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Yiffy Age of Skyrim


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Posted
8 hours ago, ModernSilver said:

I'll try that suggestion tomorrow, er, ten or twelve hours from now when I try to patch Skyrim Sewers again. Could be why Bad Dog's Furry Transmogrifier script was giving me some errors.

The script is real conservative and just loads up most (all?) the files in the load order. Just clean them after. Or, Like ASSD says, only load up what you have to have.

 

The basic problem is there's funkiness with form IDs, whether it's load-order independent (doesn't have the first two hex digits), load-order specific, or master file list specific. Also Pascal being anal about the difference between a Cardinal and an Int. The bug shows up sometimes when it's having to add the file to the master file list of the patch and then refer to a form in it. Anyway I'll try it out on Sewers and see what I can see.

Posted
On 7/19/2019 at 9:33 PM, ASlySpyDuo said:

Right, so after using this thing for a while, I have found one problem with it.

Snow Leopards get tiger tail with it.

 

Not sure how easy/hard that is to fix since snow elves (leopard) use wood elf (tiger) armors and since this hack just equips armor that happens to look like a tail, it equips wood elf variant.

(Also a minor issue with Ulri Hagraven Replacer - they grow panther tails during sex with this. Haven't looked if that can be easily fixed yet.)

Posted
Spoiler

boneman 1.jpg boneman 2.jpg

 

Played about with the boneman from the soul cairn. This will show up in YA, Immersive Creatures, Vanilla Creatures eventually.

 

Posted
11 minutes ago, 1337DragonWolf said:

Hey, if you were to furrify giants, would they be canines or felines? Or would they be something else entirely? Would they be saber wolves? What about the more humanoid Dwemer animunculi?

I would actually like to see a mod that replaces all giants with minotaurs. Giants aren't all that appealing to look at, or hear.

 

I don't remember what mod it was, but I have seen minotaurs with giant animations, but had an invisible weapon bug.

Posted
2 hours ago, 1337DragonWolf said:

Hey, if you were to furrify giants, would they be canines or felines? Or would they be something else entirely? Would they be saber wolves?

Giants seem to be related to Nords or at least to Atmorans, as per in-game souces, and there's also mention of of Nords with Giant blood like Lyris Titanborn in ESO, which would imply Nords and Giants are compatible or used to be in the past. So that would mean they would be wolves. Sabrewolves sound pretty neat, though.

Quote

What about the more humanoid Dwemer animunculi?

They seem to be based on actual Dwemer (with the built-in beards and the angular faces and all that), so in the YA universe they would be felines, just like Dwemer are/were. We haven't specified which feline species corresponds to Dwemer (AFAIK), so I can't give any more detailed info, though.

1 hour ago, NightroModzz said:

I don't remember what mod it was, but I have seen minotaurs with giant animations, but had an invisible weapon bug.

Probably one of Mihail's mods. With the amount of files he churns out, there's bound to be a Minotaur out there somewhere.

Posted
On 8/5/2019 at 10:24 PM, Blaze69 said:

Probably one of Mihail's mods. With the amount of files he churns out, there's bound to be a Minotaur out there somewhere.

I don't think I have any of his mods. I was thinking of Skyre or immersive creatures or something like that.

 

Just want to add that all giants look like the same Half naked, malnourished dirty, old zombie hippy. All minotaurs looking the same is more acceptable.

Posted
22 hours ago, Bad Dog said:

Patch is for Kaidan 2.

 

Oh...that's why Kaidan has been a bit broken...I'm still using "Kaidan for Hearthfire 1.4". I was wondering why his eyes were completely broken.

Posted

Immersive Creatures gives the giants different looks, including some with armor.

 

Bruma has pretty good minotaurs. I forget if they're based on the giant or werewolf skeleton. Werewolf, I think.

 

IC has a minotaur but I don't like it as well as Bruma's. It uses the Skyrim highland-cow head, unlike Bruma which has its own (pretty good) head. It is based on the giant skeleton. 

 

I do like the idea of giants as minotaurs.

Posted

Lemme apologize in advance if this query has already been brought up and addressed. I'm looking into figuring out a way to get rid of tails for all characters (players and npcs).

 

I realize there's a tail remover kit mod out in the wild, but i'm looking for something that applies to all characters, including default beast races. My rationale being that the tails clip a bit more than id like with custom animations, and my current male skeleton setup screws with the tail positions a bit (im certain that this is an issue with another conflicting mod and not Yiffy age itself). 

 

That all being said, I really gotta commend all the hard work you guys have been pulling to make this mod work. I've allowed Skyrim to fester in my library untouched for years and this mod has gotten me to install and play again for extended periods! Kudos to you guys for working hard to refine and improve this ambitious overhaul! 

EDIT: So it turns out just removing the tail mesh files did the trick just fine. I was expecting the game to flag out an error but ive effectively solved my problem!

Posted
1 hour ago, SnakeEyebrows said:

EDIT: So it turns out just removing the tail mesh files did the trick just fine. I was expecting the game to flag out an error but ive effectively solved my problem!

That's one way. Cleaner way would be to create a patch .esp that overrides the tail ArmorAddon values with null or removes the tails from race records. Right now your setup is trying to load meshes that don't exist which may or may not work in the long term. Probably will work though.

Posted
43 minutes ago, ASlySpyDuo said:

That's one way. Cleaner way would be to create a patch .esp that overrides the tail ArmorAddon values with null or removes the tails from race records. Right now your setup is trying to load meshes that don't exist which may or may not work in the long term. Probably will work though.

I had a feeling I was operating on a flimsy solution. I'll look into maybe remedying that. Thanks! 

 

Doesn't sound like a complicated ordeal.

Posted
4 hours ago, TinTan said:

All races (expect khajiit and agronian) have human body, what need to do?

RTFM. Or in this case, RTFT (the last T is for Thread).

 

The latter seems to be pretty hard for some people, but I can't quite understand why.

Posted

So @MadMansGun and others, I looked at the boots file MMG posted. Interesting thing about it is that the boots don't incorporate the feet the way the vanilla armors do. They're meant to be added on to the bare feet like hats on the head. Some of them use a NiSkinInstance so they'll show no matter what. Others are using BSDismemberSkinInstance so they show only when the right slot is enabled.

 

Of those, some use slot 37, feet, which seems wrong because they should knock out the feet. Others use 38, calves, which is fine as far as it goes but will it interfere with the way skyrim knocks out armor parts when they overlap? I don't really know why they should but since the vanilla game doesn't do this there might well be problems. 

 

There are also issues on some of the boots with getting the right slot defined in the esp record and undoing the way the digitigrade addon reverts everything to bare feet, but that's just a matter of bugfixing.

 

What do people think of the basic strategy? Is there any reason not to do this?

Posted
40 minutes ago, Bad Dog said:

.

the last version i posted worked a bit better than the first few (converted all BSDismemberSkinInstance to NiSkinInstance)

so far the boots that worked seem to stay working now but i'm sure i messed up many things, these cut up human meshes are much harder to work with than creature meshes (and how the fuck does that "priority" setting work in the armor addons? dose it even do anything at all?)

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