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Yiffy Age of Skyrim


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Posted
1 minute ago, Ynotnoswad said:

Anyone else having an issue with Flower Girls? Animations run but the guys seem shy, because they stay inside of their respective hoodies!

Pretty sure Flower Girls is not supported by the stage-swapping code for the sheaths, so that's to be expected.

Posted
8 hours ago, averyrussiansergal said:

im having issues ...

Go back and read the OP on load order.

 

No flower girls support.

 

HEY ALL: I thought I'd put HDT collisions on the hands, but I can't find a sample to copy. SOS, CBBE, others ship hands but no HDT info. Is this not a thing? I thought it was.

Posted
42 minutes ago, Bad Dog said:

HEY ALL: I thought I'd put HDT collisions on the hands, but I can't find a sample to copy. SOS, CBBE, others ship hands but no HDT info. Is this not a thing? I thought it was.

Check Bazinga's Naturalistic HDT set, it should have some hand collision files ("hdtfingers.xml" I think).

Posted

By saying "script-heavy", does that mean the game will crash sometimes and not responding when loading some saves after the crash?. BTW I liked this mod so much. The Breton is so good-looking if you know what I mean

Posted
3 hours ago, Bad Dog said:

HEY ALL: I thought I'd put HDT collisions on the hands, but I can't find a sample to copy. SOS, CBBE, others ship hands but no HDT info. Is this not a thing? I thought it was.

hand_data.7z

 

Uses the naming convention that Bazinga used in the Naturalistic config which Blaze linked.

Pretty much every popular and not-written-in-crayon config uses the same naming scheme AFAIK.

Posted

All I can say is you've got a freaking lot of scripts running. What happens if you start with Live Another Life and then sit in the prison cell for about 5 minutes after exiting RaceMenu but before you start playing? Maybe if you let all the init scripts settle down you'll be okay.

Posted

Uploaded V9, bringing LE up to par with SE. Still working on patches for other mods, check the subfolder from time to time. 

Posted
On 8/6/2020 at 9:43 PM, Bad Dog said:

All I can say is you've got a freaking lot of scripts running. What happens if you start with Live Another Life and then sit in the prison cell for about 5 minutes after exiting RaceMenu but before you start playing? Maybe if you let all the init scripts settle down you'll be okay.

nothing happens far as i seen. its weird too because the only mod thats been added, is yours, and i even have some mods i didnt reinstall. but i mean i can try to see if sitting there for a little while will get anything running.

Posted
On 8/7/2020 at 5:56 AM, Bad Dog said:
  • digi skeleton based on XPMSE 4.71

Hey, I'm wondering what's your workflow for updating the skeleton is. Do you just add your own nodes and apply transforms etc. in NifSkope to the current skeleton or is there something more?

 

I'm mostly asking since I'm thinking of noodling around with the digi legs but I also refuse to give up NiOverride Pose Adjustments functionality and that needs its own nodes and stuff in skeleton which leaves me with question; would it be easier to apply your digi transforms to NiOPA skeleton or add NiOPA nodes and stuff to your skeleton.

Posted

I add 6 nodes to the XPMSE skeleton, above NPC L Calf [LClf], NPC L Foot [Lft ], and NPC L Toe0 [LToe] (and same on the other side). It's very straightforward. So probably adding those same nodes to the NiOPA skeleton would be easiest.

Posted
5 hours ago, Bad Dog said:

o probably adding those same nodes to the NiOPA skeleton would be easiest.

Super easy, barely an inconvenience.

 

DigiOPA.jpg

Though I ended up using XPMSE 4.71 as base instead since I don't much care about the "flimsy ragdoll" constraints added in .72 so now I have a super exclusive personal digi skeleton mod. :classic_tongue:

Posted

Shouldn't much matter, their assets are either unique to them or intentionally the same as other mods. I put them right before YA tho.

Posted
59 minutes ago, Platinum9732 said:

Is there a way to add HDT collision to the SOS balls? If I make them too big they just phase through the legs.

Pretty sure they already have collision but if you want bollocks so massive they defy the laws of physics and them to collide accordingly, you're gonna have to edit the .XML controller files since PE collisions are done with rigidbodies instead of the actual skinned mesh and they do not scale with bones obviously.

Posted
16 hours ago, TheLastKhajiit said:

I wanted to use the Bird Races with YA, and this happened, i have all the stuff I need, and ran FNIS before starting the game

I've run in that configuration extensively. I'd run through FNIS again.

Posted

Grr, I just deleted the flying profiles because I figured I wasn't ever going back to those games.

 

Something like Animated Flying first, Bird Races after, YA last.

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