Bad Dog Posted February 21, 2017 Author Posted February 21, 2017 Woo! Yeah, do that. NMM actually DOES install directly into the Skyrim data folder--it just tries to keep track of what it did. So putting MO on top of that will be... unfortunate.
Minik435 Posted February 21, 2017 Posted February 21, 2017 Uhm, I think you would like to take a look on that: http://www.nexusmods.com/skyrim/mods/73521/? "Wolf of the Azar's vaalsark race mod (http://www.nexusmods.com/skyrim/mods/13561/?) added a canine race which was cool as heck but didn't fit into the game's lore at all. This mod is a series of tweaks for his mod that converts it into a Lilmothiit race instead, this makes it fit well into the vanilla game by tying it into the lore. The vaalsark tail is also replaced with a nice, fluffy, wolfy-looking tail instead of that weird spade-shaped thing. " I actually tried it and it looks good.
Blaze69 Posted February 21, 2017 Posted February 21, 2017 Uhm, I think you would like to take a look on that: http://www.nexusmods.com/skyrim/mods/73521/? "Wolf of the Azar's vaalsark race mod (http://www.nexusmods.com/skyrim/mods/13561/?) added a canine race which was cool as heck but didn't fit into the game's lore at all. This mod is a series of tweaks for his mod that converts it into a Lilmothiit race instead, this makes it fit well into the vanilla game by tying it into the lore. The vaalsark tail is also replaced with a nice, fluffy, wolfy-looking tail instead of that weird spade-shaped thing. " I actually tried it and it looks good. Not so sure about that. It's basically the Vaalsark race with minor tweaks, but nothing major. We already have foxes anyway (I guess you could argue they are supposed to be Fennec foxes instead of regular ones, but IMO they cover most/all of the "vulpine" spectrum).
Unknown Dragon Posted February 23, 2017 Posted February 23, 2017 Are the panthers /"Redguards" at their last stage of development?
PotatoesAreGood Posted February 23, 2017 Posted February 23, 2017 Does bodyslide work with the models? I tried to use bodyslide before and it did nothing. The only thing that worked was some body parts and etc., but not genitals or breasts.
Bad Dog Posted February 23, 2017 Author Posted February 23, 2017 Are the panthers /"Redguards" at their last stage of development? Pretty close. Why?
Vargrivi the Wild Posted February 23, 2017 Posted February 23, 2017 I am sooo happy! thanks to yalls advice not only is yiffy age working, but my game seems to crash less often! Reinstalling skyrim and only installing mods with Mod Organizer helped tremendously! i thank yall again!
27X Posted February 23, 2017 Posted February 23, 2017 So after I help Blaze69 with the Sharkmer heads and textures, I'll start on this. I'll likely have the body have the same polycount and vertices as UUNP, but the butt area might have a slightly different shape. And if I want the tail to be part of it and still cut it off near the base the same way as the feet and hands, does anyone know if it will cause problems with HDT in the butt area? And can the default tail skeleton position be changed to fit the position of my tail without ruining animations or messing up UUNP armor? If so, I'll just have the tail be the default and separate. Will also have to be moved in RaceMenu. I'll likely need help with some of these things. I'll be making new normal maps for the new khajiit body as well within Substance Painter, not Xnormal because it's supposed to be better. Since it's in Substance painter, it's 3D painting so there should be no seems and none repeated texture patterns to a certain extent. There are also some fur tutorials out there as well, and I may need to use Photoshop too for creating painting tools. Blaze69 was also kind enough to point this out a while back. If I need to use Photoshop, I'll likely be using these assets. I did mention them on page 53 near the end of the page, but think it went unnoticed. http://www.soultrave...ate-collection/ http://www.obsidiand...op-gimp-brushes http://www.obsidiand...toshop-patterns The fur texture on this mod seems pretty decent as well. Though it would look better with a different nose and dark lipstick IMO. If Bad Dog or Boo wants, they can fit a skeleton to a certain point on the legs and for functionality, I can morph the lower leg and feet part of the mesh when done so it can work in game sooner. So how high on the legs do you think I should make the cut? Although that doesn't dismiss the part about making the normal maps in the digitigrade position having problems in Skyrim. You definitely want to keep the tail separate if you plan on making it compatible with PE. SMP uses bones and per-mesh collisions so it doesn't matter which in that instance, but separate is probably best. UUNP If you want round limbs and not octagonal butts and hexagonal breasts you're going have to go double or triple what UUNP is, period. There's a limit to what artistry can do when put up against the engine's output, and UUNP is well under it. Round is going to take about 12K at least. Shading methods notwithstanding.
NightroModzz Posted February 23, 2017 Posted February 23, 2017 If you want round limbs and not octagonal butts and hexagonal breasts you're going have to go double or triple what UUNP is, period. There's a limit to what artistry can do when put up against the engine's output, and UUNP is well under it. Round is going to take about 12K at least. Shading methods notwithstanding. I was wondering that. I was thinking of just using my own custom polygon count because textures would likely have to be made specifically for it anyways. Considering the different butt shape and chest fur. feet and hands aside. Also the new head morph I'll be using. But then again, for the main body and armor compatibility, don't you think I should match it with an existing body? If so, which body should I target. I think I'm missing something here though. For compatibility, does poly-count matter or is that just the position of the UV layouts?
Blaze69 Posted February 23, 2017 Posted February 23, 2017 (edited) Does bodyslide work with the models? I tried to use bodyslide before and it did nothing. The only thing that worked was some body parts and etc., but not genitals or breasts. Could you be more specific? What do you mean "some body parts but not breasts or genitals"? If it means what I think it does, have you installed the XPMSE patch? Try installing it if you haven't done so, and if you have already, then I'm going to need more info. You definitely want to keep the tail separate if you plan on making it compatible with PE. SMP uses bones and per-mesh collisions so it doesn't matter which in that instance, but separate is probably best. UUNP If you want round limbs and not octagonal butts and hexagonal breasts you're going have to go double or triple what UUNP is, period. There's a limit to what artistry can do when put up against the engine's output, and UUNP is well under it. Round is going to take about 12K at least. Shading methods notwithstanding. Are we talking about vertices or polys here? Because UUNP has around 13k polys. If you are talking about vertices, then yes, UUNP has 7k or so, so the vertex count would need to be doubled. And yes, I think it's better to keep the tail separate. That's how both vanilla and HDT tails are set up, so it's the best opton. I was wondering that. I was thinking of just using my own custom polygon count because textures would likely have to be made specifically for it anyways. Considering the different butt shape and chest fur. feet and hands aside. Also the new head morph I'll be using. But then again, for the main body and armor compatibility, don't you think I should match it with an existing body? If so, which body should I target. I think I'm missing something here though. For compatibility, does poly-count matter or is that just the position of the UV layouts? For compatibility, the only thing that actually matters is the UV layout. For example, all of the bodies from the UNP family and derivatives (I'm talking about the actual separate bodies built back when UUNP didn't exist yet, because UUNP is always the same mesh but with different shape) use the exact same UVs, and by extension, the same textures, so they are compatible between each other. Obviously, if your character uses the default UNP body and you equip some armor built for SevenBase or UNPB or something like that, then the bod shape will change noticeably, but textures will still work fine without gaps or seams or any kind of bugs. This would be the idea: you set up your body meshes to use the UNP UV layouts so it accepts default UNP textures. That way, your bodies can be safely used alongside UNP-compatible armors; the shape will obviously change, and the digi legs will be lost as long as armor is worn until some specific vanilla gear replacer is built using your bodies, but "shape-changing bodies when wearing armor that work fine apart from that" is better than "shape-changing bodies when wearing armor that also have horrible texture bugs". Edited February 23, 2017 by Blaze69
Unknown Dragon Posted February 23, 2017 Posted February 23, 2017 Are the panthers /"Redguards" at their last stage of development? Pretty close. Why? I was thinking about coming up with an experiment, maybe edit the texture and heads to make them look more like Panthers. It would be a personal side project of mine, but one I'd be willing to share. Maybe use the "Khajiit Lion et Lioness" mod and integrate to the mod as to give access to an alternate line of Redguards. Another (ambitious) edit I'd be making would be giving the Orcs Minotaur heads instead, dont think theres an anthro Equine mod out there. I simply wanted to know if its just a matter of replacing the existing Redguard/panther textures with another file, or if I'd have to export the face gen of all Redguard NPCs in the game to avoid gray faces and other bugs. Or if it would be more complicated than I think it is (Fooling around with scripts , references at TESVEdit , etc.) I welcome your advice. Also , what would I have to do to make Werewolves not lose their (glorious) SOS sheaths during SexLab animations when having More Nasty Creatures/Creature Framework is/are installed? I seem to get a double bits mesh error on their flaccid nif , and the erect nif seems to make the SOS Schlong disappear. Disabling the Werewolf bits in Creature Framework doesn't seem to remove the flaccid werewolf mesh provided by Sexlab Nude Creatures.
Blaze69 Posted February 23, 2017 Posted February 23, 2017 (edited) I was thinking about coming up with an experiment, maybe edit the texture and heads to make them look more like Panthers. It would be a personal side project of mine, but one I'd be willing to share. Maybe work on the "Khajiit Lion et Lioness" mod and integrated to the mod as to give access to an alternate line of Redguards. Another (ambitious) edit I'd be making would be giving the Orcs Minotaur heads instead, dont think theres an anthro Equine mod out there. I simply wanted to know if its just a matter of replacing the existing Redguard/panther textures with another file, or if I'd have to export the face gen of all Redguard NPCs in the game to avoid gray faces and other bugs. Or if it would be more complicated than I think it is (Fooling around with scripts , references at TESVEdit , etc.) I welcome your advice. Also , what would I have to do to make Werewolves not lose their (glorious) SOS sheaths during SexLab animations when having More Nasty Creatures/Creature Framework is/are installed? I seem to get a double bits mesh error on their flaccid nif , and the erect nif seems to make the SOS Schlong disappear. Disabling the Werewolf bits in Creature Framework doesn't seem to remove the flaccid werewolf mesh provided by Sexlab Nude Creatures. Texture edits only require editing the textures themselves in the "textures\Actors\Character\panther" and "textures\Actors\Character\tiger" folders, and Panther and Tiger NPCs (and the player) will automatically use the new/edited textures. On the other hand, if you want to change their head shape or give them the Lion/Lioness head, then yes, you would have to reexport FaceGen for all of the Redguard/Dark Elf NPCs in order for them to get the new head shape. Fun fact: one of the first versions of the FaceGen data I exported used the Lion/Lioness head for all of the Tigers and the Dremora (default Panthers still used the vanilla Khajiit head shape because I got lazy and didn't want to export yet another entire race). Later versions had all of them use the default Khajiit head shape, but I still use the Lioness head for my own Tigress character whenever I want to play as a Redguard. IIRC either Sexlab Werewolves or More Nasty Critters replaces the default/"flaccid" werewolf mesh by actually replacing the original vanilla werewolf mesh in its filepath. You would have to go to "meshes\actors\werewolfbeast\character assets" and delete the malebodywerewolf_1.nif file to prevent the "double bits" bug. EDIT: BTW, I think you mixed up the races. Panthers are Dark Elves while Tigers are Redguards. Edited February 23, 2017 by Blaze69
Unknown Dragon Posted February 23, 2017 Posted February 23, 2017 Yeah , I totally meant to say Dark elves lol. Thanks for your input ,I'll see what I can cook up with this
Bad Dog Posted February 23, 2017 Author Posted February 23, 2017 I would def match the UV layout to UUNP. Bodies are bodies, after all, however many polys you have. So far as dark elves/panthers are concerned, go wild. All I did was put a black diffuse and different specular map on khajiits. If you come up with something good, I'll be happy to include it. Blaze, are you saying you facegen'd a different head shape for a particular character, rather than using the one that came with the race? Seems like you ought to be able to do that, but I didn't know you could.
Blaze69 Posted February 23, 2017 Posted February 23, 2017 Blaze, are you saying you facegen'd a different head shape for a particular character, rather than using the one that came with the race? Seems like you ought to be able to do that, but I didn't know you could. Yup. I just temporarily replaced the khajiit head .nifs with the Lion/Lioness ones, and then exported FaceGen for those specific races only (Redguards and Dremoras). The exported FaceGen uses the Lion/Lioness head shape, and since the HeadPart names match and they use the exact same .tri files as the vanilla Khajiit heads (because they are vanilla Khajiit heads altered only in shape), the game loads them just fine.
27X Posted February 23, 2017 Posted February 23, 2017 If you want round limbs and not octagonal butts and hexagonal breasts you're going have to go double or triple what UUNP is, period. There's a limit to what artistry can do when put up against the engine's output, and UUNP is well under it. Round is going to take about 12K at least. Shading methods notwithstanding. I was wondering that. I was thinking of just using my own custom polygon count because textures would likely have to be made specifically for it anyways. Considering the different butt shape and chest fur. feet and hands aside. Also the new head morph I'll be using. But then again, for the main body and armor compatibility, don't you think I should match it with an existing body? If so, which body should I target. I think I'm missing something here though. For compatibility, does poly-count matter or is that just the position of the UV layouts? verts Verts. Definitely verts. UV matters, polycount does not. The custom bodies I use are anywhere from 20 to 60K verts (The limit is 64K verts per NiTriShape), but they all use the standard UNP, SOS or CBBE UV as appropriate.
MizukiYui Posted February 24, 2017 Posted February 24, 2017 hi。 Can you add a xPMSE addon to the two mods?①:http://www.nexusmods.com/skyrim/mods/57861/? ②http://www.nexusmods.com/skyrim/mods/47888/? I want to use the SOS HDT And I have a idea about SOS addon penis that you can do a“double penis”or“mulit-penis” I think it will be so cool
Voldearag Posted February 24, 2017 Posted February 24, 2017 (edited) ^--Only if the girls also get two dog vaginas. Edited February 24, 2017 by Voldearag
Blaze69 Posted February 24, 2017 Posted February 24, 2017 (edited) hi。 Can you add a xPMSE addon to the two mods?①:http://www.nexusmods.com/skyrim/mods/57861/? ②http://www.nexusmods.com/skyrim/mods/47888/? I want to use the SOS HDT And I have a idea about SOS addon penis that you can do a“double penis”or“mulit-penis” I think it will be so cool As far as I know, the Ulfhednar race uses whatever skeleton you have installed, so you only need to install XPMSE for it to work. It even uses Lykaios body textures, so BadDog's Lykaios schlong should be a pretty good match. BTW, that head design is really nice for a more feral wolf style, but it's a shame it was never finished and was left with that permanent "aggressive growl" expression. I'm not sure what the devs at Beth were building that head for before they scrapped it and left the WIP assets inside the game's BSA (by mistake, I guess), but it would have been nice to see it come to fruition. As for the Ronzo, the skeleton it uses by default is compatible with SOS (there is even an optional download that adds a SOS addon for the race), but it can safely be replaced with the XPMSE one if you want. The hand/body/leg proportions will be lost, but at least you will have the most up-to-date skeleton. ^--Only if the girls also get two dog vaginas. Wouldn't it be a little overkill? Plus, I'm not sure how placement would work for that. Though I guess if males were to get double the bits, it would only be fair for females to get double the places to use them on, lol . Now being serious (as serious as I can be considering the topic at hand, lol), a single but well done set of canine lady bits sounds like a really nice idea to me . Shame it's probably never going to happen, but oh, well. Edited February 24, 2017 by Blaze69
Bad Dog Posted February 24, 2017 Author Posted February 24, 2017 Seems to me that the ladies are already supplied to deal with two schlongs. But that's just me. I think Bethesda's trolling us with all these leftovers in the game files. "Oh, you won't go with my better wolf head? I'll just put it in the files and someone will find it. You won't let me finish my centaur? I'll just stick the skeleton out there, someone will finish it."
CrimsonFangs Posted February 24, 2017 Posted February 24, 2017 Is there any information on compatibility with other werewolf mods? I know the base three shlongs from SOS are all compatible with Moonlight Tales Essentials but I'd love to see the ones in this mod work as well
Blaze69 Posted February 24, 2017 Posted February 24, 2017 Is there any information on compatibility with other werewolf mods? I know the base three shlongs from SOS are all compatible with Moonlight Tales Essentials but I'd love to see the ones in this mod work as well They should be compatible. The textures are built for the vanilla black/dark werewolf textures, so there will be a noticeable mismatch between body and schlong when using skins that are not black, but apart from that they should work fine.
CrimsonFangs Posted February 25, 2017 Posted February 25, 2017 They should be compatible. The textures are built for the vanilla black/dark werewolf textures, so there will be a noticeable mismatch between body and schlong when using skins that are not black, but apart from that they should work fine. Yeah I realized what my issue was, I just downloaded XPMSE today and I was able to get it working (after turning on revealing for Werewolf Updater "armor")
IcDel Posted February 25, 2017 Posted February 25, 2017 I have no idea why this keeps happening, but my game crashes every time the Dibella statue is loaded in my game. Specifically the "statuedibellagold01.nif" I have to delete it to continue playing. Any idea why this might happen?
Bad Dog Posted February 25, 2017 Author Posted February 25, 2017 Search upthread. I think there was an issue with the statue in earlier versions. Fixed in the current version, as I recall.
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