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Posted

Oh, fergot -- People with tail problems let me know wassup, with or without the HDT addon.

 

Turns out those nifs refer to a bone that's not in the vanilla skeleton, for no good reason that I can see. It could be that that's what's causing tails to disconnect. (Maybe. I can't really explain the picture upthread.) I took it off the fox brush and ran around with it a bit, and it seems fine that way. So likely I'll take it off the rest of the tails too. Then XPMSE is only required for the HDT tails. 

Posted

Alright Bad Dog, I have no idea what you did, but simply switching from the 5.03 Digi ESP to the 5.04, resolved the crashes from before. I can now load into my clean save in that keep you go to during the intro sequence.

 

Now I need to start looking at texture problems, cause when I was checking on Ulfric's face, I got a repeatable crash when going to Windhelm that went away without textures turned on.

 

Edit: Alright, I have gone over the texture files in the same way I did before. I have found a grand total of.... *drum roll* 3 files that aren't compatible with SE lol

\textures\actors\character\argonianfemale\argonianfemaletail_s.dds
\textures\actors\character\children\lykaios\femalehands_s.dds
\textures\actors\character\children\tiger\femalebody_s.dds

 

Since one of those is female argonian tail, that explains the windhelm crash (cause I'm pretty sure there's a bunch in that area).

If somebody could help with converting those to a proper format, I could toss them into my game. If that resolves the crashes, then my SE conversion is done!!

Posted
2 hours ago, Bad Dog said:

Oh, fergot -- People with tail problems let me know wassup, with or without the HDT addon.

 

Turns out those nifs refer to a bone that's not in the vanilla skeleton, for no good reason that I can see. It could be that that's what's causing tails to disconnect. (Maybe. I can't really explain the picture upthread.) I took it off the fox brush and ran around with it a bit, and it seems fine that way. So likely I'll take it off the rest of the tails too. Then XPMSE is only required for the HDT tails. 

The bone exists because deadzone45 added it instead of just changing the origin of the existing bones because [multi multi paragraph rant about 'correct ''scientificaly accurate and exact'' anatomical representation' of a fictionalized creation] followed shortly thereafter by an actual nervous breakdown and extended visit to a mental health facility. I had completely forgotten about that until you mentioned it. Remember to take breaks and get exercise and fresh air modders, the sanity you save might be your own.

Posted
5 hours ago, ShadowKitty42 said:

Edit: Alright, I have gone over the texture files in the same way I did before. I have found a grand total of.... *drum roll* 3 files that aren't compatible with SE lol

\textures\actors\character\argonianfemale\argonianfemaletail_s.dds
\textures\actors\character\children\lykaios\femalehands_s.dds
\textures\actors\character\children\tiger\femalebody_s.dds

 

Since one of those is female argonian tail, that explains the windhelm crash (cause I'm pretty sure there's a bunch in that area).

If somebody could help with converting those to a proper format, I could toss them into my game. If that resolves the crashes, then my SE conversion is done!!

You need GIMP with the DDS plugin to open those. They are saved as L8 Grayscale, which means no quality loss (as specular textures are meant to be grayscale anyway) with smaller file size than using the standard uncompressed RGB8 format because it needs to store less information than that one.

 

It sounded like a good way to reduce file size without having compression artifacts, and it does work fine in LE and NifSkope, but the SE renderer no longer supports the format so the game crashes when trying to load it. Outfit Studio/Bodyslide also crashes when trying to load it, mind you.

 

So load them up in GIMP and resave them as either DXT1/BC1 compression (small file size, quality loss and compression artifacts) or as uncompressed RGB8 (no quality loss or compression artifacts, but pretty big file size).

Posted

 Hello, Bad Dog and Blaze 69. It's nice to see you two keeping going modding for better furry life. And Wow, in several days many things happens. It's nice to Bad Dog bit Recovered Computer Problem.

 

 Mine isn't much great. depression seems forever haunting me until my life is done. It became worse little bit in recent weeks. All feeling of joyness and sadness can upside down quickly in depressed mind. Just keep eating medicine, hopes it better.

 

 I did play Vulpine Race mod-Fox Race In Fallout 4 During time of dormant. Modder updated both female and male fox now. And, I heard Blaze are working on modding equipment for Vulpine Race recent few days-Yes This Fallout mod share same problem it need new mesh-Am I correct?- for helmet and Power Armor-Both Muzzle and Tail issue- Now my feeling better and it's time hit the Skyrim back. I will check some Y.A 5 basic Functions and than recording more dialogue lines for Kara companion Project. Well, since I said I need to keep busy I need to start them right now.

 

It's nice to know Y.A Thread. Good people are around and comfortable. Have a nice day fork, now I get back to work.

 

P.S sorry Blaze about being late on voice recording.

Posted
26 minutes ago, Kardienlupus said:

I did play Vulpine Race mod-Fox Race In Fallout 4 During time of dormant. Modder updated both female and male fox now. And, I heard Blaze are working on modding equipment for Vulpine Race recent few days-Yes This Fallout mod share same problem it need new mesh-Am I correct?- for helmet and Power Armor-Both Muzzle and Tail issue-

Yeah, I've been working on converting vanilla items like sunglasses or gas masks. Those only take a few minutes of tinkering in Outfit Studio, so the work is not stressing or anything like that, and whatever I do now won't need to be done by beardofsocrates afterwards (which means more time for them to work on other cool stuff for the race). Haven't looked into Power Armor yet, though.

26 minutes ago, Kardienlupus said:

P.S sorry Blaze about being late on voice recording.

No problem. As I've said already, I'm taking a small break from Skyrim right now, so there's no rush at all. Don't think I'll start working on it until I'm back to modding Skyrim anyway, so there's that.

Posted
1 hour ago, Blaze69 said:

Yeah, I've been working on converting vanilla items like sunglasses or gas masks. Those only take a few minutes of tinkering in Outfit Studio, so the work is not stressing or anything like that, and whatever I do now won't need to be done by beardofsocrates afterwards (which means more time for them to work on other cool stuff for the race). Haven't looked into Power Armor yet, though.

No problem. As I've said already, I'm taking a small break from Skyrim right now, so there's no rush at all. Don't think I'll start working on it until I'm back to modding Skyrim anyway, so there's that.

It's off Topic but is there anyway I help other furry Vulpine Mod.?I can spend time to turn NPCs into vulpine through CK tool included other mod characters like 3d NPCs

 

Now, I'm start to play and tasteing Y.A 5.0.

Posted

 Bug Report. I think It my personal problem or error by using old YA add-on other mod like interesting NPC. But there are problem in start, when choose race if you choose Old People Race game crashed out into CTD. And, there is two kind of snow elf-Leopard race menus appear. Here is My load order.

 

Skyrim.esm=1
Update.esm=1
Dawnguard.esm=1
HearthFires.esm=1
Dragonborn.esm=1
Unofficial Skyrim Legendary Edition Patch.esp=1
CreatureFramework.esm=1
SexLab.esm=1
SexLabAroused.esm=1
RaceCompatibility.esm=1
Schlongs of Skyrim - Core.esm=1
ZaZAnimationPack.esm=1
daymoyl.esm=1
BSAssets.esm=1
BSHeartland.esm=1
EFFCore.esm=1
BadDogSchlongCore.esm=1
HighResTexturePack01.esp=1
HighResTexturePack02.esp=1
HighResTexturePack03.esp=1
Cutting Room Floor.esp=1
SkyUI.esp=1
FNIS.esp=1
SLAnimLoader.esp=1
SLALAnimObj.esp=1
XPMSE.esp=1
LegionArmory.esp=1
Schlongs of Skyrim.esp=1
RaceMenu.esp=1
RaceMenuPlugin.esp=1
RaceCompatibilityUSKPOverride.esp=1
SOS - Smurf Average Addon.esp=0
SOSRaceMenu.esp=1
DIVERSE SKYRIM.esp=1
CollegeOfWinterholdImmersive.esp=1
SexLabDefeat.esp=1
SexLab_PaySexCrime.esp=1
NPO Module - Crossbows.esp=1
Convenient Horses.esp=1
EmpoweredMagic.esp=1
MoreNastyCritters.esp=1
SexLabWerewolves.esp=1
Footprints.esp=1
3DNPC.esp=1
FCO - Follower Commentary Overhaul.esp=1
JKs Towns.esp=1
Blues Skyrim.esp=1
Helgen Reborn.esp=1
Populated Lands Roads Paths Legendary.esp=1
DigitigradeKhajiit+ArgonianRaptor.esp=0
OwnCivilWar.esp=1
Civil War Repairs.esp=1
DawnOfSkyrimWolfFollowerPatch.esp=1
BDHagravenReplacer.esp=1
EMCompViljaSkyrim.esp=1
Immersive Patrols II.esp=1
daymoyl_DawnguardAddon.esp=1
DIVERSE SKYRIM - Immersive Patrols Patch.esp=1
MF_RadiantProstitution.esp=1
RewardYourFollowers.esp=1
iNeed.esp=1
EFFDialogue.esp=1
Convenient Horses Bruma Patch 5.0.esp=1
UIExtensions.esp=1
BDBrumaCreatures.esp=1
CombatSurrender.esp=1
EMViljaInSolstheimAddOn.esp=1
YiffyAgeConsolidated.esp=1
YiffyAgeDigi.esp=1
YiffyAgeUSLEEPPatch.esp=1
YiffyAgeCuttingRoomFloor.esp=1
YiffyAgeDiverseSkyrim.esp=0
YiffyAgeDiversePatch.esp=1
YiffyAgeCollegeImmersivePatch.esp=1
YiffyAgeHelgenRebornPatch.esp=1
YiffyAgePopLRP.esp=1
YiffyAgePopulatedLegendPatch.esp=0
YiffyAge3DNPCPatch.esp=1
YiffyAgeViljaPatch.esp=1
Yiffy Age Beyond Bruma Patch.esp=1
YiffyAgeSchlongs.esp=1
BDLoincloth.esp=1
RaceMenuMorphsUUNP.esp=1

Posted
2 hours ago, Kardienlupus said:

It's off Topic but is there anyway I help other furry Vulpine Mod.?

Nah, not really. I mean, you could try contacting beardofsocrates over at the Nexus and ask if there's anything you can do to help just in case, but I can't think of anything right now.

45 minutes ago, Kardienlupus said:

 Bug Report. I think It my personal problem or error by using old YA add-on other mod like interesting NPC. But there are problem in start, when choose race if you choose Old People Race game crashed out into CTD. And, there is two kind of snow elf-Leopard race menus appear. Here is My load order.

Haven't tried YA yet so I don't know if the plugin is wrong or not, but I'm pretty sure the Old People Race is not supposed to be playable/show up in the race menu. The double Snow Elf bug also sounds like the Vampire version of the race is tagged as "Playable" too even though it shouldn't be.

 

Anyone else experiencing those two bugs? If only Kardien has them, it would mean it's due to some older YA patch or mod causing conflicts in her load order, but the YA 5.0 download could have bugs as well.

Posted
17 hours ago, Blaze69 said:

YA changes all of the vanilla head parts, so if a custom follower uses any of them, it will be replaced with the corresponding furry mesh instead most of the time. Usually this would mean a follower with only custom head parts would remain untoched, and one with only vanilla parts would be "furrified" (but you would still need to run them through the Furrifier xEdit script and re-export FaceGen to clean them up). But any follower that uses a mixture of vanilla and custom head parts (as it seems to be the case here) will probably end up looking like a hideous abomination.

So no more bug eyes and over/under-bite mouths on custom models? EX: I have both Krystal mod and Navatar race mods, Krystal model looks fine when Yiffy is installed but Na'vi avatars look buggy and some vanilla females and/or males...if I chose to start in river-wood, sometimes ognar is bugged and daf is not or other way around...

One more thing: I know you can't have Yiffy and MME together, but if you could, which one would be easier to make a patch for?

Posted
Just now, Mewfii said:

So no more bug eyes and over/under-bite mouths on custom models?

If the custom NPC uses all vanilla head parts, then they will probably have the grey face bug/neck-to-body color mismatch, but yeah, the head meshes themselves should be the right ones.

 

The "bug eyes" and proturding mouths happen when an NPC uses a mix of vanilla and custom head parts. Some of those head parts are replaced with furry ones by YA, but the others remain using human models, and that's what you see there.

Just now, Mewfii said:

EX: I have both Krystal mod and Navatar race mods, Krystal model looks fine when Yiffy is installed but Na'vi avatarts look buggy and some vanilla females...if I chose to start in river-wood, sometimes ognar is bugged and daf is not or other way around...

The Na'vi race could be using some vanilla head parts like eyes or mouths, which would explain why they are buggy when used alongside YA. For bugs with vanilla NPCs, better report them to Bad Dog (and include pics of it if possible).

Just now, Mewfii said:

One more thing: I know you can't have Yiffy and MME together, but if you could, which one would be easier to make a patch for?

I have no idea what MME is.

Posted
19 minutes ago, Blaze69 said:

Haven't tried YA yet so I don't know if the plugin is wrong or not, but I'm pretty sure the Old People Race is not supposed to be playable/show up in the race menu. The double Snow Elf bug also sounds like the Vampire version of the race is tagged as "Playable" too even though it shouldn't be.

 

Anyone else experiencing those two bugs? If only Kardien has them, it would mean it's due to some older YA patch or mod causing conflicts in her load order, but the YA 5.0 download could have bugs as well. 

IN My experience. YA 5.04 is very stable, performance of PC and Graphic enhance Dramatically. But, some time game little slow or buggy for few second. Like Tail extend like really long 30m rope. But, That's are moment. I guess what it need little optimization, That's all. Bad Dog did hell of job, It's great. I need to check face-gen and body-gen mismatch problem caused in Y.A 4.2, I hope it fixed in NPC. So, far Riverwood is good.

 

Bad Dog Create no bug  compare to The freaking Fallout 76.

Posted
2 hours ago, Kardienlupus said:

IN My experience. YA 5.04 is very stable, performance of PC and Graphic enhance Dramatically. But, some time game little slow or buggy for few second. Like Tail extend like really long 30m rope. But, That's are moment. I guess what it need little optimization, That's all. Bad Dog did hell of job, It's great. I need to check face-gen and body-gen mismatch problem caused in Y.A 4.2, I hope it fixed in NPC. So, far Riverwood is good.

 

Bad Dog Create no bug  compare to The freaking Fallout 76.

 what does fallout 76 have anything to do with any of this?

Posted
9 minutes ago, L0ne_W0lf said:

 what does fallout 76 have anything to do with any of this?

I want says compare to that bug-full game, Bad Dog's Current mod almost has no Bug. just want point out Fallout 76 are really buggy even it is copy fallout 4.

Posted
7 hours ago, Blaze69 said:
Quote

One more thing: I know you can't have Yiffy and MME together, but if you could, which one would be easier to make a patch for?

I have no idea what MME is.

Milk mod econemy, one uses hdt, the other does not, MME uses BBP for the bouncy jugs so that conflicts with XP32 Maximum Skeleton Extended/HDT Physics...

 

Am I'm getting this right or wrong? I know that the two can't be put together, I mean if I play with MME alone I don't get the buggy custom faces, but if I play with Yiffy i can't really play with custom races with what you just told me about what happens to the vanilla models...

Posted
7 minutes ago, Mewfii said:

Milk mod econemy, one uses hdt, the other does not, MME uses BBP for the bouncy jugs so that conflicts with XP32 Maximum Skeleton Extended/HDT Physics...

 

Am I'm getting this right or wrong? I know that the two can't be put together, I mean if I play with MME alone I don't get the buggy custom faces, but if I play with Yiffy i can't really play with custom races with what you just told me about what happens to the vanilla models...

I honestly have no idea what you are talking about, and it sounds like same applies to you. Sorry, but I can't help you with what I don't know.

Posted

Hey, mind doing a floppySOS patch or finding a way to make it behave like I could get it to back in V4? I could get it by excluding the files that got HDT behaviour on SOS bones in your HDT patch.

 

I love V5, the quality of the meshes is so good but do find myself missing when it comes to physics on dicks :<

Posted
20 hours ago, Bad Dog said:

Oh, fergot -- People with tail problems let me know wassup, with or without the HDT addon.

 

Turns out those nifs refer to a bone that's not in the vanilla skeleton, for no good reason that I can see. It could be that that's what's causing tails to disconnect. (Maybe. I can't really explain the picture upthread.) I took it off the fox brush and ran around with it a bit, and it seems fine that way. So likely I'll take it off the rest of the tails too. Then XPMSE is only required for the HDT tails. 

I still do not get HDT tails for Argonian or Nords.  All the other races have them.  And if I revert back to 5.02, they work.  Just not in 5.3 or 5.04.

I started a new profile, and a new game, with just the requirements for YA, and had the same results.  Is anyone else experiencing this, or is this just me?

 

I can tell during the character creation (using Race Menu) whether or not the tail is going to be HDT or game animated, by whether or not it is sticking straight out.  If it is animated during the racemenu, then it isn't going to be HDT.  If it is sticking straight out, then it is.

Posted
17 hours ago, Blaze69 said:

You need GIMP with the DDS plugin to open those. They are saved as L8 Grayscale, which means no quality loss (as specular textures are meant to be grayscale anyway) with smaller file size than using the standard uncompressed RGB8 format because it needs to store less information than that one.

 

It sounded like a good way to reduce file size without having compression artifacts, and it does work fine in LE and NifSkope, but the SE renderer no longer supports the format so the game crashes when trying to load it. Outfit Studio/Bodyslide also crashes when trying to load it, mind you.

 

So load them up in GIMP and resave them as either DXT1/BC1 compression (small file size, quality loss and compression artifacts) or as uncompressed RGB8 (no quality loss or compression artifacts, but pretty big file size).

Thanks so much for that. Your guidance on the textures allowed me to fix that problem and now the game doesn't crash in windhelm.

 

I have a couple bugs to report though. I'm not sure if this is present on LE, but it's what I'm seeing on SE.

Male Argonians have a weird texture glitch coming from their head (the red plane flashes upward at the same angle, but it's so fast it's hard to screenshot):

Edit: I have a correction to this. It happens to both male and female. It only starts when they start talking. For males, it randomly goes away. For females, it goes away when they finish talking.

Spoiler

20190115172912_1.jpg.9909ca358b024193d64c868ca7fc4ef2.jpg20190115181557_1.jpg.09b9c1f7407011d2f9d39ab1da93226c.jpg20190115181530_1.jpg.60f59f7616fec5351315e5429d7f4f15.jpg

 

 

And when it comes to Ulfric Stormcloak, his face has super glitchy textures and a black vertical plane whenever he has an angry face:

Spoiler

20190115173256_1.jpg.825c350885357e90bae7d64e53b55091.jpg20190115173305_1.jpg.327381f7c37ae94206ee2e10f95f8b2f.jpg20190115173302_1.jpg.888e27c0c0f96d3296a423d30b6d3a2d.jpg20190115173259_1.jpg.71e47b4703697db0859c9faf883a077a.jpg

 

 

Posted
4 hours ago, Gayton Kerslut said:

Hey, mind doing a floppySOS patch or finding a way to make it behave like I could get it to back in V4? I could get it by excluding the files that got HDT behaviour on SOS bones in your HDT patch.

 

I love V5, the quality of the meshes is so good but do find myself missing when it comes to physics on dicks :<

I'm unexcited about doing a special Floppy patch. I used that mod until switching over to HDT, and have no reason to go back. Do you have a reason not to use HDT?

 

2 hours ago, howlwind said:

I still do not get HDT tails for Argonian or Nords.  All the other races have them.  And if I revert back to 5.02, they work.  Just not in 5.3 or 5.04.

I started a new profile, and a new game, with just the requirements for YA, and had the same results.  Is anyone else experiencing this, or is this just me?

 

I can tell during the character creation (using Race Menu) whether or not the tail is going to be HDT or game animated, by whether or not it is sticking straight out.  If it is animated during the racemenu, then it isn't going to be HDT.  If it is sticking straight out, then it is.

I believe I never HDT-ized the argonians. I thought their tails wouldn't look good, since they should be stiffer than mammalian tails. But I could do something with them.

 

Nords are HDT, no question. I'll look, but I don't think there's anything different about them.

 

1 hour ago, ShadowKitty42 said:

I have a couple bugs to report though. I'm not sure if this is present on LE, but it's what I'm seeing on SE.

Male Argonians have a weird texture glitch coming from their head (the red plane flashes upward at the same angle, but it's so fast it's hard to screenshot):

Edit: I have a correction to this. It happens to both male and female. It only starts when they start talking. For males, it randomly goes away. For females, it goes away when they finish talking.

  Reveal hidden contents

 

 

And when it comes to Ulfric Stormcloak, his face has super glitchy textures and a black vertical plane whenever he has an angry face:

  Reveal hidden contents

 

 

Listen to 27X. That kind of bug usually means the tris don't match the head or mouth mesh. Are you sure you ran nord heads and argonian mouths through the converter as head parts?

Posted
1 hour ago, Bad Dog said:

Listen to 27X. That kind of bug usually means the tris don't match the head or mouth mesh. Are you sure you ran nord heads and argonian mouths through the converter as head parts?

Oh, he hadn't quoted me so I didn't know he was replying to me. I didn't understand what he meant anyways.

 

First thing I did was separate out head parts and non-head parts and ran them through the converter, like I did with v4.2.

 

I went ahead and tried something though. I was using all the LE facegen that came with the mod.

I removed all the facegen and that took care of the vertical planes on both argonians and Ulfric.

The argonian faces look fine without facegen, nothing wrong with the coloring.

But now everyone else is grey face.

How do I properly generate facegen for everybody? Do I just load up YiffyAgeConsolidated in Creation Kit SE and do Ctrl + F4 on every NPC marked with a *?

 

Also, even though this fixed the vertical plane, it didn't fix Ulfric's glitchy face. The black blob in the middle of his face appears during certain expressions, is constantly changing in weird ways, and stays in a static position (doesn't turn when his head turns, but changes along with the vertical movement of his mouth).

It can't be a problem with nords in general, this only happens on Ulfric and none of the other nords that I've seen.

 

Edit: and the glitch blob isn't there constantly. It's only intermittent. Would it help if I recorded a video and put it on Youtube? I can easily do that.

Posted

I'm not sure what it's worth, but I have a wishlist for V5, probably for after V5 "goes gold," listed in order of least wanted to most wanted (and spoilered for tidiness):

BodySlide for male schlongs.



Bodyslide for female schlongs. Slightly higher priority due to the small gap present when using smaller low end slider sets like UNP skinny or UNPetite.

Texture support for Dragonic argonians. Male textures: https://www.nexusmods.com/skyrimspecialedition/mods/1443 Female textures: https://www.nexusmods.com/skyrimspecialedition/mods/1442

Texture support for CoverKhajiits. Head textures: https://www.nexusmods.com/skyrim/mods/5941 Male textures: https://www.nexusmods.com/skyrim/mods/6192 Female hand textures (body textures not UNP compatible): https://www.nexusmods.com/skyrim/mods/7329/ Female UNP body textures (in the optional files): https://www.nexusmods.com/skyrim/mods/11400?tab=files

I'm not sure how many other folks want any of these things so they're probably all fairly low priority features. Also, in the interest of full disclosure, I'm very low priority in particular because I can't even use any of them until the SSE version comes out because I may have kind of sort of maybe possibly definitely broken my Skyrim LE installation. For those interested, the story all about that is in the following spoiler. Careful, it's a bit of a long one. I tried to make it readable, though.

It was all running pretty smoothly. Decent framerate for Skyrim LE (I didn't even realise OG Skyrim wasn't 64-bit until I installed SSE; no wonder it was such a piece of crap). No crashes, ever, even during long play sessions, despite using multiple high impact/high risk mods like Yiffy Age and Death Alternative. And then I decided to the mod the game to look less shitty, which I thought I could get away with because of how smooth and stable everything was.



Boy was I wrong.

I decided to install the Tamriel Reloaded texture overhaul, Realistic Water 2, Static Mesh Improvement Mod and Dynamic Distant Object LOD. Despite using the lowest impact/best performance versions of all of them, one of them, some combination of them or all of them at once was just too much for the poor (read: absolutely awful) 32-bit engine to handle and I would now get semi-consistent unrecoverable hangs and even the occasional infinite loading screen; something I was all too familiar with from Fallout 4 but didn't even know could happen for Skyrim.

Whoops.

I decided that instead of un-fucking my old Skyrim LE installation (which was certainly possible, if tedious; an unfortunate side-effect of manually installing everything (call me old-fashioned)) I would instead just finally make the switch over to SSE because I accidentally learned that it ran SIGNIFICANTLY better than LE because it was 64-bit and Skyrim LE was not. A fresh installation was nice, although that means that it took a bit of time and trial and error to patch all of the chips and cracks in the engine (again) for maximum stability.

Almost every mod I was using was either directly compatible with SSE, easily self-ported to SSE or had been ported to SSE already and they all work fine for the most part (although Death Alternative is a little busted at the moment). Now the game also looks better, runs significantly better, looks better, loads/runs faster and looks better. Did I mention it looks better? I'm not sure how much of that was from the upgrade itself and how much of it was from those mods I mentioned earlier but never got to enjoy for Skyrim LE but boy does the game look great now.

Hooray!

The only things I'm missing out on from my old Skyrim LE installation are lockpicks having weight (despite loading my entire load order in xEdit saying that PerMa Thief was the last plugin to edit the lockpicks entry), the less lockpicks mod I used to use (since that one edits loot tables, I'm not sure if that one's safe to haphazardly port from LE), all of the outfit mods I used to use (although, if I bothered, I could probably just self-port all of them), sexlab-compatible Immersive First-person View (although, honestly, I'm currently fully enjoying it working much better for actual gameplay at the moment), non-humanoid-related HDT (although CBPC re-added humanoid jiggles and collision), Selachii and Yiffy Age.

Though, they do say absence makes the heart grow fonder. That just means I will enjoy it even more when I can metaphorically suplex those boring humies off of a metaphorical cliff and replace them all with furries, for significantly more interesting general character design. After all, why be forced to pick between "man," "slightly different man," "slightly different man," "slightly more different man," "lime elf," "lemon elf," "blueberry elf," "vanilla elf," "weird cat man," and "weird lizard/salamander man" when you can pick between "wolf man," "fox man," "jackal man," "hyena man," "sabertooth man," "cheetah man," "panther man," "tiger man," "housecat man" and "motherfuckin' dragon man?"

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