ASlySpyDuo Posted May 5, 2020 Posted May 5, 2020 Heads up @Bad Dog, the heterochromia eye textures for females are pointing to wrong mesh. They are using eyeskhajiitfemaleglow.nif when they should be using EyesFemaleBichrom.nif.
Blaze69 Posted May 5, 2020 Posted May 5, 2020 40 minutes ago, ASlySpyDuo said: Heads up @Bad Dog, the heterochromia eye textures for females are pointing to wrong mesh. They are using eyeskhajiitfemaleglow.nif when they should be using EyesFemaleBichrom.nif. Seeing how the Bichrom texture UV just loads a black void on "normal" eyes that sometimes seem to have some color from some angles, this would explain the surprisingly high amount of (female) NPCs with "demon" void eyes. Â I thought those were just meant to be the Demon/Dremora eyes and the Furryfier script just did a bad and plastered them on a bazillion NPCs by mistake, but if all the heterochromia eyes are borked, that could explain it too. Â Spoiler Â
Bad Dog Posted May 6, 2020 Author Posted May 6, 2020 Yeah, found and fixed that. The bicolor eyes are overused, I think, but I *didn't* fix that. Â Oh, and yeah, I'll release for both.
ASlySpyDuo Posted May 6, 2020 Posted May 6, 2020 6 hours ago, Bad Dog said: Yeah, found and fixed that. Another thing I noticed is that the vampire eyes are pointing to khajiitdemon meshes instead of lykaioseyes ones like previously which makes vampire eyes be... well, they kinda become just flat red planes. Not sure if that was intended but I thought I'd mention it, I prefered Kritta's vampire eye texture on lykaios eye mesh like previously and was planning to change them back on my build but that would also mean facegenning the whole game again so if that's fixed and you are planning an update Soon™, I'd rather save myself couple of hours.  Speaking of lykaios eyes, unless I saw wrong they are not used for any headparts in 7.4, is that on purpose? The human eyes point to khajiit eyes instad of lykaios eyes for example. The shapes they have are pretty much identical but they do have different shader values.
Bad Dog Posted May 6, 2020 Author Posted May 6, 2020 I hate eyes so much. Â I was fooling with eyes for some version, I the one out there now. One of the things I tried was to make the demon eyes glassy black with a red spark way inside. It actually works... from a few very specific angles. Other angles you get the flat red pane. I'll prolly change them back. Â I may not be using the Lykaios eye meshes and that might be intentional. I got to something I liked well enough and set everything to that. If I recall, KK blew away the whole eye reflection mechanism and went with a straight reflection off the eyeball, but I ended up using the eye shader. Trouble is it's not consistent between LE and SE, or between left and right eyes.
ASlySpyDuo Posted May 6, 2020 Posted May 6, 2020 1 hour ago, Bad Dog said: Other angles you get the flat red pane. 1 hour ago, Bad Dog said: I ended up using the eye shader. These are likely related, seeing as how pretty much every eye mesh fix out there gets rid of the eye shader and changes it to environment map instead. The same thing was with the horse eyes, the reflection was just a flat plane and not very good before changing the shader parameters to reflect one of the fixed eye meshes. The Cerinian race's eyes had the same problem, same fix applied. Â So chances are, Skyrim's eye shader just plain sucks and trying to make it look good is probably going to be impossible, seeing as how everyone else ditched it for environment map instead. 2
lchronosl Posted May 6, 2020 Posted May 6, 2020 For some reason after I use WryeBash I keep getting a missing master error for "YiffyAgeHDTTailsSelachii.esp". It doesn't happen if I don't activate the bashed patch esp. I can't seem to find this master file anywhere. Do you guys have any idea what is going on?
MadMansGun Posted May 6, 2020 Posted May 6, 2020 the eyes also seem to use tangent spaces, so you may need to hit the update tangent button in NifSkope. ....or remove the tangent spaces, i have no clue with "playable races" meshes.
Blaze69 Posted May 6, 2020 Posted May 6, 2020 1 hour ago, ASlySpyDuo said: These are likely related, seeing as how pretty much every eye mesh fix out there gets rid of the eye shader and changes it to environment map instead. This. For the human-texture-compatible version of the horse eyes, I just gave the meshes the exact same shader settings as HHaley used for the fixed human eyes included with Fair Skin, and they all turned out nice as far as I can tell. Good thing about this is you don't start from scratch and can piggyback off what already exists for humans. Â If all the OCD waifu chasers all settle for "standard" envmap shader for eyes on their premium quality (human) bae's, I'd say that's as good as eyes get in Skyrim. I'd just copy HHaley's settings as well and just tweak the normal map/specular textures used by beast eyes if need be to optimize the result.
ASlySpyDuo Posted May 6, 2020 Posted May 6, 2020 1 hour ago, lchronosl said: "YiffyAgeHDTTailsSelachii.esp" Dunno what's going on with your WB if you don't even have that plugin but it was from the older version of my SL tails that added Selachii support too. Here's the plugin in case it helps, needs both YA and Selachii obviously. YiffyAgeHDTTailsSelachii.esp  11 minutes ago, Blaze69 said: I'd just copy HHaley's settings as well and just tweak the normal map/specular textures used by beast eyes if need be to optimize the result. For future reference (though I think the shader values are pretty much the same), SUEMR supposedly incorporates every eye mesh fix under the sun and is probably the best ones to use as reference.  Also funnily enough, it lists this as first thing to note about meshes: - Totally switched over to main ENV shader instead of using previous exploit (Eye_Env Shader w/ Environment selected in shader1 instead of Eye_Env). So yeah, I think the eye envmap shader just isn't up to par in general. 1
Blaze69 Posted May 6, 2020 Posted May 6, 2020 In other news, @Bad Dog are the Bat replacers for the Dwarven clutter/statues (and... I think you mentioned maybe automatons?) done? Will they be included in that upcoming update? I love the clutter replacements and edits you make so it would be nice to know if more of them will come with the update, lol. Â Incidentally, here's a Dwemer bat: Â (Well, yes, the whole point of this was to post the pic, but I do want to know the answer to the question as well, lol ?). 6
poblivion Posted May 6, 2020 Posted May 6, 2020 1 hour ago, Blaze69 said: In other news, @Bad Dog are the Bat replacers for the Dwarven clutter/statues (and... I think you mentioned maybe automatons?) done? Will they be included in that upcoming update? I love the clutter replacements and edits you make so it would be nice to know if more of them will come with the update, lol.  Incidentally, here's a Dwemer bat:  Spoiler   (Well, yes, the whole point of this was to post the pic, but I do want to know the answer to the question as well, lol ?). She looks great, I really like her ears ?❤️
Raydric Posted May 6, 2020 Posted May 6, 2020 3 hours ago, Blaze69 said: In other news, @Bad Dog are the Bat replacers for the Dwarven clutter/statues (and... I think you mentioned maybe automatons?) done? Will they be included in that upcoming update? I love the clutter replacements and edits you make so it would be nice to know if more of them will come with the update, lol. Â Incidentally, here's a Dwemer bat: Â (Well, yes, the whole point of this was to post the pic, but I do want to know the answer to the question as well, lol ?). ? Beautiful model and excellent photo. What armor is it?
Blaze69 Posted May 6, 2020 Posted May 6, 2020 7 minutes ago, Raydric said: ? Beautiful model and excellent photo. lol, figured you'd like it at least. ? Quote What armor is it? Dwarven Armor replacer from Girl's Heavy Armors, made standalone by yours truly. It may or may not be obvious, but it's also a "naughty" edit where I removed the leather piece of the bodysuit that covers the crotch so now it's a bottomless outfit too. 1
ASlySpyDuo Posted May 6, 2020 Posted May 6, 2020 Eyes aside, here's some wolfy content.  Spoiler   6
Bad Dog Posted May 6, 2020 Author Posted May 6, 2020 Ooh, nice wolf maiden.  Yes the furrified dwarven clutter will be in the next update. But now you'll have to wait because you jackasses are convincing me I have to redo the eyes. ? 2
WolfieGoAwooo Posted May 7, 2020 Posted May 7, 2020 Hi! I wanted to start off by saying I'm absolutely IN LOVE with this mod, been waiting to play skyrim again for years until I got a good pc and finally did a few weeks ago, and immediately knew I had to play this mod, so thank you for all the work you've done on it. Nothing better than (mostly) vanilla skyrim, but with sexy furries.  So on to my question, I'm an absolute noob when it comes to modding (started about a week ago) and despite all my messing with, I am unable to get NPC sheaths to go erect with pg up pg down keys. it seems to work with all other sos skins, and with the female sheath on my character shift+pg up and down seem to work fine as well. now I will admit my whole mod list is a little bit of a mess, as I went from nmm to mod organizer after a little bit, and I'm afraid to mess with it too much, but other than npc sheaths not going erect everything else seems to work great, so that's why I don't want to screw with things.  Anyways, I was wondering if you had any suggestions, at one point my follower Lydia got glitched and her canine dick became entirely unsheathed (erect or not) and I am able to use pg up pg down with her just fine, it just seems to be the sheathed dicks (male and female) that wont go through the unsheathing animation.  I hope this isn't something that was discussed in depth and I was just unable to find it in the forum (it is quite large though, I did a bit of digging and couldn't find anything detailing this specific problem)  Spoiler Here's a pic of my MO (not sure if here is a better way to do it) Don't judge me too harshly if its a disaster lol, I have no idea what I'm doing and MO ported over a lot of things from nmm, and it just worked (aside from issue posted above of course) so I didn't want to screw with it too bad  https://imgur.com/a/H3TNaeu Many thanks, sorry if its an incredibly simple fix, I just have absolutely no idea what I'm doing and have spend many hours scouring the forums for help
Blaze69 Posted May 7, 2020 Posted May 7, 2020 9 hours ago, Bad Dog said: Yes the furrified dwarven clutter will be in the next update. Yay! Quote But now you'll have to wait because you jackasses are convincing me I have to redo the eyes. ? Hey, don't blame us, blame Bethesda for messing up the Eye shader so hard it's actually better to have eyes use the standard Envmap one instead. ? 1 hour ago, WolfieGoAwooo said: Here's a pic of my MO I'm still iffy on how Hoodies unsheathing works now myself so I can't really help there, but I can tell you your load order is wrong.  BadDogSchlongCore.esm should load after Schlongs of Skyrim - Core.esm, the DLCs should be ordered Dawnguard -> Hearthfires -> Dragonborn, the Unofficial Patch should load right after the DLCs and before other mods, Yiffy Age Consolidated and all its patches should be at the bottom of your load order, all the SOS ESPs that are not "Schlongs of Skyrim.esp" should be removed or disabled, and you seem to be using MO2 but also have a bazillion mods installed to the actual main game folder ("Unmanaged"), so you've rendered MO2 basically useless.
Bad Dog Posted May 7, 2020 Author Posted May 7, 2020 Maybe I'll take a pic of a load order I use for testing and post it in the OP as an example of a minimal setup. 1
Slyghos95 Posted May 7, 2020 Posted May 7, 2020 14 hours ago, Bad Dog said: Ooh, nice wolf maiden.  Yes the furrified dwarven clutter will be in the next update. But now you'll have to wait because you jackasses are convincing me I have to redo the eyes. ? And maybe someday later ... bat dong? ? amazing work please keep it up
FrankerG Posted May 9, 2020 Posted May 9, 2020 I'm experiencing a small issue with the Bad Dog Sheath in YiffyAgeSchlongs. I'm not able to bend NPC's schlong up or down with SOS's keybindings, and Sexlab Aroused does not cause it to raise or lower. The player's schlong can be raised or lowered via keybindings, but Sexlab Aroused does not affect it either. Schlong behaves as normal during Sexlab scenes, and can even be lowered or raised through keybindings during them. Â Everything works fine when using the Bad Dog Anthro schlong. Load order below. Quote Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp RaceCompatibility.esm SexLab.esm SexLabAroused.esm Schlongs of Skyrim - Core.esm BadDogSchlongCore.esm SkyUI.esp SkyTweak.esp RaceCompatibilityUSKPOverride.esp RaceMenu.esp RaceMenuPlugin.esp Schlongs of Skyrim.esp YiffyAgeConsolidated.esp YiffyAgeSchlongs.esp FNIS.esp XPMSE.esp Alternate Start - Live Another Life.esp
lolic Posted May 9, 2020 Posted May 9, 2020 13 hours ago, FrankerG said: I'm experiencing a small issue with the Bad Dog Sheath in YiffyAgeSchlongs. I'm not able to bend NPC's schlong up or down with SOS's keybindings, and Sexlab Aroused does not cause it to raise or lower. The player's schlong can be raised or lowered via keybindings, but Sexlab Aroused does not affect it either. Schlong behaves as normal during Sexlab scenes, and can even be lowered or raised through keybindings during them.  Everything works fine when using the Bad Dog Anthro schlong. Load order below. I've had this problem as well (and was confused).  The reason is I think, that @Bad Dog disabled the RCAE dependence on the schlong arousal (namely: disabling the appropriate lines in the script 'BDSOSSchlongPlayer.psc' for RCAE.RegisterForAnimEvent() ) and is required for updating the arousal state of the schlong. If you look really careful, you can actually see a little tip sticking out of the sheath bend with the SOS keys but due to RCAE dependence gone, the arousal state is not updated and the schlong stays flaccid. The anthro schlongs are based on the standard SOS schlongs and bend accordingly but you should experience that the foreskin doesn't retract when bending the schlong up. But since SexLab animations send a different event 'telling' (lol) the schlong to get aroused, it works fine.  Sexlab Aroused does affect the schlongs but not immediately for the same reason that the Bad Dog's schlongs no longer react to RCAE events. After increasing exposure for your character in Aroused's MCM to say 100 you would have to wait until Aroused sends its usual time event to update arousal (by default 120 sec I think).  TL;DR:  Don't worry, everything works but the SOS keys do not change the arousal state of Bad Dog's schlongs anymore, just the bend angle. You just have to wait for Sexlab Aroused to do its thing.  Cheers ;D
Bad Dog Posted May 10, 2020 Author Posted May 10, 2020 Mostly right. RCAE doesn't exist on SE so I removed the dependency on it, but there's no good alternative. Right now, I catch the page up/down keys that SOS uses and so they should work - if not, post a log and I'll look. In the next round, if I recall correctly, I put RCAE back in and I'll either live with it throwing (harmless) errors in the papyrus logs or do the (minor) additional work to comment the calls out.  Anthro may appear to behave differently because all schlong arousal stages are keyed to the SOS bones. (Doesn't make sense to do that for a sheathed dick.) Key question is whether the foreskin pulls back as the dick gets more aroused.Â
FrankerG Posted May 11, 2020 Posted May 11, 2020 13 hours ago, Bad Dog said: ...if not, post a log and I'll look... I've never tried logging, so I hope I'm doing this right...  I attempted to raise an NPC's schlong first, then raised the player's. Papyrus.0.log
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