Jump to content

Yiffy Age of Skyrim


Recommended Posts

Posted

So, I had to move my directory out of Program Files anyways for FNIS to work, so thanks for the advice on starting fresh. Now that I started over with a clearer picture and started using LOOT, the only problem I've run into is Whiterun's Court Wizard missing a dick, and a dude fucking my guy teleporting waist deep into the ground in the second stage of the sex scene. So thanks! Looks great!

Posted (edited)

I like it too. Doesn't closely follow the style of vanilla hairs, but it's similar enough that it wouldn't look that much out of place alongside them, and IMO it looks better. I'd be more than happy to have something like that for the sabrelions :shy:. As I said before, the fact that Orcs don't need to be classy doesn't mean they can't be, lol.

 

EDIT: Though I see you added something like the mane going down the neck and covering part of the upperbody. Is it part of the hair style or is it painted on the body textures?

 

I'm asking because if it is indeed part of the body texture, while it will look great with mane hairstyles that blend into it to get that look, it will probably look weird or out of place when used alongside non-mane hairs. That would restrict the hair options a bit, and while I would go for a mane anyway, it's better to avoid it if possible.

 

If the manes still look good on their own without that part painted on the body, then I think we could maybe get the chieftains to look like that while "standard" Orcs (and the player too) keep a more neutral texture without the mane painted on it. You know, making the non-painted-mane body textures the standard NakedSkin for the race but giving the specific chief NPCs their own Skin/Worn Armor records with the painted-mane textures, just like with the Unique Player mods. It would also help making them stand out from other non-pride-leading lions. Just my two cents, what do you think?

Edited by Blaze69
Posted

Thanks for that link. I'd run across it a while back and couldn't find it again. But looking at it I'm not sure I'll use it... it's a bit choppy for what I'm looking for. I'll play some more using other starting points--the one above is based on one of the ApachiiSky hairs and I think I can do something with one of the vanilla hairs.

 

Yes, the neck fur is painted on the body. I'm not sure how I want to handle that. It doesn't much bother me to give all male orcs manes. They're lions after all and how many options do orcs need? I'm thinking one fancy mane for chiefs, one like the above for younger orcs, and maybe one other. 

 

But the idea of giving orcs with manes a special body texture is a good one. I'd forgotten about that possibility, even tho I used it for the Unique Tiger. Maybe Orcs in holds have manes but the ones out in the world adopt other hairstyles.

Posted

So here's a question.

 

I got into changing over all the orc hair into beast hair by changing the orc hair records to point to khajiit hair nifs. My theory was that I then wouldn't have to change any npcs--they'd just pick up the new hair.

 

Only after getting into this did I remember that I've done all the other hairs differently--instead of changing the hair records, I wrote a "hairstylist" script that assigns beast hair to all the npcs. I could just run that script on the orcs and be done.

 

Does anyone have opinions about which is better? Changing the orc hair records means any orcs in other mods will pick up the beast hair. But if the hair record is different from the facegen mesh, will they have the frozen-face bug? Certainly the existing method has worked well enough so far. 

Posted

So here's a question.

 

I got into changing over all the orc hair into beast hair by changing the orc hair records to point to khajiit hair nifs. My theory was that I then wouldn't have to change any npcs--they'd just pick up the new hair.

 

Only after getting into this did I remember that I've done all the other hairs differently--instead of changing the hair records, I wrote a "hairstylist" script that assigns beast hair to all the npcs. I could just run that script on the orcs and be done.

 

Does anyone have opinions about which is better? Changing the orc hair records means any orcs in other mods will pick up the beast hair. But if the hair record is different from the facegen mesh, will they have the frozen-face bug? Certainly the existing method has worked well enough so far.

Why not both?

 

No, seriously. There are no downsides to doing both things i.e. pointing the vanilla Orc hair records to Khajiit meshes and then running the hairstyler script on Orc NPCs. Outside of the extra work involved (though AFAIK there aren't that many Orc hairs), that is, but at least you'll have all fronts covered.

 

Mod-added Orcs will have the "frozen human head bug" if you only edited their vanilla head part to point to beast meshes. If you also gave them a new one called (Fe)MaleHeadLion or whatever and set it as default in their race data (like with the current furryfied races except for Redguards), they will get the grey face bug/head to body tone mismatch instead, but they will at least use the proper beast head meshes.

 

(^Of course this only applies if you don't re-export their FaceGen data with YiffyAge loaded as well; if you do, they should work flawlessly afterwards).

 

I think I've mentioned this already, but the game uses head part names to see if the FaceGen matches or not. Thus, if the game says Orcs use MaleHeadLion but the data only includes a MaleHeadOrc, it obviously doesn't match. But if both the game and the FG data include MaleHeadOrc (even if the game points to beast meshes/tris and the FG file contains humanoid ones), as the names match, the data is loaded and you get the static head bug.

 

TL;DR: make sure for all races you both change the vanilla head HeadParts so that they point to the corresponding beast meshes and textures AND give them new head entries in their race data too.

 

At the moment this only affects Redguards and Dremora (and Orcs if you haven't done it this way already), but since Redguards will be shuffled around, fixing it should be as easy as pointing them to the Kygarra head records just like Bretons do now (but again, make sure to edit the vanilla Redguard heads to point to Kygarra meshes as well, just in case). Then for Wood Elves you give them (Fe) MaleHeadTiger in their race data, and that's it. You get the idea.

 

IMO it's better to get tone mismatch and working heads than static human heads on beast bodies, lol.

Posted

Okie dokie then. I now have a file full of "good information from Blaze you're gonna want and not be able to find when you want it." I didn't know that about how the matching is done, and I'm not sure I've maintained it in the stuff I've done so far. So I'll check.

 

I may not replace the hair with beast hair. There are 29 orc hairstyles and if I do it for them, shouldn't I do it for all the rest? If I do, I'll write a script.

Posted

[...] I may not replace the hair with beast hair. There are 29 orc hairstyles and if I do it for them, shouldn't I do it for all the rest? If I do, I'll write a script.

Oh, 29? I thought there were less of them, lol  :s. Of course, Orcs can get 30 different hair styles, but Khajiit only got 10. Damn racist Imperials over at Beth, lol.

 

Actually, vanilla hairs are furryfied already. All of them. Except for Orc hairs, of course. Check out the main YA plugin, the vanilla hair entries are replaced in there.

 

I distinctly remember doing it myself, even, and I'm also pretty sure I sent you the file and you merged it into the main mod not long after I became involved in all of this. Damn process was tedious as hell, though; almost gave up on it and sent everything to Oblivion. I'm very glad I didn't in the end  :lol:.

Posted

 

Actually, vanilla hairs are furryfied already. All of them. Except for Orc hairs, of course. Check out the main YA plugin, the vanilla hair entries are replaced in there.

 

 

Really? Huh. That's what I get for not checking.

Posted

I recently got a few queries of the "what is it gonna do and when will it be done" variety, so I'm reposting the plan and I'll put a link in the OP.

 

Plans for V3.0:

  • Update the races:
    • Nord -> Lykaios/Wolf (no change)
    • Imperial -> Vaalsark/Jackal (no change)
    • Breton -> Fox
    • Redguard -> Kygarra/Hyena
    • High Elf -> Cheetah (done)
    • Dark Elf -> Panther (no change)
    • Wood Elf -> Tiger (done)
    • Orc -> Sabrelion (mostly done)
  • Better feline and canine feet, thanks to Nightro (feline are done)
  • Better skeleton positioning using the high-heels mechanism (done). Still need to check that all animations work properly and keep feet on the floor.
  • Clean up the race options for realsies:
    • Skin tints, hair color, and eyes make sense for the race, e.g. tigers are shades of orange rather than the bosmer tints. 
    • Tattoos and face markings make sense for the race. Some races (cheetahs) may get additional face paint and facial markings, e.g. different spot patterns so they're not all the same and face paint that works with their distinctive markings. Re-do the reachmen tatoos to lie properly on animal faces. Make a few new face paint options that work with muzzles. (Not sure how far I'll really go with this. I ran through the warpaint and I'm mostly happy enough with it on the new heads. I revised some specific paints and fixed the female paint to go on the female heads.)
    • Feline races get the high-quality Citrus heads. Thanks to Nightro and Blaze, many of the feline races get unique heads. Kygarra gets a Citrus head too.
    • Some better textures for existing races.
    • Children for the races which now have children
    • Maybe see if I can get at least the dark elf tattoos to show up on dark elves.
    • Have a go at making old versions of the various races. Simple—just white around the muzzles and generally lighter.
  • Additional furrified load screens and statics. I don't want any humans in the load screens.

ETA end of summer--say early September. I'll probably release an alpha that has all the substantial changes, then follow up with a final version that adds some minor textures and load screens.

Posted

Not sure when I will get to the k9 feet. It might be another week. I've been stuck out of town at my families place for a while and having car trouble. Not to mention a power outage that lasted a whole day. Might be another few days and then there is other stuff that need my attention. Not having a good time.

Posted

No worries. I have plenty to work on.


Today's hassle is that I just discovered the Citrus tris don't move the whiskers when the cats talk. It's quite startlingly unconvincing when the muzzle is moving and the whiskers just sit there. So I'm going through all the morphs fiddling the whiskers into the right position for each one.

 

The sabreorcs still aren't done. I have a list of tweaks still to go. But here's Ghorbash:

 

post-441330-0-80945300-1499746324_thumb.jpg

 

I cannot bring myself to make the manes big enough. I'm gonna have to make a really gigantic one and scale back from there.

Posted

[...] The sabreorcs still aren't done. I have a list of tweaks still to go. But here's Ghorbash:

attachicon.gifGhorbash.jpg

I cannot bring myself to make the manes big enough. I'm gonna have to make a really gigantic one and scale back from there.

Okay, so, looking mostly good so far, but I have to ask: did you make sure to edit both hair meshes (i.e. khajiithair04 AND khajiithairline04)? I don't know exactly why is it or how the hair shader works, but you need both files for hairs to look good. It may just be me not remembering how vanilla-visuals Skyrim looks, but I'd say the mane looks like it's missing one of the two parts and that's why it looks so rough at the edges.

 

Though now that I look at it, seems like that specific Apachii hair you used as a base uses the exact same mesh for hair and hair line, with the only difference being the alpha properties (Flags: 4845, Threshold: 40 for the hair and Flags: 4846, Threshold: 200 for the hair line). That's other way to go around it that doesn't require creating different meshes for hair and hair line. Try duplicating the mane mesh nif to create the other missing one (hair or hair line, depending on which one you got already) and giving them the same alpha properties as the corresponding original Apachii ones, and see if that makes them look better/smoother.

 

If you have done so already, disregard this; as I said, I'm not 100% sure and it could very well be just vanilla Skyrim looking bad vanilla, lol  :s.

 

On a different note, I like the body textures so far  :shy:. The belly is, huh, whiter than I expected (I thought you would go for a light tan closer to the main fur color), but I think I prefer it this way. Are you going to give females a similar look? I bet that belly style will look great on them.

Posted

So there's actually a reason for the hairline mesh? I did some looking and couldn't find an explanation so didn't bother. Thanks for the info, I'll look into it. Most of the hairlines are really minimal though. Probably the roughness is just me not filling in enough around the jawbone and down the neck.

 

The other problem is the Citrus bone weights are just bad and it shows around the neck when they turn their heads. The transition from head to neck is way too sharp and you get bad texture stretching.

 

I was intending the bellies to have a little more color, and the current is a bit cartoonish. I might try darkening them a bit. I want to avoid having a special schlong color, so either the groin shades to the current white or shades to the grey of the khajiit. I'll play with options. Maybe I'll follow your suggestion and keep this on the females but let the males be darker/more colored.

 

Overall I like him though. He's pleasingly ugly. 

Posted

So there's actually a reason for the hairline mesh? I did some looking and couldn't find an explanation so didn't bother. Thanks for the info, I'll look into it. Most of the hairlines are really minimal though. Probably the roughness is just me not filling in enough around the jawbone and down the neck.

Yeah, as I said, I don't really know the whole deal with hairs and hairlines and so. All I know is if you use one of them only, you get either smooth(ish) see-through hair or solid hair with very rough alpha edges. I'm guessing the latter is what provides the "main" hair mesh while the former is meant to smoothen the edges and make it look overall better, but I'm not sure.

 

Custom hair mods seem to not include a specific hairline mesh and be composed of a single one instead (probably because many of the hairs were originally ported from/meant for other games like Sims), in which case they do the trick I mentioned i.e. have hair and hairline be copies of the same base nif but with different settings in the NiAlphaProperty. Try duplicating your mane mesh for the hairline and setting up the properties as I said and see if there is any improvement.

 

I was intending the bellies to have a little more color, and the current is a bit cartoonish. I might try darkening them a bit. I want to avoid having a special schlong color, so either the groin shades to the current white or shades to the grey of the khajiit. I'll play with options. Maybe I'll follow your suggestion and keep this on the females but let the males be darker/more colored.

It was just an idea, maybe giving females a bit of color as well instead of straight up #fffff white would be good too. Just go for whatever you think fits them best, I'd say. Though if you don't mind, make sure to post WIP pics of females once you have them; seeing how they look ingame may help on deciding what to go for  :shy:.

Posted

Hi. Im playing dawnguard now and snow cheetah looks awesome. Any plans to add them as playable race or maybe replace vanilla race (dark elf maybe)?

They look great, don't they? BD did an awesome job on them, though same goes for all of the new races, lol :P.

 

They are already playable in the current version (you may notice one of my main characters is a snow leopard herself), you just need to get the Playable Races plugin listed in the description.

 

As for 3.0, BadDog has said he intends to integrate them into the main plugin and they will be playable by default, so I guess that's covered as well :shy:.

Posted

I'm also thinking to pull out all the new races and make them available as separate playable races after 3.0 comes out.

Posted

Amazing mod! I've been following this for a while and am thoroughly impressed.

If I may make a suggestion, would it be possible to incorporate this;  http://www.nexusmods.com/skyrim/mods/40043/? (Muscular Khajiit textures & Skeletons) such that it affects the other furry faces? I understand that it provides a higher resolution texture for the fur, and is compatible with markings etc (probably pending modification, however, for each race).  At the moment I've made it replace all the Khajiit appropriately, and happily report 100% compatibility with Yiffy Age :) It would be awesome to have this muscled bodytype on the wolf races, for example!

Cheer; and thanks!

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...