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Yiffy Age of Skyrim


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Posted (edited)

Blaze, would you please explain UUNP one more time? Every time I think I'll get serious about it I google the mod, end up on this extremely random LL page which I guess is kinda sorta a mod tho it doesn't really explain itself or provide anything in the way of installation instructions, but that's okay because how hard is this? and then I go to downloads and there's nothing that looks like a mod so I download resources.7z and there's freaking nothing in there but nif files and so I go back to putting dicks on things.

 

Seriously. If I wanted to use UUNP in my game, WTF would I do? And where are the textures?

Sure.

 

Basically, you want to have a base UNP install done to set up UUNP. You know, the original UNP body alongside the female textures of your choosing for humanoids (like Fair Skin, SG, Demoniac or whatever) and beast races (which in this case you have already from Yiffy Age) and stuff. Once you have a base UNP install set up and working, you download and install Bodyslide. I guess you already have UNP working in your game, so just download Bodyslide for now.

 

The installer has an option to choose which body set (if any) you want so start with, in a section called "Pre-Built Morphable Bodies". Choose UUNP Special + Morphs (or the HDT version if you don't want the Special body, but I'd say you should go for it since YA has full support for it). Also make sure to tick the "Unified UNP" box as well on the "Options" section at the top of the installer. You probably want to tick the "TexBlend" and "1st person meshes" on the next page too.

 

((Once that is done, I like to keep things nice and clean, so if you use MO you can go to the "Bodyslide" mod folder and copy the "meshes/actors" folder with the UUNP meshes and the .tri files to your UNP Body mod folder overwriting the old original UNP files to make sure you keep your current body there. That's just me, though.))

 

Then you have to add CalienteTools/Bodyslide.exe as an executable to MO. Run it, go through the config if you are prompted to, and select "Unified UNP Special" from the Outfit/Body dropdown menu. Choose the body preset you want in the "Preset" menu (which in your case can be just UNP), tick the "Build Morphs" box on the bottom of the window, and click on "Build". Do the same for "Unified UNP Hands Special" and "Unified UNP Feet Special". Congratulations, you have set up UUNP.

 

That should cover the basics. Next step would be to download and install UUNP armors, both vanilla replacers like Remodeled Armor and standalone modded gear, but since I presume you have UNP gear up and running already, you can just make sure to generate with the UNP preset and it should all match.

 

Hope this is clear enough, lol.  :s

 

EDIT: About which textures to use, any texture set made for UNP or any of its derivatives (SevenBase, UNPB, DreamGirl, etc.) should work fine out of the box. The only tweak required is to add the extra texture for the Special body if you intend to use it (which IMO you should), but all of Yiffy Age's textures have those included already for furries, Argonians and Orcs alike, so no worries there.

Edited by Blaze69
Posted

Hyenas are in! Kids and Babette look like they should.

 

No promises as to when I'll get the new rev up. I'm regen-ing facegen files and then I have to root out any remnants of the Vukasin. 

 

I am still being driven mad by Briarhearts. I know what's happening but not why, and there's some interaction with USLEEP which seems to try to change the mechanism. Briarhearts have a special body armor that has the hole, and a separate amulet which is the briarheart and its cage. Everything is fine until you loot the briarheart, at which point something decides that the body armor should be removed too. Then the body is shown using the nude body, which doesn't have the empty briarheart hole. 

 

It doesn't happen with USLEEP alone, just with USLEEP + YA. There might be some scripting doing it, and I did find a script associated with the briarheart perk, but it doesn't seem to be the one pulling the armor. So I'm releasing it as is and if anybody can find the culprit I'd be greatful.

Posted (edited)

Hyenas are in! Kids and Babette look like they should.

 

No promises as to when I'll get the new rev up. I'm regen-ing facegen files and then I have to root out any remnants of the Vukasin. 

 

I am still being driven mad by Briarhearts. I know what's happening but not why, and there's some interaction with USLEEP which seems to try to change the mechanism. Briarhearts have a special body armor that has the hole, and a separate amulet which is the briarheart and its cage. Everything is fine until you loot the briarheart, at which point something decides that the body armor should be removed too. Then the body is shown using the nude body, which doesn't have the empty briarheart hole. 

 

It doesn't happen with USLEEP alone, just with USLEEP + YA. There might be some scripting doing it, and I did find a script associated with the briarheart perk, but it doesn't seem to be the one pulling the armor. So I'm releasing it as is and if anybody can find the culprit I'd be greatful.

About Briarhears, IIRC whenever you loot the briar heart from a Briarheart (duh), the game is supposed to swap their outfit with another one that has the heart hole empty and the heart missing. Since, you know, you just took it from them. Not sure if that second heartless version of the Briarheart body is from the vanilla game but unused and USLEEP reimplements it or it's actually added by USLEEP, though.

 

If you edit the regular body for use with YA but leave the empty one untouched, that would explain why it is invisible when swapped.

 

Also really good to hear there's progress on this :lol:. BTW, when regenerating FaceGen, remember to temporarily remove/deactivate any tintmask replacers you may have. The CK needs the vanilla 256x256 tints or else the face textures will be wrong. Make sure to export a few NPCs first and check their FaceGen texture afterwards. If there are weird coloured bands on the upper half or the canvas, something is wrong; if it looks okay, you should be good to go.

 

EDIT: from what I can see, the vanilla game has a bodysuit with the heart and another different one with the heart missing that get swapped when you loot it.

 

USLEEP changes those and instead gives Briarhearts a bodysuit (USKPArmorBriarHeartBody) with the chest hole and then edits the vanilla Briarheart Armor entries into using Amulet slot. When you loot the heart, I guess the game is supposed to swap the "Heart" amulet with the "No heart" one with the broken stitches while the bodysuit remains unchanged. Maybe something is returning the "ArmorBriarHeartEmpty" record to take up the body slots, so it replaces the default bodysuit. Just a guess, though; I can't check it ingame now. EDIT 2: And I just realized you already know all of this. Lol, I really need to go to sleep soon  :s.

 

All I can think of is that something else is messing with the Briarheart swap script from USLEEP. I guess I can take a look at it once the update is out.

Edited by Blaze69
Posted

Okay, peeps and pervs. New version ready to go with hyenas and snow leopards. Also dongs for all the dames if you're into that. Also a few more statues yiffified. 

 

In this version for the first time I've rolled all the races into the mod. I messaged all the mod owners for permission; not everyone answered. So I figure they're off modding for now or don't care enough to tell me not to. I'll highlight the race mods on the main page and if any of them do object, I'll take it down and go back to separate mods. But especially now that we have a racemenu fix from Blaze, and texture fixes to almost all the races from me, this makes way more sense.

 

The updated version is available here as Yiffy_Age_Consolidated_02_00_RC1.7z I'd appreciate it if a few people would download it and do a sanity check. If it looks good, I'll put it up as 2.0.

 

After this I'm going to actually play the game a bit, but I'll accumulate smaller fixes which I think I will put into a patch, collecting them until there's enough for a 3.0.

Posted

Okay, peeps and pervs. New version ready to go with hyenas and snow leopards. Also dongs for all the dames if you're into that. Also a few more statues yiffified. 

 

In this version for the first time I've rolled all the races into the mod. I messaged all the mod owners for permission; not everyone answered. So I figure they're off modding for now or don't care enough to tell me not to. I'll highlight the race mods on the main page and if any of them do object, I'll take it down and go back to separate mods. But especially now that we have a racemenu fix from Blaze, and texture fixes to almost all the races from me, this makes way more sense.

 

The updated version is available here as Yiffy_Age_Consolidated_02_00_RC1.7z I'd appreciate it if a few people would download it and do a sanity check. If it looks good, I'll put it up as 2.0.

 

After this I'm going to actually play the game a bit, but I'll accumulate smaller fixes which I think I will put into a patch, collecting them until there's enough for a 3.0.

 

I'm going to set-up a second MO bare-bones profile for it (with ENB). Does it require a separate facegen file again? Its a lot smaller than v1.1.

Posted

(...)

Neat! I'll download it and check it all out as soon as I get the chance. Good to have the update out already, at last I can set it all up for a new playthrough.

 

It may take me a little bit, but I'll probably get the Playable Snow Leopard and Dremora plugin done sonetime soon. But not right now, because it's time to actually play the game instead of just battle with the CK to try to get it to (barely) do its job, lol :P.

Posted (edited)

[...]

Most of the FaceGen files seem to be corrupted and show up as 0 kb in size. Not sure if they are broken in the compressed file or it was some error during extraction.

 

Anyway, I'm trying to generate FaceGen myself to pack another .bsa file. Or maybe as loose files inside a .7z, depending on what method offers better compression. I'm being very careful to only generate data for those NPCs that have their own face data and don't borrow from any other template, so hopefully that will fix the "grey face bug" that leveled NPCs have.

Edited by Blaze69
Posted

It is smaller, isn't it? Damn I hate the whole facegen thing. Blaze, I'll wait for you to do the deed since whatever I'm doing doesn't seem to be reliable.

 

Just to bitch for a bit, Merge Plugins failed on me this time. It merged the ESPs fine and then just forgot some of the loose files. Still better than nothing, but it took a bunch of tries to get all the loose files collected correctly.

Posted (edited)

Okay, status update. I got sidetracked working on the new head for the Shark Race and thus I didn't make any progress. I could just leave the CK exporting stuff overnight, but then I won't be able to check if NPCs use templates for their appearance (which I suspect was the cause of the Grey Face bug since those NPCs would get a different appearance each time their template was rerolled and thus there would be a mismatch between FaceGen and actual ingame head data). I also have to work on porting some hairs for my race, so it may take me a while to do this.

 

Sorry about the delay, but honestly, going through the NPCs to export their FaceGen is as tedious, or even more, than fixing the hairs, so I'd rather do the latter for now :s.

 

EDIT: Got Bretons, Dark Elves, Elders, and part of the High Elves done for now. I haven't tried them ingame yet, but the meshes and textures seem to be okay.

 

The problem will come when I get to Nords, though. For some reason, the CK refuses to load the Lykaios tintmasks, and I don't know why. I always get the "Texture is bigger than 256x256" error even though all of the files are that size. Even using the exact same empty canvas to overwrite ALL of the tint files throws the error in the CK. The weirdest part is, it only happens with certain tint entries, regardless of the actual texture file they point to. Way to go, Beth. The CK is great  :dodgy:.

Edited by Blaze69
Posted (edited)

Huh. It's not a problem of the dds encoding those files use?

Nope. Tried taking other Khajiit tints that load just fine and replacing the Lykaios ones with them and I still get the error. One single texture being wrong screws up the whole FaceGen and I din't try replacing ALL of the Lykaios tints with Khajiit ones, though. I may have missed just the one that's wrong. I'll try replacing all of them once I get down to it.

Edited by Blaze69
Posted

Hi

I enjoyed this mod when it came out - still do.

See there is a lot of work being done on this. I keep seeing the Redguard (the tiger model) as visitors from that other continent of Akavir - the Ka po tun.

When is the next update or release ?

Posted

Hi, I enjoyed this mod when it came out - still do.

See there is a lot of work being done on this. I keep seeing the Redguard (the tiger model) as visitors from that other continent of Akavir - the Ka po tun.

When is the next update or release ?

Yeah, same thing happens to me about the Ka 'Po Tun.

 

About updates, BadDog has stated the current build is probably going to stay as-is for a while. Once he's gathered enough small tweaks and additions, he will release 3.0, but for know we're good to go. As for me, I'm working on reexporting FaceGen data to see if I can get rid of the grey face bug, but since I'm also busy with the Shark race and with RL stuff, it may take me a while to be done with it.

 

I also intend to create a plugin that makes Dremora (Custom Panthers) and Snow Elves (Snow Leopards) playable with vampire and werewolf support and everything, but same applies there: it may take me a while.

 

There's also the fact that the CK doesn't get along with MO as far as scripts go, so I either have to put up with dozens of errors while creating the plugin and hope I can fix them afterwards, or I have to install YA and its requirements to the base Data folder (which I've kept 100% vanilla so far, and I will like it to stay like that) and do it the old way. None of the two options is nice, but I guess I'll have to put up with one of them in the end  :s.

Posted (edited)

Okay, status report: the playable races plugin is almost finished, but, I ran into some bugs from the main plugin while creating it, so I fixed them while working on it.

 

The Schlong AddOns had gone over the maximum "Compatible Races" amount (30 or so IIRC), and some of the races were not being read by SOS, so I cleaned them up. Now the Orc schlongs only include Orcs, the Slit addon only includes Argonians and Khajiit (the latter with probability 0 because they do have textures for the slit even though SOS will not give it to them automatically), and the Sheath addons for males and females only include the races for which they have meshes (so no Argonians or Orcs. They were set to probability 0 anyway).

 

I also fixed the Probability list for the Female Sheath and now only female hyenas (Breton and Kygarra) will get it by default, as intended (because they are hyenas, duh). That is, unless you want other furry females to get schlongs, in which case you have to manually set the probabilities for the other races in SOS' MCM menu to be different from 0. BTW, the Kygarra were missing their ArmorRace entries, so clothing would be invisible. I set it to BretonRace and it all worked fine again. Not that I'm going to use the original custom race, I prefer the vanilla furry-yfied race instead (so Bretons in this case), but I want everything to be properly set up.

 

The Vampire race swap was going crazy on me, going for the wrong race (so my character would be a Snow Leopard and she would get swapped into a Dremora or Kygarra vampire). This was caused by the "HeadPartsKygarra" and "HeadPartsKygarraVampire" FormLists, because they included BretonRace and BretonRaceVampire as well, respectively.

 

The thing is, RaceCompatibility works by adding the races to the appropiate vanilla Head Part FormLists on runtime. The way it knows which races to add is by reading the "XRace" and "XRaceVampire" FormLists and getting whichever race entry is in there. By having two races on those FormLists instead of one as expected, RC adds two entries instead of one to the corresponding vanilla list, so the ordering (which is vital for the system to work) gets screwed and the Vampire races don't match with their corresponding regular counterparts.

 

TL;DR: do not add other races to the "XRace" and "XRaceVampire" FormLists for races that use RaceCompatibility.  It will break Vampirism. The "XRaceAndVampire" which includes both and is not used by RC's scripts should be okay, if it's really necessary to add other races to it(which it shouldn't).

 

It's late already, but tomorrow I should be able to compile the quests and scripts for the Snow Leopard and Dremora controllers and upload a plugin with both the fixes and the playable races.

Edited by Blaze69
Posted

Blaze, are you seeing those schlong problems in YA, or in YA + your addon? Because I'm running with the consolidated YA now and not seeing those problems. I don't *think* I fixed them after putting RC1 up... but maybe I'm forgetful. Certainly the Kygarra have no trouble wearing clothes. (Well. The Bretons have no trouble wearing clothes. Hmm.)

 

What did drive my crazy was the armor keywords. Something--crafting overhaul, I think--adds keywords to the armors and then Revealing Armors adds a keyword so the schlongs will show and just stacking the mods would give one keyword but not the other. So I made a Wrye Bash Patch--which is for these situations, right?-- and so far as I can tell it did diddlysquat. I expected it to give me the superset of all keywords from all mods, but instead it just gave me the keywords from the last mod loaded. At which point, why make a patch?

 

Also the addon patches--wet and cold in particular--needed special care to handle moving the extra races into the main mod. I'll repost those patches with the V2 update. 

Posted

Blaze, are you seeing those schlong problems in YA, or in YA + your addon? Because I'm running with the consolidated YA now and not seeing those problems. I don't *think* I fixed them after putting RC1 up... but maybe I'm forgetful. Certainly the Kygarra have no trouble wearing clothes. (Well. The Bretons have no trouble wearing clothes. Hmm.)

 

What did drive my crazy was the armor keywords. Something--crafting overhaul, I think--adds keywords to the armors and then Revealing Armors adds a keyword so the schlongs will show and just stacking the mods would give one keyword but not the other. So I made a Wrye Bash Patch--which is for these situations, right?-- and so far as I can tell it did diddlysquat. I expected it to give me the superset of all keywords from all mods, but instead it just gave me the keywords from the last mod loaded. At which point, why make a patch?

I'm 100% sure the Kygarra are missing the ArmorRace entries, and before I did the whole schlong stuff fix, the MCM page for the sheath AddOn would only list up to Kygarra (but not Kygarra vampires or anything after it). I know this as well because Snow Leopards would always be missing a schlong even though SOS "knew" the Sheath was compatible. After doing my edits, they get assigned the proper schlong immediately after being spawned. I always did those tests using Gelebor from Dawnguard, so I would know how the game would treat actual Snow Leopard NPCs, so I know it used to happen that way. Disabling my plugin with the races and the fixes makes me go back to having those issues.

 

Yeah, that's kind of a problem there. The Bashed Patch used to do that back in Oblivion, but when the program was ported to Skyrim, most of that functionality was lost for some reason. Now it's only useful to manage Leveled Lists (which is indeed a good point), but nothing else. I had to create my own "Yiffy Age Armor Patch" plugin myself that merges YA's armor edits with the tweaks done by WAFR and CCO and the edits required by Remodeled Armor, but it's specific for my setup and load order.

 

I think the "Create Merged Patch" option from the "Other" submenu that appears when you right-click in TES5Edit can indeed take care of merging edits to armor records like that, but I haven't tried it out yet. I'll let you know about it after I do some testing.

 

Anyway, as I said, I should be able to upload the whole plugin a few hours from now, when I actually get up in the morning (probably 5-6h from now, 'cause it's pretty early in here ATM, lol). You can just give it a try and see if it works as intended.

Posted (edited)

Alright, sorry for the delay, but some stuff came up and I wasn't able to work on this. I'll get to it straight away. All that's left is to set up the scripts and the quests and do some testing to make sure Vampirism works as intended.

 

I included the previously metioned fixes in the plugin as well. I guess BD will have them fixed by the time he uploads the new version to the main page, but I'll leave them in right now. Taking them out should be easy, so once the "official" update is out I can just repost the Playable Races file without the no-longer-required extra edits/fixes.

 

EDIT: Okay, found the actual cause for the Vampirism bug. Not only were the HeadPartsKygarra(Vampire) FormLists screwing up the ordering, but the Yiffy Age 2.0 download includes some outdated RaceCompatibility scripts that were actually causing all hell to break loose on the vampirism swap script. Deleting them and reinstalling RC fixed everything.

 

BadDog, make sure to reinstall the latest version of RC and have it overwrite YA in Mod Organizer's load order, and also make sure to only pack the "XRaceController" scripts, but nothing else. So, GenericRaceControler, PlayerVampirismScript and all those RC files should NOT be included in the dowload.

 

Doing some final testing to make sure everything works as intended. Also took the chance to port the Shark race to use RaceCompatibility as well and I'm testing them alongside YA's own races. Shouldn't take me much longer to upload the provisional plugin. The "final" version will be out once YA is "officialy" updated (as in, the download page is updated and the version number changed to 2.0. You get the idea).

 

EDIT: Here you go:

 

 

 

The Playable Races plugin makes the Snow Elves/Snow Leopards and the Dremora playable with support for Vampirism. I also cleaned them up and included them in the SOS Compatible races list for the proper AddOns (so standard Sheath for males and Female Sheath for females). I packed the other fixes into the plugin as well. As I said, they will probably be redundant once BD uploads the final 2.0 update, so I will remove them once that happens, but in the meantime it's a good idea to install this even if you don't intend to play as any of those two races right now.

 

Remember to reinstall the latest version of RaceCompatibility and overwrite the outdated scripts that were included in the Yiffy Age 2.0 file to prevent bugs with Vampirism.

 

I also updated the Apachii plugin to cover the new races. Basically, thanks to RC the original custom races like Lykaios, Vaalsark, Kygarra, etc. get added to the "HeadPartsKhajiitandVampire" FormList alongside Snow Leopards and Dremora, so they all have access to the original Khajiit hair entries from Apachii's mod.

 

I left those untouched, duplicated them, and assigned the duplicates to the vanilla furry-yified races so they could have access to the hairs as well. So, basically RC-dependent races have the original Apachii Khajiit hair records available while vanilla races get the duplicates (which include "Multi" somewhere in their name as my way to tag them apart from the original Khajiit ones, but are the exact same hair meshes otherwise).

Edited by Blaze69
Posted

 

Found a new breed of Argonians if you want to try and do something with them. They went with the feathered dinosaur look.

 

http://www.nexusmods.com/skyrim/mods/75901/?

 

That actually fits well with current Argonians, since they already have some feathers.

 

 

That's actually just a personalised racemenu preset with the hairstyle and skintones from these mods, not a new bodytype or morph. You should be able to download those two mods and use them with Yiffy without any problems.

 

Mod 1: http://www.nexusmods.com/skyrim/mods/58857/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D58857%26gid%3D110

Mod 2: http://www.nexusmods.com/skyrim/mods/52888/?

Posted

Jesus fuck, Blaze, this whole racecompatibility thing is reminding me of the uunp thing. There isn't one racecompatibility mod that I can find--there's this mod which is built on that mod which is a modder's resource for this other thing. Where am I supposed to get the files? 

 

Imma take the ones from you patch if they're there.

 

Edit: I'll post the skyhair patch on the main page with 2.0. Remind me if I forget.

 

Edit2: I checked out the merge plugins option in TES5Edit and it seems to do reasonable things, tho it has a scary warning.

Posted

Jesus fuck, Blaze, this whole racecompatibility thing is reminding me of the uunp thing. There isn't one racecompatibility mod that I can find--there's this mod which is built on that mod which is a modder's resource for this other thing. Where am I supposed to get the files? 

 

Imma take the ones from you patch if they're there.

 

Edit: I'll post the skyhair patch on the main page with 2.0. Remind me if I forget.

 

Edit2: I checked out the merge plugins option in TES5Edit and it seems to do reasonable things, tho it has a scary warning.

 

The Nexus page for the RaceCompatibility mod is here - link

Posted

 

Hi, I enjoyed this mod when it came out - still do.

See there is a lot of work being done on this. I keep seeing the Redguard (the tiger model) as visitors from that other continent of Akavir - the Ka po tun.

When is the next update or release ?

Yeah, same thing happens to me about the Ka 'Po Tun.

 

About updates, BadDog has stated the current build is probably going to stay as-is for a while. Once he's gathered enough small tweaks and additions, he will release 3.0, but for know we're good to go. As for me, I'm working on reexporting FaceGen data to see if I can get rid of the grey face bug, but since I'm also busy with the Shark race and with RL stuff, it may take me a while to be done with it.

 

I also intend to create a plugin that makes Dremora (Custom Panthers) and Snow Elves (Snow Leopards) playable with vampire and werewolf support and everything, but same applies there: it may take me a while.

 

There's also the fact that the CK doesn't get along with MO as far as scripts go, so I either have to put up with dozens of errors while creating the plugin and hope I can fix them afterwards, or I have to install YA and its requirements to the base Data folder (which I've kept 100% vanilla so far, and I will like it to stay like that) and do it the old way. None of the two options is nice, but I guess I'll have to put up with one of them in the end  :s.

 

 

patiently waiting for 3.

Posted

 

Jesus fuck, Blaze, this whole racecompatibility thing is reminding me of the uunp thing. There isn't one racecompatibility mod that I can find--there's this mod which is built on that mod which is a modder's resource for this other thing. Where am I supposed to get the files? 

 

Imma take the ones from you patch if they're there.

 

Edit: I'll post the skyhair patch on the main page with 2.0. Remind me if I forget.

 

Edit2: I checked out the merge plugins option in TES5Edit and it seems to do reasonable things, tho it has a scary warning.

 

The Nexus page for the RaceCompatibility mod is here - link

 

No it's not. That's some modders resource that says first you have to load this other mod that says its about creating playable races, which I suppose I am now, but doesn't say just do goddamn this. 

 

Argh. I don't want to have to be an expert on this.

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