Pleasemadam Posted May 5, 2019 Posted May 5, 2019 Is that Devious Device Beast Refit patch still floating around? I didn't see it on the Drive folder.
Blaze69 Posted May 5, 2019 Posted May 5, 2019 3 hours ago, Pleasemadam said: Is that Devious Device Beast Refit patch still floating around? I didn't see it on the Drive folder. Must have gone missing while uploading all the new 5.x+ files. Here you go: YiffyAgeDeviousDevices.7z Should still work more or less fine with YA, though as stated before most items will have some clipping on some of the races (mainly canines, so better stick to cats). Also note that the Cursed Loot patch will be outdated and may or may not be broken altogether, as the Beast Race Refits mod hasn't been updated in a while but DCU has been updated several times in the meantime.
Bad Dog Posted May 5, 2019 Author Posted May 5, 2019 Where are the masters for that file? If I was to convert DD, would these be all I'd have to worry about?
Blaze69 Posted May 5, 2019 Posted May 5, 2019 1 hour ago, Bad Dog said: Where are the masters for that file? If I was to convert DD, would these be all I'd have to worry about? My patch is basically the original Beast Race Refits plugins (as linked by poblivion) but with the Khajiit meshes enabled for all non-Argonian races (Argonians keep their own custom meshes from the mod as well). If you wanted to make a proper YA patch for DD you could use the Beast Race Refits plugin and assets as a base, but since there are several items that weren't covered by BRR or have been added in new DD updates since BRR was posted, you will probably have to add a ton of new items to the package. The actual DD files that you would need to check to find the meshes to convert (and the Armor records to add the new AAs to) are Devious Devices - Assets, Devious Devices - Integration, and Devious Devices - Expansion. Also make sure to check Devious Devices For Him for male meshes for some of the devices, but it's incompleted and outdated as well so most items won't have male assets available.
cannibalpeasant Posted May 5, 2019 Posted May 5, 2019 Are there any larger resolution and/or uncompressed textures in existence?
Skullered Posted May 5, 2019 Posted May 5, 2019 5 hours ago, Blaze69 said: Also make sure to check Devious Devices For Him for male meshes for some of the devices, but it's incompleted and outdated as well so most items won't have male assets available. Someone uploaded a newer version of it that has some of the newer items in it.
Ramare Posted May 5, 2019 Posted May 5, 2019 Gameplay protip: Mods like Immersive Armor actually will work (less terribly) with YA, after a bit of jury rigging. If the mod in question has headgear meshes specifically for khajiit or argonians, paste them over the regular headgear meshes. Your mileage may vary, and it will never be as good as it could or would be if it were proper canine headgear done by hand, but it's (sometimes much) better than nothing. Khajiit is better than nothing, but muzzles might clip, depending on the specific design. Argonian can clip with the back of the head, but won't clip with muzzles; will generally only work with certain heavy armor or hood headgear. Use your own judgement, previewing them each with NifSkope and comparing them with each other and with the regular human/elf headgear you're replacing, to decide which to use. Afterwards, you'll have completely YA-compatible headgear if you're lucky, or at least slightly less awfully clipping headgear if you're unlucky. Spoiler Pictured: Einherjer hooded helmet from Immersive Armors. As far as I know, if you like using the digitigrade feet patch and a mod has footgear you're out of luck, though. Which is part of the reason that I, personally, don't use it. Honestly, those paws are great enough they don't need to be digitigrade anyway. I don't remember who originally said it, but they weren't kidding when they said those new paws are good enough to give you a paw fetish. I mean, they certainly gave me one.
Voldearag Posted May 6, 2019 Posted May 6, 2019 And those of us already afflicted with the paw fetish are elevated to the clouds, these clawy clompers are a great art piece.
Blaze69 Posted May 6, 2019 Posted May 6, 2019 7 hours ago, Ramare said: Gameplay protip: Mods like Immersive Armor actually will work (less terribly) with YA, after a bit of jury rigging. If the mod in question has headgear meshes specifically for khajiit or argonians, paste them over the regular headgear meshes. Alternatively, you could edit the plugin to add all vanilla non-Argonian races to the Khajiit ArmorAddons (and remove them from the human AAs). Or, if you want to go all-in, load up the Khajiit meshes into Outfit Studio with one of the canine heads as reference, fix them up so they look good on the dogs, and then overwrite the human meshes with those edited ones. You will probably still need to edit the AAs to remove elves (cats) from the human AA lists and add them to the Khajiit ones so they have a proper match for their heads, but human races should automatically get the edited k9 meshes and avoid clipping with muzzle/face covering gear. 7 hours ago, Ramare said: As far as I know, if you like using the digitigrade feet patch and a mod has footgear you're out of luck, though. Which is part of the reason that I, personally, don't use it. Honestly, those paws are great enough they don't need to be digitigrade anyway. Yeah, not much to do about it. If the shin guards/greaves can be separated from the actual foot/shoe part, you could try taking only the greaves and slapping the paws on them to get them to work as, well, greaves, but that's as far as it goes. We don't have any digi footwear meshes that cover the actual paws yet and I don't know if we ever will. 7 hours ago, Ramare said: I don't remember who originally said it, but they weren't kidding when they said those new paws are good enough to give you a paw fetish. I mean, they certainly gave me one. That would be me, lol. Some background: I made a passing mention of it back in that post, but I had recently started reading TwoKinds and one thing that surprised me is how... noticeable paws are there. Like, way too noticeable. I was wondering whether Tom really had such a blatant paw fetish that I would notice so readily, but then I read KestrelSky's mention of the new paws being so unf-worthy and realized maybe the one with the paw thing could be me instead, thanks to those sexy-ass "clawy clompers" (like that name for them, lol). The fact that the new Selachii feet cause a similar reaction would support this theory as well. So yeah, Bad Dog did such a good work on those paws that I'm preeetty sure they gave me a paw fetish, lol. Not surprised to see I wouldn't be the only one. As for the TK thing, I'm starting to think it's a little column A, a little column B. Chances are I noticed due to YA getting me into it, but the paws are too well drawn with respect to the rest of the characters in the first chapters of the comic for it to be a coincidence.
Ramare Posted May 6, 2019 Posted May 6, 2019 Now that I've both broken my mask, becoming a non-lurker, and figured out how to properly image, it's finally time for my inaugural furry lewd post. Considering both the noticeably disproportionately large amount of queer folks in the furry fandom and the smaller but still noticeable hermaphrodite kink presence (Redguard, anybody?), I shouldn't have to warn you, but I still will anyway: Avast! There be a surplus o' penis in that thar spoiler, matey. Spoiler Pictured: When you don't want to lie and end up ruining someone's relationship aspirations, feel bad about it, try to make it up to them with a little surprise and end up replacing their target of affection. All according to plan. This lewd post brought to you due to emergent gameplay thanks in large part to the M2M animations pack and SL Eager NPCs. I'd also like to take a moment to point out that the way her paws bend in that last screen looks fucking amazing. Unintended, but topical! 3
Bad Dog Posted May 6, 2019 Author Posted May 6, 2019 13 hours ago, Ramare said: I don't remember who originally said it, but they weren't kidding when they said those new paws are good enough to give you a paw fetish. LOL thanks. Hey: With my new mods (birds, lykaios) I have the digitigrade patch set up so the characters take boots off if you try to put them on. If I used that in YA, you'd be able to use any armor mod and ignore the boots. Downside, you lose any buffs the boots would have. Alternatively, I might be able to use the same script but instead of just uninstalling the boots, change the armor mesh to something invisible. That would affect all instances of those boots--but for YA, where all the races are digitified at once, that would be okay. Worth doing? @Ramare, glad to see you're having... fun with the mod. Apologies to anybody whose paw fetish is interfering with their online life.
Blaze69 Posted May 6, 2019 Posted May 6, 2019 44 minutes ago, Bad Dog said: Hey: With my new mods (birds, lykaios) I have the digitigrade patch set up so the characters take boots off if you try to put them on. If I used that in YA, you'd be able to use any armor mod and ignore the boots. Downside, you lose any buffs the boots would have. Alternatively, I might be able to use the same script but instead of just uninstalling the boots, change the armor mesh to something invisible. That would affect all instances of those boots--but for YA, where all the races are digitified at once, that would be okay. Worth doing? Wouldn't that be a bit script heavy, though? Or if not exactly script heavy, it would be wasting system resources. AFAIK it would have to be done by attaching a spell with a script effect that ran a "OnEquip" even that checked what was equipped and unequip it if it's a feet item, right? That's bound to send out a ton of events at some points, and that can't be good. If it's just a handful of custom-race NPCs it's fine, but when 90% of the Skyrim population has the script running on them... The model-swapping could be an option instead, but how does it work, exactly? Are there proper script functions to change what model is used by a certain item? Or to tinker around with ArmorAddons on runtime? I'd say it may be worth doing depending on the way the scripting would work for such a thing. 44 minutes ago, Bad Dog said: Apologies Apawlogies to anybody whose paw fetish is interfering with their online life. FTFY (I'll see myself out now...)
MadMansGun Posted May 6, 2019 Posted May 6, 2019 23 minutes ago, Blaze69 said: The model-swapping could be an option instead, but how does it work, exactly? Are there proper script functions to change what model is used by a certain item? Or to tinker around with ArmorAddons on runtime? I'd say it may be worth doing depending on the way the scripting would work for such a thing. it's just a case of making 10+ ArmorAddons for every boot (a mesh for every race) and setting up the boot's Armatures list.
Bad Dog Posted May 6, 2019 Author Posted May 6, 2019 21 minutes ago, MadMansGun said: it's just a case of making 10+ ArmorAddons for every boot (a mesh for every race) and setting up the boot's Armatures list Ya, I'm trying to avoid that so people can load stuff like immersive armors that I don't have a patch for. It would be script-heavy, but the script would be short. A big hit when you walk into a populated area, perhaps. I'm not sure how to do it, but there are a few options. Simplest might be to take all the slots off the armor, or set the slot to something not foot-related so none of the armor addons apply. The spell would be on the race, so there'd be no need for a cloak or anything like that.
Deadly Kitten Posted May 6, 2019 Posted May 6, 2019 Unequipping boots would likely not play nice with mods such as Ordinator that use set bonuses for armor. I'm perfectly happy with invisible boots, but tweaking every single boot to be invisible by hand seems tedious at best. I'm also not experienced enough with scripting or skyrim mods to create a script to do it for me. EDIT: not knowing how keywords or how Ordinator checks for scripts, it might be possible to just create *one* invisible boot, and force that to be equipped once. Then, again without knowing anything about keywords or the like, could slap devious device keywords on it to prevent DD from stripping it during scenes.
Zarix234 Posted May 6, 2019 Posted May 6, 2019 I am sorry to say, but I dunno if I can use or not Bad Dog hoodies... It crashes the game with Yiffy Age... Did I do something wrong?
Blaze69 Posted May 6, 2019 Posted May 6, 2019 4 hours ago, Bad Dog said: Ya, I'm trying to avoid that so people can load stuff like immersive armors that I don't have a patch for. Instead of messing around with scripts on runtime and all that, why don't we automate the process of patching mods? Like with the Furrifier script. So, the idea would be to have a xEdit that would: Run through the target plugin/records to find the ARMO records that include Slot 37 - Feet. Run through the AAs of said ARMOs to find the ones that include Slot 37 in turn (for compatibility with multi-slot items). Probably should exclude unplayable items or ones with an empty Name field to skip NakedSkins and those kinds of records. Delete all furrified races from the AA races list (aka NordRace, RedguardRace, HighElfRace, etc.) leaving only DefaultRace and any other that may be there but isn't playable/furrified (some headwear include DraugrRace and SkeletonRace, for example; not sure if any feet item does as well but it wouldn't hurt to account for the possibility). Return to the original ARMO record and add the existing "FeetBootsXXXX" ArmorAddons from the main YA plugin. (Optional) Allow the user to choose whether to save the changes to the original plugin or to a separate one (the Furrifier already does this). That way the item still looks as intended on any race that uses DefaultRace as its armor reference (like the sharks), but furries get the paws. And since this kind of data doesn't get baked into the savegame or anything like that, you can just update your custom "YiffyAgeDigiModBootsPatch.esp" whenever you add or remove a mod that adds armor/clothes and that's it. Never looked into actual xEdit scripting so I don't really know how feasible it is, but sounds like something that could indeed be scripted and IMO it would be better than an actual ingame Papyrus-scripted constantly running solution. Only "downside" is that it requires a tiny bit of xEdit knowledge (like, just getting it to load, that's it), but anyone that wants to properly mod any Bethesda game should be familiar with xEdit by now anyway, so it doesn't count. EDIT: as for DD items, ideally they would be converted to work on the paws (again, ideally). But since I'm pretty sure most DD feet items would be very hard or outright impossible to replicate with paws (even if we only fine-tune them for plantigrade) and it's not even sure we will get a DD conversion of standard/head items in the first place, this should work for it in the meantime. Either this or not touching them at all so they do show up as they are, of course.
Bad Dog Posted May 7, 2019 Author Posted May 7, 2019 Ya, the xEdit script is totally doable. I already have scripts that fix the AA race assignments, as in "if the AA has the khajiit race assigned, add the XYZ race." Adjusting those to do the full foot thing would not be hard. It would also be useful, since I have to do it by hand for every new mod. Same same for helmets and circlets--the base fix could easily be automated and then the hand work would only be for meshes that need a special dog version. Maybe I'll update the Bruma patch and work it up for that. (Immersive Creatures has a bunch of stuff for skeleton and draugr races, btw, so yeah, it would have to just affect the furry races.) Right now I'm doing female Lykaios mouth morphs tho. Apparently I did some updates to the lips but never updated the mouth to match and it's been bugging me. 2
Deadly Kitten Posted May 7, 2019 Posted May 7, 2019 My only major problem with DD items is that any type of "Boot" ends up defying physics, and some mods are really, really stubborn about equipping them. My "solution request" is a workaround, a completely invisible DD boot that occupies the same slot, but is completely invisible. But idk how much DD's effects are backed into "being a boot" and not just "occupying the DD boot slot and claiming to be a DD boot, but literally doing nothing else". I've... not tried to make my own mod/patch yet. Outside of flipping tags on broken items, or moving spell effects on gear around and not having a clue if i'm hopelessly breaking other things. Which just means that I'm asking for someone to break a DD boot, so it's invisible, so i can equip it and have those mods stop trying to make me pose in bizarre ways.
Blaze69 Posted May 7, 2019 Posted May 7, 2019 8 hours ago, kingcupworld said: My only major problem with DD items is that any type of "Boot" ends up defying physics, and some mods are really, really stubborn about equipping them. Yeah, DD is simply never going to play nice with the digitigrade skeletons. Only way around it (apart from the extremely-difficult-if-not-outright-impossible task of somehow converting the meshes to fit the digitigrade paws/skeleton) is to make them invisible or replace the ArmorAddons with the YA "FeetBootsXXX" ones. You would be losing on pretty much all feet items from DD, but I guess that's the price to pay to be able to have digitigrade paws and bondage gear at the same time.
Voldearag Posted May 7, 2019 Posted May 7, 2019 Is that a horse head nailed to the wall in the background? I remember wolves' heads from the Silver Hand but not horses.
Blaze69 Posted May 7, 2019 Posted May 7, 2019 3 minutes ago, Voldearag said: Is that a horse head nailed to the wall in the background? I remember wolves' heads from the Silver Hand but not horses. I see antlers, so I'd say it's a deer or an elk. Would make way more sense to have a deer head as a hunting trophy that a horse one, too. Unless you are an Orc, in which case horses are food...
Deadly Kitten Posted May 7, 2019 Posted May 7, 2019 3 hours ago, Blaze69 said: Yeah, DD is simply never going to play nice with the digitigrade skeletons. Only way around it (apart from the extremely-difficult-if-not-outright-impossible task of somehow converting the meshes to fit the digitigrade paws/skeleton) is to make them invisible or replace the ArmorAddons with the YA "FeetBootsXXX" ones. You would be losing on pretty much all feet items from DD, but I guess that's the price to pay to be able to have digitigrade paws and bondage gear at the same time. I'll need to replace the AA with YA's version, then. Because that's exactly what i want. If DD footwear doesn't play nice, and i'm still using DD, then I just want it to be invisible. Guess I need to look up how to do that.
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