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Yiffy Age of Skyrim


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Posted

Really liking the end results of the cheetahs.

 

I did mention this in a link for a good tail in a PM. I was planning to use it as a reference for a type of mane for the fox. Maybe not a good idea for a lions mane.

http://steamcommunity.com/sharedfiles/filedetails/?id=533765967&tscn=1489665435

 

Anyways, I won't be working on stuff as much as I was for probably another week. I left my desk and office chair back at the old house but will be getting them back soon. So I'm using my dresser for now and is quite uncomfortable, especially leaning forward for the keyboard. Also still stuck on free crappy WIFI. I will probably get started on those K9 feet some time soon though.

Posted

I have been casually monitoring the updates for a few months now and you're all doing great work.  I finally nuked my old version of skyrim after some years of on and off playing (mostly off, so taking up space on the HDD) but I'm already itching to return.  Now I have an opportunity to finally try out this mod.  A couple questions;

 

The mod is being actively developed based on the perusal of the thread and the like.  How stable is the mod currently?  Major race changes are out of the question obviously, but what about installing something that alters perks and maybe race based powers?  Something like T3nd0's Skyrim Redone (Just as a hypothetical perks/racial powers example, but I'm not sure what changes it makes since it's been a few years since I've last played it on an older machine.)  

 

I'm also wondering with the active development, how difficult is it to update the mod when there are new additions to it?  I imagine that a lot of it is asset additions which shouldn't be too hard in theory, but handling such a large asset shift for the whole mod is bound to leave some instability issues at some point.  Would you recommend holding off for now, or taking the dive as is?

 

Lastly, I noticed that some of the races have more than 2 teats (I think it was at least the Lykiaos).  It's just a personal preference, but is there a way to easily change or modify that (on my end) so there are only two on the races?  I've no skill modifying the actual textures but if I could just plop in the old Lykiaos texture I might be able to do it on my own.  

 

This turned out longer than I thought, but keep it up.  

Posted (edited)

[..] The mod is being actively developed based on the perusal of the thread and the like.  How stable is the mod currently?  Major race changes are out of the question obviously, but what about installing something that alters perks and maybe race based powers?  Something like T3nd0's Skyrim Redone (Just as a hypothetical perks/racial powers example, but I'm not sure what changes it makes since it's been a few years since I've last played it on an older machine.)  

Well, as far as stability goes, not really sure what you mean. Usually, that would refer to stuff like scripts and so that could cause performance problems or even bugs in certain situations, but that doesn't really apply to this mod.

 

The Hoodies schlong system does use scripts and cloak effects to monitor the required events and trigger the stage swaps, and in the upcoming version it will also apply the required NiOverride transforms to lower (or raise) the characters so that the digi feet work as intended, but said scripts are probably as good as they get; they have an impact, but it should be extremely minor. Perhaps some code wizard could make some improvements to the scripts, but I'm pretty sure BadDog already streamlined as much as possible.

 

As for general stability or reliability or that kind of stuf, well, it should be pretty good. Chances are there will be minor bugs here and there, but nothing that can't be easily fixed and/or that won't stop you from using the mod for an actual solid playthrough.

 

And on the topic of compatibility, it depends. Anything that edits the race records themselves is incompatible and requires a patch. Note that for example racial powers could be altered without touching the races themselves (by editing the spell record only), but changing racial skill bonuses or height or stuff like that is a no. When in doubt, you can easily check the mods out in TES5 Edit and see if they conflict with any of YA's edits. You could also ask here if you are not familiar with the program, and we will try to help you with it (to a reasonable extent, though; don't expect us to create thousands of patches for all the mods you want or whatever).

 

I'm also wondering with the active development, how difficult is it to update the mod when there are new additions to it?  I imagine that a lot of it is asset additions which shouldn't be too hard in theory, but handling such a large asset shift for the whole mod is bound to leave some instability issues at some point.  Would you recommend holding off for now, or taking the dive as is?

Changes are mostly pertaining to assets and appearance, "technical stuff" or data that may be embedded in your savegame is mostly untouched by this mod. Of course, that's in theory. Big race swaps and similar changes could cause bugs or issues, but that is simply to be expected considering the huge amount of stuff being shuffled around. So far all the times I've updated midgame have gone just fine and worked flawlessly, though, but that's all I can say.

 

Well, last ETA given by BadDog is around the end of summer, in two months or so at the very least (though he also said it will be done "when it's done", something I fully agree with), so the 3.0 update is going to take a while. I'd say the best idea would be to use 3.0 on a brand new save to make sure everything works as intended, so if you start a playthrough now with the current version, bear in mind chances are you will have to dump it and start again whenever 3.0 drops. If that is not a problem, by all means go ahead and start enjoying the current version.

 

Lastly, I noticed that some of the races have more than 2 teats (I think it was at least the Lykiaos).  It's just a personal preference, but is there a way to easily change or modify that (on my end) so there are only two on the races?  I've no skill modifying the actual textures but if I could just plop in the old Lykiaos texture I might be able to do it on my own.  

Yeah, that happens with the canine races (except for the Kygarra/hyenas). I'm not exactly a fan of the belly nipples either; the idea itself is not bad, but the implementation (while as good as it can be) simply doesn't make it for me.

 

The next version will remove them from the foxes too (if BD uses my new textures, which AFAIK is the plan), and removing them from the Lykaios and Vaalsark should be a matter of taking the original/2-nipple versions of the race textures and pasting the belly portion over YA's own textures. In fact, I already did it for my setup. Using the original textures straight away is not an option, though, because the digi feet use their own UV layout separate from the original one (and also the original Fennec and Vaalsark textures are built for the vanilla bodies and thus lack details and naughty bits and would also look really bad on SOS and UNP bodies).
 
Not really sure if BD wants to remove the extra nipples from those two races that still have them for 3.0, but if he doesn't, I can whip up a quick patch that does so and post it here for anyone that may want to use it as well.
Edited by Blaze69
Posted

Actually, there's a shitload of stuff that's already done. Cheetahs, cat feet, digi skeletons that actually work. End of summer is still probably a good target date tho.

 

For the tits, whatevs. I don't think I put them on--but maybe the Lykaios had options? I forget. Anyway, I'd prefer to keep the number of options down. But if Blaze wants to make them I'll include them. Remember they have to come off the normal and likely the specular too.

 

Meanwhile don't tell me this guy isn't fabulous because I won't believe you:

 

post-441330-0-53057600-1498963340_thumb.jpg

 

I figure maybe 3 mane variants--long, short, and decorated with braids and such for the chiefs. And a few color variants. With longhair parts so they can show under helmets.

 

I'm freaking crazy.

Posted

That lion is sexy AF.

Couldn't agree more, lol  :P. Can't wait to see how females turn out as well.

 

BTW, for anyone interested, I'm working on a YA patch for Beyond Skyrim - Bruma. It basically makes all the NPCs YA compliant and also edits some of the new headgear items to point to Khajiit meshes (will obviously look better than human meshes though there may be some clipping with canine muzzles and face-covering gear). It will require the YiffyAgeHairPatch file and its required original hair mods, though, because the TES5Edit script was built for use with those (and I also like having diverse hair on NPCs and not just vanilla ones).

 

Speaking of which, BadDog, I assume you will update the "NPC Furryfier" script for the 3.0 version, what with the race swaps and stuff, right? Then you should know that one of the latest TES5Edit updates changed the way the QNAM records are stored, and now they are standard 0-255 RGB values again instead of that weird fraction thing they had. So if you try to use the current script with that version of the program, the QNAM values end up screwed and there is a mismatch between body and head tint.

 

Fixing it is as easy as updating TES5Edit to the latest version and deleting the "/255" part from the TintToLighting function of the script so that it outputs an absolute RGB value instead of the fraction, though.

Posted

Glad ya'll like the lion. Wait till you see the lioness, she's coming out even better.

 

 

Then you should know that one of the latest TES5Edit updates changed the way the QNAM records are stored, and now they are standard 0-255 RGB values again instead of that weird fraction thing they had. So if you try to use the current script with that version of the program, the QNAM values end up screwed and there is a mismatch between body and head tint.

 

 

FUCK! Fuck fuck fuck fuckityfuckfuckfuck.

 

Why the hell can't people leave things the fuck alone and what business does TES5 have changing the representation of basic values anyway? They should be just showing what's in the file and letting modders deal with it. If they've got spare time on their hands they could make some decent documentation.

 

But yes, I'm actually spending a bunch of time on the furrifier and related scripts now. The previous version assigned face layer tints at random and sometimes applied several warpaint patterns to the same NPC. Now I'm keeping the face tint layers from the NPC and getting the corresponding color and transparency from the race--which may be different, depending on the race. I'm not using red warpaint on the tigers, for example. This way not only do the general shades of the NPC transfer over but the specific warpaint stays the same.

 

I was trying to keep the warpaint the same before, but some of the NPCs define paint layers with a transparency of 0, which was screwing me up. Also some NPCs don't define a base tint layer and since I'm desaturating the skins so I can get a range of colors, I want them all to have tint layers so they all have a nice color to them.

 

Unfortunately, things like tigers just don't show warpaint well. It looks like a weak dye rather than paint. And I have no idea if I'll be able to do anything with the dark elves--they're up next.

 

Glad you're furrifying Bruma, I'll give it a try when 3.0 is ready to go. If there are helmets that need canine versions I could look at that... your method of making the mods through OS makes that kind of change easy. Easier.

 

Posted

Blaze I was juuuuust looking at the new mod and thinking about a new playthrough, I'm going to wait until your patch is done!

 

Also sneak peak of the sexy lioness? (you know I'm going to ask if they can have manes right? :P )

Posted (edited)

Glad ya'll like the lion. Wait till you see the lioness, she's coming out even better.

Neato! As I said, can't wait :P.

 

FUCK! Fuck fuck fuck fuckityfuckfuckfuck.

 

Why the hell can't people leave things the fuck alone and what business does TES5 have changing the representation of basic values anyway? They should be just showing what's in the file and letting modders deal with it. If they've got spare time on their hands they could make some decent documentation.

Well, to be fair, I think it makes more sense for it to be displayed as a standard 0-255 RGB value. I don't get why they would want to set it up as a fraction from 0 to 1, lol.

 

Fortunately, loading any plugin already furryfied will show the correct value for the QNAM, and editing the script to work with that change for any further plugin edits is as easy as deleting the "/255" operator from your function, so I guess it could be way worse. Wouldn't mind some more TES5Edit documentation either, though :s.

 

[...] Unfortunately, things like tigers just don't show warpaint well. It looks like a weak dye rather than paint. And I have no idea if I'll be able to do anything with the dark elves--they're up next.

Yeah, it seems to be some kind of engine limitation. White or bright textures cannot get the tints properly applied and even if you set the tint color to pure #000000 black, it will look like a weak dye at best (sometimes it looks a bit brown, depending on skin tint color and base texture). Not much we can do about it, I'm afraid. Black or very dark textures have problems as well, as you probably know already from the panthers. Oh, well.

 

Glad you're furrifying Bruma, I'll give it a try when 3.0 is ready to go. If there are helmets that need canine versions I could look at that... your method of making the mods through OS makes that kind of change easy. Easier.

Well, yeah, I finally managed to get my game to look acceptable enough with a (somewhat) playable framerate, and I've got plenty of free time, so I figured I could finally start a serious playthrough and check Bruma out while I was at it.

 

Haven't really started the actual playthrough, but I've done some testing and so far I've finished one quest in one of the new locations added to Skyrim and gone through the first 5-10 minutes or so in Cyrodiil, and so far it's looking pretty good and working just fine. Here's to hoping I actually get to play through it, lol.

 

As for the patch itself, I've basically run the Furryfier script on the NPCs and exported FaceGen, so I didn't put that much work into it outside of that and the headgear fixes.

Blaze I was juuuuust looking at the new mod and thinking about a new playthrough, I'm going to wait until your patch is done!

 

Also sneak peak of the sexy lioness? (you know I'm going to ask if they can have manes right? :P )

Sure, just gotta do some more testing to make sure I exported all the FaceGen right this time around, and I'll post it here. Though since my internet speed in here is crap (not sure if I mentioned it already), it may take me a while to get it up. Here's to hoping 7zip does a good job at compressing and the file ends up being small.

 

EDIT: well, I have yet to check out Bruma proper, but after revisiting those two places I mentioned (one of the caves near the border in Skyrim and Fort Pale Pass right after crossing to Cyrodiil), seems like all of the NPCs have the proper tints and paints, with no mismatches or anything like that. Note that unless the mismatch is very extreme, it's harder to notice on beast races due to the fur pattern and so on, so there could still be some issues, but so far I haven't found any.

 

I do get a few grey faces with Orcs, but I haven't touched them, so I don't know what could have caused them. Since I'm going to pack the whole FaceGen data folder (because figuring out which files correspond to furryfied NPCs would take too much time), 'll probably export them as well and include them in the patch. I'll fire up the CK for exporting and do some more testing in Bruma, and if everything looks good, I'll post the patch here soon. Soon-ish.

Edited by Blaze69
Posted

So I'm trying to get this to work but as soon as this mod is active Skyrim crashes on startup, load order and prerquisites should be fine although I'm fairly new when it comes to modding. Any ideas?

Posted

So I'm trying to get this to work but as soon as this mod is active Skyrim crashes on startup, load order and prerquisites should be fine although I'm fairly new when it comes to modding. Any ideas?

Crash on startup is 100% sure to be a missing master. Are you sure you got all the requirements? The base YA plugin requires all three DLCs, RaceCompatibility, SOS, and perhaps even USLEEP (though I may have added that requirement manually to my own file to implement USLEEP's fixes, so I'm not sure). Make sure the .esm files corresponding to all of those are present and active.

Posted
Okay, so, here's the Bruma patch. Or at least a beta version of it.

 

After some more testing, turns out some NPCs still have screwed up FaceGen and/or QNAM records, due to a missing "Skin Tint" layer from their data. I assume they used their race's default skin tone color and that's why it wasn't stored. BadDog already mentioned he's looking into how to approach this kind of stuff with the 3.0 version of the scripts.

 

In the meantime, the affected NPCs will have a color mismatch between their head and body. Fixing it is possible, but it has to be done on a per-case basis and it's tedious AF (find NPC ingame, note down their BaseID, find their FaceGen texture in the files, use a texture editor to find out the skin color, load pluing in TES5Edit, set NPC's QNAM record to the RGB value of the texture color). Since most of the other NPCs work just fine, we will have to live with it. Hope you don't mind.

 

Requires the YiffyAgeHairPatch file and its required hair mods: Apachii (standard plus Male and Female extra packs) and KS Hairdos.

 

BTW, the file will probably take ages to extract, because I had to stick to LL's 100MB file limit, and thus I had to crank 7zip's compression settings up a notch. I don't have access to my Mega account at the moment (forgot to bring along my "password" notebook, lol :s) so I can only upload it here.

 

If you test it, please do let me know if you come across any issues. Otherwise, if it works fine, let me know as well.

 


Posted

Never occurred to me to play with 7z's settings. Cool.

 

Here's my lady:

 

post-441330-0-32897500-1499184647_thumb.jpg

 

Coming soon to a Skyrim near you. Finally a reason to want a female orc follower.

Posted (edited)

Here's my lady:

attachicon.gifLion Head Female.JPG

Coming soon to a Skyrim near you. Finally a reason to want a female orc follower.

BRB Gotta fap I think I'm in love, lol  :P.

 

The only thing I would add would be that perhaps retouching the nose to give it a slightly better placed finish would be a good idea, like with the male one; but you probably are going to work on that already, and even if you aren't, it's pretty good as it is.

 

Indeed, now I'll be all over those Orc strongholds prides. Also, fun fact: SL Solutions includes an option to become blood-kin (aka friendly with tribal Orcs and accepted into the strongholds) by becoming an Orc plaything, which means whenever you are near a friendly Orc you can be approached and asked for sex (you get to choose the frequency of the approaches and what genders can do it as well). It's something I usually wouldn't use, but after the update drops I'm sure as hell going to use that for any non-sabrelion character, lol.

 

Only problem is, when the update comes out, choosing which race to use for the next playthrough is going to be very difficult, lol  :s. Guess I'll have to wait for the full ingame pics of the lions to decide.

Edited by Blaze69
Posted

LOL, I kinda fancy her too. I think a cheetah PC with an orc follower.

 

I think the facial tints are using a variant of overlay blend mode in photoshop, where white=white and black=black but 50% gray=the blend color. I have this theory that if one were totally nuts one could handle the dark elf tattoos by making the head gray, but giving it a black base tint with the tattoo marked out in 50/% gray, then the tattoo layer would show up. But you'd have to be totally nuts. 

Posted

You can also reshape the K9s a bit so they aren't fully round. They are between that and kind of blade like and wouldn't sink into the sides of the jaws that much. They also slightly widen/angel outwards.

Posted

That, and I've wondered about increasing the poly count and just dealing with having to remake all the tris. But manes first.

 

I also wondered whether the female canines should be a little smaller than the males.

Posted

When you want to change the polycount, try and keep quads. What I do in Zbrush is duplicate a high poly mesh, (create polygroups before hand if I need to for good detail in certain areas) Zremesh the duplicate to a low polycount, project detail from the high poly to the low poly, delete ploy loops if I need/want to, then decimate it at 100%. Decimating it at 100% will double the polycount, but keeps quads exactly as they were.

Posted

Any chance of a non-digitigrade version yet? I love making all the skyrim races sexy and furry, but I like plantigrade feet because footjob animations can be fun. Great mod otherwise, just wish I could not have Morrowind Style feet and wear normal boots. xD Honestly just an option for fully-anthro and not so animatlistic. Two breasts, no extra nipples, plantigrade feet... for those furries who are more into the anthropomorphic side, rather than the were side.

 

Just a question, not a demand. I do enjoy your mod and like it.

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