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Yiffy Age of Skyrim


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Posted
On 3/29/2019 at 11:48 AM, Bad Dog said:

Don't wait for the port. Dunno how long you run a character, but you'll probably be done before SSE is ready.

 

NEW VERSION GOING UP! 5.12 has better hyena tail weights, HDT argonian tails, and furrified paintings. And other stuff I don't remember.

 

For the paintings, Dragonfall Castle and Legacy of the DB will have most of their paintings furrified. But a few of my furry paintings were NSFW so I got all bent out of shape about them. In this version, there's some furry nudity in the base DFC and LDB patches but nothing X-rated. Download the Yiffy_Age_Paintings patch to replace all paintings, with some def X-rated stuff. 

 

I'm not even sure I particularly like the x-rated paintings, from the immersion point of view. And I really like the portraits. Eventually I expect I'll pull together enough non-x-rated stuff so all the mod paintings are furry and the YA paintings patch won't be needed.

Downloading the new update now. I'm debating on trying dragonfall, or another player home with extra room for followers since Underground Bathhouse is kind of bland in my opinion.

Posted

@ASlySpyDuo I get those spaz outs too when running near/over dead bodies. I guess it's just another "feature" of the "glorious physics in Skyrim".

I sometimes also get extremely stretched rubber-band tails on far away NPCs when they're loaded and rarely NPCs are invisible for some time and suddenly appear. But I don't really mind those minor hiccups and also guess it would work much better with far less installed mods in my case. I know that my game's pretty cluttered with mods so I'm kinda expecting that there are some minor problems. xD

Posted

Rubberband tails are generic issue with all HDT tails, including horses etc. if using those, nothing you can do about it except live with it. Actors phase out with extreme stretching too which is why I have personal batch files for force equipping tail remover for actors so that they phase back in and which is why I have cloaks that take the tail slot in leveled lists so not everyone has a visible tail.

 

You can alleviate the issue somewhat by upping maxLinearVelocity and maxAngularVelocity to 255 on HDTTailLykaios.xml (which I think should be default, @Bad Dog) but it wont completely fix it. Such is the nature of vanity mods.

 

But I was mostly curious about spazzing out around dead humanoid bodies because it feels like weirdly specific issue, like they have a magnet floating above them that catches the tail or something so I thought I had a faulty skeleton but it's XPMSE that literally everyone else uses and it isn't getting overwritten either so I dunno. I can live with it though.

HDTTailLykaios.xml

Posted

Giving the XML a try.

 

Hey, how hard would it be to collision-enable horses' backs? I'm riding around a bunch and the tails clip through the backs. I'm thinking it ought to be fixable. I know there are HDT-enabled horses but those files are just putting collisions on the junk, right?

Posted
On 3/30/2019 at 5:44 AM, Blaze69 said:

Are you 100% sure about that? Did you install PapyrusUtil and RCAE? The schlongs should unsheath during SL animations, or when your character has a high arousal if you enable the "SOS Integration" option in Arousal's MCM settings. Don't think the SOS potions or spells work with Hoodies anymore, so don't use them.

yes i did lots of things i done so much i reinstalled the game like 7 times this week i been working on getting this to work for days the thing thats killing me is i had it working a while ago 

Posted
17 minutes ago, ShadowFox141 said:

yes i did lots of things i done so much i reinstalled the game like 7 times this week i been working on getting this to work for days the thing thats killing me is i had it working a while ago

Don't do that. Install Mod Organizer once, go to the S.T.E.P guide and follow its instructions, and you'll never have to reinstall skyrim again.

Posted

Another question: I'm finding a lot of the hold guards are showing up with female schlongs (which don't show up, as it were). The SOS settings seem right and wierdly, it's just the guards. Anyone else see that?

Posted

does this mod work fine when installing via a mod manager? I just want to know due to how large the files are and i am a bit worried about screwing it up greatly

Posted

I feel like someone else has had this issue when upgrading to a new version but I can't find it so if someone could guide me that would be great. ^^;

After installing the newest version and patches all armored and nude bodies are remaining human and i'm honestly not sure what would cause this or where to look really, I'm thinking it might be the load order but i'm not sure. All I need is to be pointed in the right direction as I am feeling very silly for having this issue to begin with and not figuring it out myself.

Posted

@ShadowFox141, the SOS spells won't work, so stop using them.

 

The only way to get the schlongs to unsheath is to start a SL animation or to have the "SOS Integration" option enabled in SL Aroused's MCM menu and wait for your character to have a high arousal. Try starting a SL anim and see if they unsheath then.

3 hours ago, BledKnight said:

does this mod work fine when installing via a mod manager? I just want to know due to how large the files are and i am a bit worried about screwing it up greatly

MO/MO2 should work fine, NMM will break pretty bad and screw things up, and no idea about Vortex but why the hell would you use anything that isn't MO so it's not relevant.

1 hour ago, Puppy_Love said:

After installing the newest version and patches all armored and nude bodies are remaining human and i'm honestly not sure what would cause this or where to look really, I'm thinking it might be the load order but i'm not sure. All I need is to be pointed in the right direction as I am feeling very silly for having this issue to begin with and not figuring it out myself.

Definitely load order. Make sure YiffyAgeConsolidated.esp is at the bottom of your load order and the only things loading after it are its plugins/patches (YiffyAgeSchlongs, YiffyAgeDigi, patches for other mods, etc.).

Posted
16 hours ago, ASlySpyDuo said:

Rubberband tails are generic issue with all HDT tails, including horses etc. if using those, nothing you can do about it except live with it. Actors phase out with extreme stretching too which is why I have personal batch files for force equipping tail remover for actors so that they phase back in and which is why I have cloaks that take the tail slot in leveled lists so not everyone has a visible tail.

 

You can alleviate the issue somewhat by upping maxLinearVelocity and maxAngularVelocity to 255 on HDTTailLykaios.xml (which I think should be default, @Bad Dog) but it wont completely fix it. Such is the nature of vanity mods.

 

But I was mostly curious about spazzing out around dead humanoid bodies because it feels like weirdly specific issue, like they have a magnet floating above them that catches the tail or something so I thought I had a faulty skeleton but it's XPMSE that literally everyone else uses and it isn't getting overwritten either so I dunno. I can live with it though.

HDTTailLykaios.xml 76.29 kB · 4 downloads

Bad dog should have already gotten a slew of fixes I gave a while back to integrate.

Posted
28 minutes ago, Blaze69 said:

@ShadowFox141, the SOS spells won't work, so stop using them.

 

The only way to get the schlongs to unsheath is to start a SL animation or to have the "SOS Integration" option enabled in SL Aroused's MCM menu and wait for your character to have a high arousal. Try starting a SL anim and see if they unsheath then.

MO/MO2 should work fine, NMM will break pretty bad and screw things up, and no idea about Vortex but why the hell would you use anything that isn't MO so it's not relevant.

Definitely load order. Make sure YiffyAgeConsolidated.esp is at the bottom of your load order and the only things loading after it are its plugins/patches (YiffyAgeSchlongs, YiffyAgeDigi, patches for other mods, etc.).

i just did that and nothing worked i might give up i had it working before so idk 

Posted
1 hour ago, 27X said:

Bad dog should have already gotten a slew of fixes I gave a while back to integrate.

That XML is just the current one from HDT Tails file with your fixes applied from page 198 or so aka the aforementioned maxLinearVelocity and maxAngularVelocity tweaks. Nothing else is modified. I didn't touch the other XMLs from YA since I overwrite them with Bazinga's naturalistic HDT set anyway.

Posted
15 hours ago, Bad Dog said:

Hey, how hard would it be to collision-enable horses' backs? I'm riding around a bunch and the tails clip through the backs. I'm thinking it ought to be fixable. I know there are HDT-enabled horses but those files are just putting collisions on the junk, right?

I was under impression that they already were? At least my tail and the NPC tails rest on the back instead of clipping through it but I only checked Lykaios tails spontaneously. They do clip through the saddles though.

My horse assets come from Immersive Horses and the skeleton from Heartland Horses so one of those might have added collisions. And like I previously mentioned, I overwrite YA HDT XMLs with Bazinga's (sans the tail) so might be that too so don't trust me on this issue.

 

Spoiler

hoers1.jpg.497eaf76326566ddef856bcb055f68c7.jpghoers2.jpg.b7a22b28c76f6879a853f4d4b57310e7.jpg

 

10 hours ago, Bad Dog said:

Another question: I'm finding a lot of the hold guards are showing up with female schlongs (which don't show up, as it were). The SOS settings seem right and wierdly, it's just the guards. Anyone else see that?

I assume you are using your revealing clothes? I use vanilla armors and clothes for males and I went through Whiterun stripping every guard via console, all of them had correct equipment downstairs.

 

Posted
27 minutes ago, ASlySpyDuo said:

I assume you are using your revealing clothes?

Right. SOS reports these guys legitimately have the female schlong, which should never happen. I'll check the setting, but it's showing the star indicating the schlong isn't for the character.

 

28 minutes ago, ASlySpyDuo said:

I was under impression that they already were?

Fabulous, thanks for the photos. My tails don't hang down through the horse, but they don't rest on the back like that either. I'll try your horse mods.

 

6 hours ago, 27X said:

Bad dog should have already gotten a slew of fixes I gave a while back to integrate.

I mentioned upthread I've tried the alternate XMLs and haven't been happy. It might just be me but it seems like the tails bounce and jounce like a ball on a string, where the original feels more like an actual tail swishing around. I'll post video if this new rig will handle it.

 

Posted
23 minutes ago, Bad Dog said:

Right. SOS reports these guys legitimately have the female schlong, which should never happen. I'll check the setting, but it's showing the star indicating the schlong isn't for the character.

Took another look and ran via various cities looking at what SOS MCM menu says about the guards, all the males had correct one aka Bad Dog Sheath.

 

Does it happen to you in some cities only or in all holds?

 

23 minutes ago, Bad Dog said:

Fabulous, thanks for the photos. My tails don't hang down through the horse, but they don't rest on the back like that either. I'll try your horse mods.

I think I figured this one out... The animation for canter causes tails to eventually clip through horse due to the speed you move and the horse rump movement.

 

Walk has no problems since the rump doesn't move vertically that much.

Same for trot (only usable with either a controller or immersive horses hotkey).

Canter has too much vertical movement for horse arse and too slow speed so the tail tries to rest but clips through instead.

Gallop (at least with immersive horses) is fast enough that the tail stays in air instead of clipping through.

 

Full disclosure, I use horse movement animations (not the idle, .nif or plugin) from Horses Revamped.

 

In conclusion: don't canter for maximum tail immersion. You can pop the tail out by jumping though.

Posted
On 3/31/2019 at 4:42 PM, ASlySpyDuo said:

Tried it, but doesn't really do much. Instead of slowly getting shorter and moving towards the NPCs, the rubberbanding tails go complete haywire while getting shorter which honestly annoys me much more. Also it doesn't really resolve the rubberbanding faster, sometimes it even feels like taking longer than before. Thanks for the help though, but I'll stick to the other XML. ;)

 

----------------------

 

@ShadowFox141 When I watched your video I saw that the tail of your character doesn't really move correctly when you cast a spell. I've had a similar thing some years ago and the problem was with FNIS in that case. Are you sure you installed FNIS correctly AND used it to generate all animations?

If you did both for sure --> Try following steps: Open FNIS for Users, click on "De-Install Creatures", close it when it's done, open FNIS for Users again and "Update FNIS Behavior".

Maybe that problem's affecting "the other tail" too ;)

Posted

I tried this and another HDT XML upthread, and I found that both gave me much livelier tails--more like dragging around a piece of string than a tail. No one else is seeing that?

 
Also, Horses Revamped has HDT-collision on the horses' backs.
Posted

Hello :) not sure if it someone mentioned this already, been looking through some of the pages to see if maybe there was an answer or not, but no one said anything yet... so anyway, I just went from v4. something or another (maybe 4.2? 4 something, yeah, been gaming, though I installed Imperius and well, forgot a patch so things took a tumble) and I guess after the update, I noticed... some stuff, not sure if what I'm seeing is alright or if I need to dig through some stuff and delete things and yada yada... maybe the old YA is messing something up or maybe everything is good?

 

Anyway, let me know if everything is supposed to look like that or if I need to go crawling through my downloads and delete some stuff... cause I'm confused lol

20190404142458_1.jpg

20190404142902_1.jpg

Posted
3 minutes ago, Ghost Wolf said:

Anyway, let me know if everything is supposed to look like that or if I need to go crawling through my downloads and delete some stuff... cause I'm confused lol

Yep, everything looks good.

 

If you want those two males from the menu screen to be naked as they used to, you need to install the SOS file (or if you already installed it, install it again making sure to say "yes" to overwriting files). From 5.0 onward, the menu replacer comes as that SFW/clothed version by default and the nude/NSFW one is packed with the SOS file instead just like the other load screens with nudity on them.

Posted

Oh ok! Thank you, yeah, reinstalled it and voila, two nude canines/one nude Nord and one nude Imperial just hanging out hehe

 

Again, thank you for the assist :)

Posted

LOL. And dude, we're all pervs here. You can just say "Hey, where are the dicks?" and no one will care. Or if they do we will mock them mercilessly. 

Posted

Lol well, the front page showed two clothed people and that was the only one I saw lol loading up the game (plus revealing armor) added the cocks for me xD though I was more worried about the texture change (being I went from early v4.?.? to 5.12) so it was different, like Nords having a feather thing (?) and Imperials having... piercings lol so I guess I was worrying about that lol though now I get balls on the main menu so that's a plus lol :D

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