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Yiffy Age of Skyrim


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Posted
3 hours ago, Bad Dog said:

.

oh wait, i was thinking of Hadvar not Gunjar

 

but i did make a fix for Gunjar here on page 294:

 

Posted

Dood, now you're just messing with me. 

 

I'll check it out and integrate it with YA if I can.

 

I had the problem with Hadvar not showing up. Not sure what's to be done about that. 

Posted
40 minutes ago, Bad Dog said:

Dood, now you're just messing with me. 

sorry, i'm a bit sleep deprived right now.

39 minutes ago, Bad Dog said:

I had the problem with Hadvar not showing up. Not sure what's to be done about that. 

Hadvar = update MNC and update or downgrade CF.

Gunjar = download my esp that edits his body placement.

  • 2 weeks later...
Posted

Hey, Bad Dog, is there some sort of reference digi foot that makes it so each race uses their own, proper, foot mesh, when equipping footwear?

 

Trying to use the caninefoot mesh as the ref will cause any argonians that equip said footwear to grow canine feet >_> There's got to be a more global way to do this.

Posted
4 hours ago, MonVert said:

Hey, Bad Dog, is there some sort of reference digi foot that makes it so each race uses their own, proper, foot mesh, when equipping footwear?

 

Trying to use the caninefoot mesh as the ref will cause any argonians that equip said footwear to grow canine feet >_> There's got to be a more global way to do this.

https://www.loverslab.com/topic/66220-yiffy-age-of-skyrim/page/322/?tab=comments#comment-3149266

 

Posted

At first I set all the boot armors to point to the different races' feet as their ARMA records. That worked and races got their own feet. But new races like horses say they use an existing race's armors--for horses it's imperials, I think--so that the default armors show up on them. That means that for the boots, they get whatever armor the imperials get, which is vaalsark feet. But argonians should have gotten their own feet.

 

Then I realized or was told that wasn't necessary and I could just set the boots to have no ARMA records (except mannequins and skeletons). Then they don't knock out the existing feet and races keep their own feet. Side effect is you can wear as many boots as you like, all at once, and get all their buffs. But again, argonians should have kept their feet.

 

MMG's strategy is to give the boots a different slot so they go on top of existing feet. Solves all the above problems.

 

So I really dunno why argonians aren't keeping their feet for you. I think they are for me, I'm sure I would have noticed. What's your exact situation and load order?

Posted
7 hours ago, Bad Dog said:

At first I set all the boot armors to point to the different races' feet as their ARMA records. That worked and races got their own feet. But new races like horses say they use an existing race's armors--for horses it's imperials, I think--so that the default armors show up on them. That means that for the boots, they get whatever armor the imperials get, which is vaalsark feet. But argonians should have gotten their own feet.

 

Then I realized or was told that wasn't necessary and I could just set the boots to have no ARMA records (except mannequins and skeletons). Then they don't knock out the existing feet and races keep their own feet. Side effect is you can wear as many boots as you like, all at once, and get all their buffs. But again, argonians should have kept their feet.

 

MMG's strategy is to give the boots a different slot so they go on top of existing feet. Solves all the above problems.

 

So I really dunno why argonians aren't keeping their feet for you. I think they are for me, I'm sure I would have noticed. What's your exact situation and load order?

 

Editing ESP records is urgh...

 

 

And I think you misunderstood what I meant when I said the thing about foot changes. I was originally trying to use the digi foot meshes in the BDBeastsFolder as a a foot ref for digi boots in Outfit Studio.  It made the boots work for everyone, without record changes, but ended up changing the foot mesh to whatever I used.

 

I was just hoping for some sort of  easier; simpler, method of building digi boots. Editing ESP records just to make footwear work is...not one of them. ? The same goes for changing partitions, although that's a bit easier.

 

 

  • 3 weeks later...
Posted

@Bad Dog
One thing I'm curious about: just how long does it take you to facegen all of the NPC when ever you've done substantial changes?

Just asking, as I'm running it for OBIS. The grey faces were starting to annoy me.

Edit: NVM, I've gotten my answer...holy shit you must have some patience:
 

Spoiler

image.png.c9a03853c9647167851d5b978afc4b7f.png

 

Posted
8 hours ago, Bad Dog said:

Yes. For-fucking-ever. Over 12 hours for the vanilla NPCs.

I believe it. I've been patching a few mods I want to use using the script you included with YA. The FaceGen process is slow as fuck, AND it seems like every NPC in a batch takes longer than the last, for reasons that I'm sure somehow boil down to "CK is shit." Doing them three at a time was significantly faster than just setting it and forgetting it, but this has the obvious drawback of not being able to really do much else during the process.

 

To be honest, after learning this, I'm surprised you've opted to take requests to make patches at all given how time consuming it can be. Kudos.

Posted

Seems to me it's happier if you use the machine, like it doesn't put itself on standby or something.

 

I generally do them by race to chunk them up.

Posted

Well, I fucked up the patch - it didn't work. I think I know where I went wrong - I had the new esp selected but not active.

Edit: It's generating directly into the patch folder now, so I'll put my OBIS and AFS 0.3 bis patches in a post with their decompressed sizes if they work...just another 3 1/2 hours wait due to 2121 records (the 7zip files are only 7% of their original sizes btw).

Posted

I need help. The new version of the "Thief" mod changes the Nord race (Lykaios).  If I have an active mod "Thief" Lykaios uses a human texture of the body, hands and feet.

It also uses human hands, feet mesh, tail missing. When try to load a new saved game CTD occurs.

 

Can anyone help me solve this problem?

 

Thanks

ScreenShot4774.jpg

Posted
6 minutes ago, poblivion said:

I need help. The new version of the "Thief" mod changes the Nord race (Lykaios).  If I have an active mod "Thief" Lykaios uses a human texture of the body, hands and feet.

It also uses human hands, feet mesh, tail missing. When try to load a new saved game CTD occurs.

here we go (again)... ?

1- check your load order and put Yiffy Age at the very bottom, no matter what loot says;

2- read the first post of this topic;

3- go play your game, it's expected your trouble is solved and no longer happens again.

Posted
20 minutes ago, stolensweetroll said:

here we go (again)... ?

1- check your load order and put Yiffy Age at the very bottom, no matter what loot says;

2- read the first post of this topic;

3- go play your game, it's expected your trouble is solved and no longer happens again.

 

Thanks, in part it helped. Now the characters look right (textures, tail ... everything is back).  There is still a CTD here, but it may not be related to YA.

Posted

@Bad Dog  Hi, would you be willing to make a patch for the "Thief" mod?

 

They are currently playing the latest version of "Thief" along with the installed YA.

Everything seems to be working properly, just a few NPCs looks odd.

Posted

sorry to be a bother but trying to dl the mod from the link goes extremely slow for me and ends up failing, is there anywhere else you could host it? thanks ^^ (my version installed is out of date)

Posted

Hey there thx for creating this mod its awesome but to my question i have YA version 9 installed but Apaachi Skyhair isn't working am i missing some patches or is that patch atm in development?

Posted

I got permission to include Apachii hair in the mod. Some of the hair options for different races are theirs. I don't know what happens if you run Apachii in parallel. Probably open a hole in the space-time continuum.

Posted
2 hours ago, DeeplyForbidden said:

There’s some kinda error with my mods’s character HDT tails. They’re all this weird blue color and not their normal textures. 

It looks like a missing texture, or quite possibly you using an old version.

 

Are you using the latest version of YA 9.1 and the latest version of HDT Tails 9.1?

 

Do you install the files manually?  NMM sometimes causes a messing with files.

Posted
13 hours ago, Bad Dog said:

I got permission to include Apachii hair in the mod. Some of the hair options for different races are theirs. I don't know what happens if you run Apachii in parallel. Probably open a hole in the space-time continuum.

I think hairstyles work side by side, but the unmodified ones don't fit the animal races well.

 

According to the latest scientific research, there is no danger of open and hole in the space-time continuum.

Only another alternative reality will be created.

 

I'll follow up on the topic a bit. I want to ask do you plan to add any more hairstyles in the future?  

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