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Yiffy Age of Skyrim


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Posted

Looking forward to see what we end up with! :P

 

Also, I've ran another new installation of Skyrim recently, and wanted to use this mod once again. Only problem I have is with the requirements. I am missing both masters "BDDigiFeet.esp" and "BDHoodieSchlong.esp". I've checked all files and requirements posted on the download page and neither of these we're mentioned.

 

I imagine the hoodie schlong .esp can be found here : http://www.loverslab.com/files/file/2356-bad-dogs-hoodie-schlongs-khajiit-argonians-humanelf/, but I have no idea where I can find the DigiFeet.esp

 

Any help appreciated. ^_^

 

DigiFeet.esp is part of BD's Complete Khajiit mod. However, if you download the Consolidated version of YAoS from the Google Drive link, those mods are already included(i.e just the .esp for YAoS, with the only requirements being SOS, the race mod's .esp files, and Skyrim+DLCs). 

Posted

 

Looking forward to see what we end up with! :P

 

Also, I've ran another new installation of Skyrim recently, and wanted to use this mod once again. Only problem I have is with the requirements. I am missing both masters "BDDigiFeet.esp" and "BDHoodieSchlong.esp". I've checked all files and requirements posted on the download page and neither of these we're mentioned.

 

I imagine the hoodie schlong .esp can be found here : http://www.loverslab.com/files/file/2356-bad-dogs-hoodie-schlongs-khajiit-argonians-humanelf/, but I have no idea where I can find the DigiFeet.esp

 

Any help appreciated. ^_^

The BDDigiFeet.esp is from BadDog's Conpleat Khajiit, but neither of those should be a requirement anymore. Do you have the latest version, with "consolidated" in the name? You should use that one instead of the standalone version.

 

 

 

 

Looking forward to see what we end up with! :P

 

Also, I've ran another new installation of Skyrim recently, and wanted to use this mod once again. Only problem I have is with the requirements. I am missing both masters "BDDigiFeet.esp" and "BDHoodieSchlong.esp". I've checked all files and requirements posted on the download page and neither of these we're mentioned.

 

I imagine the hoodie schlong .esp can be found here : http://www.loverslab.com/files/file/2356-bad-dogs-hoodie-schlongs-khajiit-argonians-humanelf/, but I have no idea where I can find the DigiFeet.esp

 

Any help appreciated. ^_^

 

DigiFeet.esp is part of BD's Complete Khajiit mod. However, if you download the Consolidated version of YAoS from the Google Drive link, those mods are already included(i.e just the .esp for YAoS, with the only requirements being SOS, the race mod's .esp files, and Skyrim+DLCs). 

 

 

Uuuugh, thanks for the help. I had downloaded the unconsolidated in the google drive as well as the consolidated and facegen files. I replaced the consolidated file with the unconsolidated file after installation, which replaced the original .esp.

 

Silly me. :wacko:

Posted

Maybe I'll just take the unconsolidated out. I'm still running on it though, and others may be too. I'm half way through a CWO civil war and don't want to bugger it.

Posted

Will this work with your existing skeleton?

 

https://gyazo.com/fb62e21f7c9aceb76db3c8acc20283ab

https://gyazo.com/f6c5d39757842f32be5a50a3c53ffe7b

 

As you can see, the shape is based on yours. I just cut off part of yours and cut off part from my model, then split mine apart as 2 separate meshes (L&R). After that I placed them as symmetrically as I can, merged down, dynameshed, and symmetry editing from there actually worked out very well. I'll also be using this new model as a starting point for Blaze69's Sharkmer feet, but with new claws.

 

Although I'm not sure if the inward going outward bend at the end of the foot is required. I have my paws perfectly leveled to the floor.

 

https://gyazo.com/42623023367899576d39cce17e82964e

Posted (edited)

Will this work with your existing skeleton?

 

https://gyazo.com/fb62e21f7c9aceb76db3c8acc20283ab

https://gyazo.com/f6c5d39757842f32be5a50a3c53ffe7b

 

As you can see, the shape is based on yours. I just cut off part of yours and cut off part from my model, then split mine apart as 2 separate meshes (L&R). After that I placed them as symmetrically as I can, merged down, dynameshed, and symmetry editing from there actually worked out very well. I'll also be using this new model as a starting point for Blaze69's Sharkmer feet, but with new claws.

 

Although I'm not sure if the inward going outward bend at the end of the foot is required. I have my paws perfectly leveled to the floor.

 

https://gyazo.com/42623023367899576d39cce17e82964e

As fas as I know if the shape and the weight painting is similar, they should work just fine both with BD's digitigrade skeleton and with a plantigrade/default one, though BD would have to confirm that.

 

BTW, they look great. Some of the small details like the pads will probably need to be translated into the normal map before polycount reduction, but maybe some part of it can still be left in the mesh. UUNP's feet have as many as 13k tris with no issue whatsoever, for example, so there is room there for detail. Also, can't wait to see the Sharkmer version :D . If you do build them based on BD's feet, and they work with the digitigrade skeleton, I may actually think about offering it as an option for the mod. Okay, I just noticed they are already built for BD's skeleton. Silly me.

Edited by Blaze69
Posted

 

Will this work with your existing skeleton?

 

https://gyazo.com/fb62e21f7c9aceb76db3c8acc20283ab

https://gyazo.com/f6c5d39757842f32be5a50a3c53ffe7b

 

As you can see, the shape is based on yours. I just cut off part of yours and cut off part from my model, then split mine apart as 2 separate meshes (L&R). After that I placed them as symmetrically as I can, merged down, dynameshed, and symmetry editing from there actually worked out very well. I'll also be using this new model as a starting point for Blaze69's Sharkmer feet, but with new claws.

 

Although I'm not sure if the inward going outward bend at the end of the foot is required. I have my paws perfectly leveled to the floor.

 

https://gyazo.com/42623023367899576d39cce17e82964e

As fas as I know if the shape and the weight painting is similar, they should work just fine both with BD's digitigrade skeleton and with a plantigrade/default one, though BD would have to confirm that.

 

BTW, they look great. Some of the small details like the pads will probably need to be translated into the normal map before polycount reduction, but maybe some part of it can still be left in the mesh. UUNP's feet have as many as 13k tris with no issue whatsoever, for example, so there is room there for detail. Also, can't wait to see the Sharkmer version :D . If you do build them based on BD's feet, and they work with the digitigrade skeleton, I may actually think about offering it as an option for the mod.

 

 

I tested it and the pads show up just fine at 10k tris but looks best between 11-12k tris at the lowest. And didn't you want it with his skeleton? The digi skeleton is just like the picture and you gave me a link with his feet in obj. The fin on the heel would also sink into the ground if not.

 

Polycount at 11,998

https://gyazo.com/705a1d74e67311bd8f877a95c30f916b

Posted (edited)

I tested it and the pads show up just fine at 10k tris but looks best between 11-12k tris at the lowest. And didn't you want it with his skeleton? The digi skeleton is just like the picture and you gave me a link with his feet in obj. The fin on the heel would also sink into the ground if not.

Polycount at 11,998

https://gyazo.com/705a1d74e67311bd8f877a95c30f916b

Actually, now that you mention it I may have not worded my request properly, because I did want it to use the default skeleton config instead of the digitigrade one. Sorry about that. But anyway, I've changed my mind.

 

I just realized BD's digitigrade feet do look fine when using a plantigrade skeleton (a little late for that, I know), at least the khajiit/canine paws, so I will offer the digitigrade skeleton as the main one for Sharkmer and then offer an optional download with the plantigrade skeleton for those that want to use mod-added/human footwear. The plantigrade skeleton would have some quirks when barefoot (like the back fin clipping into the ground, as you mentioned), but I prefer to offer all the possible options.

 

TL;DR: yes, set them up for BD's digitigrade skeleton.

 

Good to see the detail is kept. Though there is nothing wrong with going for 11-12k or even higher. As I said, UUNP's feet have 13k for the feet and an extra 6k for the nails. So you have some space to work there  :D .

Edited by Blaze69
Posted

This is only for UNP correct? I read the first page and it looks like baddog is planning CBBE support after the final version? Is that still a possibility? 

Posted

This is only for UNP correct? I read the first page and it looks like baddog is planning CBBE support after the final version? Is that still a possibility?

CBBE compatibility would require all of the race textures to be converted from UNP to CBBE. In some cases it would be relatively easy because CBBE textures already exist for the races (like for the Lykaios), but most of them would have to be done from scratch.

 

There may be a way around that, though it would probably only work for SSE. If you check the CBBE thread in the Special Edition section, you'll see cell/ousnius has said they intend to include an option in the future version of CBBE/Bodyslide that would basically allow you to use UNP textures on CBBE bodies, so that would make things much easier. Of course, unless that functionality is also added to regular Skyrim's CBBE, you would have to wait for SKSE64 and all of the other requirements before you could port Yiffy Age to SSE.

Posted

 

This is only for UNP correct? I read the first page and it looks like baddog is planning CBBE support after the final version? Is that still a possibility?

CBBE compatibility would require all of the race textures to be converted from UNP to CBBE. In some cases it would be relatively easy because CBBE textures already exist for the races (like for the Lykaios), but most of them would have to be done from scratch.

 

There may be a way around that, though it would probably only work for SSE. If you check the CBBE thread in the Special Edition section, you'll see cell/ousnius has said they intend to include an option in the future version of CBBE/Bodyslide that would basically allow you to use UNP textures on CBBE bodies, so that would make things much easier. Of course, unless that functionality is also added to regular Skyrim's CBBE, you would have to wait for SKSE64 and all of the other requirements before you could port Yiffy Age to SSE.

 

 

I only meant in default Skyrim. I haven't even honestly looked at anything Skyrim SE related but it sounds like it's having quite the effect, maybe I should. (I am aware however that new 64bit-SKSE is needed to port mods, etc)

 

After looking at this http://www.loverslab.com/topic/69342-khajiit-body-overhaul-for-modders/

I gotta say the potential for skyrim SE bringing in new mods is pretty exciting.

I don't imagine a lot of what we have now moving over, but it might end up being a whole new thing in time. Guess we'll see in that aspect.

 

Anyways yeah, if after the new SKSE and CBBE-SE comes out with those features, sounds like that would be way easier on him if he was going to port it anyways.

 

Posted

The foot will almost certainly transfer over just fine. The main problem is that your mesh is going to be stretched into the digitigrade position, and it's hard to know how it will really look until you've seen what the engine does. I dealt with this by modeling in the stretched position, matching to the digi bone positions, then reverting the armature back to the vanilla position and exporting that to the nif file. So probably best to either mimic that or give me a mesh in the digi position.

 

The model looks fantastic. I would widen the foot pad to nearly the width of the foot... other than that it looks fine. Also, it's fine for khajiit but maybe not the dogs. I'd want blunter claws on the dogs.

 

I'm not sure what level of decimating makes sense, tho I hear the poly count can be higher than I've been allowing. If it's decimated at all, we need to build a normal map from the high-poly version so if I'm doing that we need both.

 

I'm ignoring SE until enough base mods support it.

Posted

The foot will almost certainly transfer over just fine. The main problem is that your mesh is going to be stretched into the digitigrade position, and it's hard to know how it will really look until you've seen what the engine does. I dealt with this by modeling in the stretched position, matching to the digi bone positions, then reverting the armature back to the vanilla position and exporting that to the nif file. So probably best to either mimic that or give me a mesh in the digi position.

 

The model looks fantastic. I would widen the foot pad to nearly the width of the foot... other than that it looks fine. Also, it's fine for khajiit but maybe not the dogs. I'd want blunter claws on the dogs.

 

I'm not sure what level of decimating makes sense, tho I hear the poly count can be higher than I've been allowing. If it's decimated at all, we need to build a normal map from the high-poly version so if I'm doing that we need both.

 

I'm ignoring SE until enough base mods support it.

 

Do you have a model in the digi position based on the geomity of your digi skeleton that I can mimic? Or can you convert the digi foot skeleton into a mesh that I can work around? Yes, I think that's the best solution since I doubt you have a model already. Convert the digi bone into an OBJ mesh to work around to prevent stretching would achieve the best results.

 

Also, I changed the dimensions of the main paw pad so it would only touch the ground and not stretch out from the bottom in the previous pictures.

 

I can give you the high poly model to edit the pads as you please. But am not sure how much your computer can take. My computer is a beast with an Intel 6-core 5820K overclocked to 4.5 ghz on water and an Nvidia GTX 1080. The model is at a polycount of 1.7 million. Editing in Zbrush starts to get a slow reaction at a polycount around 3.5 milliion for me. Of course I could decimate it to something like 100 to 300K for you and any tweaks you want to add before the UVs. I am not sure if Blender decimates as well as Zbrush will in the final product such as 10-12k as I have tested.

 

I like to edit with a very high poly count as it's for the best, then lower it a bit to get rid of any detail I don't want such as smuges that are difficult to smooth down.

 

I can make the UV's and such but think you will want or need to make edits to the model first. and as Blaze69 mentioned, poly paint weights, etc needs to be similar to that of your own which I have no knowledge of.

Posted

Honestly, I think what you got will be fine. The biggest concern when going digi is the bone weighting and how it affects the mesh.

Posted

Honestly, I think what you got will be fine. The biggest concern when going digi is the bone weighting and how it affects the mesh.

 

I don't know about that.  Stretching polys too much can cause a loss of detail, un-evenness, or other problems. I'm sure he just didn't stretch his feet mesh but the legs too. I've noticed some un-evenness and something sticking out around the knees. I'm also sure the stretching was done in NifSkope and it doesn't seem like the kind of application that let's you pay attention to detail. Something as simple as zooming in works terrible in there and everything appears in black and white.

Posted

Gods you guys are powerful, I can barely follow your dialog.  I thank my luck that along all of your interwoven hobby fields each of you have chosen to improve upon the animal feet of beast races in a video game I like.  I appreciate your work enough that it feels designed for pleasing me.  If I watch for long enough I might see all my Skyrim wishes granted by the same powers.

Posted

Gods you guys are powerful, I can barely follow your dialog.  I thank my luck that along all of your interwoven hobby fields each of you have chosen to improve upon the animal feet of beast races in a video game I like.  I appreciate your work enough that it feels designed for pleasing me.  If I watch for long enough I might see all my Skyrim wishes granted by the same powers.

 

Believe it or not, I havn't been at this for long. I started learning Zbrush and Unreal Engine at the start of summer this year, so not even half a year yet. Bad Dog has more experience than me and I'm sure him and all his mod followers would benefit greatly if he get's Zbrush. He could just torrent it since all his work is free. He would also benefit from stuff Blender has that Zbrush doesn't and vice versa since he is already familiar with it.

 

Unfortunately after I help with the digitigrade feet here and with Blaze69's Sharkmer race, I'll be taking my leave. I'll only be uploading models I make as a modders resource. This includes armor made for my own models that Bad Dog shouldn't have too much trouble positioning for his digi skeleton if he wants.

Posted

Speaking as a dirty laymen here, but building excellent body models sounds very helpful and perfectly worthwhile alone, modders need resources like these.  I think that's already a pretty nice endeavor.

Posted

Yes, once I have a model, rigging it up is, theoretically, not much of a problem. SOS for the ladeez excepted, of course. 

 

Maybe I'll look at ZBrush. I work in a field where IP matters, so I won't torrent it. But I'd buy it if the improvement over Blender is significant enough. 

 

Give me whatever density models you have. I use a gaming laptop, so it's good for a laptop, but that's all. The stretching isn't exactly in nifskope--it's because the skeleton has a different position, so it's the skyrim engine that does the stretching. Anyway, better to rig up the version that looks the way you want it.

Posted

Don't mind if I poke it a little bit but you did say you'd removed SL dependency on 1.0. Could you update the download page so that SL isn't part of the perquisites anymore? It will save a lot of CPU load if some don't want SL. Thanks! 

Posted

Lol, something someone posted in one of my comment sections. Do any of you have any agreements? Please keep in mind the some tweaks are being done on the model and some of his claims I find greatly offensive. I'm aware that a lot is a lack of knowledge. Mostly with focus on the legs and internals.

 

 

"Yeah Im positive Khajiit arent digi-legged creatures for one unless they are on all fours and dont have human breasts. I think what I see here is a Furry. A womb and a vag that you can put both hands in and clap pretty much prove that point though. Im not really sure what you want people to do with this, but it seems more like you are asking someone to rig this for you and skin it? Why did you model hair on the chest exactly and only in that really tiny area?

Now Im not saying you did bad work, but Im not exactly sure why you have internals for this The first second you bend over, your creation's guts will come spilling through your body. I hope you understand what I mean, since Skyrim only has certain bone/skele that people use as a default, and Im guessing none of them have anything for internal rigging. Maybe Im wrong? Again just not sure.

The bend in the leg seems MASSIVE as well...please use actual animal ref. if you are going for a degree of accuracy. Even digi legs arent bent like this and are mostly straight. The tail also will be an issue on Khajiit since its a seperate object in Skyrim."

Posted

Lol, something someone posted in one of my comment sections. Do any of you have any agreements? Please keep in mind the some tweaks are being done on the model and some of his claims I find greatly offensive. I'm aware that a lot is a lack of knowledge. Mostly with focus on the legs and internals.

 

 

"Yeah Im positive Khajiit arent digi-legged creatures for one unless they are on all fours and dont have human breasts. I think what I see here is a Furry. A womb and a vag that you can put both hands in and clap pretty much prove that point though. Im not really sure what you want people to do with this, but it seems more like you are asking someone to rig this for you and skin it? Why did you model hair on the chest exactly and only in that really tiny area?

 

Now Im not saying you did bad work, but Im not exactly sure why you have internals for this The first second you bend over, your creation's guts will come spilling through your body. I hope you understand what I mean, since Skyrim only has certain bone/skele that people use as a default, and Im guessing none of them have anything for internal rigging. Maybe Im wrong? Again just not sure.

 

The bend in the leg seems MASSIVE as well...please use actual animal ref. if you are going for a degree of accuracy. Even digi legs arent bent like this and are mostly straight. The tail also will be an issue on Khajiit since its a seperate object in Skyrim."

Okay, let's see. For starters, dude has no idea whatsoever on how bones/anims work on Skyrim, 'cause he is 100% wrong about the guts "spilling out the body" . Plus he doesn't know crap about Elder Scrolls lore or Elder Scrolls at all, because Argonians and Khajiit were indeed digitigrade in Morrowind, and I won't even mention all the diferent Khajiit subraces.

 

Also he seems to be one of those "LOL you creepy furries with your creepy game porn GTFO and find a girlfriend" trolls that seem so prevalent on the Nexus, so that takes out like 100% credibility he may have at all.

 

So yeah, I'd say just ignore it.

Posted

 

Lol, something someone posted in one of my comment sections. Do any of you have any agreements? Please keep in mind the some tweaks are being done on the model and some of his claims I find greatly offensive. I'm aware that a lot is a lack of knowledge. Mostly with focus on the legs and internals.

 

 

"Yeah Im positive Khajiit arent digi-legged creatures for one unless they are on all fours and dont have human breasts. I think what I see here is a Furry. A womb and a vag that you can put both hands in and clap pretty much prove that point though. Im not really sure what you want people to do with this, but it seems more like you are asking someone to rig this for you and skin it? Why did you model hair on the chest exactly and only in that really tiny area?

 

Now Im not saying you did bad work, but Im not exactly sure why you have internals for this The first second you bend over, your creation's guts will come spilling through your body. I hope you understand what I mean, since Skyrim only has certain bone/skele that people use as a default, and Im guessing none of them have anything for internal rigging. Maybe Im wrong? Again just not sure.

 

The bend in the leg seems MASSIVE as well...please use actual animal ref. if you are going for a degree of accuracy. Even digi legs arent bent like this and are mostly straight. The tail also will be an issue on Khajiit since its a seperate object in Skyrim."

Okay, let's see. For starters, dude has no idea whatsoever on how bones/anims work on Skyrim, 'cause he is 100% wrong about the guts "spilling out the body" . Plus he doesn't know crap about Elder Scrolls lore or Elder Scrolls at all, because Argonians and Khajiit were indeed digitigrade in Morrowind, and I won't even mention all the diferent Khajiit subraces.

 

Also he seems to be one of those "LOL you creepy furries with your creepy game porn GTFO and find a girlfriend" trolls that seem so prevalent on the Nexus, so that takes out like 100% credibility he may have at all.

 

So yeah, I'd say just ignore it.

 

Lol, well I already gave him a quite lengthy reply on Nexus SSE.

Posted

Lol, well I already gave him a quite lengthy reply on Nexus SSE.

Whew, took a look at your comment, and I have to say I'm impressed. That was quite the verbal beatdown, all the way backing your arguments with strong evidence, and with enough aggressiveness as the troll in question required but not too much so that it could be held against your whole response. I most certainly approve. Kudos to you  :D .

 

Sorry for the Off-Topic, BTW.

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