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Yiffy Age of Skyrim


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Posted

Hello, I have a problem with this mod, it turns out that the heads of the Khajiit women (from vanilla and npc mods) have the dark face bug and that is very annoying, I tried to fix it by creating a patch but it turns out that the only thing that fixes it ( change head) causes the game to crash, if you could fix it I would appreciate it.

Posted
30 minutes ago, Amazonrex said:

the dark face bug

Black face bug is from SE, and this is the LE version of the mod so you should probably report it on the SE thread instead. Unless you actually meant the gray face bug, which is from LE

Posted
11 minutes ago, Blaze69 said:

Black face bug is from SE, and this is the LE version of the mod so you should probably report it on the SE thread instead. Unless you actually meant the gray face bug, which is from LE

Oh! I was wrong, but yes, in LE I also have the gray-faced bug in Khajiit women, now I will report it in the SE version, thanks.

Posted

So I get a big red exclamation point on the title screen and I think the schlongs and I'm not entirely sure why. Might've had something to do with me needing to rebuild the textures in bodyslide though it seems to only affect the title screen when Consolidated is the only part of the mod installed. Any ideas how to fix this?

Posted
53 minutes ago, LadycatSarah said:

So I get a big red exclamation point on the title screen and I think the schlongs and I'm not entirely sure why. Might've had something to do with me needing to rebuild the textures in bodyslide though it seems to only affect the title screen when Consolidated is the only part of the mod installed. Any ideas how to fix this?

Check logo in folder Skyrim\Data\Meshes\interface\logo

 

There is probably be a mesh error, or you are using the logo for the SE version.

Posted
2 hours ago, poblivion said:

Check logo in folder Skyrim\Data\Meshes\interface\logo

 

There is probably be a mesh error, or you are using the logo for the SE version.

Any idea how to fix the schlongs issue? I get the error while I'm building the body. How would I fix the logo?

  • 2 weeks later...
Posted
7 hours ago, Frosferes said:

What mods did you use to make these, Sly?

You're gonna have to be a bit more specific than that since I'm not about to list all 503 active mods.

Posted
1 hour ago, ASlySpyDuo said:

You're gonna have to be a bit more specific than that since I'm not about to list all 503 active mods.

I just meant the mods that played a role in composing the screenshots like graphics, clothing, bodypaint, animation/posing etc.

Posted
9 hours ago, Frosferes said:

I just meant the mods that played a role in composing the screenshots like graphics

Most important piece of the graphics puzzle is a good ENB. The ones used there are Rudy for Vanilla, Snapdragon, Goddess, Kwanon (Loxia) and a frankenstein preset I stitched up from a couple of old presets.

The trees in vanilla worldspace ones are from Myrkvior, nothing else is really that visible there.

 

9 hours ago, Frosferes said:

clothing

A bit too broad question but a good place to start browsing would be here.

 

9 hours ago, Frosferes said:

bodypaint

Pretty much all of them are Domainwolf's or ones included with the race itself already.

 

9 hours ago, Frosferes said:

animation/posing

Poser Hotkeys Plus with way too poser packs to list. The major ones you might want to get if you are just starting are Halo's Poser and GomaPeroPoses.

Posted
1 hour ago, ASlySpyDuo said:

Most important piece of the graphics puzzle is a good ENB. The ones used there are Rudy for Vanilla, Snapdragon, Goddess, Kwanon (Loxia) and a frankenstein preset I stitched up from a couple of old presets.

The trees in vanilla worldspace ones are from Myrkvior, nothing else is really that visible there.

 

A bit too broad question but a good place to start browsing would be here.

 

Pretty much all of them are Domainwolf's or ones included with the race itself already.

 

Poser Hotkeys Plus with way too poser packs to list. The major ones you might want to get if you are just starting are Halo's Poser and GomaPeroPoses.

Thanks fren, appreciated.

Posted
On 10/15/2020 at 8:20 AM, Bad Dog said:

I didn't realize there was any kind of CBBE "standard". When I test, I have a CBBE setup that isn't giving me seams, dunno why since I'm totally ignorant, so I never noticed. I suppose, if it's really one standard, doing a CBBE variant isn't so very hard. (Two more shape keys in the blender file, 10 minutes of export time.) I haven't touched the regular beast hands in a while so they're pretty standard. I thought tho to support bodyslide properly, there had to be tris or something like them to get sliders to work.

 

 

Dunno, but for the life of me I can't get the wrists to remotely match up in CBBE 3BBB and there's this egregious ankle gap when using the digi feet. ? Swapped to BHUNP and suddenly it's all properly connected. Maybe I just don't know how to use the CBBE wrist/ankle sliders, or something. ? 

 

 

Posted
1 minute ago, MonVert said:

Dunno, but for the life of me I can't get the wrists to remotely match up in CBBE 3BBB and there's this egregious ankle gap when using the digi feet. ? Swapped to BHUNP and suddenly it's all properly connected. Maybe I just don't know how to use the CBBE wrist/ankle sliders, or something. ?

BHUNP/UUNP uses vanilla-match ankle and wrist seams (or at least most of its presets do), which also the same standard YA body parts are fit to. CBBE uses completely different and not-cross-compatible seam standards because "Compatibility? What's that? Lmao, use only CBBE stuff or get fucked" (aka the Apple tactic) and perhaps a bit of "Hmmm, boy do I have a fetish for pencil wrists and ankles" on the side on Caliente/ousnius part.

 

So, nope, it's not really your fault.

Posted

Just recently realized with the digi addon I can wear as many boots as I like.

 

I'm guessing it's because I simplified the invisible digi boots by removing all armor addons--then since they aren't knocking out the underlying body part, the feet mesh stay. But I guess the engine figures that since there's no actual armor there it's fine to have more than one. Maybe?

 

So I could put all the feet mesh back on all the boots if anybody cares.

 

(Yeah, I could also get committed to digi boots.)

Posted
41 minutes ago, Bad Dog said:

.

digi boots still has that problem with shoes....i don't have a "foot wrap" or "ankle brace/bracelet" mesh to fix that with.

 

....also the boots i did are cheaply done crap, i can't do real _0 _1 meshes with 3ds max.

Posted
2 hours ago, Bad Dog said:

I'm guessing it's because I simplified the invisible digi boots by removing all armor addons--then since they aren't knocking out the underlying body part, the feet mesh stay. But I guess the engine figures that since there's no actual armor there it's fine to have more than one. Maybe?

Engine bug. Armor records with no compatible ArmorAddons for the PC's race don't actually seem to take up the slot they are set to (or at least don't "block" it properly), so you can equip as many of them as you want.

 

We know it is an engine bug because in FO4 if you try to equip an item that doesn't have a compatible AA, the game actually tells you as much and prevents you from using it. Probably due to the non-wearable-by-humans-but-still-"playable" gear like dog armor or Super Mutant items forcing Bethesda to fix the bug for that game while they didn't bother doing so for Skyrim, because as we all know, "if it ain't broken enough to cause sales to drop by more than 20%, it's not worth trying to fix at all, so forget about that "bugfixing" shit and get to work on more Creation Club Crap microtransactions".

Posted
3 hours ago, Bad Dog said:

Just recently realized with the digi addon I can wear as many boots as I like.

 

I'm guessing it's because I simplified the invisible digi boots by removing all armor addons--then since they aren't knocking out the underlying body part, the feet mesh stay. But I guess the engine figures that since there's no actual armor there it's fine to have more than one. Maybe?

 

So I could put all the feet mesh back on all the boots if anybody cares.

 

(Yeah, I could also get committed to digi boots.)

As far as I can tell it doesn't break anything having extra boots. If people don't want multiple pairs they'll just take off any extras. Not really worth worrying about unless something is broken by having infinite boots.

Posted
4 hours ago, Rockat said:

As far as I can tell it doesn't break anything having extra boots. If people don't want multiple pairs they'll just take off any extras. Not really worth worrying about unless something is broken by having infinite boots.

Just means you can stack as many buffs as you have boots for.

 

Posted

Hey, fleabags and fuzzybutts-- 

 

Started a new playthrough on LE to test out the bats and thought I'd do the vanilla start. And re-discovered the problem with Gunjar being missing. I'm wondering if anyone has an idea about what's happening and how to fix it.

 

What's happening is that he's getting pulled into some other part of Helgen Keep. With a little command line work I found him stuck in a wall one floor down, thrashing around. I don't know why, or how to stop it.

 

There was some thought that his HDT tail was ending up below floor level and that was pulling him under. I gave him a special no-hdt tail and that didn't fix it. I tried raising him a bit so he'd be definitely above the floor, and that didn't do it. 

 

Anybody got other ideas?

 

I don't really understand how dead bodies work, btw. I can place an NPC in T-pose, but Gunjar is placed in a collapsed pose already. Dunno how they do that.

Posted
2 hours ago, Bad Dog said:

Started a new playthrough on LE to test out the bats and thought I'd do the vanilla start. And re-discovered the problem with Gunjar being missing. I'm wondering if anyone has an idea about what's happening and how to fix it.

that problem is caused by Creature Framework V2_0_0

update MNCSLAL and then use Creature Framework V2_0_1A (found on the MNCSLAL page) or go back to using CF 1.1.0-pre2.

Posted

WHAT? I've been beating my head against this and it's not even my problem?

 

Freakin' A. Why do I even bother trying to debug things, I should just ask you guys.

 

Edit: Except, fukkit, I think I'm using CF 2.0.1A. Checking to make sure it's not being overridden.

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