Do you think "Import Bone Priorities" is relevant, or are bone priorities a different thing? Anyway, I'll give the OBJ route a go.

Posted

Great, I'll get this integrated. I haven't been going through OBJ format for the nifs, just using the 2.49 tools. Do you think "Import Bone Priorities" is relevant, or are bone priorities a different thing? Anyway, I'll give the OBJ route a go.

"Bones" as in "Skeleton bones"? Huh, I guess it doesn't matter. Do skyrim-exported .obj's even keep any kind of weight painting data? As far as I know they don't, but I could be wrong. I guess the easiest way to know is to try without using the option and seeing if head morphs work ingame or not.

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