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Yiffy Age of Skyrim


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Posted

Okay, here's a patch to the current alpha. It's a PATCH, so load it up over the existing setup--it won't work by itself.

 

What's new:

  • Cheetah neck seams should be fixed, tell me if not. Male had bad bone weights, female had a bad skinny morph. Only cheetahs are fixed--if this works I'll check and fix the rest.
  • The male cheetah head is regenerated, so @Theman, tell me if it also causes crashes. If this fails we'll try replacing it with one of the working heads.
  • The male cheetah head has decided it doesn't like transparencies. Either I'm having a brain fart or there's something about nif formats I don't know happening. I would love it if any experts on nifs had a look.
  • There some changes to the schlongification to make sure actors get hard during sex. In my game it kinda sorta mostly works, which I'm attributing to script lag. Let me know.
  • Khajiit male and female textures are fixed.
  • Lots of body/head color mismatches. I think my furrification script isn't doing right on some NPCs. For now, ignore that.

This is still alpha but I've started my own next playthrough so I'll work pretty hard to make sure fixes from here on out are compatible. :)

Posted

Okay... no such thing as a failed experiment. Negative results are results.

 

Load up the attached patch over your existing setup, if you would be so kind, and make yourself a high elf PC. What I've done is copy the kygarra head onto the cheetahs, so you should get a high elf with a cheetah pattern on a hyena head shape. If you get that and it doesn't crash, there's something in the cheetah nif.

 

If this works I'll use OS to warp the kygarra mesh to the cheetah mesh--verts and UV, weights should be fine as they are. If it doesn't... dunno.

 

Edit: The kygarra guys have a honking awful neck seam. Ignore that part.

YA3 Test Patch.7z

Posted

Doubt it's the cheetah nif since I've stuck them on a khajiit head in a non-YA save with 0 issues aside from weighting and distortion bullshit. If the nif was completely broken, tris wouldn't work and the game would CTD.

 

Since I have completely different paths for every race for 100% unique meshes and skins and the player race is literally separate as any of those example races in my normal setup, I'm going to load the skeletons and body nif on my PC race (currently Ka'Po'Tun) and see if that causes the crash, which is likely to be the case.

Posted

Do it. But whatever the problem is, it's only showing up on Theman's system. If it works on yours we still can't be sure.

Posted

Absolutely, but it's still worth checking; as you can see from the screen shot on the other page, the cheetah nif works fine by itself up and through tri morphing.

Posted

I'm gonna be offline for the next few days. Play nice, post any feedback on the latest upload. I'll leave you with this:

 

post-441330-0-15638000-1503114282_thumb.jpg post-441330-0-48455700-1503114228_thumb.jpg post-441330-0-21788900-1503114239_thumb.jpg post-441330-0-96881900-1503114252_thumb.jpg post-441330-0-48048500-1503114258_thumb.jpg post-441330-0-36439800-1503114264_thumb.jpg

Posted

The Hrothgar and Snow Elf statues are dashing, fit to be very worth while mods each by themselves.

They are great indeed, really looking forward to seeing the complete static set replacer once we're out of alpha :shy:.

 

Though I'm not sure if they would make sense as standalone; they won't really fit in the world outside of the YA context. But then again, many people don't care about that stuff and just go for the eyecandy, so I guess it could be done.

Posted

 

Though I'm not sure if they would make sense as standalone; they won't really fit in the world outside of the YA context. But then again, many people don't care about that stuff and just go for the eyecandy, so I guess it could be done.

 

 

I think the only one that would make sense as a standalone mod would be the Mehrunes Dagon statue, given that it was not replaced by a panther. Though I'm not sure it should be, since doing that would take away some of the uniqueness of it. Otherwise, I am a little curious as to why that mesh is not collision-ed - though I have no idea if the vanilla one is either. Easy access to the cliff above it, think you can jump on the statue itself for an interesting screenshot...nope. 

 

Anyway, tried the 3.0 beta, namely with the High Elves - with the already mentioned results. Tried it with and without the XPMSE patch, made sure nothing that stood out was conflicting in TESVEdit, nothing. Females worked fine though. 

 

Ended up playing more KotOR 2 instead. 

Posted

I think the only one that would make sense as a standalone mod would be the Mehrunes Dagon statue, given that it was not replaced by a panther. Though I'm not sure it should be, since doing that would take away some of the uniqueness of it. Otherwise, I am a little curious as to why that mesh is not collision-ed - though I have no idea if the vanilla one is either. Easy access to the cliff above it, think you can jump on the statue itself for an interesting screenshot...nope.

 

Anyway, tried the 3.0 beta, namely with the High Elves - with the already mentioned results. Tried it with and without the XPMSE patch, made sure nothing that stood out was conflicting in TESVEdit, nothing. Females worked fine though.

I don't think Mehrunes should be changed either, unless BD decides to go for it. Unlike the other daedra and Dremora, whose appearance is/seems to be based on mortal races (and thus would need to be furryfied to make sense in the YA world), he's got a set demonic appearance, as seen in Oblivion and the Skyrim shrine statue. With the red tattooed/runed skin, tusks and Orc-like fangs, four arms, etc.

 

It would even make sense to keep him humaniod(ish), so as to be even more alien and demonic to the mortal (anthro) races. If anything had to be done, would be to give him a sabrelion-like head with the tusks and such, 'cause his head does look a bit orcish in vanilla, but it's not even necessary IMO.

 

As for the bug with cheetahs, that's a bummer. Not being able to test it myself is a pain too. Oh, well, only a little over two weeks to go until I can get on it.

 

Good to know females work fine, though; none of the previos posts specified gender, and it narrows down what files to look at. By any chance, have you tried the small patch attached in BadDog's previous post? It should replace the cheetah head nif with the Kygarra one (which seems to work fine and CTD-free so far). If it fixes the crashes, we'll know it's in the head; otherwise, we'll have to keep looking.

Posted

Okay... no such thing as a failed experiment. Negative results are results.

 

Load up the attached patch over your existing setup, if you would be so kind, and make yourself a high elf PC. What I've done is copy the kygarra head onto the cheetahs, so you should get a high elf with a cheetah pattern on a hyena head shape. If you get that and it doesn't crash, there's something in the cheetah nif.

 

If this works I'll use OS to warp the kygarra mesh to the cheetah mesh--verts and UV, weights should be fine as they are. If it doesn't... dunno.

 

Edit: The kygarra guys have a honking awful neck seam. Ignore that part.

 

Still crashing.

Posted

Still crashing.

Okay, I guess I'll have to take BadDog's place here, since he's offline for now and all.

 

Fuck.

 

If it's not the head mesh, then something else specific to cheetahs is causing a CTD. The question is: what? BTW, can you indeed confirm it's only males, and females work fine as Kuroyami said? Just to clear things up.

 

I can't check out the file, so I can't try to find the faulty file, much less even know which ones are cheetah-specific so again, I'll have to guess. The body is obviously not the cause, because it's shared with the other races, so that leaves: tail, hands, feet, mouth, eyes.

 

Eyes probably use the base Khajiit mesh, so those are shared, and they're out. That leaves four suspects. Mouths have high chance of being shared as well, though if they are not, then they are a possibility. My bet is on tail, hands or feet, but chances are those are shared with the other feline races, in which case they would be out too.

 

Can anyone with some modding know-how please check the alpha plugin and see if cheetahs use any specific meshes for those body parts (aka the nifs are not used by any other races)?

 

Otherwise, if the CTD is caused by something else (textures, game code/race data, etc.), we'll have to wait for BD to be back.

Posted

Maybe it's the tail. We talked about the tail before in the PM section. It's likely a modifed slimmer snowleopard tail which Bad Dog probably didn't add to panthers and I'm pretty sure he didn't update the slimmer version for snow leopards. Meaning something might have gone wrong with the modification of the male snow leopard tail conversion to male cheetah tail. Besides the head and textures, that's probably the only thing different about the race from other races unless something else is corrupt.

 

Were my tail normal maps also only used for cheetahs? Or other races too?

Posted

Maybe it's the tail. We talked about the tail before in the PM section. It's likely a modifed slimmer snowleopard tail which Bad Dog probably didn't add to panthers and I'm pretty sure he didn't update the slimmer version for snow leopards. Meaning something might have gone wrong with the modification of the male snow leopard tail conversion to male cheetah tail. Besides the head and textures, that's probably the only thing different about the race from other races unless something else is corrupt.

That... is a really good point. I do recall BD mentioning having given cheetahs a slimmer tail (though I can't seem to find the exact post), so it could very well be caused by the cheetah-specific tail mesh having gone corrupt.

 

So, follow-up to my previous request: the idea is the same, but it would be better to check the tail meshes first.

 

If they are indeed race-specific, next step is replacing the mesh with a different (and confirmed CTD-free) one, like default Khajiit or Snow Leopard one, and either posting a patch file like BD did or posting the instructions on how to do it for the affected users/testers themselves.

 

Come on, people, let's see if we can have this fixed before BD is back, and save him some tedious bug hunting!

 

(PS: I'm not really happy with going all Mission Control with this, but that's all I can do for now, lol. Sorry about that).

Posted

I'm in the middle of compiling a model, if I don't report back in couple hours remind me to test the tail again as a separate nif in normal game and as normal in a YA profile.

Posted

When I crashed testing orcs it was with the male model after character creation. Sometimes it'd play nice, but soon as I stop the save would refuse to load (or zone to an open world area).

Posted

So.

 

Tail crashes non-YA middle of game save as Ka'Po'Tun 'replacer' (straight nif swap).

 

Tail does NOT crash previous YA (non-patched start) save in middle of game.

 

Tail DOES crash patched new start as Male Cheetah

 

YA middle of game save does however throw constraint errors in SMP log.

Posted

Hey, I don't have my modding machine but do have internet access.

 

So Kuroyami, you're seeing crashes too? And Shadowscale and Theman. So this is a general problem. 

 

Hands, feet, and body are all shared. Mouth might be unique and tails are unique, as are orc tails. So best thing to try would be to copy the vanilla khajiit tail over the cheetah tail - should be CheetahMaleTail.nif - and report back changes. Good to know about females but since cheetah males have the problem, let's get them fixed first. 

 

If running with the khajiit tails works, I'm not sure what else to try. Could be texture files, but that's rare. Could be the tri files, I've been fiddling those. What I'll probably do is give you a debug page where the cheetahs use all the assets from a working race and back off from there. Sorry this is tedious and thanks for all the help you folks can give.


I think the only one that would make sense as a standalone mod would be the Mehrunes Dagon statue, given that it was not replaced by a panther. Though I'm not sure it should be, since doing that would take away some of the uniqueness of it. Otherwise, I am a little curious as to why that mesh is not collision-ed - though I have no idea if the vanilla one is either. Easy access to the cliff above it, think you can jump on the statue itself for an interesting screenshot...nope. 

 

 

Challenge. Accepted.

 

I'm not planning on changing Mehunres Dagon for the reasons given above. I will be changing Malacath to a sabrelion. The snow elf statue photo was from me testing to see if I'd collision-enabled it properly--I'll do that for the Mehunres before I'm done.

I think the only one that would make sense as a standalone mod would be the Mehrunes Dagon statue, given that it was not replaced by a panther. Though I'm not sure it should be, since doing that would take away some of the uniqueness of it. Otherwise, I am a little curious as to why that mesh is not collision-ed - though I have no idea if the vanilla one is either. Easy access to the cliff above it, think you can jump on the statue itself for an interesting screenshot...nope. 

Posted

I signed up to the site just to watch this mod and grab it next time I'm up for some Skyrim, so obviously I'm excited for it. I'm about to ask something I'm sure has been covered somewhere in the last 114 pages but...

 

I expect this mod will fail if I'm playing something like Wyrmstooth or Maids II, but will it fail catastrophically or in a more relaxed way?

 

In other words, would it leave me with awkward naked humans, default furries in every role, or just straight-up crash the game? Two of those I could keep playing with, the last one would bother me a bit.

 

(Also man it would be great if there were some sort of mouse/rat/rodent body, but I don't think the only one I've found is well-maintained anymore. Not a feature request, just kind of a shame.)

 

Very excited to play with this some, thank you for the effort putting it together.

Posted

 

YiffyAgeDiversityPatch.esp lists DIVERSITY.esp as a requirement, but the actual mod uses DIVERSE SKYRIM.esp

 

Yuck, it's been updated. Use the 2.4 version. I'll update, but it will require re-facegenning the world.

 

 

Sorry, uhm...I seem to be a bit confused. The 2.4 version of what? Diversity? Because I don't see a 2.4 version listed. And I don't notice the diversity patch in the shared folder in the mirrored google drive link. o:

Posted

Hey, I don't have my modding machine but do have internet access.

 

So Kuroyami, you're seeing crashes too? And Shadowscale and Theman. So this is a general problem. 

 

Hands, feet, and body are all shared. Mouth might be unique and tails are unique, as are orc tails. So best thing to try would be to copy the vanilla khajiit tail over the cheetah tail - should be CheetahMaleTail.nif - and report back changes. Good to know about females but since cheetah males have the problem, let's get them fixed first. 

 

If running with the khajiit tails works, I'm not sure what else to try. Could be texture files, but that's rare. Could be the tri files, I've been fiddling those. What I'll probably do is give you a debug page where the cheetahs use all the assets from a working race and back off from there. Sorry this is tedious and thanks for all the help you folks can give.

 

 

I'm not planning on changing Mehunres Dagon for the reasons given above. I will be changing Malacath to a sabrelion. The snow elf statue photo was from me testing to see if I'd collision-enabled it properly--I'll do that for the Mehunres before I'm done.

 

Yeah, I also had a crash when I tried switching to a female Dremora. 

 

About the MD statue...I left out the part where that jump/fall was...lethal. Might as well have made that character a land shark. Snow shark? Meh. 

 

I signed up to the site just to watch this mod and grab it next time I'm up for some Skyrim, so obviously I'm excited for it. I'm about to ask something I'm sure has been covered somewhere in the last 114 pages but...

 

I expect this mod will fail if I'm playing something like Wyrmstooth or Maids II, but will it fail catastrophically or in a more relaxed way?

 

In other words, would it leave me with awkward naked humans, default furries in every role, or just straight-up crash the game? Two of those I could keep playing with, the last one would bother me a bit.

 

(Also man it would be great if there were some sort of mouse/rat/rodent body, but I don't think the only one I've found is well-maintained anymore. Not a feature request, just kind of a shame.)

 

Very excited to play with this some, thank you for the effort putting it together.

 

That depends. Mods that use the game's vanilla facegen presets, should be fine. If the facegen is specific to the mod itself, which it may be for the mentioned mods, then a patch would need to be made, if there is the interest. But the only problem would be with faces, unless a mod would edit races as well(which I don't think the mentioned mods do that, but still). 

Posted

I expect this mod will fail if I'm playing something like Wyrmstooth or Maids II, but will it fail catastrophically or in a more relaxed way?

 

In other words, would it leave me with awkward naked humans, default furries in every role, or just straight-up crash the game? Two of those I could keep playing with, the last one would bother me a bit.

Mod-added NPCs (from the mods you listed, or any others) will behave in different ways with YA, depending on how they are setup.

 

Out of the box, they will all have proper furry heads but with the "gray face bug" aka skin tone mismatch between head and body. If they use only vanilla head parts (eyes, hairs and so), they will get proper furry equivalents too. Otherwise, they will probably use human meshes for those, and obviously human hairs and eyes will look bad on beast heads. Very bad. But most NPCs will probably stick to vanilla assets and will mostly look fine outside of the grey face. So no CTDs or static human heads or anything like that :shy:.

 

In any case, once the main 3.0 version of the mod (currently in alpha) is released, feel free to let us know of any such mod you may want to use alongside YA and we'll see what we can do. Sometimes it will only require re-exporting FaceGen (which only takes two clicks in the CK, so we can either post the files or tell you how to do it yourself); and sometimes it will require an actual patch plugin file, in which case you'll have to wait for us to post it.

Posted

 

I expect this mod will fail if I'm playing something like Wyrmstooth or Maids II, but will it fail catastrophically or in a more relaxed way?

 

In other words, would it leave me with awkward naked humans, default furries in every role, or just straight-up crash the game? Two of those I could keep playing with, the last one would bother me a bit.

In any case, once the main 3.0 version of the mod (currently in alpha) is released, feel free to let us know of any such mod you may want to use alongside YA and we'll see what we can do. Sometimes it will only require re-exporting FaceGen (which only takes two clicks in the CK, so we can either post the files or tell you how to do it yourself); and sometimes it will require an actual patch plugin file, in which case you'll have to wait for us to post it.

 

That's really quite generous. It's not something I'm eager to take up time with, but yeah. When I get back to Skyrim (not for a while, probably not until after the 3.0 release) this mod is on the shortlist along with Interesting NPCs. I'm more interested in planning my mod build around this one than I am in getting nitpicky, so if there's a hard conflict I'd be more likely to toss out the other mod and find a replacement.

Posted

The other thing you lose is that your furries will all be the default color of the race, so you won't get the same range of fur colors. I'll ship a TES5Edit script that reassigns face tints too.

 

We've already got patches for More Bandits, Diversity, Populated LRP, Helgen Reborn, Interesting and Uninteresting NPCs, and whatever else is in the OP. As long as it's just tints and heads, it's little work (just time to let the scripts run). I'm planning a patch for Imperious and Immersive College of Winterhold too. 

 

Kuroyami--so female dremora heads too? You guys, report everything that fails if you can. So far as I knew everything outside of Orcs and High Elves was working. I do run through the different races but it's easy to miss a combination. Also I don't know what's up with that--dremora are using vanilla khajiit assets.

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