Bad Dog Posted January 16, 2019 Author Posted January 16, 2019 I think facegen for SE is the same as for LE. All the NPCs are touched, except argonians, so just do them all. I would do the argonians too, because new mouths. I usually go race by race.  Not sure what could be up with Ulfric, but it sounds like mouth or mouth tris. Facegen him and see if it makes a difference. (I think it should.)
ziggyr2750 Posted January 17, 2019 Posted January 17, 2019 23 hours ago, ShadowKitty42 said: 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. How much do I have to pay you to get those new files of yours? Â Â I am in the process of attempting those steps, myself, but I feel I'm going to screw it up real bad somehow.
Gayton Kerslut Posted January 17, 2019 Posted January 17, 2019 21 hours ago, Bad Dog said: 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? Simply, there doesn't appear to be any physics on the dick itself when I use your HDT package, though there are on the balls. Â The reason I like floppySOS is because it applies the physics to both the cock and balls at the same time. It's not so bad when you give all characters a sheath, but I have a fair mix of sheaths and anthro schlongs about with the way I set up the schlong probabilities. I don't like the way the SOS 'lag bones' move. Hence, a floppySOS patch would be great.
Bad Dog Posted January 17, 2019 Author Posted January 17, 2019 It would be more fun to figure out how to HDT-ize the schlong. Â
Nuuhkia Posted January 17, 2019 Posted January 17, 2019 On 1/15/2019 at 9:07 AM, Kardienlupus said: Like Tail extend like really long 30m rope. In an older version of YA I know that paralyzing an enemy or killing a paralyzed enemy would make their tails get stuck in place and stretch infinitely, so I avoided all paralysis stuff. I don't know if that's still a thing with the tails in the newest version, might be a good idea to test it out but idk if it's fixable.
ShadowKitty42 Posted January 17, 2019 Posted January 17, 2019 1 hour ago, ziggyr2750 said: How much do I have to pay you to get those new files of yours? Â Â I am in the process of attempting those steps, myself, but I feel I'm going to screw it up real bad somehow. Well, the point of what I'm doing is to either give Bad Dog some simple instructions for making this conversion so he can put an SSE version on the main page. Â Or, with his permission, I could upload my completed version and he can put a link to it on the main page.
MadMansGun Posted January 17, 2019 Posted January 17, 2019 1 hour ago, Bad Dog said: It would be more fun to figure out how to HDT-ize the schlong. Â well there's this but i have not tried it https://www.loverslab.com/topic/96773-another-hdt-pe-tutorial-on-collisions-and-movement-physics/ Â
howlwind Posted January 17, 2019 Posted January 17, 2019 On 1/15/2019 at 7:31 PM, 27X said: Check the mesh attributions. I happened to try the female Nord (I always play male characters), and the female tail is HDT enabled. So I did look at the mesh attributes and compared them between the male and female lycaios tails, and this is what I found: maleTailLykaios Spoiler  femaleTailLykaios Spoiler  The maleTailLykaios seems to refer to a BGED at AuxBones\Tail\Tailproject.hkx, but doesn't have an HDT Havok path.  Edit: I confirmed the maleTailLykaios in 5.2 does have the HDT Havok path, and this is the last version that the male Nord tail had HDT enabled for me. I'm not sure how all of this modding stuff works, so feel free to tell me I'm barking up the wrong tree.  Edit2: Copying the maleTailLykaios.nif from 5.2 to the YiffyAgeHDTTails 5.4 mod has given me back HDT tails on male Nords. I am happy.
MadMansGun Posted January 17, 2019 Posted January 17, 2019 33 minutes ago, howlwind said: Edit: I confirmed the maleTailLykaios in 5.2 does have the HDT Havok path, and this is the last version that the male Nord tail had HDT enabled for me. I'm not sure how all of this modding stuff works, so feel free to tell me I'm barking up the wrong tree. that's the right tree: "BGED" is the original Skyrim tail movement. "HDT Havok Path" is...well its self explanatory.
27X Posted January 17, 2019 Posted January 17, 2019 Seeing as there is no male PE NiString, the situation is self explanatory. They should be identical in HDT attribution.
Bad Dog Posted January 17, 2019 Author Posted January 17, 2019 Yup, forgot the lykaios tails from the digi file entirely. Â Edit: No I didn't, but the nif is wrong. This business of having every variant separate is confoozing.
Teraunce Posted January 17, 2019 Posted January 17, 2019 21 hours ago, ShadowKitty42 said: Well, the point of what I'm doing is to either give Bad Dog some simple instructions for making this conversion so he can put an SSE version on the main page. Â Or, with his permission, I could upload my completed version and he can put a link to it on the main page. Given BadDog has my SE conversion of one of his mods linked in the Op of the topic of said mod I'm pretty sure he'd be fine.
Gayton Kerslut Posted January 17, 2019 Posted January 17, 2019 22 hours ago, Bad Dog said: It would be more fun to figure out how to HDT-ize the schlong. Â Whichever happens would make me very very happy! I just want HDT dicks back :L Â hell, if you can one-up floppySOS and get sheaths to be floppy too, I'd be over the moon! ?
Bad Dog Posted January 18, 2019 Author Posted January 18, 2019 Should sheaths be floppy? That's a kinda existential question there. I guess if bellies can be floppy, sheaths can be floppy. But what about balls? I mean having them jounce around is all very well but not so practical. I like them close up against the body except during action. Maybe that could be done. Â As for SE, have at it. I haven't converted over to it full time and converting mods is more of a burden than a fun thing. Tho now that I'm on my new machine maybe I'll give it another look. 1
ShadowKitty42 Posted January 18, 2019 Posted January 18, 2019 5 hours ago, Bad Dog said: Should sheaths be floppy? That's a kinda existential question there. I guess if bellies can be floppy, sheaths can be floppy. But what about balls? I mean having them jounce around is all very well but not so practical. I like them close up against the body except during action. Maybe that could be done. Â As for SE, have at it. I haven't converted over to it full time and converting mods is more of a burden than a fun thing. Tho now that I'm on my new machine maybe I'll give it another look. The only thing I'm having an issue with is facegen. it's slow af and only using roughly 16% of my processor. At the rate I'm going, it'll take a week to make all the facegen. Â If anybody has some tips that can make Creation Kit process it faster, that would be awesome. Â Edit: I deleted my previous edits because I found the problem. The 5.04 download doesn't have the 'actors\character\00LykaiosRaceTextures\Lykaios Tintmasks\' folder. The 5.03 I had from before does have it. When generating facegen for Lykaios I was getting errors so I went looking for the files. Â Edit2: Alright, so I put that tintmask folder from 5.03 in and generated facegen for ulfric and now his face is even more glitchy than with the LE facegen. And it only does it during certain facial expressions. It's also not a nord/lykaios thing, because on the way into windhelm on a new character, you see 2 of them berating someone with angry faces, and they're not glitchy at all. There's some problem with Ulfric himself. Maybe it has to do with his hair? idk
Bad Dog Posted January 18, 2019 Author Posted January 18, 2019 7 hours ago, ShadowKitty42 said: The only thing I'm having an issue with is facegen. it's slow af and only using roughly 16% of my processor. At the rate I'm going, it'll take a week to make all the facegen. Darlin', you're singing my song. I go race by race, maybe 200-400 NPCs at a time, and get out of and back into CK from time to time. On my machine it started out at 4-5 NPCs/minute and then slowed down to maybe 1 in 2 minutes. Â I'll fix the tintmask problem. Try changing Ulfric's hair. The mane he has is a bit wonky. If that's it I can take another look at it.
Voldearag Posted January 18, 2019 Posted January 18, 2019 18 hours ago, Bad Dog said: Should sheaths be floppy? That's a kinda existential question there. I guess if bellies can be floppy, sheaths can be floppy. But what about balls? I mean having them jounce around is all very well but not so practical. I like them close up against the body except during action. ... I don't know about sheaths, I'm used to imagining anthro sheaths tight to the body, but it doesn't displease me. Bouncy balls does, but I dislike balls, my male characters are all neuters. It'd be cool if we could select genital combinations like "sheath with no balls" in Racemenu.
Bad Dog Posted January 18, 2019 Author Posted January 18, 2019 Found the tails problem where they were disconnecting from the body. Took stupidly long to fix. Also the female lykaios textures not matching the tail.
Gayton Kerslut Posted January 19, 2019 Posted January 19, 2019 21 hours ago, Bad Dog said: Should sheaths be floppy? That's a kinda existential question there. I guess if bellies can be floppy, sheaths can be floppy. But what about balls? I mean having them jounce around is all very well but not so practical. I like them close up against the body except during action. Maybe that could be done. Sheaths are floppy.  I own a border collie and his sheath doesn't sit tight against his body, it swings side to side as he walks in a very noticible way xD. It's just what dicks seem to do. It's a dick in a little pouch, it'll flop around. I don't want to investigate any more than just reporting what I can see though. I'm a furfag, not a zoophile. I'll tell you what I've seen but I ain't touching that without it being attached to something anthropropmorphic :L.
Zer0xChan Posted January 19, 2019 Posted January 19, 2019 Been dealing with the grey face issue myself. Not sure if it's because I have the USLEEP patch on from v4 while running v5.4 of the mod. The stuff is at the bottom of my load order but I can upload a picture of the load order if it might be a separate issue.
howlwind Posted January 19, 2019 Posted January 19, 2019 I wanted to add another potential bug to the list. Changing to hair #18 on my male High Elf always crashes the game, either on start or when running showracemenu. I can change the hair styles one at a time, or use the slider, and I get the same result. If I slide to #19 and wait, then select the next lowest one, it crashes as well. Current using version 5.4.  If it is useful for debugging, I do have a racemenu preset saved with the exact options I have selected on my half elf with hair that isn't #18.  Edit: It appears to only affect something that I've selected in preset above. The default High Elf does not crash at hair #18. BTW, that hair is HairKhajiitMale04  Edit2: On a related note, there doesn't seem to be a 'no hair' option for the High Elf cheetah race.
wantsamod90 Posted January 19, 2019 Posted January 19, 2019 1 hour ago, Zer0xChan said: Been dealing with the grey face issue myself. Not sure if it's because I have the USLEEP patch on from v4 while running v5.4 of the mod. The stuff is at the bottom of my load order but I can upload a picture of the load order if it might be a separate issue. YiffyageHairpatch causes grey face on certain NPCs if you're using that.Â
Zer0xChan Posted January 19, 2019 Posted January 19, 2019 33 minutes ago, wantsamod90 said: YiffyageHairpatch causes grey face on certain NPCs if you're using that. Ah thanks, disabling that fixed most of them. Some mismatches still in Whiterun but most of the NPCs I saw had properly colored heads
ShadowKitty42 Posted January 19, 2019 Posted January 19, 2019 On 1/18/2019 at 5:31 AM, Bad Dog said: I'll fix the tintmask problem. Try changing Ulfric's hair. The mane he has is a bit wonky. If that's it I can take another look at it. I loaded up Ulfric's face in Creation Kit and using the animation preview it glitches out on there also. It seems to happen with all the Lion Mane hairs and goes away when changed to something different. Here's a demonstration: Â Â 1
Blaze69 Posted January 19, 2019 Posted January 19, 2019 7 minutes ago, ShadowKitty42 said: I loaded up Ulfric's face in Creation Kit and using the animation preview it glitches out on there also. It seems to happen with all the Lion Mane hairs and goes away when changed to something different. Here's a demonstration: Looks like there's something wrong with some of the morphs for the Mane and that's what bugs out. Fixing it should be a matter of going through the TRI files for the mane and cleaning up the broken morphs (DialogueAnger, MoodAnger, CombatAnger and Combat Shout seem to be the main ones).
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