Bad Dog Posted August 23, 2021 Author Posted August 23, 2021 I'm doing a pass through the skyrim mods to fix bugs and test out my import/export tool. Spent a lot of today on the panthers, whose mouths don't actually fit at all even a little. I've been collecting bug reports as they happened but if there's anything particular you want to make sure I don't miss, let me know.
MadMansGun Posted August 24, 2021 Posted August 24, 2021 On 8/22/2021 at 7:25 PM, Bad Dog said: I'm doing a pass through the skyrim mods to fix bugs and test out my import/export tool. Spent a lot of today on the panthers, whose mouths don't actually fit at all even a little. I've been collecting bug reports as they happened but if there's anything particular you want to make sure I don't miss, let me know. i can't remember if it got fixed or not but you used some draugr meshes from MNC and forgot to include the textures for them. on a related note the YA patch in MNC's Mod Compatibility Kit has updated files in it, (and it probably would not take much to swap out the tails with hdt versions)
Bad Dog Posted August 24, 2021 Author Posted August 24, 2021 I remember the draugr issue and I'm pretty sure it's fixed. Should I just include the compatibility patch files in the main mod or are they only if you're running with MNC?
MadMansGun Posted August 24, 2021 Posted August 24, 2021 42 minutes ago, Bad Dog said: Should I just include the compatibility patch files in the main mod the meshes & textures yes....but Quote or are they only if you're running with MNC? you would probably want to skip the esp & facegen files for HentaiCreatures (also i have not tested if the dragon priest masks look right on the new dragon priests)
Bad Dog Posted August 28, 2021 Author Posted August 28, 2021 OMG I'm gonna legit lose my mind. So ASlySpyDuo a while back sent me some fixes to the thralls in Volkihar castle that the vamps have put up on tables to feed on. It's a simple texture path fix but when I go to look in game the head looks like shit, and isn't matching the body. So since I have AWSOME NEW TOOLS, I load up the nif to see whatup. And I find out that the body has a 90 deg rotation on it to get it on the table and the head (which is mine) doesn't. So I look a little more and realize that the body has a MSN, of course, and it's a static so you can't just put it on the table and expect the MSN to do right. What the fuckers have done is to leave the mesh in the upright position but put a transform on the shape which, apparently, is ignored by the shader so the regular body MSN will work. Which is fine but that means my head has to have the same transform and my importer isn't handling the rotation right. Which is because there's no code to do it. So I get into blender rotations vs. nif rotations and eventually figure out that if I just handle it all as matrices it can work. Fortunately I have this mesh with a single 90% rotation and another FO4 mesh which is almost as simple, so I have some easy examples to work on. I get all that working and then I have to go look at the super mutants because they hadn't been importing correctly and now they DO so I can get Valehyena's cool new super mutant mesh rigged up anytime. Then I go back to the vampire thralls but I can't just leave it with the 90 deg rotation because the head's twisted to one side and since this isn't a skinned mesh the normals won't correct the way they would on a body. (I wonder if they would if I had bones in the nif and set the pose that way. I know there are nifs that do that. Something to try one day.) So then I have to clean up the mesh some, cuz it's crap, and then export as obj and spend about 30 minutes trying to figure out which settings in the obj exporter will get me the right orientation. Then get a tangent normal from the MSN for the regular head, use it to build a new MSN for the thrall's head, export the new head and put it into the nif, and check it out in game. And it looks pretty much okay. There's still more of a neck seam than I want and I don't like the way the blood cuts off at hands and feet. So I might play with stuff a bit more and I still have to do the guy. But all in all a good day. 5
Bunny Ral Posted August 29, 2021 Posted August 29, 2021 It would be amazing if you added the Lungaris race in here! Bunnies deserve love too~ This thread is huge, is there a post in it where someone stated how to change the models that spawn for the species maybe? Could do it myself if so.
Ryokentaru Posted August 31, 2021 Posted August 31, 2021 On 8/28/2021 at 7:09 PM, Raliegh said: It would be amazing if you added the Lungaris race in here! Bunnies deserve love too~ This thread is huge, is there a post in it where someone stated how to change the models that spawn for the species maybe? Could do it myself if so. Two problems with adding Lungaris to this mod: One is that this mod replaces vanilla races, and they've already all been replaced. In order to add Lungaris one of the current races would have to be bumped off the list, which leads to... Two, Lungaris Redux is already its own mod and even adds a few NPCs to the world, so there's not a real reason to do so other than wanting to see them around more commonly. As for changing the models and such, it IS doable, but requires a bit of work. You'd basically have to download the Lungaris Redux mod, extract the meshes and textures, then rename them to those of an existing race and overwrite. After that, you'd need to run Facegen through Creation Kit for all the NPCs of that race or they will have the infamous grey face bug. Oh, and if you're using the digitigrade version of the mod, you'll need to replace the Lungaris feet with paws and modify the diffuse texture to match the body.
Bad Dog Posted September 3, 2021 Author Posted September 3, 2021 God, I hate briarhearts. They're a mess all by themselves, and then USLEEP went and stirred the pot. But I think I have them working right now, both with and without USLEEP. LISTEN UP, YOU FURBALLS: I'm willing to do CBBE variants of the beast hands and feet to match the wrist and ankle seams that I'm told don't match between UNP and CBBE. But I've again tried and failed to make a CBBE body for LE that shows the problem. If anybody really cares about this, please send me a _0 and _1 CBBE body that I can use for a reference. Otherwise I'll decide no one does care and move on.
MadMansGun Posted September 4, 2021 Posted September 4, 2021 just completely undo USLEP's edits with your own esp and make something that actually works. ? 1
Rockat Posted September 4, 2021 Posted September 4, 2021 9 hours ago, MadMansGun said: just completely undo USLEP's edits with your own esp and make something that actually works. ? It'll always irk me that what is supposedly an unofficial patch acts more like a tweak mod. Shit that 'aint broken shouldn't have been touched.
MadMansGun Posted September 4, 2021 Posted September 4, 2021 5 hours ago, Rockat said: It'll always irk me that what is supposedly an unofficial patch acts more like a tweak mod. Shit that 'aint broken shouldn't have been touched. this sums up my feelings about it: https://www.loverslab.com/files/file/5815-uslep-unpatch/ 1
Bad Dog Posted September 4, 2021 Author Posted September 4, 2021 I did fiddle the masks a bit for the dragon priests. I made them fit under the circlet and also made them use the amulet slot cuz they weren't otherwise showing up: Spoiler And for the Dragonborn priests: Spoiler @MadMansGun, that thing about not breaking stuff? Yeah, I think I broke stuff because of the armor slot change. But if I ship these in YA I don't think they need to be part of MNC.
MadMansGun Posted September 5, 2021 Posted September 5, 2021 3 hours ago, Bad Dog said: I did fiddle the masks a bit for the dragon priests. I made them fit under the circlet and also made them use the amulet slot cuz they weren't otherwise showing up it may have gotten messed up due to the changes caused by the open eye edits for the player's version of the mask (the priest's "armor addon" is using the head flag but that flag was removed from the "armor" entry so that the players head would load) 3 hours ago, Bad Dog said: that thing about not breaking stuff? Yeah, I think I broke stuff because of the armor slot change. But if I ship these in YA I don't think they need to be part of MNC. it will only mess with mnc if you change the body flag, mnc's esp does not edit there mask entrys.
Rockat Posted September 5, 2021 Posted September 5, 2021 11 hours ago, MadMansGun said: this sums up my feelings about it: https://www.loverslab.com/files/file/5815-uslep-unpatch/ I know:
cmaxirma Posted September 5, 2021 Posted September 5, 2021 I'm having a bit of a... possibly dumb problem? This may be entirely on me, but I honestly can't see what the issue is. I'm trying to use MMG's Digi Boots addon, but it's searching for YiffyAgeBoots.ESP, an ESP file I do not have and don't know how to get. I've installed all 4 stages of the Yiffy Age mod, the base, the 02_YA_Digi_SE (which adds YiffyAgeInvisBoots.ESP), and 04_YA_SOS_SE. I've looked all around the drive and I don't think I'm missing anything. Am I?
MadMansGun Posted September 5, 2021 Posted September 5, 2021 10 minutes ago, blalohu said: . YiffyAgeDigiBoots.esp should NOT be looking for a "YiffyAgeBoots.ESP", it sounds like you somehow got a older version of it or something.
cmaxirma Posted September 5, 2021 Posted September 5, 2021 11 minutes ago, MadMansGun said: YiffyAgeDigiBoots.esp should NOT be looking for a "YiffyAgeBoots.ESP", it sounds like you somehow got a older version of it or something. Oh, that's weird. Do you have a link to the new version?
MadMansGun Posted September 5, 2021 Posted September 5, 2021 (edited) 13 minutes ago, blalohu said: Oh, that's weird. Do you have a link to the new version? it's on the Yiffy Age 10 google drive. file name YA_MMG_Digi_Boots.10.0.0.0.7z Edited September 5, 2021 by MadMansGun
cmaxirma Posted September 5, 2021 Posted September 5, 2021 (edited) 4 hours ago, MadMansGun said: it's on the Yiffy Age 10 google drive. file name YA_MMG_Digi_Boots.10.0.0.0.7z Found it! Although bizarrely only in the standard skyrim google drive version of Yiffy Age. The SSE version does not have it included. Bad Dog might want to look into that. Edit: Just realized I posted this in the wrong version thread. Still solved my issue though. Edited September 5, 2021 by blalohu
Bad Dog Posted September 6, 2021 Author Posted September 6, 2021 (edited) @MadMansGun OK what I did is I stole your argonian-style dragon priests and modified the fit of the masks slightly to go naturally under their circlets. I also made them amulets so they'd show up because I was having trouble getting the NiSkinInstance to show. I also took your draugr with tails. Those tails are supposed to animate right? I see the BGED and I'm keeping it but I don't see animations happening. Those are the ones you're thinking should have HDT info added, ya? I didn't take anything under the MoreNastyCritters folder. Those could go into YA SOS but I think it's better to keep them in the YA MNC patch for those who want them. EDIT: The tails thing---it's really the DLC02 hulking draugr that has the problem. That nif has a BGED on it already for GenericBehaviors\StagesNoLoops\StagesNoLoops.hkx -- whatever that is. Apparently you don't get to have two BGEDs on a nif. I took the other one off and the tail is behaving but I don't know what I lost with the StagesNoLoops. Edited September 6, 2021 by Bad Dog
MadMansGun Posted September 6, 2021 Posted September 6, 2021 5 hours ago, Bad Dog said: OK what I did is I stole your argonian-style dragon priests and modified the fit of the masks slightly to go naturally under their circlets. I also made them amulets so they'd show up because I was having trouble getting the NiSkinInstance to show. you already said that up above......but did you test to make sure that they are still "masks" when you loot them from there bodys? 5 hours ago, Bad Dog said: I think it's better to keep them in the YA MNC patch for those who want them. didn't i already suggest that somewhere? ? 5 hours ago, Bad Dog said: The tails thing---it's really the DLC02 hulking draugr that has the problem. That nif has a BGED on it already for GenericBehaviors\StagesNoLoops\StagesNoLoops.hkx -- whatever that is. Apparently you don't get to have two BGEDs on a nif. I took the other one off and the tail is behaving but I don't know what I lost with the StagesNoLoops. oops, guess i missed that.....i also have no clue what it's getting used for (or if it's even getting used at all). the only info i can find is for fallout4: https://forums.nexusmods.com/index.php?/topic/8527168-non-actor-nifscope-animations-with-bged-data-and-animation-events/ at the worst the tail may need to be removed from the body and re-added with armatures.
Bad Dog Posted September 6, 2021 Author Posted September 6, 2021 Just summarizing to have it all in one place. I put the lykaios HDT info on the hulking draugr tail and that worked. I've heard you shouldn't have the HDT extra data and the tail BGED at the same time, but I don't know if that's true.
MadMansGun Posted September 6, 2021 Posted September 6, 2021 49 minutes ago, Bad Dog said: I put the lykaios HDT info on the hulking draugr tail and that worked. I've heard you shouldn't have the HDT extra data and the tail BGED at the same time, but I don't know if that's true. i would assume that to be true since they are both controlling the same nodes.
Bad Dog Posted September 8, 2021 Author Posted September 8, 2021 I'm finishing up a YA update now. Nothing really major but I fixed the male panther mouths and I made gray face textures so old people would look old, which means the world has to be facegenned all over again. I'll post the mod and extras by the end of friday but then I'm totally out of pocket for two weeks, so I likely won't have time to do patches for other mods. If anyone else does, post here and I'll collect them up when I get back. In this update: - Old people faces - CBBE-compatible feet and hands - Male Lykaios head normal from FO4 - Fixed briarhearts to work correctly with and without USLEEP - incorporated ASlySpyDuo's fix to the static vampire thralls in Volkihar; fixed the female head so the lighting is correct. - Pawprints on paths - Panther mouth fixed (and more/better panther morphs) - Fixes from the MNC patch, including anthro dragon priests and tails on draugr - Fixes to the Lykaios female seams
MadMansGun Posted September 8, 2021 Posted September 8, 2021 (edited) 4 hours ago, Bad Dog said: including anthro dragon priests ....your going to hate me, but i found (and fixed) a small error that i found last night when i was taking screenshots, i accidentally got a small amount of neck weighting on the face and it was pulling the nose slightly away from the teeth ? edit: be careful if/when you grab the new file, it still has the old masks in it. Edited September 8, 2021 by MadMansGun 1
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