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Furry Fallout


Bad Dog

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I've downloaded Fallout 4 (again) and I'm having a look. There's a pretty steep learning curve here, I think.

 

I'm not in love with the new tri expressions. I'd rather have an "angry" expression than have a bunch of individual part movements "left eyebrow down". The YA angry expressions include ear movement... I'm not sure how that can be reproduced here. I'll probably put some ear movement in... somewhat randomly, I'm afraid.

 

Still collecting tools and sorting through this mess.

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Got NPCs furried up and facegenned. Morning mod thoghts:

  • 6 fur colors isn't enough if everyone's the same species and it's the only differentiator. Small variants in skin color matter more than I might have thought.
  • I ported over KK's Lykaios eyes and they look much better.
  • Neck bone weights and texture seam is bad. I need a better method for the weights. My regular computer is on the fritz, when I get it back I'll load up Max and see if I can make that route work.
  • Everyone (or one in every group) seems to have a gas mask. They're going to need some love.
    • Hey, here's a thought: The face bones are so you can do chargen by pulling on the bones, right? And the head parts have the same bones so they get warped the same way as the underlying head? Then suppose I used some of the bones to smoosh the wolf muzzle back under the gas mask, exported that, then used bone morphs to pull it back out into proper position--then did the chargen from that position. Wouldn't that pull the mask out to match? It might not look terrific depending on how the stretching happened, but it would cover the head.
  • It's just astounding how much smaller a game FO4 is than Skyrim. Less than 1000 NPCs to furrify.

Lookit:

 

Spoiler

image.png

 

That's just done by playing with the facebones in OS. There are things I'd clean up if I were doing it by hand, but I think it's perfectly acceptable.

 

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1 hour ago, Bad Dog said:
  • 6 fur colors isn't enough if everyone's the same species and it's the only differentiator. Small variants in skin color matter more than I might have thought.

Yeah, figured as much. Other than chargen morphs with noticeable effects like ear shape or muzzle length or whatever, the main traits that can set NPCs apart is fur color, face markings, and hair. The latter will still take a while to be refit and TBH I'm not sure all hairs can look good, though I guess you could try porting Kritta's hairs to make up for the losses there?

 

In any case, that's gonna be a problem until face tints are functional, methinks.

 

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  • I ported over KK's Lykaios eyes and they look much better.

I already have some Skyrim eyes (non vanilla, from Natural Eyes) ported and working for the sharks. You could grab those too and add them as well, more options are always better.

 

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  • Neck bone weights and texture seam is bad. I need a better method for the weights. My regular computer is on the fritz, when I get it back I'll load up Max and see if I can make that route work.

Does the head mesh actually have the exact same amount of vertices as the body neck seam? Is the neck "convex" where it meets the body (like the vanilla/Selachii/Vulpine heads are, as opposed to the "concave" effect they had in Skyrim? I honestly don't see what the issue could be since OS' Copy Bone Weights too worked wonders for the shark heads as well as the re-weighting of the Vulpine ones I did.

 

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  • It's just astounding how much smaller a game FO4 is than Skyrim. Less than 1000 NPCs to furrify.

That should make things easier for you though, wouldn't it? ?

 

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Lookit:

That's just done by playing with the facebones in OS. There are things I'd clean up if I were doing it by hand, but I think it's perfectly acceptable.

Honestly, while it's "acceptable", at that point you might as well just use Outfit Studio's brushes to refit the mesh. Unless the bones method somehow allows you to automate the process/save time/do it in bulk, in which case I guess doing a first pass and then adding some minor cleanup afterwards would make sense.

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43 minutes ago, Blaze69 said:

Does the head mesh actually have the exact same amount of vertices as the body neck seam?

Bitch, please. It's me. ? I'll play around some more. For the females I copied the neck seam weights from the body with a mask, then reversed the mask and copied the rest from another head. I think that worked better.

 

The idea with the facebones was that I wouldn't have to fiddle with headgear or hair at all, it would all just work because of how facebones work. But I might go freaking insane trying to get the facebones to warp just right. Getting everything into the right place without distortion when the mesh wasn't made for that is... not easy. It would be easer with blender, where you can adjust multiple bones at once. 

 

 

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1 hour ago, Bad Dog said:

Bitch, please. It's me. ? I'll play around some more. For the females I copied the neck seam weights from the body with a mask, then reversed the mask and copied the rest from another head. I think that worked better.

I mean, I had to ask. I just don't see what's so special about Lykaios heads that makes OS fail to weight them properly while my total halfass of a shark head worked just fine.

 

The only other thing I can think of is skin transforms, or rather the lack thereof. Dunno if you noticed (probably not) but FO4's nifs use "half-precision" for its vertex data, so the further a mesh is from the origin (ground), the less accurate the vertex position is and the higher the chances of them being moved/scrambled on save.

 

As you may figure out, with heads being as far from the origin as it gets, this is a problem because it can mess them up badly, so Bethesda instead opted for placing the "real" mesh and vertex data for the heads right at the origin (where precision is good enough to avoid most weirdness) and then using a skin transform to lift the whole thing back where it belongs ingame. (This is why if you disable the "Do Skinning" toggle in NifSkope aka the red bone icon, the meshes will sink below the ground, as you disable the skin transform and see the "real" position).

 

The point is, if you somehow weighted the heads without applying the skin transform (which is possible if you painted them by hand or copied weights from Vulpine heads, since IIRC the current public Vulpine release has transform-less heads), the coordinates for the vertices at the neck may have gotten scrambled due to the half precision thing, resulting in gaps that are present even if the weights are a 1:1 match.

 

Load either the vanilla human heads or the shark ones as reference in OS, then load the Lykaios heads, and try to copy bone weights. If you see this specific version of the window (note the stuff below the "No Target Limit" checkbox, which is missing otherwise):

SkinTransformCopyWindow.jpg

Then that means the heads don't have the transforms applied.

 

It is possible the transform is similar but not a perfect match, since I ended up with that result for the shark heads somehow (pretty close to the default vanilla transform but not a 1:1 match), in which case you can double-click on the Lykaios trishape in OS' list and check the transform data in the Coordinates tab. The value you want to check is the Z transform, it doesn't need to be a perfect match but it must be 120.x.

 

SkinTransform.jpg

 

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The idea with the facebones was that I wouldn't have to fiddle with headgear or hair at all, it would all just work because of how facebones work. But I might go freaking insane trying to get the facebones to warp just right.

Yeah, that's why I'd suggest against doing that and would opt for simply manually editing the meshes in OS to refit them. I just don't think that's the right approach.

 

What you can do to save some time (even though I'm not sure if it will work out), is smush the Lykaios head into a human-ish shape (at least close enough that it fits under masks or whatever, and then create an Outfit Studio reference/slider data to un-smush it back to normal shape. You can set that as reference and do "conform to sliders" on any other meshes you want. It will probably look like crap most of the time, but perhaps the cleanup work involved would be easier and quicker than having to actually do every single one by hand all the way.

 

(As usual, if this is of any interest but you didn't quite understand how to do it, just let me know and I'll try to give a rundown of it).

 

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Getting everything into the right place without distortion when the mesh wasn't made for that is... not easy.

Lol, tell me about it. Already had to go through that for the headwear refits for the sharks.

 

Since heads only have like 4 bones and 2 of them are basically the same ("Head" and "Head_Skin"), I mostly just exported the meshes to Blender as OBJ, subdivided the problematic areas, and then imported back and re-rigged them. You could do that too, and once you have a subdivided mesh it may work out for other races with minor shape tweaks as well (other than deers and horses which as we've mentioned above will need dedicated new meshes or at least dedicated extensive edits of existing meshes).

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I have to say I do not at all understand the facebones files. I'm imagining that since there's billions of bones in the facebone file, the game uses it only when equipping the armor, to fit it to the character. Then it uses the other file for regular animation.

 

Okay, fine, but how does the game go from one to the other? Is it like a tri where the position of the two meshes doesn't matter, just the movement of the verts? Asking because if I reposition headgear from vanilla position to furry position, do I have to adjust both files the same way? Or can I just do the base file and leave the facebones file as is?

 

Edit: By the clever method of trying it out, you have to edit both. I expect the position gets determined by the facebones file and then animation from there happens in the other nif. Which means, hmm, maybe I only need to edit the facebones file?

 

ALSO TOO, BIG NOOZE:

 

Got a sneak preview very early version up here

 

Play if you like, tell me what you think. Remember alpha means don't use it on a save you care about, beta means probably good for play. We're not gonna see a beta for a while.

 

My thoughts:

  • Gotta tone down those mouth anims. 
  • Gotta do the headgear.
  • Too many highly-colored and light-colored wolfies. Those colors might be okay for foxes and okay for the player to pick but not so many light-colored NPCs.
  • I kinda like having a base esm + player file + npc file system. Can have all furry, just the player furry, just the player not furry, whatever. I'm not planning on overwriting any vanilla assets, so playing as a furry in a human world should be fine.
    • Edit: Ugh, I say that but then all the headgear needs a new armor addon for the furry race, instead of just overwriting the NIF. I'll have to think whether that's worth it.
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10 hours ago, Bad Dog said:

I have to say I do not at all understand the facebones files. I'm imagining that since there's billions of bones in the facebone file, the game uses it only when equipping the armor, to fit it to the character. Then it uses the other file for regular animation.

I'm not sure but this is my guess as to how the whole system works.

  1. Load FaceBones nif, with all the actual facebones and their boneweights in it.
  2. Apply the FaceBones transforms chosen by the player during chargen, and obtain the "final" shape for the mesh.
  3. Save the mesh shape generated in #2 (dunno if it saves vertex offsets like TRIs, absolute vertex positions, or what)
  4. Load "standard"/non-FaceBones nif.
  5. Apply saved shape from #2 and #3 to standard nif.
  6. Use standard nif as long as there's no change in FaceBones data/LooksMenu isn't opened.
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Asking because if I reposition headgear from vanilla position to furry position, do I have to adjust both files the same way? Or can I just do the base file and leave the facebones file as is?

As you have found out yourself, you need to either delete/not create the FaceBones nif so the game simply grabs the standard one and rolls with it, or have the FaceBones one have the exact same shape as the standard one.

 

What you could do is simply refit the FaceBones mesh first, and then delete all the face bone weights from the project (so only normal/standard bones are left) and save that as the standard nif.

 

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  • I kinda like having a base esm + player file + npc file system. Can have all furry, just the player furry, just the player not furry, whatever. I'm not planning on overwriting any vanilla assets, so playing as a furry in a human world should be fine.

Sounds feasible, and that way you could even have the Player and NPC files be ESL-tagged ESPs to avoid taking up extra ESP/ESM slots in the load order.

 

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  • Edit: Ugh, I say that but then all the headgear needs a new armor addon for the furry race, instead of just overwriting the NIF. I'll have to think whether that's worth it.

Shouldn't that be easy to automate with xEdit?

 

Either have a subfolder for each race's gear that keeps the rest of the vanilla path intact (e.g. "Meshes\Horse\Armor..." for vanilla meshes in "Meshes\Armor..." and same with "Meshes\Lykaios\..." or "Meshes\Lion\...") or have each race use a suffix on the vanilla nif (e.g. "Headgear_Horse.nif" and "Headgear_Lykaios.nif" for a vanilla "Headgear.nif") and then come up with a xEdit script that creates duplicates of any ArmorAddons of the desired slots (i.e. head/face ones), assigns the matching race to each one, and then alters the model path/filename as desired.

 

You'd still have to do the meshes, but that work would have still been required even if you did straight up mesh replacers, and the only extra work that would be required would be writing the script itself.

 

It would also mean the mod would be automatically compatible with anything else adding NPCs, as those would remain human but would work fine otherwise since human-fit gear would still exist.

 

If you wanted to get fancy you could even make it so it actually checks for the nif files in the matching/proper paths for all AAs it's run on, so it can be used to patch your whole load order at once and other mods could include built-in support for these races by simply packing the matching meshes without the need for extra plugin data or whatever. That's a helluva long shot, though.

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Did a quick test and it seems like if all you're doing is repositioning the thing, you just need to edit the facebones file. I loaded the facebones for one of the fedoras, repositioned it, and it was repositioned in game. 

 

The game can't be creating variants on-disk for every NPC. I figure it has to be doing it at equip time--refashioning the armor according to facebones, then using the regular nif for animations. Maybe the game stores that adaptation somewhere, maybe not, but it re-evaluates facebones at load time because my hat got repositioned on reload even though I was wearing it at the time.

 

I don't know what happens if you change the base nif. Maybe if you don't reorder verts, that could work. The game refashions the facebones nif, then applies that change to the base nif using the same method as tris use. But that's a guess and I don't actually know how useful it is. Depends on how much you refashioned the base nif, maybe.

 

I think it's worth it to create addition armor addons, and the additional work is pretty minor.

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Working on foxes and I swear FO4 is gonna kill me. 

 

I had been working on a spare computer while mine as repaired, which is done, and now I've switched back to it. Dunno if it's that or what but my male heads are suddenly floating about 4 feet above the neck. Female heads look fine in CK but don't show up in game. This was working on the wolves so I assume I'll get it working again.

 

Now might be the time to get Max up and running, but I read the instructions for getting into FO4 that route and OMG it's complicated. Still, might be worth it at least for the heads. If the bone weights in the necks aren't right you get nasty stretching when they turn their heads.

 

Since foxes are all about the face pattern I went ahead and did some face tints and that's a whole new world. I'm not seeing a blending method like the one in Skyrim. Default seems to just paint the tint color, completely obscuring what's under--though maybe that's cuz I set all my alphas to 1. Skyrim insisted on that in a bunch of cases but maybe default blending but a lesser alpha would be a thing. Instead I've been using soft light for the faces which isn't *bad* but tends to show too much of the underlying color through. I suppose I could use the skin tone layer to keep the base color off the white part, but I want different patterns for it. 

 

I'm having a hard time getting the parts that really should overlay, like the nose stripe, to overlay properly. They keep wanting to blend in too much, even on the default setting. It's good enough for now but if anyone wants to look into it and give me better ideas I'll be open to it.

 

Is it just me or do CK's previews suck donkey balls? No preview of body--they're all human--often no preview of face pattern for reasons I don't understand. Sometimes completely screws the pooch and looks like it put the normal on the diffuse layer.

 

Since the foxes wanted it I've extended the furrifier to know about skin tint layers (not too hard) and to pull them from the game itself rather than be hard-coded (really hard, or at least complicated). Otherwise you have to open up the mod in xEdit, look up all the layer indices, and put them in the code by hand. Thinking it over now, that might have been simpler. But it's done now and I expect I'll be happy with it in the long run.

 

Edit: Freakin' A, FO4 has the tint layers backwards from skyrim--the top of the list layers on last. That's a few hours of my life I'll never get back.

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58 minutes ago, Bad Dog said:

Working on foxes and I swear FO4 is gonna kill me. 

Ah yes, I know that feeling very well. ?

 

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Dunno if it's that or what but my male heads are suddenly floating about 4 feet above the neck. Female heads look fine in CK but don't show up in game. This was working on the wolves so I assume I'll get it working again.

Look into the "skin transform" thing I mentioned above, that might be related somehow. Also check both the standard mesh and the _FaceBones one (or just have a clone of the standard one as the FaceBones one), in case a mismatched or missing _FB mesh is what's causing that bug.

 

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Is it just me or do CK's previews suck donkey balls? No preview of body--they're all human--often no preview of face pattern for reasons I don't understand. Sometimes completely screws the pooch and looks like it put the normal on the diffuse layer.

I think the "no body preview" thing only applies to race presets/characters with the "Is CharGen Face Preset" flag, so if you create a "Test" NPC by duplicating a random settler or better yet unique named NPC and change their race to the fox one, it should (key word: should) actually render the body properly.

 

Otherwise, yeah, the CK as a whole (and the NPC renderer in particular) suck horse dick harder than even SeaSalt would. ?

 

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Edit: Freakin' A, FO4 has the tint layers backwards from skyrim--the top of the list layers on last. That's a few hours of my life I'll never get back.

As a wise man once said...

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...and as soon as I bitch about something, I figure it out. Which is why I bitch. 

 

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Yeah, I read and re-read that post and it seems likely that's the root of the problem but I can't connect the dots. I've tried the different options for coordinates, compared with both vanilla and sharks, and I can't find where it's different. Plus all this used to work, so what am I doing different?

 

I don't have a facebones file. Maybe the absence of  that is causing odd behavior. I'll play with that.

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1 hour ago, Bad Dog said:

Yeah, I read and re-read that post and it seems likely that's the root of the problem but I can't connect the dots. I've tried the different options for coordinates, compared with both vanilla and sharks, and I can't find where it's different. Plus all this used to work, so what am I doing different?

If you load the meshes into Outfit Studio, do they load in the right place? If you do "Edit -> Remove Skinning, does the head revert to the origin/ground? How did you apply the transform, by typing it manually or simply by "Copy Bone Weights"-ing from the human/shark heads? The latter may fix the issue even if you have to clean up the weights again manually afterwards.

 

Otherwise, feel free to send the head mesh my way and I can check it out and see if I find the cause.

 

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I don't have a facebones file. Maybe the absence of  that is causing odd behavior. I'll play with that.

It shouldn't be causing that, but eh, this is a Beth game after all, things constantly do stuff they shouldn't be doing, lmao.

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Maybe I'll do one more pass and bounce it over to you to see if you can figure anything. It's in the right place in OS. Removing the skinning in Nifskope drops it to ground level. I'll try the same in OS. I think I've tried every combination of "apply transform" in OS. At this point I'm reduced to checking file paths to see if I'm putting the output in the right place.

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Okay I'm just going insane here. I said fukkit and lowered the head in blender by z:-120 and exported in the lowered position. Imported to OS, had to lower the reference head to match, ofc. Copied weights, exported, loaded up in CK. Damn thing STILL is about a body's-length too high. 

 

I think there has to be something in the esp that's doing this. I found some morphs missing in the race definition and copied them back from the sharks, but that didn't make the difference. 

 

Here's the nif tho. Maybe you can see something.

FoxMaleHead.7z

 

 

Edit: Except I can see the head is too high in when I select the mesh in the HeadPart, which generally means it's not rigged or anything. So surely it has to be in the nif.

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3 hours ago, Bad Dog said:

Here's the nif tho. Maybe you can see something.

So, huh... when did you say it would be missing/appear way higher then it's supposed to, again? Because I just used the nif to replace the male Vulpine head for a quick and dirty ingame test and it shows up in the right place. Both for the PC and for NPCs (or at least Nate). :classic_huh:

 

Gotta be something on the plugin data itself because the nif seems to work fine. Here's a quick re-weight using the male shark heads as reference just in case you want to give it a shot, but as I said the nif looks correct so it must be on the plugin end of things somehow:

FoxMaleHead_Fixed_Maybe.7z

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I was kinda afraid of that. I had the race morphs screwed up--the things that follow the tints in the record--and copied them over from the sharks thinking that would surely fix it. But not. 

 

I'm going on to the hyenas and I'll copy their info from sharks or vulpines. If the problem clears itself, good. If not, I go hunting in the esp.

 

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The mystery deepens.

 

Took my hyena head, cleaned it up, exported through OS. Made a new Hyena race copied from the sharks. Loaded my totally new head on my totally new race. It's too high.

 

My first pass I used the vulpines, so I copied the morph data from that. No change.

 

Copied the bone weights from the vulpine onto my obj. No change.

 

Copied again using the "copy transforms" switch. No change.

 

I can see the problem in the preview where you select the head. I can see that it's too high, well above where the female fox head shows up. Both lykaios heads are fine. I don't think I made them any differently. 

 

Edit: Now the fox male heads are fine. AaAaAAaaAAEEEeaAaEaeAdsfafadfAewgaew'gpoaewrgj[we9t0

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Moving on because fuck if I know what's going on. Seems like:

 

  • You don't get offered a tint layer unless it has an option with a non-zero alpha
  • You don't get offered a way to change colors unless the option has more than one color
  • Once you have more than one option and can change colors, LooksMenu gives access to the whole range.
    • ...Or not.
  • Generated NPCs get all the options that have non-zero alphas, which fucks with (1). Maybe setting those options to 0 explicitly will cancel them out.

 

Here are some foxes. I have a few face patterns for the white part and a two for the nose stripes. Each option has a few color options. Notice that I am not being given any way to edit colors on those nose stripes. Anyone more familiar with this sucky UI than me know how it's supposed to work?

 

Spoiler

ScreenShot0.png

 

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8 hours ago, Bad Dog said:

Edit: Now the fox male heads are fine. AaAaAAaaAAEEEeaAaEaeAdsfafadfAewgaew'gpoaewrgj[we9t0

Bethbryo gonna be Bethbryo, I guess. I honestly have no idea how that could happen, though. :no_mouth:

 

7 hours ago, Bad Dog said:

Notice that I am not being given any way to edit colors on those nose stripes. Anyone more familiar with this sucky UI than me know how it's supposed to work?

It's supposed to show a "color selector" in the lower bar next to "Accept" (replacing the "100%" option and the A/D hotkeys) with "Color 01", "Color 02" and such, as well as a "C) Custom Color" option to use LooksMenu's manual HSVA selector instead.

 

You may have used the wrong tint type or something like that and that's why you only get the "fixed" color with an opacity selector instead of the different color presets. I guess you could load either the Vulpine master or the shark one alongside your WIP plugins and simply open one of the former races side-by-side with your races so you can replicate the settings 1:1 (after checking them ingame to see which tints have the behavior you want so you know which settings to replicate in particular).

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Maybe because tho I gave a few variants, they're all different alphas on the white fur color--cuz for foxes that's all you need. And the LM guy decided that you didn't need the full range of colors if the race gives you only one, but if the race gives you more than one you can pick any? Or something?

 

---

 

CALLING ALL SCREENSHOT ARTISTS! Blaze, @ASlySpyDuo, anyone else!

 

I can tell already as soon as the races are sorted I'm gonna be bugged by all the human posters and such around the place. I'd love to replace them with furry models, and this is the place for using all those good modern screenshots I wasn't able to use in Skyrim. I'd love it if people would make replacements that I could stick in game. If you get the shot, I can age it, put it behind advertising text, all that. Or you can give it to me game-ready. I'll collect everything and when it's time start putting them in game.

 

Also @Valehyena, if still around, your style would be great for pipboy image replacements. 

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1 hour ago, Bad Dog said:

Maybe because tho I gave a few variants, they're all different alphas on the white fur color--cuz for foxes that's all you need. And the LM guy decided that you didn't need the full range of colors if the race gives you only one, but if the race gives you more than one you can pick any? Or something?

I think it's more like different tint/feature types are handled differently. Like, tattoos have a fixed color so you can only choose the opacity, as do brows and (IIRC) some other options, but paints/tints do get the color selector. That's why my first guess was you tagging the muzzle whites as anything other than tints should be by mistake (and why I suggested copying the settings from the sharks/Vulpines).

 

That being said, the game reading multiple presets with different alphas but the same base Color record as a "single color entry" and thus not allowing a color selection is something I'd believe coming from Bethesda. So you may have to create a handful extra "WhiteOpacity50" and "WhiteOpacity75" and such extra color records for it to pick up on them. :classic_dodgy:

 

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I can tell already as soon as the races are sorted I'm gonna be bugged by all the human posters and such around the place.

As I bet many of us will be.

 

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I'd love to replace them with furry models, and this is the place for using all those good modern screenshots I wasn't able to use in Skyrim. I'd love it if people would make replacements that I could stick in game. If you get the shot, I can age it, put it behind advertising text, all that. Or you can give it to me game-ready. I'll collect everything and when it's time start putting them in game.

The FO4 screenshot channels in the Discord should have pretty much any suitable pic we've ever taken (there may be some exceptions but I don't think any of those would fit). Same goes for the Skyrim channels, though there may be an older set or two that hasn't been (re)posted there yet.

 

Other than that, what poblivion suggested sounds good; if there's any artists (preferably prolific ones) with art that looks suitable for this, it may be worth contacting them about using their art with full credit for this stuff. I would hold off on doing so unless we find anyone whose stuff we really thing fits, though.

 

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Also @Valehyena, if still around, your style would be great for pipboy image replacements. 

I think Vale was taking a break from modding due to health reasons and focusing on doing art again, but since this is art work in particular and you'd be doing the "modding" part yourself, I would like to hear his thoughts on this too. I love the idea of replacing Pipboy images and such, lol. I think the Crimes Against Nature mod does it (e.g. replacing Vault Boy with a pony if using the MLP race), but it's the only one that does other than the "still-human Vault Boy but she's a slutty woman now" mods.

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23 minutes ago, Blaze69 said:

I think it's more like different tint/feature types are handled differently.

This I believe but I made them all "markings" and I'm getting different behavior within that. Some are cheeks, some laugh lines, but surely behavior wouldn't be different among them? I did do three "cheeks" variants and maybe it's confused because they're all trying to occupy the same slot. Right now I can create an NPC with a single cheek color and when I bring it into CK it's got 2. Maddening. I'll see what happens when I separate them out, or change them to "Paints". 

 

I can reach out to the artist but they're selling their work for money and asking to have them for free can be uncool. Besides, it's fun to have folks in the community contribute.

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8 hours ago, Bad Dog said:

I can tell already as soon as the races are sorted I'm gonna be bugged by all the human posters and such around the place. I'd love to replace them with furry models, and this is the place for using all those good modern screenshots I wasn't able to use in Skyrim. I'd love it if people would make replacements that I could stick in game. If you get the shot, I can age it, put it behind advertising text, all that. Or you can give it to me game-ready. I'll collect everything and when it's time start putting them in game.

Ahaha, I'm a lazy git and I mostly just spam my crap in the Discord screenarchery channels since it's just nice and easy fire-and-forget, feel free to peruse there. I do have screenshot archives uploaded to MEGA for... archival but they contain everything, including stuff that isn't supposed to be public, so I can't exactly share them around.

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I'm not the best at painting but I love to contribute to this.

 

Here's a rough mock-up edit I made of one of the Nuka-Girl posters.

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test.png.e26075dee29d1a7e8a95db22d52577da.png

 

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