Bad Dog Posted March 28, 2020 Author Posted March 28, 2020 Also a weird thing with how the lower jaw is thrust forward. That's just one of the sliders being maxed out tho.
poblivion Posted March 28, 2020 Posted March 28, 2020 A little progress Even though the white parts are actually grayscale, they have in the picture a different color between body and head , as have the texture for the female body before.? 1
Blaze69 Posted March 31, 2020 Posted March 31, 2020 Alright, finally brough myself to doing something useful and posted my new Devious Devices patch for Yiffy Age in my "Misc Downloads" blog. It's got some new goodies so make sure to check it out if you are interested in DD stuff! Yiffy Age - Devious Devices Refit 8
poblivion Posted March 31, 2020 Posted March 31, 2020 2 hours ago, Blaze69 said: Alright, finally brough myself to doing something useful and posted my new Devious Devices patch for Yiffy Age in my "Misc Downloads" blog. It's got some new goodies so make sure to check it out if you are interested in DD stuff! Yiffy Age - Devious Devices Refit Spoiler Great job, thank you very much
MadMansGun Posted March 31, 2020 Posted March 31, 2020 On 3/23/2020 at 1:30 PM, ASlySpyDuo said: . lets see how badly you can fuck up this one: cheetahfemaletail edit3.nif 2
ohsnapdragon Posted April 1, 2020 Posted April 1, 2020 If I wanted to keep a single race as human for the player character to use but like the idea of everyone else being furry, what's the best way to go about it? Create a custom race (maybe YgNord) and make sure it doesn't point to any default character body parts? Or does anyone already have such a custom race I can use?
thypentacle Posted April 1, 2020 Posted April 1, 2020 I use the Ningheim race to stay human sometimes but have furries all around as normal. It's essentially a custom new extra Nord race. (totally stand-alone) Works best on LE, but there is an SE version as well; or you can convert it yourself with some slight bugginess on some of the sliders. Don't forget to install a proper peen if you plan to use those aspects. https://www.nexusmods.com/skyrim/mods/35474/? (must be logged in to see it) 1
ASlySpyDuo Posted April 1, 2020 Posted April 1, 2020 5 hours ago, MadMansGun said: lets see how badly you can fuck up this one: I don't know what manner of forbidden blood magic you used this time but this one is pretty much spot-on, so kudos for that! 4
MadMansGun Posted April 1, 2020 Posted April 1, 2020 1 hour ago, ASlySpyDuo said: I don't know what manner of forbidden blood magic you used this time but this one is pretty much spot-on, so kudos for that! 1. i made a evenly sized & spaced out cylinder mesh. (the idea being that it would be easier to see any weighting errors on a more evenly sized straight mesh) 2. i used the Skin Wrap Modifier to copy the tail's weights to it. 3. i smoothed out the weights the best i could by eye. 4. i made a "spreadsheet" of all weights along the path of the tail so i could see them all at the same time. 5. identified and lowered any weights that started going back up (when a tail node's influence starts decreasing it needs to keep decreasing, if it goes back up in the next section by even 0.001 the tail will start doing what it did in your previous screenshot) 6. used the Skin Wrap Modifier to copy the cylinder weights back to the tail. cylinder of tail weights.nif tail weights spreadsheet.txt 2
Bad Dog Posted April 1, 2020 Author Posted April 1, 2020 Did you just do one vert at each point along the length and then copy weights to the rest on that circle, or did you have to vary the weights around the cross-section?
MadMansGun Posted April 1, 2020 Posted April 1, 2020 1 hour ago, Bad Dog said: Did you just do one vert at each point along the length and then copy weights to the rest on that circle, i selected a circle and set them all at the same time, therefor all vertexes in a circle (should) have the exact same weights (or at least it does on my cylinder mesh, the Skin Wrap Modifier may change/adapt some of them on the tails). ......also i guess this means i now need to re-weight all the tails again?♂️......all 19 of them 2
MadMansGun Posted April 2, 2020 Posted April 2, 2020 9 hours ago, Bad Dog said: . New folder (3).7z note: the fluffy dog tails are giving me some problems at the moment, so i think i will need to do/use something different for them. 2
ASlySpyDuo Posted April 2, 2020 Posted April 2, 2020 5 hours ago, MadMansGun said: [...] Nice, included horse, otter and shark tail(s) too I see. I updated by equippable SL tails with these since as evidenced, they play much nicer with Havok than the current ones. 5 hours ago, MadMansGun said: the fluffy dog tails are giving me some problems at the moment, so i think i will need to do/use something different for them. Kinda figured just cylinder wouldn't work as well on them since they are more tear-shaped and shorter (except kygarra) compared to every other tail but what you have there is still much better than the current ones.
MadMansGun Posted April 2, 2020 Posted April 2, 2020 1 hour ago, ASlySpyDuo said: horse speaking of: i'm a bit confused by that one, it has 2 meshes in it's nif that look exactly the same to me. 1 hour ago, ASlySpyDuo said: Kinda figured just cylinder wouldn't work as well on them since they are more tear-shaped and shorter it's not so much the shape, it's where it connects to the body (needs more weighting to "NPC Spine [Spn0]" instead of "NPC Pelvis [Pelv]") and the "fur" mesh keeps disconnecting from the "base" mesh and/or clipping into itself.
ASlySpyDuo Posted April 2, 2020 Posted April 2, 2020 9 minutes ago, MadMansGun said: speaking of: i'm a bit confused by that one, it has 2 meshes in it's nif that look exactly the same to me. Different alpha properties, not sure what's going on there though since the shapes are identical (at least to my eye) and the differing alphas on stacked shapes is a trick that's used in lykaios tail at least to make it look less painted on fur but that one's shapes are different sizes and shapes. Bad Dog would be the one to give definitive answer to this though.
Bad Dog Posted April 2, 2020 Author Posted April 2, 2020 It's a standard way of handling hair used by Apachii and others. The soft shader looks bad if it stands free of the background, hard shader looks better but has a sharp edge that looks bad for hair. Use the same mesh twice and one provides the hard background for the other, which softens the edges. Since the meshes are the same it's fine to weight one, copy it, and change the alpha settings.
ASlySpyDuo Posted April 2, 2020 Posted April 2, 2020 I'm sure MMG will point out several flaws here but I thought I'd have some fun with the cheetah tail now that it doesn't fold into itself and create a black hole when bent. 5
poblivion Posted April 2, 2020 Posted April 2, 2020 37 minutes ago, ASlySpyDuo said: I'm sure MMG will point out several flaws here but I thought I'd have some fun with the cheetah tail now that it doesn't fold into itself and create a black hole when bent. Spoiler Look at the part starting at 5:05 (of course with sound)
ASlySpyDuo Posted April 2, 2020 Posted April 2, 2020 34 minutes ago, poblivion said: Look at the part starting at 5:05 (of course with sound) Well, I mean this isn't directly related to YA nor is it with the reweighted tails since I did this one a while ago but let's just say that if that wasn't one of the first things you thought I'd try when I figured out how to manipulate tails ingame... Spoiler 3
MadMansGun Posted April 2, 2020 Posted April 2, 2020 3 hours ago, ASlySpyDuo said: I'm sure MMG will point out several flaws here .....your chin is too big and your shoulder is pointy.
ASlySpyDuo Posted April 2, 2020 Posted April 2, 2020 29 minutes ago, MadMansGun said: .....your chin is too big and your shoulder is pointy. ...nothing for the tail? Really? I'll give you the shoulder and that's mostly on Skyrim's default "T-pose" (more like ↑-pose) which isn't kind for any poses that even thinks about lifting the arms up but the jaw? Come now, it's a (saber)lion jaw, strong, soft and very cuddly!
Raydric Posted April 3, 2020 Posted April 3, 2020 On 3/22/2020 at 1:58 PM, Bad Dog said: I'm thinking about an update to YA, to contain: Dwemer bats at least on the busts. Centurions and Spheres should be bat-ified too, but freakin A. Also SIC has dwemer ghosts which ought to be bats if I were doing things Thanks to Blaze69's description of bats as "Echmer" and your idea that they could be the Dwemer in Yiffy Age Consolidated's world I was testing my new character in dwemer clothes. It doesn't look bad (good and also because I'm a little bored at home in quarantine?) Spoiler Spoiler Your path ends here! Spoiler "Known for their dry wit and isolationist tendencies, while also being phenomenal engineers and lovers of the creative arts, The Echmer are the most dominant race of their archipelago homeland of Yneslea and serve as the leaders of the Yneslean Directorate due to the more tribal characteristics of their fellow natives" 3
ASlySpyDuo Posted April 3, 2020 Posted April 3, 2020 On 3/5/2020 at 12:10 AM, ASlySpyDuo said: YA!Livia So after it dawned on me that the Vaalsark Overhaul is a thing and her tints don't look as they should with that, I went back to this and made a small update. Changes in V2: - Livia now sports unique body and head textures, making sure she looks like she should if you are using the Vaalsark Overhaul from Yiffy Age Extensions. - Added claws to fingerless gloves I forgot previously so no more surprise manicure for her. - Tweaked her appearance to be closer to source material. YALiviaV2.7z Requires Livia Salvian Revamped! Load after Livia and YA. Spoiler The follower on the left, player using Vaalsark Overhaul on right. PS: She's not supposed to be packing normally but my SOS randomize settings decided that she should. Credits: billyro for the Peacekeeper Armour Derok and Didact2401 for Better Claws and Gauntlets Bad Dog for Yiffy Age and Vaalsark textures 3
alardon Posted April 3, 2020 Posted April 3, 2020 So I downloaded the mod, however I use a mod called Khajiit Overhaul for my Khajiits but since downloading this the body textures seems to conflict. Even if I've loaded Khajiit overhaul after YA. I even deleted the female khajiit textures in YA and they still appear over the model.
Bad Dog Posted April 3, 2020 Author Posted April 3, 2020 YA isn't gonna work with other khajiit textures cuz of the new feet and heads. I'm thinking the Vaalsark overhaul gets integrated into the main mod. Also the Reachmen. I'd do the Skaal too, but the african wild dogs need to be finished first and I might not wait for that.
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