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Yiffy Age of Skyrim


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Posted

I seem to be struggling to figure out why female NPCs aren't naked, they still have the bra and undergarments you find in vanilla Skyrim, is there something I am doing wrong?

 

Either (1) you need to install a nude body or (2) if you run with Bodyslide CBBE or UUNP, make sure you aren't running a batch build with the "NeverNude" options checked. That's usually what does it for me when reinstalling.

Posted

I seem to be struggling to figure out why female NPCs aren't naked, they still have the bra and undergarments you find in vanilla Skyrim, is there something I am doing wrong?

 

YA doesn't include a naked female body, though any female body mod that supports UNP based textures will work with YA. 

 

Bodyslide And Outfit Studio - Installing this gives options for any of the well known UNP body types, which has full support for physics(i.e the generated meshes include a link to an XML file, that the HDT-PE mod will allow for breast, butt and belly movement), and a few other things too. The textures in YA support Bodyslide's UUNP Special option, which means the body will have a modeled vagina that supports collisions. 

 

It seems a bit daunting to get working, but both the installation and use of the program is simple. Just choose the UUNP options at installation, one of which will add a plugin for the RaceMenu mod, which adds a tab that allows for further customization of the female body in-game. For the Bodyslide itself, just select for example the UUNP Special option in the "Outfit/Body" dropdown, and then choose the desired preset in the "Presets" dropdown. Checking the box next to "Batch Build", will generate a third file, a .tri file that allows the body to be edited with the UUNP RaceMenu plugin in-game. Then just click the "Build" button at the bottom. Now repeat the process for the same Feet and Hand options, keeping the same preset selected.

 

Also installing these will get the best experience as well:

XPMSE - XP32 Maximum Skeleton Extended - The most full featured Skeleton mod. (Make sure to get Blaze's XPMSE addon for YA as well)

HDT Physics Extensions - Requires SKSE, it extends the games physics to apply to much more.

RaceMenu - Greatly enhances the Character Creation menu. 

Posted

Awesome update! Two small bugs - No hands showing for the snow leopard race, and when I load up I get a warning that the Female Sheath is dirty/not working, please alert mod author, so it doesn't load. I can still use the regular sheath, but the alignment is off. BD Female Hoodies doesn't work anymore since I deleted the separate race mods.

Posted (edited)

Awesome update! Two small bugs - No hands showing for the snow leopard race, and when I load up I get a warning that the Female Sheath is dirty/not working, please alert mod author, so it doesn't load.

Yep, can confirm. The Snow Elf race is properly set to use RedguardRace as ArmorRace, but the NakedSkin ArmorAddons only include the Snow Elf race itself but not the Redguard Race, so we get the "missing body" bug. As for the Female Hoodies, I get the same "dirty addon" error.

 

In fact, I see many of my fixes are gone from the latest plugin. Most notably, the edits to all of the ArmorAddons and to all of the SOS FormLists and Globals. The changes to the races may be gone as well, but I haven't checked throughly yet. Are you sure you properly transfered all of my fixes to the 2.1 plugin, BadDog? 'Cause even the file edit date says the .esp is older than my own patched version. 

 

Untill BadDog fixes the plugin and updates the 2.1 download with it, it's better to use my edited plugin from here. You still can (and should) use the files from the 2.1 download, but replace its .esp with my edited version.

 

It should contain all of the current fixes plus some more that didn't make it into the 2.1 plugin. Also the Female Hoodies schlong should work as intended.

Edited by Blaze69
Posted

Oh fuck. I had a crash halfway through and thought I'd saved after the armors and armor addons. I intended to go back and check but I was sure I'd saved.

 

But god DAMN it, I ran with this setup for two hours last night. No surprise that I missed the snow elves but I didn't get any errors from SOS and I ran through the schlongs for all races and both sexes. 

 

I think T5E doesn't update the modified date properly.

Posted

Two Questions: First, [Drachis Argonians for less lizard-y argonians] where i can find this mod (Will come back on nexus?)

 

And second: Is the "Yiffy Age Interesting NPC Patch V1" already needing for the "Interesting NPC" Mod like Yiffy Age 1.0?

Posted

Just checked and the SOS schlongs are fine. So WTF? 

 

Here's the ESP again. Can someone reconfirm that there's really a problem in this esp?


@kurofox, no, if you're not using Interesting NPCs don't load Interesting NPC patch. Look on the site for the drachis patch, I'll put it there in a minute.


Old version of Drachis is here.

YiffyAgeConsolidated.esp

Posted

@kurofox, no, if you're not using Interesting NPCs don't load Interesting NPC patch. Look on the site for the drachis patch, I'll put it there in a minute.

Old version of Drachis is here.

 

Hope im not fully retarded but, if i use the "Old version of Drachis" then the files are redundant in the Mod Organizer load order. (Screenshot)

 

And i using the Interesting NPC Mod, but i dont see your patch no more on your recommended load order and no more in your google drive.

post-819216-0-84983900-1486994050_thumb.jpg

Posted

Goddamn it. Lost every change up to the point of the crash. Apparently "save" doesn't save, or it saved to some other place (but I don't really think that). Sucks because not only did I incorporate your changes, I made some other fixes as well. And I still don't know why you're seeing messed up schlongs and I'm not.

Posted (edited)

I don't get the dirty schlong warning when loading the mod without the playable races plugin. WITH the playable races plugin, I do.

Well, I had to edit the "Compatible Races" FormLists for the Hoodies and Female Hoodies schlongs in order to add the vampire versions of the Dremora and Snow Elves. Obviously the edits are made for the version of the FormLists that were included in my edited plugin, so there must be something there that is making SOS throw the error. It all works fine when using my edited plugin, though, so it must be caused by the mismatch between the entry in the base YA plugin and in the Races one.

 

I'll look into it, but as I said, for now the Playable Races plugin should be safe to use alongside my edited plugin. Once BadDog fixes the "official" YA esp, I'll update the playable races plugin to restore the new edits to the FormLists. The ones in my edited plugin should be the proper ones, but since we've been talking about removing Vaalsark, Lykaios and the non-vanilla races from the list, I may have to remove them from the list in the Races plugin as well to keep the edits.

 

EDIT: Oh, I see the cause of the error. When I edited the YiffyAgeConsolidated.esp to create my updated plugin, I had to add some new Globals for the female schlong probabilities, because the old list pointed to the exact same global. This meant if you tried to edit the probability for one specific race, the change would affect ALL of the other races (so, for example, I wanted to set the probability for Dremora females to be different from 0, but in doing so it also changed probability for the other races because they all pointed to the exact same global).

 

The YA plugin did include different unused probability globals for use with the female schlong, but since there weren't enough for all of the races, I had to create some new ones. They are not present in the 2.1 version of the plugin, so they cause "ERROR: Could not be resolved (MIssing Record)" message on the FormList and SOS is unable to load the AddOn.

 

Either BadDog will have to build the next update using my plugin as a base and adding his fixes to it, or I will have to release a new version of the Playable Races plugin once the main esp is updated and we are sure it's clean and working fine. Honestly, I think the former would be the best option, but if BD prefers to port some of my fixes to his original esp, then I'm fine with it as well.

Edited by Blaze69
Posted

That all makes sense. I'll add playable races to my test load order and figure out a fix. One thing I did is keep the werewolves in the sos lists, because they have a fully animated, multi-stage schlong and I wanted to keep it. So it will take a small bit of rationalization.

 

I have your changes back in the YA mod. I lost the other changes I made--mostly carrying over some Unlimited Bookshelves object bounds, also one of hte female races was using the old argonian hand mesh--but I'll cycle back and get those another time. 

 

Also I figured out the Vaalsark/Imperial eye problem--Vaalsark actually uses female eyes on males. I'll see if I can get that fixed. Means Vaalsark and Lykaios can't share eyes, which we may be attempting because they all used to be human. Also means I may have a hard time getting Noster One-Eye to be one eyed because there are  no one-eyed females in game. 

 

That problem with the globals was stupid. I thought it would work and it does, but I didn't think about people changing the probabilities. 


That all makes sense. I'll add playable races to my test load order and figure out a fix. One thing I did is keep the werewolves in the sos lists, because they have a fully animated, multi-stage schlong and I wanted to keep it. So it will take a small bit of rationalization.

 

I have your changes back in the YA mod. I lost the other changes I made--mostly carrying over some Unlimited Bookshelves object bounds, also one of hte female races was using the old argonian hand mesh--but I'll cycle back and get those another time. 

 

Also I figured out the Vaalsark/Imperial eye problem--Vaalsark actually uses female eyes on males. I'll see if I can get that fixed. Means Vaalsark and Lykaios can't share eyes, which we may be attempting because they all used to be human. Also means I may have a hard time getting Noster One-Eye to be one eyed because there are  no one-eyed females in game. 

 

That problem with the globals was stupid. I thought it would work and it does, but I didn't think about people changing the probabilities. 

Posted (edited)

Also I figured out the Vaalsark/Imperial eye problem--Vaalsark actually uses female eyes on males. I'll see if I can get that fixed. Means Vaalsark and Lykaios can't share eyes, which we may be attempting because they all used to be human. Also means I may have a hard time getting Noster One-Eye to be one eyed because there are  no one-eyed females in game. 

 

That problem with the globals was stupid. I thought it would work and it does, but I didn't think about people changing the probabilities. 

Yeah, having proper placement for the Breton eyes would be nice, but it would actually require editing ALL of the Breton NPC entries. The vanilla ones point to the human eyes, same as all of the other (previously) human races. You would have to create new Breton-only eye entries that are set to "male" but point to female textures and then manually assign them to all of the male Bretons in the game. Of course, you can always create those eye entries for player characters and leave vanilla Bretons with slightly-googly eyes.

 

Also, yeah, I can see why you would use that trick with the globals, but as I said, it causes the races to no longer have separate probabilities. I mean, I like a full-futa setup for my furries as much as anybody (or even more), but for now I'd rather keep it more limited. Meaning, hyenas (duh) and Dremora ('cause female Dremora obviously have to be futa  :P), but with the old setup, that was not possible. It was all or nothing. I prefer to offer some choice.

 

BTW, I made some discoveries about the mod and RaceCompatibility. I see in the previous update you edited several vanilla HeadPartsX FormLists (added Kygarra to HeadPartsBreton, Lykaios to HeadPartsNord, and so on). Turns out this screws up RaceCompatibility's vampirism scripts. Yeah, I know, everything seems to screw them up, but we shouldn't be tinkering with vanilla FormLists anyway.

 

I found out about it when I activated my Shark race mod (which I had kept disabled for some reason I don't remember) for a new playthrough, and decided to check out vampirism just in case. Imagine my surprise when my shark girl was somehow swapped into a hyena when vampirism kicked in, lol. Started a new game and tried again, and this time she turned into a wolf. Then hyena again. And so on. Then I deleted the edits to the vanilla FormLists from the YA plugin, and lo and behold, no more bugs. Sharks turn to shark vampires 100% of the time. And I suppose this bug would affect any other custom race using RC.

 

So, yeah. Better to remove those edits.

Edited by Blaze69
Posted

Damn, I thought the rule was we had to leave the HeadParts<race>andVampire lists alone, but we could edit the HeadParts<race> list. I did that so the kygarra could wear khajiit hair. Otherwise I have to edit all the khajiit hair to point to a new HeadPartsBeastRace formlist, I suppose, which is a drag. Same with the eyes. It's not so much the Bretons, actually, it's the Imperials that are looking really bad. 

 

I'm editing your playable race addon to handle the schlongs. Want me to post it when I'm done or pass it by you first? 

Posted

K, I'm uploading 2.2 now. I think I've got all your fixes in, plus a few others. Face tints are still what they were. Lady schlongs are working. I put the special races at the end of the SOS formlists so it doesn't matter if they fall of the end. I made fixes to your playable races mod to work with my new version, attached. I changed your mod directly, but T5E has a way to compare two versions of a mod that's pretty convenient--check the docs if you don't know about it.

 

(BTW, turns out T5E does save to a different file if you hit ^S in the middle of an editing session. I found all my saves sitting in my overwrite folder. Grr.)

 

I tested this out with most of the races, male and female, vampire and not, schlongs and not on the females. I think it's good to go, so I'm putting it up. 

 

I did not change the HeadParts because the switch to vampire and back seems to be working fine. Dunno what I might break, but it's not broken yet.

 

For the facepaint and such... this seems to be an exceptionally obscure part of the engine. I've kinda got the basic mechanism, but I can't see how to attach specific tints/paints to specific NPCs. But I happened to go through the fennec presets and there's a great blue-eyeshadow preset that would be perfect for Elenwen. I'm absolutely going to figure out how to get more of these race-specific presets into the vanilla game. 

YiffyAgeConsolidated - Playable Races.esp

Posted

I'm editing your playable race addon to handle the schlongs. Want me to post it when I'm done or pass it by you first?

If you are only touching the schlongs, I see no reason for you to not release it straight away. Just make sure to test it and check it out so you know it works and we should be good to go.

 

EDIT: wow, that was fast, lol. I'll make sure to test it in the morning, and if everything looks good I guess you can update the plugin download with the new .esp.

Posted

Just to clarify, I don't need to have UNP installed if I'm using Bodyslide to generate the body, hands and feet? Because even with the overwrite folder cleared, I've been getting some weird sudden body changes with NPC from furry to human (just the body), which were fixed at least temporarily by disabling then re-enabling them through the console.

Posted

 

I seem to be struggling to figure out why female NPCs aren't naked, they still have the bra and undergarments you find in vanilla Skyrim, is there something I am doing wrong?

 

YA doesn't include a naked female body, though any female body mod that supports UNP based textures will work with YA. 

 

Bodyslide And Outfit Studio - Installing this gives options for any of the well known UNP body types, which has full support for physics(i.e the generated meshes include a link to an XML file, that the HDT-PE mod will allow for breast, butt and belly movement), and a few other things too. The textures in YA support Bodyslide's UUNP Special option, which means the body will have a modeled vagina that supports collisions. 

 

It seems a bit daunting to get working, but both the installation and use of the program is simple. Just choose the UUNP options at installation, one of which will add a plugin for the RaceMenu mod, which adds a tab that allows for further customization of the female body in-game. For the Bodyslide itself, just select for example the UUNP Special option in the "Outfit/Body" dropdown, and then choose the desired preset in the "Presets" dropdown. Checking the box next to "Batch Build", will generate a third file, a .tri file that allows the body to be edited with the UUNP RaceMenu plugin in-game. Then just click the "Build" button at the bottom. Now repeat the process for the same Feet and Hand options, keeping the same preset selected.

 

Also installing these will get the best experience as well:

XPMSE - XP32 Maximum Skeleton Extended - The most full featured Skeleton mod. (Make sure to get Blaze's XPMSE addon for YA as well)

HDT Physics Extensions - Requires SKSE, it extends the games physics to apply to much more.

RaceMenu - Greatly enhances the Character Creation menu. 

 

I am onto this now, I will update if this works.

 

EDIT: It worked! Thanks a million for your help!

 

I seem to be struggling to figure out why female NPCs aren't naked, they still have the bra and undergarments you find in vanilla Skyrim, is there something I am doing wrong?

 

Either (1) you need to install a nude body or (2) if you run with Bodyslide CBBE or UUNP, make sure you aren't running a batch build with the "NeverNude" options checked. That's usually what does it for me when reinstalling.

 

I will give it a go, thanks for your help.

 

Edit: Done and done, thanks for your help again!

Posted

I've been researching face tints. 

 

SO the thing about the nords having facepaint that runs from the forehead up is a known bug that has something to do with doing the facegen process while having other mods that muck with tints active. So that's fixable. I'm still not clear whether I can edit the tint files directly for individual NPCs or if that is a Bad Idea. 

 

More interesting is that the TES5Edit Scripts on Nexus will do a lot of fancy things including randomizing NPCs. I think this means that if I set up the HeadParts form lists correctly, I can just run it and it will fix the assignment of head parts by following the new formlists. I'll have to set the headparts correctly--all the human eyes will have to be given a new formlist which is basically orcs only--but that's easy to do with another T5E script. I'll have to re-run facegen on everybody but I can stand that and I think I've figured out how to do it.

 

Also too, I think that if I install the apachii skyhair and Blaze's addon, and then randomize NPCs, I can get the fancy hair on all the NPCs which would be doubleplus extra good. 

 

That just leaves figuring out how do a few face marks that look good on the beast races. I think I start with whatever the mod authors provided, and expand from there as needed. 


 


@kurofox, no, if you're not using Interesting NPCs don't load Interesting NPC patch. Look on the site for the drachis patch, I'll put it there in a minute.


Old version of Drachis is here.

 

Hope im not fully retarded but, if i use the "Old version of Drachis" then the files are redundant in the Mod Organizer load order. (Screenshot)

 

And i using the Interesting NPC Mod, but i dont see your patch no more on your recommended load order and no more in your google drive.

 

 

Drachis for SOS, which is in your load order but unchecked, is the one you want. You will see a conflict with Yiffy Age but don't worry about that--I had to edit the diffuse (I think it was) to fit the schlong to it. Or maybe it was for the feet. Something, anyway.

 

As for Interesting NPCs, that's right, there's no patch for it. All it needed was facegen files and they're included in the main mod.

Posted (edited)

[...] SO the thing about the nords having facepaint that runs from the forehead up is a known bug that has something to do with doing the facegen process while having other mods that muck with tints active. So that's fixable. I'm still not clear whether I can edit the tint files directly for individual NPCs or if that is a Bad Idea. 

 

More interesting is that the TES5Edit Scripts on Nexus will do a lot of fancy things including randomizing NPCs. I think this means that if I set up the HeadParts form lists correctly, I can just run it and it will fix the assignment of head parts by following the new formlists. I'll have to set the headparts correctly--all the human eyes will have to be given a new formlist which is basically orcs only--but that's easy to do with another T5E script. I'll have to re-run facegen on everybody but I can stand that and I think I've figured out how to do it.

 

Also too, I think that if I install the apachii skyhair and Blaze's addon, and then randomize NPCs, I can get the fancy hair on all the NPCs which would be doubleplus extra good. 

Actually, as far as I know, that "forehead tint" issue happens when the CK is unable to properly load the required tint and the FaceGen texture becoming corrupted as a result. This can be caused by two things: A ) The tint file being different from 256x256 in size (because the CK is hardcoded to only accept tints of that exact size) and B ) The CK randomly deciding the tint is wrong even when it's actually right. The latter seems to happen more often with specific tint slots like the Eye Socket Upper and such, so it may be an engine bug.

 

The former is indeed caused by other mods altering the tints, because most tint replacers use 2048x2048 textures so that tints look like tints instead of, you know, blobs of pixels. As they are not 256 in size, then case A) happens. Blame previous-gen consoles for being so weak they can't stand anything bigger than 256 for tints, and also blame Bethesda for stupidly hardcoding that limitation into the CK for PC as well  :dodgy:.

 

Anyway, it seems like some of the original Lykaios tints cause the second bug to happen even when they are all the correct size and format, so I guess the only option for Nords would be to change them to use Khajiit (or other race's) tints. We'll see.

 

Never thought about using T5E scripts, that sounds like an interesting idea. It would certainly reduce the workload by a huge amount, even when counting the time required to create the script itself. And distributing the Apachii hairs on NPCs sounds great and would allow for some diversity, instead of them being limited to the 5 Khajiit hairs per gender we have right now. Keep us updated on how it goes.

Edited by Blaze69
Posted

I don't have to write the scripts, this guy on nexus has a set of advanced T5E scripts and randomizing NPCs is one of them.

 

I tried this out on 4 NPCs last night, and it kinda sorta mostly worked. The main problem is that it's not making any aesthetic judgements so it's happy to put black on black on black, or raise the nose to the max on a nose model that's already tipped up. I might do something like: set the tints to be real conservative, run the tool, then set them back. More likely I'll decide it's good enough for the unnamed NPCs and put more work into the named ones.

 

I finally got clear on how tints are defined in the race and then accessed in the NPC record. But that's another can of worms: I really want the Nords, for example, to use the Lykaios tints and colors. But if I change the Nord tint list then all existing NPCs will be buggered in unknown ways. As long as I do run the NPC randomizer  it's fine, because the randomizer will rebuild the NPCs using my definition. But I have to redefine every NPC. 

 

Or I could try to redefine the Nord tints to use the Lykaios resources exactly, but I'm not sure they match one-for-one. 

 

Also none of the races have the equivalent of warpaint, really. I'd want Aela to have something like what she has as human, and I'd want a warpant that is stripes across the muzzle, and I'd want High Elves to have mystic sigils on their faces. (Maybe using the sigils for the schools of magic and put them on the appropriate mages.) So I'll probably design a few warpaints before I'm done. 

 

The eyes are another problem. Male Vaalsark and Kygarra use khajiit female eyes for both male and female. Male human eyes are redirected to the male khajiit mesh, which is fine for the other races but not for them. I could select all the Imperials and Bretons and change their eyes to Vaalsark/Kygarra eyes (there's a script to replace form IDs)--except that I can't find a way to select NPCs by race in T5E and I only want to make the change on those races. Or I can ignore that problem for now and rely on regenerating the NPCs to fix that problem too.

 

And there are no one-eyed female khajiit, so if Noster, who had to be an Imperial, is going to be blind in one eye I have to make that mesh. (I might just turn him into another race to avoid that problem.)

 

Anyway, good times. 

Posted

I'm seeing some of the character models are just white and you know those two at the menu? The left one's sheath is white. Any way to fix this? Also, is there a way to see what is crashing Skyrim if Loot doesn't say what is the problem?

 Thanks mate.  :D

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