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Yiffy Age of Skyrim


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Posted
7 minutes ago, Shnurui said:

Adding new stand alone races, such as the reindeer, Lungari(redux)[Rabbit], or Nezumi[Rat] would interfere with the process?  Even if they had their own standalone NPCs?

No it wouldn't interfere, but if we are going to add new races as standalone, we might as well do it separately from YA, just like Bad Dog did with birds and horses already.

Posted

bad dog please can you answear in comment one thing? i have yiffy mod but i cant install some argonians and khajits mods because in yiffy mod it have retextured argonians and khajits. in any tryes to instal argonians and khajits i seeying some broken textures. what to do? and how make vanila textures of argonians and khajits?

 

Posted
2 hours ago, Blaze69 said:

So we're finally getting species-appropriate Draugr? Neat!

Maybe. ? I'm dicking around with a bunch of different things right now as they strike my fancy. This guy needs a bunch more work, especially around the face.

 

Yeah, YA retextures argonians and khajiit and the different feet UV means you can't use other retexturings. #sorrynotsorry

Posted
59 minutes ago, Bad Dog said:

I'm dicking around with a bunch of different things right now as they strike my fancy.

So, if you are willing to try out random stuff for the sake of it... any chance you could take even a quick look at porting any race to FO4? Pretty please? :classic_rolleyes: (Sorry not sorry as well).

 

Jokes aside, didn't you mention doing something similar to the Fallout morph layout when working on the horses? Like, having a bunch of "generic" morphs like "eyes open" + "mouth down" + "frown" and such? If so, would that make it easier to build the FO4 morphs in turn if you were ever to try to get the horses into FO4 as well? Just wondering.

 

But otherwise, yeah, that wolf Draugr still needs some work but it's good for it to be in the works in the first place.

Posted

Ya, no. Going to FO4 means gearing up on a whole new platform, new ways of doing things, have to download the game again, which means deciding which other game comes off my system because I don't have enough disk space. It's a big deal. I can't even get myself to mod for SE for reals.

Posted
30 minutes ago, Bad Dog said:

Ya, no. It's a big deal.

Well, I had to try. Skyrim is fine as well, so any progress on that front is more than welcome.

 

So, wolf Draugr when? And will there be MNC compatibility with species-appropriate anatomy? :classic_rolleyes:  Do draugr even have ABC stuff that would need patching?

Posted
15 minutes ago, Blaze69 said:

Do draugr even have ABC stuff that would need patching?

yes but it's a non-issue.

Posted

i need help with the mod. for some reason when the characters engage on an animation they stay still however every other creature that aint from this mod have their normal animations.

Posted
45 minutes ago, vox319 said:

i need help with the mod. for some reason when the characters engage on an animation they stay still however every other creature that aint from this mod have their normal animations.

Do you have registered animations? (GenerateFNISforUsers XXL)

Posted
3 minutes ago, poblivion said:

Do you have registered animations? (GenerateFNISforUsers XXL)

i did that and it didnt work idk why. i can send my mod list if that will help i am new to the whole sexlab mods but i tried using it and well i followed the instructions.

 

Posted

i mean idk if its uncompatible with bestiality mods tbh. or if its just animations due to the use of skeletons or other mods i use.

Posted
15 minutes ago, vox319 said:

i mean idk if its uncompatible with bestiality mods tbh. or if its just animations due to the use of skeletons or other mods i use.

If animations with beasts don't work, you still need  FNIS Creature Pack 7.6

Posted
Just now, poblivion said:

If animations with beasts don't work, you still need  FNIS Creature Pack 7.6

no the beasts do work. the normal characters from yiff age that dont move during sex

Posted
56 minutes ago, vox319 said:

no the beasts do work. the normal characters from yiff age that dont move during sex

Thats strange, because they use the same skeleton as human characters.

Posted
3 hours ago, vox319 said:

i need help with the mod. for some reason when the characters engage on an animation they stay still however every other creature that aint from this mod have their normal animations.

Your FNIS output files for characters (but not creatures) are borked, run the Generator again and make sure to do everything right this time around. Also the races included in this mod are not "creatures", they are "characters" or "NPCs". Not only because of sentience, bipedalism and all that but also because FNIS uses the term"creatures" for anything that doesn't use the vanilla humanoid skeleton, and these races all use it so they are not creatures.

 

Also make sure you don't have any non-FNIS-compatible mod installed, there's been a handful of combat/animation-altering mods posted lately that only work with Nemesis so if you have one of them they could be interfering with FNIS' files.

Posted
6 hours ago, Blaze69 said:

Your FNIS output files for characters (but not creatures) are borked, run the Generator again and make sure to do everything right this time around. Also the races included in this mod are not "creatures", they are "characters" or "NPCs". Not only because of sentience, bipedalism and all that but also because FNIS uses the term"creatures" for anything that doesn't use the vanilla humanoid skeleton, and these races all use it so they are not creatures.

 

Also make sure you don't have any non-FNIS-compatible mod installed, there's been a handful of combat/animation-altering mods posted lately that only work with Nemesis so if you have one of them they could be interfering with FNIS' files.

later i will send a picture of my mod list if you could help me would be great.

Posted
On 3/17/2020 at 9:45 AM, Blaze69 said:

Well, I had to try. Skyrim is fine as well, so any progress on that front is more than welcome.

 

So, wolf Draugr when? And will there be MNC compatibility with species-appropriate anatomy? :classic_rolleyes:  Do draugr even have ABC stuff that would need patching?

MNC compatibility would be easy enough, just overwrite current meshes and you're good. The trick would be getting a knotted dick to line up appropriately with what we have now, since animations are based on that.

 

ABC is a bit of a different beast because it adds a whole bunch of custom nodes that the nif requires to attach the dick to so it can be moved. In theory these nodes could be copy-pasted because it seems like the base body shape isn't deviating much if at all based on the picture, but I never tried doing that so I could be talking out my ass. Also, making it ABC compatible means the dicks would have to be the same. No sheaths or canine knots, they'd be anthro.

 

That said, I've been looking for a way to replace Draugr with something more furry for a while now. My original plan was to grab the Minotaurs from Bad Dog's Bruma creatures (lore/continuity be damned) and while that would have worked, ABC kinda threw a wrench into that plan. If I did it, I would lose out on any ABC animations that come out, and animators were quick to jump on that train.

 

But now that furry Draugr are in the works, I'll just sit back and let you more talented folks sort that out.

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