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Furry Fallout 4

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Furry Fallout Beta Release!

 

This is still an early-stage mod but I think it's stable enough to play. What you get:

  • The FO4 world is furry. All NPCs are transformed into a furry race: lykaios (wolves), fox, hyena, cheetah, lion, tiger, horse, and deer. 
  • Races have a range of skin colors and race-appropriate face patterns. 
  • Bodies support the BodyTalk and CBBE bodies and look decent when you strip. 
  • NPCs either have decent-looking vanilla hair or no hair. 
  • Kids are furry too, tho they don't have juvenile features. 
  • Some headgear has been modified to fit the furries, but lots hasn't been touched yet.
  • Some artwork has been made furry
  • Races are final EXCEPT some family groups don't match so I may make changes there.

 

Still to come:

  • Tails
  • Better and more hair
  • Animal hands and feet
  • Conversions of all headgear including things like gas masks 
  • Tattoos
  • Facial marks: burns and scars
  • Maybe more face patterns
  • More horn types for the deer
  • Do something with ghouls, mutants, synths, and Nick
  • More kid-like kids
  • More props, art, and world objects furrified

 

*** I will be doing more on this, but much of the next round of work wants a better mechanism to get from blender to FO4, so I'll be focusing on that for a bit. Updates in my blog.

 

Installation

 

  • Install and enable FurryFallout.esp always
  • If you want to play as a furry, enable ONE of the FFO-Player-* esps, corresponding to the race you want to play as
  • If you want a furry world, install FurryFalloutNPCs and enable the esp. If you don't, you'll be furry in a human world. This kit also gives you furry artwork and furry kids.

 

Credits

  • LordFlawn and PenBoozerX for the fabulous furry art
  • KrittaKitty for the Lykaios, which will never die
  • Blaze69 and ASlySpyDuo for instigating this

 

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@Bad Dog congrats on the release! I know it's still early stage and TBH I'm looking forward to later, more advanced releases, but it's good to have this out already.

 

...I do have some stuff to report, though. Main problem here is female characters of most races (if not all of them) seem to be using the same solid-color shiny-ish specular body texture which doesn't match the head or hands at all and causes very obvious seams. I can try to grab a pic or two later but I'm 99.99% sure it's because of the weird specular. Males seem to share the specular as well but that one does match the rest of the body parts better so I dunno what happened there. I'm assuming those were placeholders and you forgot to replace them with the new ones? Or maybe just missed female body specs when cleaning out seams?

 

They also all seem to use the same Lykaios normal maps; this isn't ideal but should work alright for now once the specular mismatch is solved, I just thought it was worth pointing out as well in case there had been some file mixup there or whatever.

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19 minutes ago, Blaze69 said:

@Bad Dog congrats on the release! I know it's still early stage and TBH I'm looking forward to later, more advanced releases, but it's good to have this out already.

 

...I do have some stuff to report, though. Main problem here is female characters of most races (if not all of them) seem to be using the same solid-color shiny-ish specular body texture which doesn't match the head or hands at all and causes very obvious seams. I can try to grab a pic or two later but I'm 99.99% sure it's because of the weird specular. Males seem to share the specular as well but that one does match the rest of the body parts better so I dunno what happened there. I'm assuming those were placeholders and you forgot to replace them with the new ones? Or maybe just missed female body specs when cleaning out seams?

 

They also all seem to use the same Lykaios normal maps; this isn't ideal but should work alright for now once the specular mismatch is solved, I just thought it was worth pointing out as well in case there had been some file mixup there or whatever.

 

I noticed that too. I use the texture from the Hyena folder (HyenaFemaleBody_s) for all females. This fixes the problem with shiny body.

 

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K thx. Yeah, normals had to be recreated so I made a simple one and used it everywhere. Same was *supposed* to be true for speculars. Don't actually know why the hyena one is good and the rest aren't.

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The rest is just a single-colored olive green square. Only the Hyena folder contains a functional texture. I noticed it in the alpha version, but I didn't want to bother you with it.

 

PS: Males work great on my side

 

X.png

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Huh. There's something about FO4 speculars only use 2 channels, and I was following that with the lykaios specular. Looks like the hyena is the one I *forgot* to update. @Blaze69, do you know more exactly?

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55 minutes ago, Bad Dog said:

do you know more exactly?

The speculars for FO4 go like this:
Red channel = shine (aka the Skyrim specs you are familiar with).

Green channel = gloss.

Blue channel is discarded.

 

Don't know what program you are using to save as DDS but the Intel Texture Works plugin for Photoshop can save them as special Normal Map format which is also used for speculars, like this.

 

image.png.bd5e9995a84caeb9f4e451051384c3ba.png

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1 hour ago, Bad Dog said:

do you know more exactly?

Sly already explained the important bits. The only thing I have to add is that you may want to check out the standard CBBE human specular to see what "standard" Spec and Gloss channels can look like and what the end result is ingame. Or maybe find something with the specular effect you want and see what its corresponding specular texture looks like.

 

Other than that, on the topic of textures I think it may be worth pointing out that there is a (community-made) texture export preset for Substance Painter that generates FO4-compatible textures. The end result won't be 1:1 since SP uses mainly PBR Metal/Rough while FO4 is non-PBR Spec/Gloss, but in my experience it's still reasonably close and SP allows you to do some fancy stuff if you grab custom materials and such. So if it turns out SP is something you'd be interested in (for this project in particular or otherwise), it should at least be an option to work on this project indeed, methinks.

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Okay, I hadn't understood red and green are doing different things. I was exporting using that Intel tools normal setting (except for the Hyenas, apparently). Photoshop lets you edit red and green separately conveniently so I'm good there.

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I didn't realize at all that the textures in FO4 work differently than in Skyrim. Somehow I thought the difference was only in the normal map.

I'm a little ashamed now

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2 hours ago, maddadicusrex said:

Will these bodies interact with AAF sex functions? Some mods that change bodies will revert to vanilla or human with AAF. 

Most mods work, so far I only had a problem with AAF Violate. If the aggressor is one of the furry races, a note appears stating that it is an unsupported race.

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I think AAF needs a "patch" to be able to recognize mod-added playable/humanoid races. Yhe main AAF download should have a patch for Vulpines so it would probably just be a matter of reverse-engineering the XML and replicating it for all of FF's races, but I haven't done so myself because I don't use AAF.

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7 hours ago, Blaze69 said:

I think AAF needs a "patch" to be able to recognize mod-added playable/humanoid races. Yhe main AAF download should have a patch for Vulpines so it would probably just be a matter of reverse-engineering the XML and replicating it for all of FF's races, but I haven't done so myself because I don't use AAF.

Will you be adding Skyrim type beast feet to your characters? I have been trying out the Furry stuff from Nexus and my Looksmenu added beast feet disappears using AAF. Seems we would need them as part of the body. Looking forward to your success with this.

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Well, that's something, works pretty well. I'm gonna wait though for the updates with tails and better placement of face accessories, keeping fingers crossed.

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3 hours ago, madeforjames said:

Will you be adding Selachii, Anthro Deathclaws, and Amelia Race? Great mod btw!

BD would be the one to reply here but I doubt so, considering he already has his own races lined up and everything. If there's ever any mod adding any of those races as new NPCs to the world, chances are I'll eventually make a patch for it to be compatible with FF, but i don't think they'll be included in the base mod itself.

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8 hours ago, Bad Dog said:

Yeah, my feeling is that those mods can be added to a furry world as easily as to a human world, so no need to usurp their thing.

 

I am no modder, but a humble suggestion. If you apply beast feet, please make them an actual part of the body. The mods on Nexus apply them via Looksmenu skin option to your character, but AAF (A sex framework will remove them) and revert to human feet during its operation.

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24 minutes ago, Bad Dog said:

Weird. The bodies I looked at (the ones with dongs) had the feet attached, and that was my plan.

Lupine Race gives you multiple body/feet ( the 2 in Skyrim?) options which you can create in bodyslide. But when you make your character, you must apply your beast feet choice through Looksmenu skin selection and that will be removed during sex but reapplied after. I only tried out the Lupine and not any others. NPCS have no such issue.

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