Blaze69 Posted April 2, 2017 Posted April 2, 2017 (edited) Argh. So I got Outfit Studio up, and I can import and export through it. But when I load up a nif, I don't see it on the big panel--I should, right? And when I re-import the obj, sometimes (once) it matched it up and the rest of the times I've tried it just imports it as a new mesh. (Does it matter? Can I just export the mesh as a nif anyway?) And the once that I got it to match them up, the nif I exported seemed to be unchanged.  Any of those glitches sound familiar to you? Oh, crap, I knew I was missing something. Yeah, I forgot to to explain that.  OS removes all those weird skin/bone transforms from the nifs, so what you see in NifSkope whne you load an OS-exported nif is exactly what you get. (Pro-Tip: you can check out if a mesh uses transforms by toggling the "Do Skinning" option in NifSkope off by clicking on the small red bone icon; if the mesh changes position or shape, then you know it does use transforms).  This is all great and all, but, it doesn't apply them before it removes it, so you have to manually use the "Move/Transform" tool to place the meshes wherever they were supposed to be before exporting them back or else the head ends up way below/above its intended position or whatever. I'll check the Lykaios head meshes and I'll post the required transform values here; as for the other heads, they should all be good to go AFAIK, but let me know if I'm wrong.  About the OBJ import-export, you have to make sure the vertex count and order is exactly the same, so make sure you ahve at least the "Keep Vertex Order" option toggled on both on import and export from Blender, don't "Remove doubles" or delete or weld vertices or anything like that or else it won't work. And no, if the import doesn't match the meshes and the OBJ is imported as a separate mesh, then the whole thing won't work. Also make sure you export the OBJ using "File->Export->To OBJ" and import it back using "File->Import->From OBJ" (Not "Load Shape"). Oh, and once you are done, you have to save the file by using "File->Export->To NIF".  EDIT: Okay, the transforms you need to use are these: X 0.000256, Y 1.547526 and Z -120.343582. Once you have applied them, you can simply save the nif so it stays like that and you don't get any more bugs with the skin transforms in the future. Edited April 2, 2017 by Blaze69
Blaze69 Posted April 2, 2017 Posted April 2, 2017 Okay, I wanted to share something.  You see, I recently went on an ENB-shopping spree to see if I could find a new preset I was happy with. So far I've been using Rudy ENB and it's derivative Snowfall. They look pretty good and don't hit my performance too much, which is neat. But they still didn't quite do it. Jumping from preset to preset, I ended up settling for Tetrachromatic, the NLVA version. A bit harder on performance than the other ones, but still pretty manageable, and I think looks great.  Why do I mention this? Because unlike Rudy and some other ones I tested, Tetrachromatic doesn't completely destroy the normal maps and make beast races look like they have painted skin instead of fur, which is great, and finally allowed me to actually get to see the full-effects of the normal maps while enhanced by ENB and with proper lighting and such (so far I've only seen them in action whenever I toggled the ENB off and it made the whole game look bad. Really bad. Like, "I want to rip my eyeballs out" kind of bad).  Holy hell. I didn't know your textures (and more specifically the normal maps, though all of them matter for the final result) looked so good, BadDog. I know part of it is because I compare them now with what I had before and it makes them look better, and they are most certainly not the best thing evah!, but still. You did a helluva job there, that's awesome .  I did a small photoshoot of two of my characters, and I wanted to share the results, so here you go. First, my hyena:      Now on to my Snow Leopard. Here I decided to replace her normals with the Tiger/Khajiit ones instead to see if they looked better than the default ones. They sure do, at least IMO . The while/light fur color means it's easier to see the normal detail, and the effect is great. See:       I have only but one small caveat, and it's about the Kygarra/Snow Leopard textures. The heads use the default CoverKhajiit normals, which is fine and all, but the body normals lack the fur detail at the front and have it instead as smooth skin. This causes the head/body mismatch at the neck to be very obvious. I know more than anyone how hard it is to have seamless beast race textures, at least at the neck, but I think it would benefit from some edits there to either make the head normal smooth at the front as well or to blend the head normal "fur" in the body normal.  Just my two cents, though; I didn't even notice before because I always use the neck cover thingy shown in my pics for my characters, I just wanted to bring it up. the back of the head does look good enough, it's just the front that I think could use some work. See it in this pics to know what I mean:    Â
kcspot Posted April 2, 2017 Posted April 2, 2017 I think I found the cause for the crash in my last post.... Â These characters clothes wouldn't load. Â When you approach whitrun for the first time aela is killing a giant. so her clothes caused an error... Â I hate to repost, but I have no idea what's happened. I'm going to play to whiterun now and see if anything has changed but I'm also asking for ideas as to why those two characters clothes won't load.
Bad Dog Posted April 2, 2017 Author Posted April 2, 2017 I like that smooth normal map. I made it for the tiger and reused on others since. I didn't use it on snow leopards or kygarra because snow leopards are fluffy and hyenas are scruffy. But for aesthetics, yeah, it's good. I thought the tigers did have fluff on their front sides... I'll check. I might have lost it along the way. Â I now have the full circle from NIF>OS>Blender>OS>NIF working. But the mouth movements aren't right in the resulting nif. Either that's all I get because I'm changing the mouth position too much or the transforms are screwing with me. The girl mesh, using the old method, was giving me proper mouth movement. So, blech. But it's nice not to have to rebuild the nif by hand. Â Edit: @kcspot, more detail. A load order at least.
Blaze69 Posted April 2, 2017 Posted April 2, 2017 (edited) I like that smooth normal map. I made it for the tiger and reused on others since. I didn't use it on snow leopards or kygarra because snow leopards are fluffy and hyenas are scruffy. But for aesthetics, yeah, it's good. I thought the tigers did have fluff on their front sides... I'll check. I might have lost it along the way. Yeah, I know that, and I do think it's fitting for them (I like the scruffy look for the hyenas). It's just that I prefer the smoother normal for my character because it looks better on her IMO.  Also while Snow Leopards are fluffy, nothing says they can't shave and keep their fur trimmed and short'n'sweet like in the pics. The fluff may come in handy out there in the cold of Skyrim, but when you use tropical-style mods and/or settings like Knox as shown in my pics (where you would expect the apartments and stuff to keep a comfortable temperature), it may be better to not be carrying several layers of thick fur, or else you may melt due to the heat, lol .  Also, I think the belly/front looks better with the current style, with shorter fur. Not only would it be pretty hard to create the "thick fur" effect on a surface that is very obviously flat, but it's also the main part of the body where you would expect to find a thinner fur layer.  I now have the full circle from NIF>OS>Blender>OS>NIF working. But the mouth movements aren't right in the resulting nif. Either that's all I get because I'm changing the mouth position too much or the transforms are screwing with me. The girl mesh, using the old method, was giving me proper mouth movement. So, blech. But it's nice not to have to rebuild the nif by hand. Huh, that's weird. After all my tinkering with the CITRUS Argonian heads, the mouth animations (or any facial morph, for that matter) still work fine. Maybe something went wrong in the process? Also the Lykaios heads may not be the easiest to edit, what with the weird transforms and stuff. Edited April 2, 2017 by Blaze69
Bad Dog Posted April 2, 2017 Author Posted April 2, 2017 Â Â Guys, gals, and others... may I suggest not responding to Notavailable anymore? He's, uh, not available to reason. He's got all the answers he needs upthread to solve his problem and until he tries them out there's nothing more to be said. Thanks to the community for all the help you're giving each other... shame to waste that goodwill on this guy. Â There is no goodwill at all in accuse me for lying without any proof... [etc] Â I'll do this once, and not again. You're probably not in a place to hear this, but maybe down the road you will be. Â You came into this thread looking for help and within a few posts and replies you had pretty much everybody yelling at you. You know it's not you personally: no one here knows you at all. And you know it's not the community: lots of people come here, ask for help, get it, and end up happy. Â So what happened that everybody got mad at you? It's the same group that gave other people good help. When did that change in your case? What did you do different? Don't blame your disability, whatever it is--we all have our problems and limitations. How are you going to work past it to have successful relationships with people? Â The whole exchange is written down. Go back and read through your posts and the replies from the point of view of the other people on the thread and see if you can figure out why they're reacting the way they are and what you did to trigger it. Â I'm guessing in real life people find you hard to deal with. If so, and if you want to fix it, here's an example you can study. Read what other people said to you. Ask yourself what it would be like to take their advice seriously. Maybe you'll come up with new strategies for dealing with the world.
Rockat Posted April 2, 2017 Posted April 2, 2017 Okay, I wanted to share something.  You see, I recently went on an ENB-shopping spree to see if I could find a new preset I was happy with. So far I've been using Rudy ENB and it's derivative Snowfall. They look pretty good and don't hit my performance too much, which is neat. But they still didn't quite do it. Jumping from preset to preset, I ended up settling for Tetrachromatic, the NLVA version. A bit harder on performance than the other ones, but still pretty manageable, and I think looks great.  Why do I mention this? Because unlike Rudy and some other ones I tested, Tetrachromatic doesn't completely destroy the normal maps and make beast races look like they have painted skin instead of fur, which is great, and finally allowed me to actually get to see the full-effects of the normal maps while enhanced by ENB and with proper lighting and such (so far I've only seen them in action whenever I toggled the ENB off and it made the whole game look bad. Really bad. Like, "I want to rip my eyeballs out" kind of bad).  Holy hell. I didn't know your textures (and more specifically the normal maps, though all of them matter for the final result) looked so good, BadDog. I know part of it is because I compare them now with what I had before and it makes them look better, and they are most certainly not the best thing evah!, but still. You did a helluva job there, that's awesome .  I did a small photoshoot of two of my characters, and I wanted to share the results, so here you go. First, my hyena:  Thessra_Knox_1.png Thessra_Knox_2.png Thessra_Knox_3.png   Now on to my Snow Leopard. Here I decided to replace her normals with the Tiger/Khajiit ones instead to see if they looked better than the default ones. They sure do, at least IMO . The while/light fur color means it's easier to see the normal detail, and the effect is great. See:  Naraya_Knox_1.png Naraya_Knox_2.png Naraya_Knox_3.png Naraya_Knox_4.png   I have only but one small caveat, and it's about the Kygarra/Snow Leopard textures. The heads use the default CoverKhajiit normals, which is fine and all, but the body normals lack the fur detail at the front and have it instead as smooth skin. This causes the head/body mismatch at the neck to be very obvious. I know more than anyone how hard it is to have seamless beast race textures, at least at the neck, but I think it would benefit from some edits there to either make the head normal smooth at the front as well or to blend the head normal "fur" in the body normal.  Just my two cents, though; I didn't even notice before because I always use the neck cover thingy shown in my pics for my characters, I just wanted to bring it up. the back of the head does look good enough, it's just the front that I think could use some work. See it in this pics to know what I mean:   Hyena_Neck_Front.png Hyena_Neck_Back.png   Tetrachromatic makes my GTX 970 want to kill itself, but its worth the performance hit outdoors since it is one of the few updated ENB presets. And I need to figure out what the hell is going on with my setup, because I'm getting obnoxious seams on argonians, and the body textures for all other races (except for your shark race) are low res in comparison to the heads, hands and feet (aka, they look terrible).   Â
Blaze69 Posted April 2, 2017 Posted April 2, 2017 Tetrachromatic makes my GTX 970 want to kill itself, but its worth the performance hit outdoors since it is one of the few updated ENB presets. And I need to figure out what the hell is going on with my setup, because I'm getting obnoxious seams on argonians, and the body textures for all other races (except for your shark race) are low res in comparison to the heads, hands and feet (aka, they look terrible). Huh, the impact is not so hard on my own rig. Though it's true I have reduced some of the settings to more manageable values and my specs are a bit higher. Could it be related to your previous issues with your computer? But this is better discussed via PM, wouldn't want to clutter the thread with it. Â As for the other issues, Argonians are far from seamless, though I would need a pic or more info to see if your problem is caused by something else or it's ineed due to the current textures. What you say about the other race textures is pretty weird, though. Could you be more specifc? Some pics would help as well.
NightroModzz Posted April 3, 2017 Posted April 3, 2017  I now have the full circle from NIF>OS>Blender>OS>NIF working. But the mouth movements aren't right in the resulting nif. Either that's all I get because I'm changing the mouth position too much or the transforms are screwing with me. The girl mesh, using the old method, was giving me proper mouth movement. So, blech. But it's nice not to have to rebuild the nif by hand. Huh, that's weird. After all my tinkering with the CITRUS Argonian heads, the mouth animations (or any facial morph, for that matter) still work fine. Maybe something went wrong in the process? Also the Lykaios heads may not be the easiest to edit, what with the weird transforms and stuff.  In which way did you change the mouth position in Blender? When I changed the Sharkmers mouth position (a good amount) for Blaze69 from the Citrus Argonian heads, I didn't change the width or length. All I did was mask the area around the mouth (make sure to mask the inner parts and check by hiding parts of the mesh), reversed the mask, then changed it's position as a whole (none masked area) with a move tool (not a move brush).  Lastly, I changed the mouth mesh position, again hiding parts of the head mesh for a good view to make sure it is properly aligned with no seems and editing the edges of a few poly's if I had to.
Blaze69 Posted April 3, 2017 Posted April 3, 2017   I now have the full circle from NIF>OS>Blender>OS>NIF working. But the mouth movements aren't right in the resulting nif. Either that's all I get because I'm changing the mouth position too much or the transforms are screwing with me. The girl mesh, using the old method, was giving me proper mouth movement. So, blech. But it's nice not to have to rebuild the nif by hand. [...] In which way did you change the mouth position in Blender? When I changed the Sharkmers mouth position (a good amount) for Blaze69 from the Citrus Argonian heads, I didn't change the width or length. All I did was mask the area around the mouth (make sure to mask the inner parts and check by hiding parts of the mesh), reversed the mask, then changed it's position as a whole (none masked area) with a move tool (not a move brush).  Lastly, I changed the mouth position, again hiding parts of the head mesh for a good view to make sure it is properly aligned with no seems and editing the edges of a few poly's if I had to. Yeah, that's also something to take into account, I was refering to the Blender->OS->nif process working fine for me and not screwing up the mouth or anything else. Since you said it worked fine when exported straight out of Blender into nif via the other method, I assumed the mistake had to be in the import process somewhere, but you may want to do as Nightro says while editing the head.  Also bear in mind the Lykaios heads use the vanilla Khajiit head morphs, so the anims are already pretty "distorted" from what they are meant to be (compare the default Khajiit head shape with the Lykaios one), and thus things may be a little difficult to get to look right
Rockat Posted April 3, 2017 Posted April 3, 2017 Â Tetrachromatic makes my GTX 970 want to kill itself, but its worth the performance hit outdoors since it is one of the few updated ENB presets. And I need to figure out what the hell is going on with my setup, because I'm getting obnoxious seams on argonians, and the body textures for all other races (except for your shark race) are low res in comparison to the heads, hands and feet (aka, they look terrible). Huh, the impact is not so hard on my own rig. Though it's true I have reduced some of the settings to more manageable values and my specs are a bit higher. Could it be related to your previous issues with your computer? But this is better discussed via PM, wouldn't want to clutter the thread with it. Â As for the other issues, Argonians are far from seamless, though I would need a pic or more info to see if your problem is caused by something else or it's ineed due to the current textures. What you say about the other race textures is pretty weird, though. Could you be more specifc? Some pics would help as well. Â Â NVM, turns out that by tweaking Techromatic with help from this>http://steamcommunity.com/sharedfiles/filedetails/?id=653119731<guide solve the problems. Also, I've only just found out that this particular preset has Nighteyes working.
NightroModzz Posted April 3, 2017 Posted April 3, 2017   Tetrachromatic makes my GTX 970 want to kill itself, but its worth the performance hit outdoors since it is one of the few updated ENB presets. And I need to figure out what the hell is going on with my setup, because I'm getting obnoxious seams on argonians, and the body textures for all other races (except for your shark race) are low res in comparison to the heads, hands and feet (aka, they look terrible). Huh, the impact is not so hard on my own rig. Though it's true I have reduced some of the settings to more manageable values and my specs are a bit higher. Could it be related to your previous issues with your computer? But this is better discussed via PM, wouldn't want to clutter the thread with it.  As for the other issues, Argonians are far from seamless, though I would need a pic or more info to see if your problem is caused by something else or it's ineed due to the current textures. What you say about the other race textures is pretty weird, though. Could you be more specifc? Some pics would help as well.   NVM, turns out that by tweaking Techromatic with help from this>http://steamcommunity.com/sharedfiles/filedetails/?id=653119731<guide solve the problems. Also, I've only just found out that this particular preset has Nighteyes working.  If your new to making ini edits for ENB and anyone else, I would recommend all to set their FPS limit to 55 if you use HDT. Sometimes in certain situations it wants to go above the limit which is normally 60fps, and some HDT bugs will normally occur when that happens.  When I was using a GTX 970 and Tetrachromatic, I limited it to 50 fps. It made that card run hot and wanted to lower the demand as well. But then again, I used a bunch of 2k textures and 4K for female bodies lol. But what really got me is SMIS in certain areas and sunsets.  Though I usually have 2 1080p monitors on at once lol. One is a 21:9.  These 3 also works wonders for me and highly recommend.  Skyrim Project Optimization    Safety Load    No more Radial Blur - Performance optimization
Rockat Posted April 3, 2017 Posted April 3, 2017    Tetrachromatic makes my GTX 970 want to kill itself, but its worth the performance hit outdoors since it is one of the few updated ENB presets. And I need to figure out what the hell is going on with my setup, because I'm getting obnoxious seams on argonians, and the body textures for all other races (except for your shark race) are low res in comparison to the heads, hands and feet (aka, they look terrible). Huh, the impact is not so hard on my own rig. Though it's true I have reduced some of the settings to more manageable values and my specs are a bit higher. Could it be related to your previous issues with your computer? But this is better discussed via PM, wouldn't want to clutter the thread with it.  As for the other issues, Argonians are far from seamless, though I would need a pic or more info to see if your problem is caused by something else or it's ineed due to the current textures. What you say about the other race textures is pretty weird, though. Could you be more specifc? Some pics would help as well.   NVM, turns out that by tweaking Techromatic with help from this>http://steamcommunity.com/sharedfiles/filedetails/?id=653119731<guide solve the problems. Also, I've only just found out that this particular preset has Nighteyes working.  If your new to making ini edits for ENB and anyone else, I would recommend all to set their FPS limit to 55 if you use HDT. Sometimes in certain situations it wants to go above the limit which is normally 60fps, and some HDT bugs will normally occur when that happens.  When I was using a GTX 970 and Tetrachromatic, I limited it to 50 fps. It made that card run hot and wanted to lower the demand as well. But then again, I used a bunch of 2k textures and 4K for female bodies lol. But what really got me is SMIS in certain areas and sunsets.  Though I usually have 2 1080p monitors on at once lol. One is a 21:9.  These 3 also works wonders for me and highly recommend.  Skyrim Project Optimization    Safety Load    No more Radial Blur - Performance optimization   Safety Load is actually obsolete now, between the SKSE memory patch and ENBoost. Â
NightroModzz Posted April 3, 2017 Posted April 3, 2017 I think I read that a number of times before, just never really wanted to remove it lol
Bad Dog Posted April 3, 2017 Author Posted April 3, 2017 I never knew ENBs could do things like ignore normal maps. I've never gotten one to run (CDT, reliable or random). Â I am shortening the mouth significantly. (Fun fact: Babies grow from the heart out, and the skull and eyes grow least. So the extremities--hands, feet, legs all the way up to the butt, ears, nose, chin are small in proportion to torso and skull. When the baby has a snout, you have to shorten the snout and make the tip progressively smaller as you go out. Also shorten the ears, which makes them rounder.) Â So that could be the cause of the distortion on the boy head, but the girl head up above looks fine when she talks. I'm more inclined to blame something in the process. It doesn't help that I can't yet get OS to accept a mesh it didn't export--I feel like since it's the same mesh, same verts, and it's just an obj file, it out to take any of my meshes. Instead I have to redo the process every time. I tried naming the object and the mesh appropriately, but that didn't work. Â (I'm not worrying about fitting the mouth itself yet, btw. I'm getting the head mesh to work first.) Â This is the not fun part of modding: You think you know what you're doing and you'll spend the day designing cute puppy heads, and instead Skyrim fucks you in the ass. I think I'm going to have to sit down and really understand bone rotations and the relationship of the bone to the mesh, and how translations/rotations in nifskope translate to appearance in game. That's all voodoo to me right now. Â Meanwhile I apparently would rather finish Helgen Reborn than push forward with Andromeda. It's one of the better story mods out there.
NightroModzz Posted April 3, 2017 Posted April 3, 2017 Does Blender have a scale tool to evenly scale inwards the unmasked snout/mouth area? Then you can mask the outer and inner lips and proceed to edit. But yeah, could imagine some bone work would be involved if everything is scaled differently.  Not sure what you mean by OS as the only thing that comes to mind is Operating System naturally. But I would assume it's a free application like Blender. Through some trial and error with the sharkmer heads, it did get some distortion a few times.  1) it was never really centered properly in Zbrush on the xyz axis, was 240 something, and centered it at 0.  2)I accidentally clicked a key that made polymesh 3D making incorrect vertices/activepoints.  Would just replacing the head mesh of one of the khajiit child mods not work? After all, isn't it originally made from the khajiit head mesh? I would assume the same for the khajiit child head and no bone work would be needed and would be just like any other head replacer + texture.
Bad Dog Posted April 3, 2017 Author Posted April 3, 2017 Blender has such a tool, and I can scale the mouth with the snout. But I do have to scale the lips, the whole thing has to get shorter. Â OS = Outfit Studio, which Blaze refers to upthread. Â It did occur to me that starting with a khajiit head and fitting it to a lykaios shape might be easier. But I think now I'll go back to the lykaios boy, which I was able to load into the game using my old method, and see if I can figure out bones and translations from there. Â Or maybe I'll just go do schlongs for a while. I understood dicks.
Shadowscale Posted April 3, 2017 Posted April 3, 2017 Seems when my character tries to have sex with female actors then crash. Â Edit: Happened with just my character putting on armor it seems that was revealing causing a crash as well (Kygarra female). Other than that and racemenu crapping out on me when I re-enter it to change my character the mod works fine. Will try to figure out my cause or just gonna have to nuke and start mods over. 56k strings on a level 2 character. Maybe I should prune some heavy mods such as Cursed Loot and DD mods then start over.
Blaze69 Posted April 3, 2017 Posted April 3, 2017 I never knew ENBs could do things like ignore normal maps. I've never gotten one to run (CTD, reliable or random). Well, it doesn't really ignore the normal map, it's just that some of the effects like bloom and such are tuned in a way that blurs or "hides" the normal detail.  It isn't a big deal for humans or humanoids because the effect is negligible unless you use one of those 1423424K Super Ultra High Res Detail Bogalooo textures with individual pores in the normal map and stuff, but for furries the loss of detail is higher due to the missing fur layers and such.  As I said, Tetrachromatic is set up in a way that doesn't hide the normal detail that much, and that's why it looks better.  This is the not fun part of modding: You think you know what you're doing and you'll spend the day designing cute puppy heads, and instead Skyrim fucks you in the ass. This made me chuckle, lol. So true .
NightroModzz Posted April 7, 2017 Posted April 7, 2017 Bad Dog, When you made normals for that mesh in the digitigrade position and encountered that error, was it still playable and only effected by lighting? And do you think it would be fixed if a new leg skeletons were made? It's something I may be willing to do, but far in the future. Only if that error were to not pose a problem or to be resolved.
Bad Dog Posted April 7, 2017 Author Posted April 7, 2017 Erm, I no longer remember what you're talking about. Point me specifically at the error? Â I'm guessing the problem was that when I squished the digitigrade feet down to the plantigrade skeleton, tris overlapped and turned themselves inside out, so a good normal map couldn't be created. And the feet also looked bad in game. Â Thinking now... I bet what I really did on the cat & dog feet was to START with a mesh in the plantigrade position and stretch it to digitigrade and then edit from there, so of course it squished back easily. Whereas with the shark or the better high-res cat feet I started from the digitigrade and tried to squish a new mesh down to plantigrade. Something to try.
NightroModzz Posted April 7, 2017 Posted April 7, 2017 I'll just go with that. This thread is too long to want to go through and find a specific post.
mishki Posted April 8, 2017 Posted April 8, 2017 Â Any error reports from NifHealer? I think those meshes are clean. I'm not hearing of problems from others, anyway. Â None that it was giving me I did find one error with Block 17 of the SheathF_p0_1.NIF in NifHealer however, the procedure finished, and I put them back. No one else has been reporting these issues like you said so Im not sure if its something else cluttering up Skyrim's loading and causing the files to be in error or what not. Unfortunately I've got quite a few mods on my load order and don't wanna shove a list of 201 items into here, but I can find specifics if theres a common mistake. I've got all the relevant patches for Yiffy Age and SoS, and Im not seeing errors or conflicts with those. Â Edit: The only issues I'm getting after a couple more tests are -just- with the BadDog sheath, and female sheath. All regular SoS types work fine including VectorPlexus, Smurf Average, and Muscular, as well as the UNP. Animations load up, no CTD, no errors on Papyrus. Â Â Â Seems when my character tries to have sex with female actors then crash. Â Edit: Happened with just my character putting on armor it seems that was revealing causing a crash as well (Kygarra female). Other than that and racemenu crapping out on me when I re-enter it to change my character the mod works fine. Will try to figure out my cause or just gonna have to nuke and start mods over. 56k strings on a level 2 character. Maybe I should prune some heavy mods such as Cursed Loot and DD mods then start over. Â I had some problems similar to you two: Whenever I had a female canine schlong go fully erect, skyrim would crash on me. I ran the meshes through NifHealer like LunaSilver suggested and it seems to have resolved my issue. I've got no idea why it seems to be affecting my game but apparently working fine for most everyone else though. Â For your convenience, I've attached a .7z with the healed mesh in the proper folder structure. (BadDog, I'm assuming you don't mind. You've seen pretty good about this sort of thing so far, but if it bothers you let me know and I'll take it down). Assuming you're using MO, just put it after the main YiffyAgeConsolidated mod, or manually overwrite the file. Â Â YiffyAgeMeshFix.7z
Bad Dog Posted April 8, 2017 Author Posted April 8, 2017 It's fine. nifs seem to be prone to random bad stuff which cause intermittent errors. Usually when I run NifHealer it doesn't find anything, so I haven't made it a priority. I'm updating hoodies now and I'll run it on the meshes there before I'm done, then port those back to YA.
N8Ru Posted April 8, 2017 Posted April 8, 2017 Hello, By any chance will you release a version that doesn't require DawnGuard or Dragonborn for people who don't have DLC?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now