Skyrim Furrifier - BadDogSkyrim/Modding-Tools GitHub Wiki
Make patches to work with your load order using xEdit.
Gear patcher - Vanilla headgear is already set in the base mod. Gear added by other mods isn't, and any modifications to vanilla gear made by other mods will be lost. Build a patch to make sure your load order works with YA. Do this and load this after the consolidated gear mod you made above.
NPC patcher - To make all the (non-vanilla) NPCs in your load order furry. Surprising mods have NPCs you need to worry about. Build an NPC patch to cover them. You need the Creation Kit for this. Sorry. The patches in the FOMOD have special features that the NPC patcher can't handle.
Gear Patcher
This patcher creates armor overrides for your entire load order ensuring that (1) all furry races use the Khajiit variant of headgear (except for Cervids and Equines) and that any changes made to vanilla armor are not overwritten by Yiffy Age itself.
How to use
- Copy the BD_Furry_Armor_Fixup.pas script from the "Tools" folder of your mod to the xEdit/"Edit Scripts" folder
- Load xEdit with your entire load order enabled, up to and including YiffyAgeConsolidated.esp.
- Run the script ( BD_Furry_Armor_Fixup.pas )
- Enable the switch to patch the boots if you like furry digitigrade feet visible all the time.
- You probably want an ESL, so leave that set.
- Enter a new file for the plugin.
- Let the script do its thing.
- Exit and save.
- Files with the "esl" extension behave badly in your load order. Rename the extension to ".esp" so it stays where you put it.
- Enable the plugin.
- If using MO, move the plugin from the "Overwrite" folder to a new mod you use for patches in this profile.
NPC Patcher
This patcher makes a patch for NPCs that reflects your entire load order:
- NPCs added by mods will be furrified
- Vanilla NCPs altered by other mods will have their changes carried forward. So, for example, if you're running with an AI Overhaul mod it makes changes to the NPCs; then YA changes them again, and you lose all the AI changes. This patch consolidates the appearance changes from YA with the other changes from earlier in your load order.
- Any changes to races are merged with YA's changes, so mods like Imperious will work.
Tools required
- xEdit. This is straightforward. Just make sure you can run it from within MO, if you use MO. The STEP project has good instructions on the setup.
- Creation Kit or Face Discoloration Fix. Face Discoloration Fix makes it unnecessary to create facegen files at the cost of some runtime overhead. You may get lags or glitches if there are a lot of NPCs about.
- Creation Kit facegen creates heads for every NPC in your load order so the game doesn't have to do it at runtime. You can use the Steam version but be warned facegen is very slow. It can easily take a day to run all the vanilla NPCs. (You won't be doing all vanilla NPCs, but mods like the Populated mods introduce a lot of NPCs.)
- I recommend Creation Kit Platform Extended. That's super-fast.
- Even if you run facegen, adding Face Discoloration Fix will clean up any NPCs that got missed.
How To Use
- Put the BD_Furry_Patch_Builder.pas script in your xEdit "Edit Scripts" folder.
- Load xEdit with the entire load order you want to patch enabled up through YiffyAgeConsolidated.esp. (To make a patch for a specific mod, just load that mod and YA.)
- Run the patcher. (In xEdit's left pane, right click, and choose Apply Script -> BD_Furry_Patch_Builder). Generally, you'll want to put the patch in a new file, but you can put the armor and NPC fixes in the same file.
- Let the patcher run.
- Exit and save
- Enable the new plugin
- IF USING MO, collect face gen files. See the note below.
- Start Creation Kit
- Select your patch file and load it. (Folder icon at left of toolbar, or File -> Data.)
- Choose Actors -> Actor
- Select all NPCs overridden in the patch file (marked with *). Or sort by form ID (expand the hidden second column) and select everything after the DLCs down to the end. Or just select everything, it won't hurt.
- CTRL-F4 to create facegen files.
- If not using CKPE, this is slow. Wait.
- Generation may crash along the way. Note at the bottom of the screen the name of the last NPC processed. Start the CK up again, scroll down the Actor list to that NPC and select everything from that NPC forward. CTRL-F4 again. You may need to do this 3-4 times before you get through all the NPCs.
- Exit. Don't save.
- IF USING MO, move your plugin and "meshes" and "textures" folders from "Overwrite" to a new mod.
Vortex Specifics
Managing multiple profiles: Once you've run facegen, you have a bunch of new files in your game DATA directory. That's fine if you only run with one profile, but if you switch between furry and non-furry profiles it's a problem because Vortex doesn't know what to do with those files and they'll spoil your non-furry game. So:
- Run facegen.
- Create a fake mod: Create an empty folder someplace. Call it "YA Patches" or something.
- Copy the patch file plugin your created to that folder.
- Copy the facegen files: "meshes\actors\character\FaceGenData\FaceGeom*" and "textures\actors\character\FaceGenData\FaceTint*"
- Zip the folder
- Install the zip file into Vortex as a mod
MO Specifics
Only if you are running with MO and with furry and non-furry profiles:
By default, new files are created in your Overwrite directory, but when files are modified they stay wherever they are. CK sometimes creates the facegen files as new files, sometimes if they exist already modifies the existing file. So your new furry facegen heads might get saved in the mod they came from. This isn't a problem if you always run furry, but if you have multiple profiles, some furry, some not, your mods are mucked up. So, before running CK, collect all the facegen files in your load order and copy them to your overwrite folder, maintaining the folder structure. Find them in the MO "Data" tab. Navigate to meshes\actors\character\facegendata\facegeom for the nif files and Textures\Actors\Character\FaceGenData\FaceTint for the DDS files. This way CK will find and update the files in the Overwrite folder, not the original mod folder.