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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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12 minutes ago, PenBoozerX said:

Is this the original res file?

 

Yeah that's the res I worked at, 2048 x 1024, twice the vanilla res. I'll drop the file into the drive just incase this site has some weird some picture compression I don't know about (I don't think it does but ehh..).

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Nice! yea feel free to use the ffa folder freely for this

 

I tried my best with a couple holotape edits i had art for. They look a little funky (I tried my best XD), but since they're really small props I don't think its a huge deal. People are gonna spend only like two second looking at them ever so.. thats my justification anyway lol

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I tweaked my transmogrifier to furrify everyone to their final races, leaving the races I haven't done yet human. I tell you what, with 8 races and with the size of FO4 I think there are going to be about 5 NPCs of each race.

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36 minutes ago, Bad Dog said:

[...]

Oooh, kitties! Can't wait to see how they turn out. :classic_shy:

 

EDIT: Sabertooth morph when. :classic_rolleyes:

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Sabretooth morph when I figure out morphs. I haven't lost it.

 

Tigers:

 

Spoiler

ScreenShot10.png

 

I wasn't happy with them because their stripes aren't black enough--have I mentioned how inferior the skin tinting system is in FO4 over Skyrim? But FO4 allows you to specify the blending method, which is pretty cool. So I tried some different methods -- multiply, overlay -- and couldn't come up with anything that seemed much better. So I ran through them all, setting the method in FO4Edit (because the CK has a tendency to ignore your changes to blend method), loading it up in CK, and using facegen to see what you get. So here's the results of the different blend methods:

 

Spoiler

tiger_hard.jpg tiger_multiply.jpg tiger_overlay.jpg tiger_default.jpg 

 

That's Hard Light, Multiply, Overlay, and Default. (Soft Light is in the screenshot.)

 

Yeah, for skin tones anyway the whole mechanism is a fake. Fucking Bethesda.

 

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2 hours ago, Bad Dog said:

Sabretooth morph when I figure out morphs. I haven't lost it.

 

Tigers:

 

  Hide contents

ScreenShot10.png

 

I wasn't happy with them because their stripes aren't black enough--have I mentioned how inferior the skin tinting system is in FO4 over Skyrim? But FO4 allows you to specify the blending method, which is pretty cool. So I tried some different methods -- multiply, overlay -- and couldn't come up with anything that seemed much better. So I ran through them all, setting the method in FO4Edit (because the CK has a tendency to ignore your changes to blend method), loading it up in CK, and using facegen to see what you get. So here's the results of the different blend methods:

 

  Hide contents

 

Spoiler

tiger_hard.jpg

 

Spoiler

tiger_multiply.jpg

 

Spoiler

tiger_overlay.jpg

 

Spoiler

tiger_default.jpg

 

 

That's Hard Light, Multiply, Overlay, and Default. (Soft Light is in the screenshot.)

 

Yeah, for skin tones anyway the whole mechanism is a fake. Fucking Bethesda.

 

 

Why not use older colored textures? There was great color and the black stripes were realy black. Personally, I'm not much of a fan of white tigers, so I'd prefer the classic color.

In addition, a black and white version could be available for download (as replacer) if anyone would like it. It's just a suggestion, it's up to you how you decide, but I think it would save you work.

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It's not a bad idea and I hadn't thought of it. What I've done for now is add the stripes to the skin tone mask, so the color stays off them (mostly). I also shaded in the lower cheeks and chin so they stay whiter. But that only works on the face. I might go back to the colored base layer on my next pass if I decide I'm not happy with it.

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8 hours ago, Bad Dog said:

I might go back to the colored base layer on my next pass if I decide I'm not happy with it.

If you do that, you could always make the "white tiger" skin a separate one from the main (orange-ish) one. NPCs could have it assigned to them at will (manually by the modder or at random by the Furryfier) alongside a matching white tiger head texture set, and the player could also load both using LooksMenu's custom skin function. The latter is a bit buggy (i.e. tends to reset to the original/base textures on game load or cell transition until you equip-and-unequip something in the Body slot to force it to correct itself) so the player experience may not be ideal, but NPCs should work fine and I'd say "somewhat buggy extra white skin option" is better than "no extra skin options at all".

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I'll keep that in mind. Been thinking about skin options for other races as well, eg horse and gazelle patterns. Are there body overlays in FO4 or just the alternate skin options? 

 

I ended up thinking there were too many white tigers in skyrim. Probly better not to assign them randomly, instead assign them explicitly to one or two npcs. 

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1 hour ago, Bad Dog said:

Are there body overlays in FO4 or just the alternate skin options?

Sly did this small writeup re FO4 and overlay options a while back:

Quote

The limitations for overlays being:

- Overlays only work on body, hands and feet

- Overlays cannot be tinted

- Overlay opacity cannot be changed

- Overlays can only be grayscale

- Overlays can only have color as glowmap and that has to be defined in the material itself, no ingame adjustments

 

I think the only new discovery since has been the fact that just adding color to the overlay itself makes it automatically glow without the need to do the glowmap thing from the last point, but otherwise it should be accurate.

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Anybody have a reason to include the mouths or not include them in the head mesh? All mine are, because the mods I copied did it that way. But then I saw that the human heads have separate mouths, just like skyrim. 

 

There's a small downside in that the mouth textures have to be pretty compressed into the available areas of the head textures. But I can't tell that it's a problem in game. I suppose if you wanted something different in a material it would make a difference.

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34 minutes ago, Bad Dog said:

Anybody have a reason to include the mouths or not include them in the head mesh? All mine are, because the mods I copied did it that way. But then I saw that the human heads have separate mouths, just like skyrim.

TBH I only did it for the sharks because A) Vulpines did it before too and B) trying to keep the TRIs matching and working across two different shapes would have been hell, and genius me didn't think of splitting them right before porting to the game. There's probably no real downside to including them as separate head parts like vanilla humans have them indeed.

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5 hours ago, Bad Dog said:

7 down, 1 to go.

Gotta love how we're going to have horses basically for the first time in a Fallout game (I'd say a Beth FO game, but IIRC even FO1/FO2 didn't have horses, only a donkey at most), but it will be as anthros only. ?

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6 hours ago, Bad Dog said:

[Horses]

Speaking of equidae, I think I've come up with an idea to solve the main issue I think they had back in Skyrim (at least NPC-wise), and this would probably apply to Cervids as well: the fact that the base race textures look too plain and need overlays to spice things up, as NPCs can't (easily) get overlays so they all end up using the base textures alone instead.

 

It would go like this:

  1. Create the base textures as "plain" ones, as in Skyrim (with uniform fur color and only the naughty bits added in).
  2. Create a bunch of overlays/tints, like the ones from Skyrim (e.g. belly white, socks, zebra stripes, appaloosa spots, etc.). Keep the source PSDs or whatever.
  3. Generate a handful of "pre-made" skins with the overlays baked on, and turn them into alternate NakedSkin sets (with matching head TextureSets where appropriate, such as zebra body stripes getting a matching zebra-striped head).
  4. Set up the furryfier to randomly assign these skins (+ head texture sets) to NPCs as they are processed; probably still leaving a handful of them with the base skin instead.
  5. Set up the LooksMenu JSON to also offer those alt skins to the player through the custom skin function.
  6. Generate actual working LM overlays with the source PSDs from Step #2, and add them as extra options for the player during chargen.

This way NPCs will get some different body skin options throughout instead of all looking plain other than skin tone, and so does the player. Offering the overlay parts as separate overlay options also gives the player the option of generating their own customized skin to a certain extent (e.g. want a black-bellied white-socked pink zebra? Combine all the matching overlay pieces over a pink-skin-tone'd base skin and you're set!).

 

The only downside I see to this is A) generating the overlays and stuff would take some work (though I guess once the overlays are done it's just a matter of pasting the desired combinations over the base skin texture and merging layers down) and B) it would make the archive/download size go through the roof, because you'd need an extra diffuse per texture set for each extra pre-made skin and then every overlay would count as yet another diffuse.

 

Thoughts on this?

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Very doable and I've thought about something like that for skyrim. My worry is that if the alt skin is a WNAM, worn armor or skin in FO4, rather than coming from the race, will it get the correct texture on body bits that show through armor? Esp in skyrim, where I run with skimpy clothes, thank you very much, but similar mods exist for FO4. 

 

I could also put more pattern on the base texture, ofc. I didn't (a) because horses don't necessarily all have white bellies and (b) the more pattern on the base the more they all look alike, if there's just one. Oh, and (c) there aren't very many of these NPCs in skyrim.

 

Also too, note that when I'm done there will be only 120-140 NPCs of each race in the game. (Base game, not counting DLC.) 

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Ooh, i like how the cats are looking!

 

What determines what NPC turns into what species btw? Is it all randomized? Was wondering, if commiefurries were going to be any spesific race, or will they look like everyone else.

 

How will ghouls look eventually? Furries with their fur falling off?

What about robo-looking synths? Super-muties? Anything planned for those?

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45 minutes ago, Bad Dog said:

My worry is that if the alt skin is a WNAM, worn armor or skin in FO4, rather than coming from the race, will it get the correct texture on body bits that show through armor? Esp in skyrim, where I run with skimpy clothes, thank you very much, but similar mods exist for FO4. 

Yup. WNAM/Naked Skins replace the (N)PC's nude skin in all aspects, including being the source for the body textures when wearing armor/not being naked. That shouldn't be an issue at all, at least not for NPCs.

 

The only place where things could bug out would be the player in FO4 using those skins through LooksMenu's skin selector, because there seem to be some bugs in LM's code that sometimes cause the skin to be reset to the race's default one on cell/game load. Still, just equipping-and-unequipping any item taking up the torso slot should bump LM into refreshing the skin and restoring the custom one, and as I said this is a player-only thing due to the "scripted" way those are applied; NPCs with the skin properly set in the WNAM field of their NPC_ record should work flawlessly.

 

(I also want to see if there's any way to automatically force the "skin refresh" thing on the player without having to (un)equip stuff; there's a fix for the "rusty face" bug that works by refreshing the PC's skin tone on cell/game load, so maybe there's a way to refresh the skin too and avoid the bug altogether).

 

Quote

I could also put more pattern on the base texture, ofc. I didn't (a) because horses don't necessarily all have white bellies and (b) the more pattern on the base the more they all look alike, if there's just one. Oh, and (c) there aren't very many of these NPCs in skyrim.

Yeah, I think keeping the "base" texture plain/markings-less is better for those very reasons indeed. The only issue is getting the overlays/markings on the NPCs as well as the player, but seems like this alt skins method may do the trick for it.

 

Quote

Also too, note that when I'm done there will be only 120-140 NPCs of each race in the game. (Base game, not counting DLC.) 

FO4 is just not a huge game after all, and it's not like ~130 is a low number, so that sounds about right, lol.

 

35 minutes ago, PenBoozerX said:

Was wondering, if commiefurries were going to be any spesific race, or will they look like everyone else.

Like, what should Chinese/"Evil Commies" be represented by in propaganda? Welp, AFAIK there's only one bona fide Chinese Commie character in the whole game (Captain Zao) and he's a ghoul so he'll end up as... whatever all other ghouls end up being. For the actual posters and such, though... first things that come to mind are pandas (duh!) or maybe Eastern dragons, but the latter may be too "cool" to be painted as the bad guys.

 

Quote

What about robo-looking synths?

Maybe AMELIA could be used for that. I'd honestly prefer furrified versions of the vanilla synth assets (or new ones with the same base aesthetic), but I understand that would take quite some work and time so this may work as placeholder in the meantime.

 

Quote

Super-muties? Anything planned for those?

AFAIK Supermutants use TRI-enabled separate head parts for faces so in theory we could just replace the heads with furrified ones (no idea what that would look like, though) and keep the bodies and gear as in vanilla, thus increasing compatibility with SM-editing mods that don't touch the faces.

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11 minutes ago, Blaze69 said:

Like, what should Chinese/"Evil Commies" be represented by in propaganda? Welp, AFAIK there's only one bona fide Chinese Commie character in the whole game (Captain Zao) and he's a ghoul so he'll end up as... whatever all other ghouls end up being. For the actual posters and such, though... first things that come to mind are pandas (duh!) or maybe Eastern dragons, but the latter may be too "cool" to be painted as the bad guys.

Yeah. Pandas crossed my mind as well, they're just not very menacing looking lol. Commies would prolly portray themselves as dragon in their own heroic propaganda. Though, dragons are pretty villainous archetype so maybe the opposite could be true too?

Pallas cats are also native to China (they look a bit like khajit, even though khajit are supposed to be more like lynx) so that could fit in as mod-friendly option.

 

Quote

Maybe AMELIA could be used for that. I'd honestly prefer furrified versions of the vanilla synth assets (or new ones with the same base aesthetic), but I understand that would take quite some work and time so this may work as placeholder in the meantime.

Yeah I would like to see them be closer to vanilla as well. Just the face would need reshape imo, maybe a tail thats just a long cord? Nick and DIMA are tougher ones since they are unique npc.

 

Quote

AFAIK Supermutants use TRI-enabled separate head parts for faces so in theory we could just replace the heads with furrified ones (no idea what that would look like, though) and keep the bodies and gear as in vanilla, thus increasing compatibility with SM-editing mods that don't touch the faces.

If we wanna have fun with genetics, English Bulldog could be nice fit being genetic oddities themselves, being bread so far they're full of health problems with their genetic mutations.

Ofc, another great fit imo would be strait copy from Star Wars with Gamorreans (the green fat pig men) :P

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Most of the NPCs get random races. Most of the communities seem to be ad-hoc groups of refugees thrown together, so I think mixed is better. The Cabots are all cheetahs. I'll mostly try to get family members to be the same race. Spouses may not be. Kids should follow the mother, but I'm not sure I'm ready to do 8 kid races so I may not hold to that. Since they're keeping their clothes on I may take short cuts, like alternate heads but they stay one kid race.

 

I'm expecting to do ghouls and synths but haven't thought about how yet, or how to handle multiple species without creating multiple race records. I'm gonna finish the furry races for real before even thinking about them.

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