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Yiffy Age of Skyrim


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Posted

 

​Not sure what's happening but the random CTD don't happen with the Saberlion if you change your character in race menu from any other race (my current character is a Selachii) although it does take a lot longer to load them than any other race (thought the game was going to crash it took that long)

With Skyrim, you never know. Everything seems to point to the tail meshes causing most of our grief, but since we don't know exactly what's wrong about them (nor did I with the Argonian feet or the UNP bikini I mentioned), we don't know if it makes sense for it to not crash in certain situations, lol.

 

Not sure how long will it take BD to be done with the fixed tails (as much as he needs to, no rush, better to do it nice and slow), but in the meantime maybe you could do a small test.

 

Could you try taking the CTD-less Khajiit tail nif from the tail patch file and replacing the sabrelion tail with it? I don't know how the assets are set up, but chances are the name will be self-explanatory just like the cheetah tail was. If then you are able to select and create a sabrelion character from the beginning (in a new game) without crashing or anything, then we'll know it will all be fine with the fixed tails. Just run the test if it's not much trouble, though.

 

BTW, it's nice to hear you were playing as a shark, lol :P.

 

I'll try the manual fix if patch 3.0.3 gives the same issues. And I'll also be testing it with fewer mods as once again I'm getting a very weird graphical glitch when ever I look towards Embershard mine (as well as some rather strange script related performance drops near it).

 

 

 

BTW, it's nice to hear you were playing as a shark, lol  :P.

 

Ditto.   :lol:

 

Anyway, concerning that though, there of course is an issue with the Shark Race - Followers plugin with YA 3.0, mostly concerning the followers/NPCs like Kanet who use the schlong addons from Yiffy Age - the form ids being different, and in a different plugin all-together, is the source of the problem. Not sure what the result in-game would be, as I've just checked in TESVEdit. 

 

The main thing for me is that the sharks are quite versatile compared to other races, and seem to fit well in all rolls (plus they look good in most armour). Though I have had to increase the difficulty as Selachii+extra bandits+adept at low levels+ordinator=over powered characters.

 

 

Posted

Ok, after patch 3.0.3 the CTD seem to have stopped and its all working fine. So what ever the problem was is now gone, and it seems that YA 3 is stable enough to start a playthrough with.

Posted

@BadDog, good to hear that, and I'll make sure to update it as soon as possible, but the sharks already have their own standalone Hoodies (IIRC it's a modified version of the Lykaios schlong setup). Kuroyami was referring to something else.

 

The Follower/NPC plugin includes some vanilla race NPCs as well, and one of them (a female Redguard) is meant to have a schlong by default, at least in the YA version of the plugin, so I simply manually gave her the Female Sheath SOS faction so that she would always get that addon regardless of probabilities and stuff. With the 3.0 changes, that link is broken, so I'll have to fix it.

 

Fortunately she's the only NPC affected by the race shuffle, so once she has a proper new appearance, the plugin should be compatible with YA 3.0 without further changes. I'm thinking I don't even need to add a dependency to the schlongs plugin, only the main one, 'cause as a hyena she will automatically be assigned one ingame; happy coincidence, there. But we'll see.

 

@Rockat, yaaay! At last. Hopefully that solves the crashes and all that stuff. Thanks for all the testing :shy:.

 

Re your comment about the shark race, that's great to hear too.

 

@boo, I don't know much about how the extra control system implemented in YA works, but the base NiOverride transforms themselves are applied through a string in the nif data, with a specific text and numbers that list the target bone, the type of transform (translation, rotation or scaling IIRC) and the value. Check the NiTriShapes in the feet meshes and see if you can make sense of it.

Posted

Now the race related crashes don't happen anymore. Fine job.

 

On an unrelated note, are the YA patches for third party mods still relevant in YA3.0? For instance Apachi SkyHair, Sofia and Inigo? Just asking in case those patches are no longer compatible...

 

Edit: I wish there was a "thumbs up" emoji.

Posted

Yes. I'm redoing all the patches, just to re-facegen all the NPCs. I'm not actually 100% sure it's necessary, so feel free to use the old patch. You might get some face/body mismatches.

Posted

Not super on topic but your "BD Furry Transmogrifier V2" script is really cool, I hope you intend to keep including it somewhere. I'm definitely going to play around with it anyway

Nice work on that patch!

Posted

@BadDog, good to hear that, and I'll make sure to update it as soon as possible, but the sharks already have their own standalone Hoodies (IIRC it's a modified version of the Lykaios schlong setup). Kuroyami was referring to something else.

 

The Follower/NPC plugin includes some vanilla race NPCs as well, and one of them (a female Redguard) is meant to have a schlong by default, at least in the YA version of the plugin, so I simply manually gave her the Female Sheath SOS faction so that she would always get that addon regardless of probabilities and stuff. With the 3.0 changes, that link is broken, so I'll have to fix it.

 

Fortunately she's the only NPC affected by the race shuffle, so once she has a proper new appearance, the plugin should be compatible with YA 3.0 without further changes. I'm thinking I don't even need to add a dependency to the schlongs plugin, only the main one, 'cause as a hyena she will automatically be assigned one ingame; happy coincidence, there. But we'll see.

 

@Rockat, yaaay! At last. Hopefully that solves the crashes and all that stuff. Thanks for all the testing :shy:.

 

Re your comment about the shark race, that's great to hear too.

 

@boo, I don't know much about how the extra control system implemented in YA works, but the base NiOverride transforms themselves are applied through a string in the nif data, with a specific text and numbers that list the target bone, the type of transform (translation, rotation or scaling IIRC) and the value. Check the NiTriShapes in the feet meshes and see if you can make sense of it.

 

Thanks, I'll take a look at it. I was hoping to remove the additional height.

 

EDIT: Found it just like you said. I see pos and scale, is there rotation as well?

 

Posted

Not sure if anything that goes wrong with YA in the future for me will be a bug-I had to switch to my 2007 desktop since my new one died coming out of sleep, and its got some issue running any game stable.

Posted

@Rockat, bummer. My current game isn't stable enough but there are a bunch of other mods that could be the problem. How are others doing?

 

@boo, the current height is actually set to .95 or so of normal. I fidgeted it until shopkeepers rested their hands on the counter.

Posted

@Rockat, bummer. My current game isn't stable enough but there are a bunch of other mods that could be the problem. How are others doing?

 

@boo, the current height is actually set to .95 or so of normal. I fidgeted it until shopkeepers rested their hands on the counter.

That was short lived. Main desktop is back with 12GB of memory as the oldest (and slowest) of the sticks died. Just like modding games, if I leave it alone for 12 or more hours the problem becomes clear and everything works perfectly after its resolved. Got to keep that in mind.

Anyway, I can go back to testing YA for you-though I'll be a bit hesitant to post problems unless some one else is having the same one since my main desktop isn't reliable as I thought it was.

Posted

Okay, so with all those pain-in-the-ass CTD-inducing bugs (seemingly) gone, what's next on the To-Do list for the main release, BadDog?

 

Is there any other stuff that requires polishing/bug fixing first, or are you now going for the minor stuff that you left out of the alpha (like statics and such)? I'm curious, and also hyped AF for the release, lol :P.

Posted

Big stuff is all done. I want to fix broken load screens and maybe tune the canine feet some. I'll probably put a beta up then. Then there are a very few more statics and one or two load screens (breton, horse and rider) and that's it.

 

If anybody knows how blood works I'd love to hear it. I have the orc load screen redone as sabrelion but I cannot get the blood spatters to show up.

Posted

Big stuff is all done. I want to fix broken load screens and maybe tune the canine feet some. I'll probably put a beta up then. Then there are a very few more statics and one or two load screens (breton, horse and rider) and that's it.

 

If anybody knows how blood works I'd love to hear it. I have the orc load screen redone as sabrelion but I cannot get the blood spatters to show up.

Okay, good to hear :). Really looking forward to those statics and load screens.

 

Can't you just copy the blood decal meshes (or whatever they are) from the vanilla mesh to your new one using NifSkope? But then again, no idea how they work. Worst case scenario, I guess you could paint some blood splatters on a separate sabrelion texture and point the loadscreen mesh to it instead of the normal one. That should do the trick too.

Posted

You would think so. But there appears to be something more to it than that. When I copy the trishape to the new nif file, the blood doesn't appear right. 

 

I could put the blood on the texture. But that would be cheating.

Posted

You would think so. But there appears to be something more to it than that. When I copy the trishape to the new nif file, the blood doesn't appear right.

 

I could put the blood on the texture. But that would be cheating.

No idea, then. Maybe you have to tweak some properties after you copy it for it to show up? Without checking out the file itself, there isn't much I can do.

 

It's not cheating, it's a clever workaround, lol :P.

Posted

Well if the blood is a mesh, then remember that it is a mesh. The saberlions have a thicker build or different shape from orcs correct, and or not in certain areas? Isn't some of that mesh hiding inside of the saberlion's body? Can you treat it like an armor and import it into BodySlide to play pee-ka-boo with it? I'm sure you can because IIRC, there are some cum replacer mods that have BodySlide morphs. Same concept.

Posted

Well if the blood is a mesh, then remember that it is a mesh. The saberlions have a thicker build or different shape from orcs correct and or not in certain areas? Isn't some of that mesh hiding inside of the saberlion's body? Can you treat it like an armor and import it into BodySlide to play pee-ka-boo with it? I'm sure you can because IIRC, there are some cum replacer mods that have BodySlide morphs. Same concept.

If the blood decals for the load screen orc are set up like the ones for weapons (aka the thing that allows your blade to show those cool blood stains after slicing up some pesky bandits), which I assume they are, there is some obscure nif voodoo at play here too. So it wouldn't just be a matter of clipping into/under the body mesh. But yet again, I'm pretty much talking out of my ass here, so I could be wrong.

Posted

Yup, voodo. I've created a new mesh which is a part of the body mesh pushed out a smidge so it shows above/on the body everywhere. But there's something weird with the transparency. The diffuse has an alpha channel but it either shows opaque or invisible, I can't get just the spatters to show. Plus it's greyscale so there's some odd way to get the colors to show.

Posted

@Bad Dog - If I want to morph an footwear for the digi feet, should I morpf around the plantigrade feet, or will I need you to send me feet in it's digi form?

 

Also, does anyone know of a mod that has short shorts that are black? something between a bikini and the short shorts that come with the Temptress mod? If not, maybe I can try morphing it to be that shape.

Posted

Also, does anyone know of a mod that has short shorts that are black? something between a bikini and the short shorts that come with the Temptress mod? If not, maybe I can try morphing it to be that shape.

Shameless self-plug (:P), but the Survival Gear mod includes black shorts that could fit your description. Check them out and see if they could work. Link is in my signature.

Posted

Has anybody suggested making the Falmer and the Draugr furry? I feel like I have, but I can't remember. My mind is in a constant haze nowadays...

Yes, it has been suggested, and the answer is: not gonna happen, at least not anytime soon. It would take too much work. But it is indeed possible, so there's that.

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