TheLastKhajiit Posted May 25, 2020 Posted May 25, 2020 I was casually playing and this loading screen showed up not sure what happened, but shield your eyes  Spoiler  1
Valehyena Posted May 25, 2020 Posted May 25, 2020 hello everyone! sorry ive been absent with all the stuff going on! I hope bad-dog is well! and everyone else here too.  I'll be updating my mods, and fixxing some stuff this next week, also I'm almost done with -all- the books so Ill be releasing that soon. 5
TheLastKhajiit Posted May 25, 2020 Posted May 25, 2020 32 minutes ago, Valehyena said: hello everyone! sorry ive been absent with all the stuff going on! I hope bad-dog is well! and everyone else here too.  I'll be updating my mods, and fixxing some stuff this next week, also I'm almost done with -all- the books so Ill be releasing that soon. Cool, I'm doing fine, I'm looking forward to seeing those books in game
Raydric Posted May 26, 2020 Posted May 26, 2020 Hi I have a little problem. Argonians' mouths look strange since I updated it  Spoiler  They have no jaws at the bottom. it's like it's stuck on the palate    And the other Argonian only has a somewhat distorted tongue     Â
Bad Dog Posted May 27, 2020 Author Posted May 27, 2020 Old mouth texture files. Go to textures\actors\character\argonianmale and remove anything that says "mouth". I'll post a fix soon.
ASlySpyDuo Posted May 27, 2020 Posted May 27, 2020 Radar approves of the neck ruff removal.  Spoiler     9
Ryokentaru Posted May 27, 2020 Posted May 27, 2020 I'm surprised nobody mentioned it yet, but the African Wild Dog tail textures are messed up. Firstly, the diffuse that goes over the main portion model lacks a proper alpha layer. Secondly (and this would be an .esp problem if I'm not mistaken) the file paths are crisscrossed. The main body is receiving the texture for the shaggy fur and vice versa. I don't know if normals and speculars are mixed up as well, though even after fixing the above the shag kinda has a greenish tint to it at certain angles so maybe. Â I added the missing alpha to the main texture and swapped the file names so it works properly, packaged neatly in the archive below with proper file paths so if anybody wants to just drag and drop it into their mod manager of choice (or your install directory if you're hardcore and don't use one) it should fix the issue for the time being. AWDTailFix.rar 3
SyntaxError73 Posted May 28, 2020 Posted May 28, 2020 Hello. It's been a long time since I checked on this page! I want to know if there's a changelog and where I can view it. I can see there's been new races added but I do not know how many!
Blaze69 Posted May 28, 2020 Posted May 28, 2020 21 minutes ago, SyntaxError73 said: I want to know if there's a changelog and where I can view it. It's at the bottom of the description, in the downloads section.
Pleasemadam Posted May 29, 2020 Posted May 29, 2020 The male AWD mouths are too high up. In the CK they're set to use the Lykaios mouth instead of the Kygarra one, its an easy fix but I figured I'd just report it anyways.
poblivion Posted May 29, 2020 Posted May 29, 2020 Hi, I found out a strange thing. When I use the body BHUNP, HDT tail is raised and does not work properly. Does anyone know how to fix this?
Blaze69 Posted May 29, 2020 Posted May 29, 2020 30 minutes ago, poblivion said: Hi, I found out a strange thing. When I use the body BHUNP, HDT tail is raised and does not work properly. Does anyone know how to fix this? Probably some of the collision data used by the BHUNP body conflicts with the tail physics. I've seen something like that happen with KS Hairs HDT: you needed to install a "BBP Patch" or else the hairs would spazz out and/or cause the breasts to spazz out by colliding with them.
Frosferes Posted May 30, 2020 Posted May 30, 2020 I was going through the YA_Digi 8.1.1.0 race records and noticed some discrepancies between it and the 8.2.0.0 core file. The Breton race is missing entirely and so does not have the digitigrade racial ability applied and is using the wrong skeletons. I don't think this is intentional since BretonRaceChild and BretonRaceVampire are both present. Additionally, the redguardchild, bretonchildvampire and skaalchild are all using the wrong skeletons. Skaal race has a null reference at default hair colour #0. Nordrace has a TINL of 1148 rather than 1152. Finally, a bunch of tint mask data is missing from elderracevampire. I've added the Breton race to YA digi, synchronised the race record data with the core and added the digi race ability and skeletons where needed. Hope this helps. YADigiEspFix.rar 1
Bad Dog Posted May 30, 2020 Author Posted May 30, 2020 Jesus, how do you lose a whole race from a file. Explains why the last girl I banged had planti feet, tho. I'll incorporate your fix & post an update. Â Question about TINL tho: I've always ignored that, assuming that CK will update it--and I try to always edit tints through the CK. You sure your change to it is right?
Frosferes Posted May 30, 2020 Posted May 30, 2020 Honestly I'm not 100% sure, my modding experience isn't all there yet. All I know is the tint data itself was all the same between the two Nord files, but the digi file for some reason had 4 less in the TINL. Changing it hasn't caused any issues as far as my testing has gone, but who knows.
poblivion Posted May 30, 2020 Posted May 30, 2020 19 hours ago, Blaze69 said: Probably some of the collision data used by the BHUNP body conflicts with the tail physics. I've seen something like that happen with KS Hairs HDT: you needed to install a "BBP Patch" or else the hairs would spazz out and/or cause the breasts to spazz out by colliding with them. Thanks for the info, would you recommend me a some specific BBP Patch?
Blaze69 Posted May 30, 2020 Posted May 30, 2020 1 hour ago, poblivion said: Thanks for the info, would you recommend me a some specific BBP Patch? I can't suggest any because it would have to be made specifically to edit either the tail XMLs or the BHUNP ones to make them cross-compatible. So the patch needs to be made for YA in particular.
poblivion Posted May 30, 2020 Posted May 30, 2020 39 minutes ago, Blaze69 said: I can't suggest any because it would have to be made specifically to edit either the tail XMLs or the BHUNP ones to make them cross-compatible. So the patch needs to be made for YA in particular. Ah, I was hoping there was some universal patch.
1337DragonWolf Posted May 31, 2020 Posted May 31, 2020 Hey, maybe one day we could get a patch for Coldhaven?
poblivion Posted June 1, 2020 Posted June 1, 2020 On 10/25/2019 at 7:26 AM, ASlySpyDuo said: YA SMP tails.7z 71.68 kB · 10 downloads The folder structure is set so that it overwrites my equippable tails so that I could fiddle with it easier, you can edit SMP configs and just re-equip the tail for it to refresh the xml ingame. To have it replace all female lykaios tails just move the 'lykaios' folder up one directory. Obviously needs working SMP setup, I used this.  Also if you are not in EU, replace all commas with dots in config file. I only fiddled with female lykaios tail, plan was that if I get that one to look right I'd do the others too since then I'd have a baseline. What I wanted was making the tail behave closer to how they do with Kritta's PE config, slowly settling back to original position and having wider range of motion. The SMP ones I have right now are quite heavy feeling compared to the old PE setup, most notably no awesome swish when turning around.  The config is also missing collisions with bodies since I didn't declare the bones. That's pretty easy though and was going to be after I get the physics right.  Hi, are you planning to create more HDT SMP tails for YA LE ?  PS: What all do I need to do to make the tail work in YA8? I've already found that the destination folders and the path to the textures don't match. Is there anything else what I need to do? Â
ASlySpyDuo Posted June 1, 2020 Posted June 1, 2020 21 minutes ago, poblivion said: Hi, are you planning to create more HDT SMP tails for YA LE ? Unlikely, SMP didn't behave as I wanted and I barely use any procedural physics on tails these days since I pose them manually. You could try porting the SE SMP tails to LE, you'd need to change some parameters (at least FrameInA -> FrameInB AFAIK) and they might now behave as they should since LE SMP and SE SMP are not the same.
poblivion Posted June 1, 2020 Posted June 1, 2020 12 minutes ago, ASlySpyDuo said: Unlikely, SMP didn't behave as I wanted and I barely use any procedural physics on tails these days since I pose them manually. You could try porting the SE SMP tails to LE, you'd need to change some parameters (at least FrameInA -> FrameInB AFAIK) and they might now behave as they should since LE SMP and SE SMP are not the same. Thanks for the quick reply, unfortunately I have no experience with this process. Would you be willing to do that, please?
ASlySpyDuo Posted June 1, 2020 Posted June 1, 2020 44 minutes ago, poblivion said: Would you be willing to do that, please? I might take a look one day but zero promises. Like I said, SMP didn't behave like I wanted it to and I don't exactly feel that motivated dealing with it since I wouldn't use it myself and the documentation is lacking to say the least. Â Why do you want them anyway? Something wrong with the PE ones? If it's the raised tail problem you have, it's likely caused by collision between your body rigidbodies, no idea what body XML you are using but mine don't do what they are doing in your screenshot.
poblivion Posted June 2, 2020 Posted June 2, 2020 6 hours ago, ASlySpyDuo said: I might take a look one day but zero promises. Like I said, SMP didn't behave like I wanted it to and I don't exactly feel that motivated dealing with it since I wouldn't use it myself and the documentation is lacking to say the least.  Why do you want them anyway? Something wrong with the PE ones? If it's the raised tail problem you have, it's likely caused by collision between your body rigidbodies, no idea what body XML you are using but mine don't do what they are doing in your screenshot.  PE ones work great, but unfortunately not with BHUNP ?.  I did various experiments and gradually tried all possible combinations. The only BHUNP body that worked with the tail properly is a modified version called BHUUNPJB v.1.1 The tail was already in a normal position, but it trembled slightly.  Yesterday I make it work your version of the SMP tail for YA 8, you're right it doesn't work best, but the problem with the tail raised disappeared.  From the findings so far, I assume that there are two options (maybe three) to solve the problem of a raised tail. 1) SMP tail 2) edit XML for body  3) adjust body mesh collision data   1
JackyHarg Posted June 3, 2020 Posted June 3, 2020 Wow this mod is pretty amazing. But there's some weird visual bug with the Vaalsark. Their tail at their base is transparent-ish. I tried to see what mod could cause this but there isn't any mod that modifies races. Anyone any ideas?
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