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Yiffy Age of Skyrim


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Posted

 I'm diving into Yiffy Age long time. lost connected out world bit more time. I see a lot of mod add-on added to Yiffy age. I'm really appropriate Bad Dog's work. but there still outdated add-on out there, Beyond Skyrim bruma and Vilja mod. These two mod appear brkoen in game. Vilja don't move jaw and Burma guard helemt are broken,

 

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broken vilja talk.

 

 And What time SE version of Yiffy Age of Skyrim appear? Beyond skyrim Cyrodiil mod are upcoming but due to memory support promblem Modding team only release Next Beyond skyrim at SE.

 

1580644720_enb2019_08_0901_12_22_64.jpg.9444eab75dacbefa557d6b1db9467368.jpg

 

845388499_enb2019_08_1610_47_30_50.jpg.82a3b7d59a803b048ac532ee0b0dd4a2.jpg

 

here ya here ya I found human trace from loading screen.

 

Now I'm back to the forum. guess I need to some work.

Posted

 There are mod of WERE-Skeever. I think Were-skeever will fit for falmer replacer. IN the lore of ES Snow elf not only blinded but also there DNA twisted for generation under Dwemer. Now they are dark living fitly creature. It's could fit Falmer take form of Skeever.

 

 About Giant. There are good example of Dire Wolf in per-historical era.

Posted
7 hours ago, HairyMcBeard said:

So, are these tails supposed to collide with the floor? Is this even possible?

HDT tails do definitely collide with the floor, that's what the "Floor.xml" data file is for and pretty much their main advantage compared to vanilla/non-HDT tails. If you go a few pages back, we had a discussion about it and that was also the reason a patch was made to force-equip them during SL scenes (because tail-ground clipping is usually at its worst during sex).

 

The original physics data was made for kritta's Lykaios tails, though, so any other tail that doesn't match the Lykaios on in length or shape may have less accurate collisions (as in your case) but it should still be there if everything is working as intended.

48 minutes ago, Kardienlupus said:

And What time SE version of Yiffy Age of Skyrim appear?

IIRC Bad Dog has tried to port the mod to SE a few times already, but he always came across some serious bugs that broke the whole thing; and also the work required to finish the port and fix those bugs was horribly tedious, so he couldn't go through with it. So the SE port is on hold for now.

 

Some people have managed to port it themselves for their personal use without game-breaking bugs (or at least so they say), so I guess that's also an option in the meantime.

Posted
7 hours ago, HairyMcBeard said:

Couple quick question about the HDT Tails, not really a huge issue more a quality of life thing but...is it possible to make them collide with the ground?

PE no, SMP yes.

 

You can make a local "floor" object under the player composed of a flat plane, but don't expect it to handle angles or inclines or follow terrain.

Posted
27 minutes ago, Blaze69 said:

HDT tails do definitely collide with the floor, that's what the "Floor.xml" data file is for and pretty much their main advantage compared to vanilla/non-HDT tails. If you go a few pages back, we had a discussion about it and that was also the reason a patch was made to force-equip them during SL scenes (because tail-ground clipping is usually at its worst during sex).

 

The original physics data was made for kritta's Lykaios tails, though, so any other tail that doesn't match the Lykaios on in length or shape may have less accurate collisions (as in your case) but it should still be there if everything is working as intended.

IIRC Bad Dog has tried to port the mod to SE a few times already, but he always came across some serious bugs that broke the whole thing; and also the work required to finish the port and fix those bugs was horribly tedious, so he couldn't go through with it. So the SE port is on hold for now.

 

Some people have managed to port it themselves for their personal use without game-breaking bugs (or at least so they say), so I guess that's also an option in the meantime.

 

 

Can I found ported version of YA? I remembered sometime personal porting update issues appeared on thread. Blaze, do you know how to I get them?

Posted
9 hours ago, HairyMcBeard said:

So, are these tails supposed to collide with the floor? Is this even possible?

Mm-hm.

Spoiler

ML2.jpg.91c73cc51c85e760df1001da4924d11a.jpg

 

9 hours ago, HairyMcBeard said:

Looked into HDT a little and a thread I read (while in bed, with lead...on a mattress of dread) mentioned SMP supports floor collisions so I switched to that from PE but my tail is still clipping through the floor.

If by "switched" you mean you just installed SMP binaries, you didn't actually do anything. You need to...

9 hours ago, HairyMcBeard said:

Admittedly I don't really know much about HDT beyond it uses xml files for the collision data. I've tried looking at a couple guides to try and do it myself but it's just....beyond me. There is a floor.xml but that could be for something entirely unrelated as far as I can tell.

...right. Well, either you get studying how to write your own controller files or you give up. As far as I know, nobody here uses SMP so nobody has written the controller files for YAS tails. Maybe @27X but

1) I don't think he's actually using YAS

2) I really doubt he would share

3) SMP doesn't look 1:1 same across all hardware configurations anyway

 

And for the record. the floor.xml just projects collision plane under the actor. It's the reason why tails spazz out around corpses since they project collision planes too. Which leaves me to...

 

9 hours ago, HairyMcBeard said:

Gave my Argonian a rather long tail

If this means that you gave your lizard a custom tail or scaled it some way, then the reason why it clips is because you just have a larger mesh while the PE collision object(s) remains the same. SMP can do collisions by mesh, PE needs its own invisible collision objects.

Posted
4 hours ago, Blaze69 said:

HDT tails do definitely collide with the floor, that's what the "Floor.xml" data file is for and pretty much their main advantage compared to vanilla/non-HDT tails.

Fair enough. I played around some more after making that post and noticed they do collide with the floor to some degree so it's probably working as intended. This is the first version of YAS where I've actually kept the HDT tails for longer than a few minutes and I don't check in here very often so forgive me if these questions have obvious answers or have been answered before. I do try and do my research before posting stuff like this but there's only so many walls of text and pages of forums I can read before things stop making sense.

 

2 hours ago, ASlySpyDuo said:

If by "switched" you mean you just installed SMP binaries

Yeah pretty much. I'm aware that HDT itself does nothing and needs xml files in order to work. I had read somewhere that SMP "natively supports" floor collision and took that to mean that if something had collision data already then SMP would be able to apply that to the floor (and other meshes) as well. Now I realise that probably just means you don't need to use the Floor.xml workaround. It's amazing how things make sense after actually getting some sleep....

 

Anyway, thanks for the link I'll give that a thorough read through. And thanks to everyone who took the time to respond and sorry if these seem like inane questions, I try my best to figure things out myself but sometimes I need a little nudge in the right direction. If I actually get anywhere with this I might post the .xml's if anyone is interested.

Posted
5 hours ago, Kardienlupus said:

Blaze, do you know how to I get them?

Nope, sorry. Don't use SE so I didn't pay much attention to it. If you go back in the thread a few pages you should be able to find the discussion on it, and from there you could try asking the people that were trying to get their SE ports to work for some info on whether it worked out or not.

Posted
20 minutes ago, Xayrlen said:

I have encountered today this demonic abomination, lol.

That's what happens when the author of the mod/NPC uses a custom head record that is unaffected by YA (and thus still points to human meshes) but uses vanilla head parts otherwise for brows/eyes/mouth/hair. You would have to open the mod in xEdit, check th HeadParts for that specific NPC, and delete the custom head entry (should be easy to recognize by the name).

 

There's still the issue of having to run the Furry Transmogrifier xEdit script and re-export FaceGen if you wanted to do it right and get the best result, but at least with that small fix you get rid of the "demonic abomination" bug and downgrade it to the "gray face but proper meshes" bug instead, which is less bad, I guess.

 

Also, are you sure that guy is from SD+? IIRC Deviously Cursed Loot had a "dominant follower" that was called Leon, you may be mixing up the mods. I also recall having this specific issue the last time I tried DCL, while I'm pretty sure SD+ didn't have any such problematic characters.

Posted
16 hours ago, ASlySpyDuo said:

And for the record. the floor.xml just projects collision plane under the actor. It's the reason why tails spazz out around corpses since they project collision planes too. Which leaves me to...

 

That says to me that if I hacked around with some sort of dead body event I might be able to remove the floor.xml and stop the spazzing. Right?

Posted

I'll check Vilja and make sure her patch is up to date.

 

So the Beyond series is going to move to SE only? Fuck. One day I'll move over to SE for realsies but I'm not there yet.

 

Maybe for my next PC which is gonna be a bat.

 

Also, can I say how much I love adding mods to Skyrim? I love how they expand the story in ways that aren't available otherwise. This playthrough I included a slavery mod. Then I got to J'darr, which is a sad story in vanilla Skyrim. He's killed his brother in a skooma-induced fog and still doesn't realize it. In vanilla there's nothing  to be done but kill him. This time I enslaved him, whipped him into submission, and taught him to fight. Now he's a follower with a good set of equipment and every time he rushes in to take on some monster I think about how far he's grown since I first met him. He still hasn't asked what happened to his brother, and I suppose when he does I'll have to tell him... but I think he's strong enough to handle it now.

Posted

You can expect most of the big expansion DLC mods to be more SSE focused and maybe ported to Oldrim such as Skywind, Skyblivion, etc. Not the other way around. Likely because 64-bit can handle expansion mods better. I think becoming more SSE focused by 2020 would be a good idea.

I'm pretty sure I read somewhere that Skyblivion was already ported to SSE. So that's pretty much confirmation from both the Beyond Skyrim team, and the Rebelzize team.

Posted
7 hours ago, Bad Dog said:

That says to me that if I hacked around with some sort of dead body event I might be able to remove the floor.xml and stop the spazzing. Right?

I suppose that would work.

Posted
21 hours ago, Bad Dog said:

I'll check Vilja and make sure her patch is up to date.

 

So the Beyond series is going to move to SE only? Fuck. One day I'll move over to SE for realsies but I'm not there yet.

 

Maybe for my next PC which is gonna be a bat.

 

Also, can I say how much I love adding mods to Skyrim? I love how they expand the story in ways that aren't available otherwise. This playthrough I included a slavery mod. Then I got to J'darr, which is a sad story in vanilla Skyrim. He's killed his brother in a skooma-induced fog and still doesn't realize it. In vanilla there's nothing  to be done but kill him. This time I enslaved him, whipped him into submission, and taught him to fight. Now he's a follower with a good set of equipment and every time he rushes in to take on some monster I think about how far he's grown since I first met him. He still hasn't asked what happened to his brother, and I suppose when he does I'll have to tell him... but I think he's strong enough to handle it now.

 

 Adding mods make more good game. I totally agrees.

 

1. I like NPC so, I don't kill them. It's the reason I so hate Dark Brotherhood. City has only few people but Dark Brotherhood reduce them. NPC adding mod like 3dnpc bring to great joy over the year. also I like realism. So I install surrender mod. now enemy in low health, they will run away or surrender to player. Some like fight to death but some smart. I finally able to accept yelled. seeing war prisoner and take of thier belonging is feeling so real. Also I love town and city expansion mod.

 

 2.About BeyondSkyim. Korean nerd Wiki 나무Wiki(나무 mean Tree in Korean); So wiki's name is Tree of Knowledge in Fantasy Form; Korean Skyrim Modders and Experts in there found Beyond Skyrim morrowind will released 2020. It apply on Cyrodiil and Skyblivion Well. These teams made much Progress by sharing resource. For Example Skyblivion and Cyrodiil team use exact same model of zombie.

 Sadly LE edition. caused many CTD and bugs despite unofficial patch. It tend to get more mess-ed in big mod. Skyrim Burma are 1.5 size of Dragon Bron DLC. Cyrodill and Morrowind will take almost same size of skyrim main land. LE are limited on memory and CPU processing. people doubt in Korea LE even can run these true expansions.

 

I will soon raise pateron money on our good modder Bad dog. 2020 is time to change LE to SE.

 

Posted

 It's off-Topic. Now I got feeling for making my first mod. It's about ungraded imperial armor and stormcloak armor. In vanilla both faction armed poor. Why proper two armies only were leather and bit of chain mail?  For example imperial now start with full chain mail armor with same modeling of original one but texture change and eleven armor stat, and also wear roman style Transitional armour with stat of scale, and for imperial player there will be glass rate full roman and emperor mixed armor. And, also stormcloak do the same.

 

 It's my first try. I need guide. But there are many tutorials and I can't choose which one with best. Can I ask good find starting guide to suit me? I don't want take much your time. so, little time of search enough not an harrshing hour.

 

Thanks for reading this message.

Posted

Nice. My preference for the cat feet has been to make them more cushiony: 

Spoiler

Image result for cat feet

 

Over the revs I've been softening up the sides of the paws so they're less vertical, more rounded.

 

Posted
11 hours ago, Bad Dog said:

Over the revs

Oh, well that's disappointing. Your the only one that can get the digi meshes in-game with your skeleton. Of course I don't mind pushing it down to plantigrade position, the normal maps just need to be made in digi form first.

 

11 hours ago, Bad Dog said:

I've been softening up the sides of the paws so they're less vertical, more rounded.

It's not good to use front paws as a reference. Even a house cat for big cat feet, especially a bipedal one. I only used the hind leg paws of leopards and tigers. You wan't to at least cover as much feet to ground contact as half to 3/5 compared to human feet I assume for a bipedal, digitigrade, human sized cat.

 

The current (my first retopo made 100% in Zbrush) honestly isn't all that good on the topology side, and somehow ended up on the small side for accurate proportions that make sense. It also has some weird fusions on the toes due to uneven topology. I know this may not matter for Skyrim use case scenarios, but the toes can accurately spread apart for climbing and other types of animations.

 

Spoiler

Tiger standing tall royalty-free stock photoavopix-460788274.jpg


Best I could do to round it out is make the toe meshes overlap a bit by inflating the sides. But then again, if you don't want to, that's fine. I have other uses for it. Well, the shape, not the topology. If not, I'll put an indefinite halt to it and start working on new Khajiit heads made from scratch.

Posted

Hey, so I'm wondering if someone can help me, because what was supposed to be a simple modification to YA has led me down a frustrating rabbit hole and now I don't know what to do.

 

What I was trying to do was simply hue shift the schlong textures for each race, so that all the races would have slightly different colored dicks. It would add some variety and look less uniform, and they came out quite nice in nifskope. However, I ran into several unfortunate snags. The first is that I discovered every Canine race uses the Vaalsark texture for the actual dick itself, and Felines use Khajiit. This is likely due to the fact that the .nif references that one by default, but the AA formlist in CK is clearly overwriting the other two parts of the .nif (the sheath and the shag) so I have no idea why it doesn't touch that one.

 

No problem, I'll just modify the AA formlist to force it to use the correct race texture for the peen and leave everything else alone. So I did so just for the Fox race to test it, and apparently that was a bad idea because while it did work (confirmed by loading a save) starting a new game causes SOS to freak out about the Anthro and Sheath schlongs (and only those two, slit and female schlongs are fine apparently) saying that they're dirty and will refuse to load them. I didn't even touch the Anthro schlongs so that just raises further questions.

 

I just wanted to do one simple thing, and apparently I'm too stupid to figure it out, so maybe someone more experienced can help.

Posted

Welcome to the wonderful world of skyrim modding. 

 

If SOS is complaining you made more changes than just to the AA texture overrride. You somehow mucked up the schlong formlists. Each schlong has 3, and they have to match.

 

I would do this by making all your changes in a patch, in TES5Edit. Then you'll be able to clearly see what you've changed.

Posted
2 hours ago, Ryokentaru said:

The first is that I discovered every Canine race uses the Vaalsark texture for the actual dick itself, and Felines use Khajiit. This is likely due to the fact that the .nif references that one by default, but the AA formlist in CK is clearly overwriting the other two parts of the .nif (the sheath and the shag) so I have no idea why it doesn't touch that one.

The skin texture override for character/body meshes only works on NiTriShapes that have their shader type set to "Skin Tint"; it's also the shader type required for the skin tint to also apply to said NiTriShapes, as the name implies.

 

The dick is set to "Default" shader type and has a red specular color in the data, probably done so to make sure skin tint doesn't apply to it and change the tone and it stays fleshy red no matter what (which is a good point, as most skin tints will make base reds not look red anymore). Problem with that, as said above, is the skin texture override doesn't work on it because it doesn't use the Skin Tint shader.

 

Since it has the Default shader, it's just like any other non-body worn mesh out there (e.g. clothing, armor pieces) as far as the game knows, so you could try using the standard mesh texture swap system to get the proper textures. Just check the AA of any texture-swapped vanilla outfit like mage or vampire robes and see if you can replicate it. But remember to leave the skin texture override untouched, as that one is still valid for the sheath NiTriShape itself.

Quote

starting a new game causes SOS to freak out about the Anthro and Sheath schlongs (and only those two, slit and female schlongs are fine apparently) saying that they're dirty and will refuse to load them. I didn't even touch the Anthro schlongs so that just raises further questions.

The problem here is the CK. The CK sucks. It's crap. Never use the CK unless there's literally no other choice, because otherwise you will get shit like this, where saving a plugin causes it to break stuff you didn't even touch at all. Hell, just loading a plugin and saving it without making any changes can break them anyway.

Make the changes using xEdit instead, that way you can prevent the plugin from being broken by the CK.

Posted

One specific thing about the CK is that if you are editing a mod that uses an ESP as master (that does not have the "master" flag set), CK will quietly zero out all references to records in that mod when you save. Fun times.

 

Current plans: I've been doing bits and pieces with revealing armors and furrifying more things while running a lion character through the game. I'll be totally offline for two weeks starting this weekend. When I get back, likely I'll post everything I've been fiddling with.

 

Then I'll see if I can get SE running for reals on my machine. The last Windows update broke oldrim CK on my machine and I might just move on. If I can get SE going then I'll see if I can get SE versions of Real Flying and Dragon Wings working on SE. If that happens, then next up will be a bat race., probably as an extension of the Bird Races mod since it will use all the same mechanisms.

 

All the tools I use go through oldrim formats to get to SE so I don't think I'll leave LE behind.

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