Nuuhkia Posted December 16, 2016 Posted December 16, 2016 This may be a bit off topic, but I've been trying to export facegen files myself (I want the option to choose whether to use glowing eyes for khajiit or not). I know how to get the warpaint to show but some npcs have a discolored forehead. How to fix this? This is a CK limitation. Both the game and the CK are hardcoded to only accept 256x256 tintmasks, which obviously look like crap with such a low resolution (thank you very much, consoles ). SKSE patched the game so it could take higher-res files (default is 2048x2048), but the CK still has that problem, so if you try to export FaceGen and any tintmask file is bigger than the CK's default, the texture is broken and usually ends up painting the "forehead" with some of the tint colors and leaving the rest of the file blank. When exporting from the CK, you have to remove all of your modded/edited tintmask files so that only the 256x256 vanilla ones are loaded, and thus there are no errors. If you use Mod Organizer, you can simply move all of the tintmasks to their own MO folder and deactivate it before lauching the CK. If you don't use MO, then you would have to manually search for those textures and delete/move them prior to exporting. I've done this yet still Aela (the npc facegen I've been testing) has a discolored forehead...Unless I'm missing a tintmask file somewhere (I've moved the tintmasks from netimmerseoverride's tintmask folder, lykaios facetints, and character assets), I think there is an issue somewhere else.
Blaze69 Posted December 16, 2016 Posted December 16, 2016 (edited) I've done this yet still Aela (the npc facegen I've been testing) has a discolored forehead...Unless I'm missing a tintmask file somewhere (I've moved the tintmasks from netimmerseoverride's tintmask folder, lykaios facetints, and character assets), I think there is an issue somewhere else. 20161216090817_1.jpg Yep, that is a wrongly-sized tintmask causing that. When you installed the Lykaios file, what resolution did you choose for the tintmask? You need to use the "default res" option for the CK. Also make sure to move/rename/delete anything that may be in the "Tintmasks" folder so that only vanilla files are loaded. EDIT: Also, do you use any of the "Optimized Textures" mods? IIRC some of them do include downscaled versions of some tintmasks, and as I said, CK no like if it's not 256x256 . Make sure to check ot the BSA files in case some of them contain tintmask files. Edited December 16, 2016 by Blaze69
NightroModzz Posted December 16, 2016 Posted December 16, 2016 EDIT: I know, but there will be a body_0 without the muscle version so people can make their own balance in between. In my project, muscle tone will be less visible since neofur has it's own actual fur length which can be evened out itself or separately. You can also brush the fur in other directions and will allow more realistic layer for fur models even if they are ripped. Oh, okay, that explains it. It may not look that good in Skyrim, but if you think you can get it to look right on your own project, that's great. Anyway, from my experience, muscular normal maps don't really work on Khajiit or similar beast races, though I'm not completely sure why. It seems the diffuse detail obscures the muscle detail on the normal and so the muscles are only visible from certain angles and under specific lighting conditions and stuff. So I guess if/when these Khajiit models and the corresponding normal maps are ported to Skyrim, the muscle won't be that noticeable, and adding some fur detail on the normal map would probably cover it enough to look okay. Well, if there is a problem, I will have a version with a more smoothed down 6-pack and it's not like anybody can't make their own edits to the model.
Blaze69 Posted December 16, 2016 Posted December 16, 2016 Well, if there is a problem, I will have a version with a more smoothed down 6-pack and it's not like anybody can't make their own edits to the model. Yeah, exactly. I was just refering to what I said about the muscle definition not being properly visible on beast races.
Nuuhkia Posted December 16, 2016 Posted December 16, 2016 Yep, that is a wrongly-sized tintmask causing that. When you installed the Lykaios file, what resolution did you choose for the tintmask? You need to use the "default res" option for the CK. Also make sure to move/rename/delete anything that may be in the "Tintmasks" folder so that only vanilla files are loaded. EDIT: Also, do you use any of the "Optimized Textures" mods? IIRC some of them do include downscaled versions of some tintmasks, and as I said, CK no like if it's not 256x256 . Make sure to check ot the BSA files in case some of them contain tintmask files. I think it's fixed. I was under the impression that I had to move EVERY tintmask file while exporting. I tried only removing the character assets tintmask folder and it exported correctly.
Blaze69 Posted December 16, 2016 Posted December 16, 2016 I think it's fixed. I was under the impression that I had to move EVERY tintmask file while exporting. I tried only removing the character assets tintmask folder and it exported correctly. Yeah, the idea was to make sure no vanilla tintmasks were overwritten so that they would all be 256x256 in size and the CK would not screw up the exported textures. Good to hear you got it working.
NightroModzz Posted December 18, 2016 Posted December 18, 2016 How do you like my new pussy!?! It's a bit on the puffy side, and yah, I know I need to fix the top middle.
Wuumaster Posted December 19, 2016 Posted December 19, 2016 Me again, back with another annoying issue. Going into the checklist MCM for XPMSE shows everything checked for Bretons, but all the other races don't seem to be using the right skeleton. I'm using XP32 MSE 3.91. I have the Yiffy Age XPMSE addon, but having it enabled or disabled in MO isn't fixing it. MO reports my 'meshes/actors/character assets female' has femalefeetcanine_0.nif, femalefeetcanine_1.nif from Yiffy Age, plus femaleskeletoncanine_0.nif, skeletonarg_female.nif, and skeletonkhajiit_female.nif from Yiffy Age XPMSE addon.
NightroModzz Posted December 19, 2016 Posted December 19, 2016 Dude. They have meds for that. It's the more common type of puffy pussy, not the swollen or camel toe kind. Or do you prefer the flatter kind with the lips dangling? http://eclecticaerotica.com/wp-content/uploads/2009/10/fake-pussy-vagina.jpg http://bucetassafadas.com.br/wp-content/uploads/2016/06/hjzoa3z.jpg http://firefap.com/pics/1917/ass-bent-over-pussy-close-up.jpg
Blaze69 Posted December 19, 2016 Posted December 19, 2016 (edited) Okay, I have been working on a Panther NPC for the Sharkmer follower and NPC addon I've been working on alongside Kuroyami, and I'm encountering the same issues I mentioned not so long ago with the textures: their basic idea is good, but there are some seams (specially at the wrists and in the back-butt-things region), and most of the time the dark skin tones Dunmer have end up making them look pitch-black except for certain angles where the specular is more visible. Now, there is this Khajiit texture replacer: SC - Khajiit Improvement. It looks pretty good, and the female version is for UNP, though I haven't used it so far because the plain fur look is not the one I was after and also it lacks textures for the nether regions (they are in the normal map, but just covered with fur, and same for diffuse and specular). But I think they could be a good base for Panthers. The permissions tab states that you can use and modify them as long as you give credit, so we're good there (though if we decide to carry on we could ask to make sure they are Ok, just in case). I think those textures look pretty good as they are (look at the screenshot section, some of the user-added ones look really nice), and they can probably achieve the black/dark panther look with the dark skin tones without going overkill as the current textures do. It would be a matter of doing some brightness tweaks or whatever and then adding the feet and properly texturing the naughty bits. Males would require a bit of tweaking at the legs and new schlong textures, though (I can take care of female schlong textures, BTW). So, yeah, just an idea. I understand it would require some work, but I think it would be nice to bring Panthers on par with other races like Tigers or Lykaios as far as texture quality goes. Just my two cents, though, the current textures are not that bad either. EDIT: Now that I think about it, there are actually some skins in the To-Do list, and they IMO they have more priority than this once since as I said the current textures are good, so I guess this isn't really that important. Replacing Bretons with Kygarra/Hyenas (and the required new skins for them, with the spot/strip variations if you want to go for that idea you mentioned) and creating the Snow Leopard skin for Snow Elves and my follower NPC would be higher on my list. Also if you create both male and female versions of the Leopard skin, I'll probably make a plugin that makes them playable alongside Dremora, just as I did for an old version of YA, so there's that. Edited December 19, 2016 by Blaze69
Bad Dog Posted December 19, 2016 Author Posted December 19, 2016 I've been looking at black animals a bunch. Fact is on a really black animal, you never see the color--you see the reflections off the material. I might go back and rethink panthers, tho as you say it's not highest priority. I'm thinking: raise the specular intensity so you get more of it under more light conditions; put some of that into the texture so you always have some reference point even when the Skyrim engine isn't painting anything. I actually think the current texture is fabulous... when the lighting is just right. Trick is to make it more forgiving.
Bad Dog Posted December 20, 2016 Author Posted December 20, 2016 Okay, peeps and pervs, Blaze put a bunch of work into the lady schlongs and your Yiffy females are now fully equipped. Check out the OP.
Blaze69 Posted December 20, 2016 Posted December 20, 2016 Okay, peeps and pervs, Blaze put a bunch of work into the lady schlongs and your Yiffy females are now fully equipped. Check out the OP. Yup, it took some work, but is done now, and I'm pretty happy with the result . You can check out how it looks on some of the races on my post from the Futa Content Thread, if you are curious.
Nuuhkia Posted December 20, 2016 Posted December 20, 2016 This has come up before, with someone having crashes at the Temple of Mara. It seems ShrineMara.nif is causing the crashes, as I often crash when entering a room with it, but upon removing the mesh, crashes stop occuring.
Dransvitry Medici Posted December 20, 2016 Posted December 20, 2016 So wait what file do i get all i see is the 1.1 version and 0_10? Also i have the mods for horns are forever and khajjit helmets are these redundant?
Blaze69 Posted December 20, 2016 Posted December 20, 2016 So wait what file do i get all i see is the 1.1 version and 0_10? Also i have the mods for horns are forever and khajjit helmets are these redundant? The link in the description is outdated, you have to go to the downloads scetion and click on the option with the weird name. It should take you to the current Drive folder after the 10 seconds are over. I'm not sure about those mods. If they use mesh edits only, then they should be compatible with YA. If they include an .esp file, then you should load them before YA so that there are no bugs with helmets.
Dransvitry Medici Posted December 20, 2016 Posted December 20, 2016 So wait what file do i get all i see is the 1.1 version and 0_10? Also i have the mods for horns are forever and khajjit helmets are these redundant? The link in the description is outdated, you have to go to the downloads scetion and click on the option with the weird name. It should take you to the current Drive folder after the 10 seconds are over. I'm not sure about those mods. If they use mesh edits only, then they should be compatible with YA. If they include an .esp file, then you should load them before YA so that there are no bugs with helmets. no what im asking here is if the mod is actually needed doesn't yiffy age already make horns and ears poke through the helmets?
Blaze69 Posted December 20, 2016 Posted December 20, 2016 no what im asking here is if the mod is actually needed doesn't yiffy age already make horns and ears poke through the helmets? Also does this replace yiffy age or does it overwrite it? Oh, okay, I get it now. No, Yiffy Age does not make the ears/horns show, at least not in all of the helmets.
Dransvitry Medici Posted December 20, 2016 Posted December 20, 2016 no what im asking here is if the mod is actually needed doesn't yiffy age already make horns and ears poke through the helmets? Also does this replace yiffy age or does it overwrite it? Oh, okay, I get it now. No, Yiffy Age does not make the ears/horns show, at least not in all of the helmets. Thank you very much and umm do i install the females over the yiffy age or do i install it independently?
Blaze69 Posted December 20, 2016 Posted December 20, 2016 Thank you very much and umm do i install the females over the yiffy age or do i install it independently? Whichever you prefer, it doesn't matter. They don't overwrite each other or anything.
Bad Dog Posted December 20, 2016 Author Posted December 20, 2016 I'd load females after the base YA just on the principle that mods should go after the thing they mod. Doesn't matter in this case, but it's a good habit. Ears and horns poke through headgear where I thought it wouldn't look stupid. There are some helmets--the steel helmet with spike and horns, the daedric helmet--which already have so many poky bits that letting the ears show through too seemed like overkill. I'll check out the Mara shrine. There's nothing special about it, but I'll look.
Voldearag Posted December 20, 2016 Posted December 20, 2016 The updates always make me glad, but "Argonian Improvements" sounds especially nice. How are your Argonians doing?
Blaze69 Posted December 20, 2016 Posted December 20, 2016 The updates always make me glad, but "Argonian Improvements" sounds especially nice. How are your Argonians doing? I'm pretty sure the changelog hasn't been updated yet, because YA itself has not been updated either; IIRC only the Female Hoodies file was added. As for those "Argonian improvements", BadDog merged two patches of mine that fix a seam along the arms in male Argonians and give female Argonians the proper naughty bits and separate tail textures from the rest of the body (otherwise the UUNP Special textures would overlap with the tail ones and the tail would look weird). There may be some other things I can't remember right now, but I'm pretty sure that was it.
Voldearag Posted December 20, 2016 Posted December 20, 2016 Oh, I mistook. Well that sounds like a very nice job! Exciting important fixes, thank you both of you. I'm a little shy to admit this but I've gone my entire short time playing in Yiffy Age without looking closely at any Argonians. I should be pretty excited being able to see them appear more complete looking than I ever have before. I hope I get to that pretty soon, and I hope as well that they're shown more love down the line with improving modifications.
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