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Yiffy Age of Skyrim


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Posted

The BDSOS script changes are intentional. There's no need to catch the SOSBend1-8 events because once it's using the erect mesh, SOS will handle the degree of bend. I suppose it might fail to equip the right mesh if it's going from unaroused directly to Bend7 or something.

 

I'm not re-raising the SOS event because it was leading to infinite loops. Instead I'm fixing the schlong to the erect mesh when a SL scene starts.

 

I'm open to thoughts on the furrifier. Right now, every skin tint and face shading is mapped to a furry equivalent, so you're getting a straight translation of what the vanilla NPC had. Sometimes the results are good, sometimes less so. I keep thinking there should be a way to define rules for the face tints to make sure they look good, but I haven't gone down that road.

 

Head shapes are also a problem. The elves especially tend to max out the sliders, which is too bad since that warps the nice head shape from Nightro. I could be persuaded that the furrifier should do a small random variation around 0 rather than take whatever the npc has.

Posted

The BDSOS script changes are intentional. There's no need to catch the SOSBend1-8 events because once it's using the erect mesh, SOS will handle the degree of bend. I suppose it might fail to equip the right mesh if it's going from unaroused directly to Bend7 or something.

 

I'm not re-raising the SOS event because it was leading to infinite loops. Instead I'm fixing the schlong to the erect mesh when a SL scene starts.

Fair enough, I wasn't really sure about it and kind of did it in a rush. I'll restore the main 3.0 scripts and see if it still works as intended. As I said, chances are it was reinstalling SOS what did it. But we'll see. I'll have to run some tests with SL once I have it set up, too.

 

I'm open to thoughts on the furrifier. Right now, every skin tint and face shading is mapped to a furry equivalent, so you're getting a straight translation of what the vanilla NPC had. Sometimes the results are good, sometimes less so. I keep thinking there should be a way to define rules for the face tints to make sure they look good, but I haven't gone down that road.

 

Head shapes are also a problem. The elves especially tend to max out the sliders, which is too bad since that warps the nice head shape from Nightro. I could be persuaded that the furrifier should do a small random variation around 0 rather than take whatever the npc has.

All I know about the current script (and mainly its results) is that many NPCs will end up looking fine or at least acceptable, but others will end up looking like they've been smearing multiple paint colors at random all over their faces. So somehow restricting the possibilities so no weird tint colors and/or combinations show up would be good, but I'm not sure where to start.

 

I second that last idea, though. Extreme slider values mess up Nightro's heads pretty badly indeed, and elves seem to have a thing for that kind of settings. Losing a tiny bit of head shape variation among NPCs in exchange for no more distorted faces sounds like a pretty good deal, methinks.

Posted

 

Head shapes are also a problem. The elves especially tend to max out the sliders, which is too bad since that warps the nice head shape from Nightro. I could be persuaded that the furrifier should do a small random variation around 0 rather than take whatever the npc has.

I second that last idea, though. Extreme slider values mess up Nightro's heads pretty badly indeed, and elves seem to have a thing for that kind of settings. Losing a tiny bit of head shape variation among NPCs in exchange for no more distorted faces sounds like a pretty good deal, methinks.

How exactly does the slider work? Will creating a few different morphs per-race for sliders fix that?

Posted

If you wanted to do some specific variants, there would be ways to include them using Skyrim's standard variants--eye shape, brow, etc. But the sliders I'm referring to are things like jaw width and nose length--they're just shorter or longer. 

Posted (edited)

Okay, ran some more tests with the schlongs, and I have some results:

 

Restoring the main 3.0 scripts brings back the same bug I had before, but now I know how it goes. SOS' Bend Up/Down hotkeys do work, but for some reason they are only catched by Hoodies if I press the "Up" one several times, probably until the SOSBend7 or SOSBend8 AE is sent. Then the erect mesh is loaded, and it all works as it did before (values below 0 equip the partially-unsheathed meshes) until the fully-sheathed mesh is equipped, in which case I have to start again.

 

The main point of the unsheathing is to happen in SL anims, though, so if the part about locking the schlongs as soon as the scene starts works as intended (will try soon, I'm installing the SL stuff next), then it isn't much of a problem, since this workaround works for taking pics or whatever other stuff needs the schlong unsheathed outside of SL scenes.

 

The male Sheath works mostly fine, except for Snow Leopards, which use Kygarra textures instead of Tiger ones. Outside of that, everything matches properly as far as I can see. All other races including Argonians are fine. Lykaios do have kind of a mismatch in the diffuse, but they load their proper textures, so I'd say maybe giving those another shot to try to blend them better would be a good idea at some point. May give it a quick shot in Mudbox myself, in which case I'll make sure to post the edited schlong and body textures here  :shy:.

 

The female sheath has some bugs:

  • It doesn't show up on Argonians even though they have a 5% chance to get it in the schlong settings as mentioned by Shadowscale.

.

  • Snow Leopards load Kygarra textures; coupled with the same thing happening with males, I think they still use Redguards as ArmorRace instead of Wood Elves as they should, so that needs to be edited.

.

  • Tigers load Khajiit textures, so something is wrong there too. Probably they are still in the race lists of both AAs (the one with Khajiit textures and the one with white/Tiger textures), and Skyrim loads the one it wants (in this case, Khajiit).

.

  • Lykaios load their proper race textures, but those are the male ones, and the mismatch is very noticeable. We should give them the female-specific texture they had in 2.x and in the Lykaios Schlong file; it isn't exactly seamless either, but it is way better than the male one.

.

  • Sabrelions load what seem to be the white/Tiger textures. It's a good match overall, though the schlong seems to be a shade lighter than the belly at the base, so it you look closely at the transition it's visible. Nevertheless, it's good enough if we don't want to make the jump to Sabrelion-specific textures, I think.

.

  • Cheetahs have a very visible mismatch. Turns out their belly is darker than the Sabrelion and Tiger ones, but they still load the Tiger textures, and so the difference in color is very obvious. There doesn't seem to be any other texture whose belly matches the cheetah's, so we would have to either paste the Sabrelion/Tiger/Snow Leopard belly over the cheetah textures or give them a separate schlong texture set that matches their darker belly. Considering male cheetahs do have the same white belly as the other races (and the fact that it would only require texture tweaks without editing the plugin), I'd go for the former, but both options are valid.

All the other races seem to work fine with it.

 

EDIT: Fixed all of the above stuff on my setup. Can't share the patched plugin because I did some other edits of my own (like setting the duplicate/non vanilla Lykaios, Vaalsark, Kygarra and Fennec to non-playable and deleting their RaceCompatibility stuff), but it's easy, it only takes minutes. Probably good to roll them into whatever other bugfixes and OCD stuff is left for the main non-beta release, and that's it.

 

Also, I have a question about the NiOverride/Heels system. You said the parts about furniture, sitting, etc. would only work with NPCs that had actually been lifted by NiOverride through the string in the nifs, and that making a plantigrade patch is as easy as replacing the skeletons with standard XPMSE files and deleting the extra strings from the foot nifs. Does this mean I can change between planti and digi simply by installing the patch as another mod in MO and toggling it on and off at will?

 

I'm asking because I don't know how the system is set up, so I'm not sure if it can deal with changes from digi to non-digi between saves just fine or it will get stuck at whatever state the NPC (or player)  was in whenever it was processed.

Edited by Blaze69
Posted

If you have a patch that fixes these, PM it to me. xEdit can compare esps and I'll just copy the necessary changes back to the main mod. That will make sure I don't miss stuff.

 

I think your ENB is highlighting some of the texture mismatches. Maybe looking at my screenshots you'll disagree, but the match looks close to me. Maybe my eyes are no good. Or is it just the females with the bad mismatch?

 

I think what's happening with the SOS bend is that when it's first equipped, it's at SOS 0 (sticking straight out) but using the sheathed mesh. Since I'm not catching Bend1-8, nothing happens until you hit Bend9. Try hitting PageDown first--probably it will switch to half-exposed, then if you hit page up it will go to fully exposed and work correctly from there.

 

It's a bug but I'm not sure how important it is to fix since it's rare in normal use. If you're running Aroused, your getting bend animations all the time--and if you're not you probably just care about sex scenes.

 

As for the NIOverride stuff, dunno, but I think it will work. NIOverride attaches an adjustment node to one of the vanilla nodes. Removing the high heel effect is done by changing the value on the adjustment node. If there's no node, the script does nothing. So you should be able to use the regular skeleton and remove the extra data string in the mesh and have it all work right. Try it, let me know how it goes. 

 

Once 3.0 is done I'll probably do a line of Compleat races, including Argonian. When I do that I'll try to make a web foot mesh that can be planti as well as digi--I think I know how to do that now. Until then you can just let them keep using the digi skeleton, or give them back vanilla/SOS feet.

 

Edit: And, forgot to say, thanks to you and everyone for all the testing and reporting!

 

 

Posted

If you have a patch that fixes these, PM it to me. xEdit can compare esps and I'll just copy the necessary changes back to the main mod. That will make sure I don't miss stuff.

As far as I know the relevant changes are the edits to the Snow Leopard race and naked skin and the edited race lists for the female sheath AAs (including a new texture set for female Lykaios that points to the female texture from the Lykaios Schlong file). As I said, there are several other changes that make my plugin unfit for release, but if it can help you get that stuff fixed, I'll send it your way when I get the chance.

 

I'll still do a bit of testing in case there are other edits/fixes that may be useful, and if there is nothing else, I'll PM you. 

 

I think your ENB is highlighting some of the texture mismatches. Maybe looking at my screenshots you'll disagree, but the match looks close to me. Maybe my eyes are no good. Or is it just the females with the bad mismatch?

Yeah, that's probably it. After looking at it again, on sabrelions it actually does match pretty well (thought not 100%), so no need to touch that one. My current ENB (Tetrachromatic, I think?) seems to highlight normal, specular and subsurface/sk detail more than other ENBs or vanilla graphics, so that may very well be the cause.

 

Cheetahs are still wrong, though. If you compare the belly of the Tiger, Sabrelion and Snow Leopard textures, they are pretty much the same (and thus it makes sense for all of them to use the same sheath textures), but if you look at the cheetah textures, the difference in color is very noticeable. Did you change the brightness or contrast of the texture after pasting the belly or something like that? Anyway, as I said, female cheetahs need either the lighter belly the other three races have or a separate sheath texture set that matches their current one.

 

I think what's happening with the SOS bend is that when it's first equipped, it's at SOS 0 (sticking straight out) but using the sheathed mesh. Since I'm not catching Bend1-8, nothing happens until you hit Bend9. Try hitting PageDown first--probably it will switch to half-exposed, then if you hit page up it will go to fully exposed and work correctly from there.

Yeah, that's what I thought. Tried recompiling the script with the SOSBend1 event added, and whaddayaknow, it works again after pressing PageUp once. So that's the reason.

 

It's a bug but I'm not sure how important it is to fix since it's rare in normal use. If you're running Aroused, your getting bend animations all the time--and if you're not you probably just care about sex scenes.

I do use Aroused with the SOS toggle turned on, but I don't use revealing clothes for now, so schlongs are covered most of the time and thus the bug doesn't really affect me. For those that do use revealing armor and want to see when the furries are happy to see them, though... It could be a problem. I'd say it would be nice to have it fixed, but I wouldn't give it a high priority for now. So don't worry about it.

 

As for SL scenes, ran some quick tests, and everything seemed to work as intended: all schlongs remained unsheathed for the length of the scene, and then they went back to normal afterwards. So that part is fine.

 

As for the NIOverride stuff, dunno, but I think it will work. NIOverride attaches an adjustment node to one of the vanilla nodes. Removing the high heel effect is done by changing the value on the adjustment node. If there's no node, the script does nothing. So you should be able to use the regular skeleton and remove the extra data string in the mesh and have it all work right. Try it, let me know how it goes. 

Gotcha. I have the planti patch already in place and working. Will disable it and load a save, and see if the system kicks in properly when using furniture or sneaking. Also I'll run through some SL scenes and different-sized-races combinations to see how they play out and whether everything alligns as intended. I'll get back with the results after some testing.

Posted

I do not know if it's for everyone but after I installed YA 3.0beta the characters are "floating" above the floor. losing the alignment of the animations. sorry my bad English.  :-/

Posted

Floating suggests you're not getting the height fix. Or something. Post a picture.

 

SL animations are a problem and I'm open to suggestions. SL is supposed to have a fix built in, but what I find is that the PC tends to be off by a good bit. NPCs are mostly fine. Maybe SL is treating NPCs differently? I could/should disable the height adjust in my script, since I'm catching the SL events anyway. That way the behavior would be consistent.

Posted (edited)

Following Kuroyami's initiative, I shall now post my current WIP (albeit possibly final) male character. I give you... the Sabrecheetah:

 

  

 

The result of a Sabrelion and a Cheetah getting naughty with each other, brought to you by the magic of RaceMenu's Sculpt Tools Elder Scrolls genetics. Don't yet have a lore-friendly name for him (not sure whether to go for Orcish or Aldmeri) nor a defined backstory, though. The wildling/Forswown theme is only because I was testing the Barbarian Male outfit at the moment and it seemed appropiate.

 

I wasn't sure whether to go for cheetah or sabrelion for my new male character (female is going to be a sabrelioness, that's for sure; may post pics of her later). But while overall they look great, specially the head (kudos to Nightro for that :lol:!), I don't really like the look of the painted-on mane thing on sabrelions. As for cheetahs, while their heads are very accurate and cheetah-y, they didn't really fit my character design. So I figured there was a simple way to fix both issues: put a sabrelion head shape and mouth on a cheetah. And so far I'm very much liking the result.

 

@BadDog, incidentally, is there any chance you could come up with a mane-less sabrelion texture? It looks alright with an actual mane hairstyle over it, but anything else makes it look a bit weird. We could do what I suggested earlier and have Orc chiefs use the maned textures via the WornArmor/Custom skin method while the "regular" and PC Orcs (aka the race default) get the maneless texture, with maybe an option to replace the maneless with the maned one for those that may want their character to have it. Just a suggestion, though :shy:.

 

As for the digi-planti thing, seems like it's indeed possible to change between the two by enabling or disabling the patch file. Planti characters work fine, and if you load a digi setup afterwards, the height increase and downscaling are properly applied and the system seems to kick in as intended when sitting and such. The only problem is SL anims.

 

Quote

 SL animations are a problem and I'm open to suggestions. SL is supposed to have a fix built in, but what I find is that the PC tends to be off by a good bit. NPCs are mostly fine. Maybe SL is treating NPCs differently? I could/should disable the height adjust in my script, since I'm catching the SL events anyway. That way the behavior would be consistent.

Yeah, I was about to type this. Scenes involving the player seem to be misaligned somehow, with the PC being higher or lower than the other character(s). Not sure how to go around that, but your idea sounds like it may work.

 

Will post later if I have more comments or bug reports. Or some pics of my sabrelioness, as mentioned above. Whatever happens first :P.

Edited by Blaze69
Posted (edited)

Okay, I had to post again because I just realized there is an error in the Schlongs plugin that may explain the lack of height fix or similar issues. The BDYA cloaks and effects are present in the main YA plugin, but they seem to be unused. The Schlong plugin does include references to those as Script Properties for the BDSOSSchlongQuest, but the references are broken (they point to the right FormIDs, but for some reason they are listed as being present in the Schlongs plugin itself, i.e. the first digit is 08 (for the schlongs plugin) instead of 07 (for the main plugin). Thus, they throw errors.

 

By editing the references in xEdit and changing that first digit to the proper one for the main YA plugin (it will vary depending on your load order and which other plugins are loaded into xEdit), it can be fixed. After doing so, I get the BDYA cloak effect listed in the Active Effects tab, which didn't happen before.

 

Not sure whether this is it or I'm jumping the gun at something that doesn't really matter, but the lack of the cloak effect without the fix leads me to believe it's actually important. Thought I might as well post, just in case.

 

EDIT: also the 3.0 download includes script sources for scripts that are not actually there, so I'm not sure if those were WIP/leftover scripts that got deleted but their sources remained or we are actually missing some compiled script files.

Edited by Blaze69
Posted

K, & what's "kyrim.esp"? If it's a bootleg version we don't like that around here. 

 

RE deinstall, I repeat from the OP: Treat this like its own game. Don't think you're going to transfer a save into YA, or transfer a YA save out. If it works, it's an accident and probably not repeatable.

I would assume the kyrim.esp was the result of a bad copy/paste of the plugin list (i've done it before for unrelated things) it's easy to do

 

Also, is the YiffyAgeInigoPatch.esp in your load order the old one (and in that same vein would the vilja and sophia patches from the previous version still work)?

 

edited to add a question.

Posted

Flutuante sugere que você não consiga corrigir a altura. Ou alguma coisa. Poste uma foto.

 

Como animações são um sugestões. SL desenvolva uma correção integrada, mas o que eu acho é que o PC tende um estar para o bom bocado. NPCs são principalmente excelentes. Talvez o SL é tratando os NPC de forma diferente? Eu posso / deveria desativar o ajuste de altura sem meu script, já que estou pegando os eventos SL de qualquer maneira. Dessa forma, o comportamento seria consistente.

Normal

https://imgur.com/Jln4fdG

 

During animations

https://imgur.com/mqbt438

Posted

post-62699-0-17164300-1504636963_thumb.pngpost-62699-0-70297400-1504637002_thumb.pngpost-62699-0-06667800-1504637024_thumb.pngpost-62699-0-19669100-1504637041_thumb.pngpost-62699-0-28692400-1504637051_thumb.png

 

 

Was going to start a female Argonian, but it may be obvious why I did not. 

 

Some issues though...

-There seems to be no ArmorAddon(s) for the Female Argonian Sheath - hence why nothing equips in-game. Could be wrong about this, but I did not see any. 

-The ArmorAddons for the Panthers, has the DremoraRace and the DarkElfRaceVampire listed, but not the DarkElfRace, or DremoraRaceVampire.

-With the starting footwear equiped(forget the name), the feet seems to retain their texture, but are black otherwise.

Posted

Was going to start a female Argonian, but it may be obvious why I did not. 

Yeah, well, not that much of a loss, is it? I mean, I'm all for scalies, but Skyrim's Argonians are not exactly the hottest example of them. Plus, who could resist the charm of a cheetah anyway? I know I can't  :P.

 

BTW, like the pics, specially the second one. It's neat how your kitty is all cute asleep and all, and his sheath just so happens to pop up between the leg armor, almost as if beign highlighted. Not that it detracts from the cuteness or anything, lol.

 

Anyway, on to more serious stuff:

Some issues though...

-There seems to be no ArmorAddon(s) for the Female Argonian Sheath - hence why nothing equips in-game. Could be wrong about this, but I did not see any. 

-The ArmorAddons for the Panthers, has the DremoraRace and the DarkElfRaceVampire listed, but not the DarkElfRace, or DremoraRaceVampire.

-With the starting footwear equiped(forget the name), the feet seems to retain their texture, but are black otherwise.

The missing Argonian Armor Addon for the sheath has been reported already, both by Shadowscale and by me - though the specific lines may have been lost in the thread, so it's good to list it again, just in case.

 

Not sure which Panther AAs you mean, I'm looking at them right now (both SOS-related and the naked skins) and they all include the three races, DarkElf, DarkElfVampire and Dremora. May have missed any, though. Could you specify?
 
Huh, that's weird. Do you have any mod that may edit those footwraps and cause conflicts? They properly show up as paws for me (aka they are "invisible"), and the corresponding foot textures load just fine. Also, what do you mean by "are black otherwise"?
Posted



 

Yeah, well, not that much of a loss, is it? I mean, I'm all for scalies, but Skyrim's Argonians are not exactly the hottest example of them. Plus, who could resist the charm of a cheetah anyway? I know I can't   :P.

 

BTW, like the pics, specially the second one. It's neat how your kitty is all cute asleep and all, and his sheath just so happens to pop up between the leg armor, almost as if beign highlighted. Not that it detracts from the cuteness or anything, lol.

 

Well, I mean I was going to start that as a secondary character with YA. But due to the schlong issue, I'm going to wait. May go for something else though. 

 

Had to wait for Lydia to stop messing around for that(she was standing on him as he got up). Plus dealing with an issue where that bedroll in the background was not really working(i.e he walked around it, and laid down through the wood and stayed there - then I got stuck and had to reload a save just inside Ustengrav). 

 

Though I just use Go To Bed for sleeping though - I prefer such a thing to not interrupt the gameplay/story. 

 




 

Not sure which Panther AAs you mean, I'm looking at them right now (both SOS-related and the naked skins) and they all include the three races, DarkElf, DarkElfVampire and Dremora. May have missed any, though. Could you specify?
 
Huh, that's weird. Do you have any mod that may edit those footwraps and cause conflicts? They properly show up as paws for me (aka they are "invisible"), and the corresponding foot textures load just fine. Also, what do you mean by "are black otherwise"?

 

Not sure which, though the ones I looked at were, I think, the Female ones, and it only had the Dremora and Dark Elf Vampire races listed. 

 

Nothing that should mesh-wise - the mesh doesn't change, as intended. Could be something with the Remodeled Armor mod, but I have the Remodeled Armor - Vanilla.esp(not sure this edits the footwraps though) above YA's main plugin. 

Posted

Not sure which, though the ones I looked at were, I think, the Female ones, and it only had the Dremora and Dark Elf Vampire races listed. 

 

Nothing that should mesh-wise - the mesh doesn't change, as intended. Could be something with the Remodeled Armor mod, but I have the Remodeled Armor - Vanilla.esp(not sure this edits the footwraps though) above YA's main plugin. 

Again, I'm looking at them, and they all have the three races. Though DarkElf is listed in the main Race field, instead of the Additional Races list. Could you have missed that one? Otherwise, I don't recall editing the Panther AAs at any point, and yet they are right on my end, so that would mean they are indeed right in the download.

 

Nah, it's not Remodeled Armor, or at least I don't think so. I'm using it myself (it's a nice counterpart to the SOS Revealing Armors, which I just decided to set up because I love me some eye candy, lol). It's true I'm using Mator Smash to create a Smashed Patch, but still, don't think the lack of a patch would cause that bug anyway.

Posted

No SAM. None. Nope..

 

FYI, I'm planning an update to fix the female schlongs and textures, should be soon. Then I'll take the time to do faces right. I'll reduce the shape variation and make it random around the mean, since the base race variation is handled in the head mesh. I'll also spend a little time looking at face patterns. It's really just the lykaios, I think, that come out badly. I need to sort through the lykaios face tint options and find a set that give good dog face patterns, then figure out how to limit the combinations to things that don't look stupid. 

Posted

[...] Then I'll take the time to do faces right. I'll reduce the shape variation and make it random around the mean, since the base race variation is handled in the head mesh. I'll also spend a little time looking at face patterns. It's really just the lykaios, I think, that come out badly. I need to sort through the lykaios face tint options and find a set that give good dog face patterns, then figure out how to limit the combinations to things that don't look stupid. 

Don't think Lykaios are the only ones that come out somewhat bad, though they could be the most noticeable ones.

 

At the moment I'm using the Thalmor Embassy option from ASLAL ('cause I didn't get to play/RP as one before and now it's a great chance. Also sexy cheetah warrior girls  :P), and some of the NPCs around like Elenwen or some of the generic warriors/wizards have some tints I wouldn't call exactly right. Sometimes the end result makes them look like they have some paint/dirt stains over their faces and they have yet to clean them up; the tint colors and combinations that actually look natural are few and far between, and are mostly due to no tints being applied at all or them being too faint to be clearly visible. Or at least that's my experience.

 

For Lykaios tints, I guess an option would be to define specific tint combinations/sets and choose one of them at random when processing each NPC. As for examples of sets, combining the Lykaios nose, ear and "neck"/head tints in black, you can get a pretty decent husky-ish look; also that Bernese Mountain Dog look you made for one of the yarls was nice as well.

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