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Yiffy Age of Skyrim


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Posted

 

So Blaze, you think OS can be trusted to transfer the weights properly? These have to be one-for-one exact at the seam and I've been doing that in blender. I'll try it out.

So if you manage to fix the weights on one of the CITRUS based heads (Kygarra, Panther, Sabrelion or Cheetah, right? Or am I missing any?)

Tiger

Posted

@27X, the chicken-neck stretch is the bad gradient. Clearly I didn't fix it everywhere.

 

So Blaze, you think OS can be trusted to transfer the weights properly? These have to be one-for-one exact at the seam and I've been doing that in blender. I'll try it out.

 

Personally I've found the most reliable method being manually copying weight values per vertex.

Posted
Okay, okay, right. Forgot about the tigers. Sorry about that. Going cold turkey with Skyrim makes it harder to keep track of this stuff until I'm back and can actually get my hands on this, lol :P.

 

 

So Blaze, you think OS can be trusted to transfer the weights properly? These have to be one-for-one exact at the seam and I've been doing that in blender. I'll try it out.

Personally I've found the most reliable method being manually copying weight values per vertex.
That's exactly what Outfit Studio does if you choose the "Transfer Weights" option; that's why it only works on meshes with matching vertex count and order. So it should work fine.
Posted

Downloaded the Alpha. Crashing consistently for me when I select High Elf/Cheetah or Orc/Sabretooth. I've isolated it to this mod, disabled all mods except this one and the pre-requisites; still crashes.

 

I'm able to play as the other races. It also crashes often if I spawn or encounter one of the above races. Sometimes an Orc will work, but the High Elf almost 100% crashes.

 

I know it's alpha, but any suggestions?

 

 

Posted

Hmm. Not happening on my system, so it's not the simple stuff. (I'm playing as a cheetah now. FYI Imperious rocks--cheetahs get a speed boost that totally fits, tigers can eat their enemies for a buff, etc. But it needs a patch.) And those are two different head meshes, both Citrus/Nightro. Pathers/Dark Elves work? Kygarra? Tigers?

 

I thought you could transfer weights with OS even if the vertices didn't match one-for-one? Anyway I'm guessing that when I fixed the neck stretch I screwed up the seam weights. I'll find one that works and see if I can transfer weights reliably in OS. 

Posted

Hmm. Not happening on my system, so it's not the simple stuff. (I'm playing as a cheetah now. FYI Imperious rocks--cheetahs get a speed boost that totally fits, tigers can eat their enemies for a buff, etc. But it needs a patch.) And those are two different head meshes, both Citrus/Nightro. Pathers/Dark Elves work? Kygarra? Tigers?

 

I thought you could transfer weights with OS even if the vertices didn't match one-for-one? Anyway I'm guessing that when I fixed the neck stretch I screwed up the seam weights. I'll find one that works and see if I can transfer weights reliably in OS. 

 

Yep, they're all working fine. I can go through the race menu and select all of them, but as soon as I select High Elves or Orcs, it shuts down (Once I was able to load up an Orc character, but as soon as I spawned a high elf NPC, it shut down.).

 

I disabled XMPSE.esp (Have tried both with and without your patch for it) and was able to make a High Elf character just now and loaded up in the Thalmor Embassy where others rendered. Upon leaving, it crashed. It seems I can make them 2/3 times (Still crashes upon selecting them plenty of times), but it's still not playable for me.

Posted

I'm playing as a cheetah now. FYI Imperious rocks--cheetahs get a speed boost that totally fits, tigers can eat their enemies for a buff, etc. But it needs a patch.

 

I thought you could transfer weights with OS even if the vertices didn't match one-for-one? Anyway I'm guessing that when I fixed the neck stretch I screwed up the seam weights. I'll find one that works and see if I can transfer weights reliably in OS.

That part about Imperious sounds great, almost like it was made for this mod, lol. If you post a patch, I'll definitely use it for my next playthrough once I'm back home and we move out of alpha/beta and into a full release.

 

OS can indeed copy weights across different meshes, but you have to use the "Copy Weights" option instead of the Transfer one, and it's obviously not nearly as exact. You can try playing with the Target Distance Search/Vertex Ref Count settings to refine the process, but chances are you'll have to manually tweak it afterwards. Still worth a shot, though.

Posted

Good, thanks for pointing out there are two different weight transfer functions. Didn't realize that.

 

As for the orc/cheetah head I have a bad feeling that those are the two from Nightro. I wonder if there's something from the setup he has that is causing iffy behavior. The panthers might be using his leopard, but they might be using the Citrus no-fur head--I'll have to check. And the tigers are still on the Citrus high-fur... I couldn't get happy with how the textures lay on the Nightro tiger. 

Posted

As for the orc/cheetah head I have a bad feeling that those are the two from Nightro. I wonder if there's something from the setup he has that is causing iffy behavior. The panthers might be using his leopard, but they might be using the Citrus no-fur head--I'll have to check. And the tigers are still on the Citrus high-fur... I couldn't get happy with how the textures lay on the Nightro tiger.

Don't think the heads are the problem, or at least not Nightro's tweaking. He did the shark heads using the exact same method and so far they've worked flawlessly. Oh, and the "CiTRUS No Fur" head was done by him too, in case you didn't notice.

 

Chances are the CTD is caused by something on the user's end (though I could be mistaken). That, or a YA error but not related to the heads. Have you double checked the skeletons for those two races, for example? The bit about disabling the XPMSE plugin may be related to that. Did you update all of the skeletons, or is there some leftover XP32 file? That could have something to do with it.

Posted

I can assure you that there is nothing wrong with my setup or workflow. Any problem I've ever had (besides that one time I changed verticy count), they have been in Blender at some point. I export from NifSkope as obj, open with Zbrush, and only use the move brush, masking, and polygroups.

 

EDIT: Although, yes. Texture tweaking will need to be made thanks to the way the fur layer works. It really gets in the way of changing the thickness of the upper neck/cheek area, so both mesh/texture layers need to be edited. Such as giving cheetahs the thinner neck that they need to be more built like a cheetah.

Posted

Did a fresh install of Skyrim using just the pre-requisites and using XP32 Skeleton instead.

 

Still crashing for the Cheetahs on character creation. This is so weird. Cleaned out my My Games section as well as making sure all of the installation directory was gone.

Posted

Did a fresh install of Skyrim using just the pre-requisites and using XP32 Skeleton instead.

 

Still crashing for the Cheetahs on character creation. This is so weird. Cleaned out my My Games section as well as making sure all of the installation directory was gone.

Are you using the correct version of XPMSE or XP32? The patch is version specific. Also, what is your load order and are you using MO?

Posted

 

Did a fresh install of Skyrim using just the pre-requisites and using XP32 Skeleton instead.

 

Still crashing for the Cheetahs on character creation. This is so weird. Cleaned out my My Games section as well as making sure all of the installation directory was gone.

Are you using the correct version of XPMSE or XP32? The patch is version specific. Also, what is your load order and are you using MO?

 

 

I'm now using the latest version of XP32 here: http://www.nexusmods.com/skyrim/mods/26800/?

 

 

  0  0 Skyrim.esm

  1  1 Update.esm

  2  2 Unofficial Skyrim Patch.esp

  3  3 Dawnguard.esm

  4  4 HearthFires.esm

  5  5 Dragonborn.esm

  6  6 RaceCompatibility.esm

  7  7 Schlongs of Skyrim - Core.esm

  8  8 SkyUI.esp

  9  9 RaceMenu.esp

 10  a RaceMenuPlugin.esp

 11  b FNIS.esp

 12  c YiffyAgeConsolidated.esp

 13  d Schlongs of Skyrim.esp

 14  e YiffyAgeSheathSchlong.esp

 15  f Alternate Start - Live Another Life.esp   (I know, not a pre-requisite, but I tested with the intro as well, same crashes)

 16 10 dD - Realistic Ragdoll Force - Realistic.esp

 

 

I use WyreBash and LOOT to sort load order. I've done a lot of other manual combinations as well.

 

Used to have a lot more mods before the reinstall, so I might be missing something, but same effects as before right now.

Posted

 

 

 

 

 

I'm now using the latest version of XP32 here: http://www.nexusmods.com/skyrim/mods/26800/?

 

 

  0  0 Skyrim.esm

  1  1 Update.esm

  2  2 Unofficial Skyrim Patch.esp

  3  3 Dawnguard.esm

  4  4 HearthFires.esm

  5  5 Dragonborn.esm

  6  6 RaceCompatibility.esm

  7  7 Schlongs of Skyrim - Core.esm

  8  8 SkyUI.esp

  9  9 RaceMenu.esp

 10  a RaceMenuPlugin.esp

 11  b FNIS.esp

 12  c YiffyAgeConsolidated.esp

 13  d Schlongs of Skyrim.esp

 14  e YiffyAgeSheathSchlong.esp

 15  f Alternate Start - Live Another Life.esp   (I know, not a pre-requisite, but I tested with the intro as well, same crashes)

 16 10 dD - Realistic Ragdoll Force - Realistic.esp

 

 

I use WyreBash and LOOT to sort load order. I've done a lot of other manual combinations as well.

 

Used to have a lot more mods before the reinstall, so I might be missing something, but same effects as before right now.

I don't see the skeleton esp in the load order, so I'm just gonna assume that you put it last. I don't use this mod, but did use "complete khajiit." check the mod folder for a text document or reinstall to check if the version is mentioned. for example, "0.6 - Updated skeleton to XPMSE 3.87." I'm assuming that the latest XP32 skeleton is the one used with the digi skeleton patch though.

 

Also don't remember which, but according to Gopher or Dirty Weasel Media, ​"Realistic Ragdoll Force" can cause some conflicts or performance loss with XPMSE. I removed mine, but IIRC it might have been overwritten by something anyways. I recommend using Skyrim Project Optimization, although it likely won't solve the problem. I also highly recommend only using the Unofficial Skyrim Legendary Edition Patch, not the Unofficial Skyrim Patch, and place it after all of the DLC.esm in both mod and plugin load order.

Posted

Better not to use another skeleton or skeleton patch while you're debugging. All races use the same new skeleton based on, I think, XPMSE.

Posted

Did another clean install. Didn't set up a skeleton replacer. Same thing is still happening. Persistent.

 

00  Skyrim.esm
01  Update.esm
02  Dawnguard.esm
03  Dragonborn.esm
04  HearthFires.esm
05  RaceCompatibility.esm
06  Schlongs of Skyrim - Core.esm
07  SkyUI.esp
08  Schlongs of Skyrim.esp
09  Alternate Start - Live Another Life.esp  [Version 3.1.7]
0A  YiffyAgeConsolidated.esp
0B  YiffyAgeSheathSchlong.esp
 

Probably going to wait until the non-Alpha is out, just wanting to see if any of this helps though. Sorry to take up so much room here.

Posted

@BadDog, quick thought: create a patch file that replaces the Sabrelion and Cheetah head files with different ones (So far we've said Panther ones work fine, right? Maybe try with those) and post it so the users having the CTDs can try them out.

 

If it fixes it, we'll know the problem is in the head nifs; otherwise, we'll at least rule that possibility out and be able to move on to other stuff that may be causing this whole thing.

Posted

 

 

xp32

 

Never use xp32. 

 

It is old, it is dead. It is died.

 

Non alive.

 

dead.

 

Bereft of life.

 

Posted

Is it an issue with the way it was packed, or did files get mixed up while packing? Bad Dog did say that it works fine for him. Bad Dog, maybe you should post your mod list and load order too?

Posted

Removed male HDT body and got the saberlion to start fine now.

 

Edit: And Skyrim crashed upon tabbing out.

Then maybe it's an issue between the digi skeleton and SOS body for just those two races somehow. Not sure if the digi skeleton + SOS Body are set individually per race or not. Or maybe it's something else related to the SOS Body like maybe schlong errors for the two races.

 

Don't remember how to set it up or explain it, but do you all who are getting errors have a LOG folder in MO to view your debugging info and post it to pinpoint the problem?

 

EDIT: post removed, so guess it was only a temporary fix.

Posted

Well, not being able to test the mod or even check the contents of the damn file is a serious hindrance to my bug-testing, so I'll have to guess.

 

The only similar experience I've had myself was the male Argonian feet causing random CTDs in similar conditions (loading any Argonian PC or NPC had a high chance of CTDing, but not always), which neither BadDog nor anyone else seemed to experience, so I put it to my tweaking of the meshes in NifSkope (to remove normals, fix shader properties, etc.). Replacing those meshes with the original SOS feet removed the CTDs altogether, so I'm sure the nifs were the cause even though they seemed just fine in NifSkope.

 

Maybe the head (or even tail) meshes got corrupted in a similar way, but for some reason they are not as crash-prone in BD's setup as in other ones and that's why he doesn't get it. Hell, maybe they were corrupted while packing and that's why he doesn't get it; he would be using the original, non-packed, non-corrupted files. But I'm not sure.

 

If I'm right, doing the patch thing I suggested and replacing the affected races' heads with other ones would stop the CTDs. So we should really try that.

 

BTW, I found out the feet meshes were the problem for Argonians thanks to CrashFixes' after-CTD popup telling me the game could have crashed due to a corrupt nif and showing a list of last-loaded files (Argonian feet were always the most recent, and that's how I saw it). Does anyone getting the CTDs have CrashFixes and/or get that message or a different one? It could help solving this whole thing.

Posted

 

Removed male HDT body and got the saberlion to start fine now.

 

Edit: And Skyrim crashed upon tabbing out.

Then maybe it's an issue between the digi skeleton and SOS body for just those two races somehow. Not sure if the digi skeleton + SOS Body are set individually per race or not. Or maybe it's something else related to the SOS Body like maybe schlong errors for the two races.

 

Don't remember how to set it up or explain it, but do you all who are getting errors have a LOG folder in MO to view your debugging info and post it to pinpoint the problem?

 

EDIT: post removed, so guess it was only a temporary fix.

 

 

Yep. Was only temporary. After saving then reloading resulted in a crash no matter how I tried to load it.

Posted

Skeletons and bodies are the same for all races except argonian, so I don't think it's that. The skeleton is unique, it's not in the same location as the XPMSE skeleton, so anything you do with that should not matter.

 

It could be something in the nif, as Blaze suggested. Seems like there are all sorts of ways a nif can cause hard-to-reproduce crashes. If you're comfortable with it, try copying meshes/actors/character/character assets/kygarramalehead.nif over .../cheetahmalehead.nif. See if that crashes.

 

I'll try and post an update soon. I've been redoing the cheetahs for the neck seam problem--that might have magically fixed this one.

 

 

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