Bad Dog Posted July 4, 2021 Author Posted July 4, 2021 I'm sorta thinking of picking through the hair options. My thing is I think FO4 has a different style from Skyrim and mass-porting the hair over is a bad idea. BUT a lot of the Apachii/KS hair isn't particularly Skyrim-style anyway and might look just fine in FO4, like, fore example, that shaved-side haircut. So I'll probably pick and choose, till I get bored with it. 2
Blaze69 Posted July 4, 2021 Posted July 4, 2021 (edited) 21 hours ago, Bad Dog said: My thing is I think FO4 has a different style from Skyrim and mass-porting the hair over is a bad idea. I mean... I guess? I agree the vanilla Khajiit hairs and the similarly-styled ones are probably a no-go, but I'd say most of Kritta's Lykaios hairs (and derivatives, like the Ungulate fringe and mohawk and the Lion manes) would work out just fine. Ungulate manes too. Quote BUT a lot of the Apachii/KS hair isn't particularly Skyrim-style anyway and might look just fine in FO4, like, fore example, that shaved-side haircut. Yeah, the two hairs I refit for use on horses on my end both come from KS (from femshepping's pack in particular): Spoiler Some of them might take some work before they fit the FFO heads, but it's definitely a good idea to look into it IMO. Quote So I'll probably pick and choose, till I get bored with it. Fair enough, then. Looking forward to it. Edited July 5, 2021 by Blaze69
Coalsack94 Posted July 7, 2021 Posted July 7, 2021 Does anybody knows if its even possible to port the Raccoon replacer for Lykaios? This one
Blaze69 Posted July 7, 2021 Posted July 7, 2021 7 hours ago, Coalsack94 said: Does anybody knows if its even possible to port the Raccoon replacer for Lykaios? "Possible" yes, just like the original Lykaios have been. "Easy" or "Likely to happen", though... Probably not.
BafMeow Posted July 7, 2021 Posted July 7, 2021 Any good news on the erectile dysfunction problem and in v0.7 having a permanent boner except for the deer folk??
Bad Dog Posted July 7, 2021 Author Posted July 7, 2021 Yes, boners are fixed. Turned out to be a stupid missing node in the body nif. I've got AAF set up according to the FAQ and MCG loaded and they're working fine. Stupid Fallout tricks: Has anybody seen this before? No idea what might be causing it. The start menu's been normal until now.
Blaze69 Posted July 7, 2021 Posted July 7, 2021 1 hour ago, Bad Dog said: Stupid Fallout tricks: Has anybody seen this before? No idea what might be causing it. Looks like the mesh/screen overlay thingy Beth used to simulate the mirror fog and water drops might be messed up for some reason. If you set your FOV to a value higher than the vanilla one (which is either 70 or 75, can't remember which) in the INI config, you should actually have part of the screen not covered by the mesh (because hilariously enough it seems to be only adjusted for the default values and doesn't adjust to any other ones), so you could try that and see if it's the overlay indeed (and the sides look fine) or something else is at play there (if the whole screen still looks like that).
BafMeow Posted July 7, 2021 Posted July 7, 2021 (edited) 5 hours ago, Bad Dog said: Yes, boners are fixed. Turned out to be a stupid missing node in the body nif. I've got AAF set up according to the FAQ and MCG loaded and they're working fine. Has this change taken place already or will it be on the next update? Just making sure if i should redownload 0.7 again if there was hidden changes. Also first time i've seen that Orange character creation filter Edited July 7, 2021 by BafMeow 1
Bad Dog Posted July 8, 2021 Author Posted July 8, 2021 In general if the version number hasn't changed, the contents haven't changed. Even if I'm just doing some small fix I'll usually add a number, like 0.7.1. Looks like 0.7 does *not* have the bodies fixed, so maybe as soon as I have the lions done I'll post an update. The orange filter was in just one of my test profiles so I'm not worrying too much about it. Here's a question: Is it possible that the orientation of the UV on a tangent space normal matters? I'm looking at the seam between the dick and the abdomen, which is completely seamless so far as the color of the normal map goes. But when I light it up, I can see that the normal is reacting to the light differently on each side of the seam. I see this both in Blender and in game. I'd hate to think that tangent normals behave so stupidly, but if it's not that I don't know what it is. 2
BafMeow Posted July 8, 2021 Posted July 8, 2021 36 minutes ago, Bad Dog said: I can see that the normal is reacting to the light differently on each side of the seam. I see this both in Blender Sounds like , if the peen meshes are separated from the body and that their vertex normals are different. You can try the DataTransfur modifier to have the peen vertex points that connects to the body to inherit the body mesh normals
Bad Dog Posted July 8, 2021 Author Posted July 8, 2021 No, on this body it's all one mesh. Just a different UV island.
Blaze69 Posted July 8, 2021 Posted July 8, 2021 (edited) 2 hours ago, Bad Dog said: Looks like 0.7 does *not* have the bodies fixed, so maybe as soon as I have the lions done I'll post an update. Count me in for that, since I was just working on some custom bits for use with lions but was thinking that I'd probably have to wait for them to be done first. Speaking of which, any chance they'll get an optional "Sabre tooth" morph like the Skyrim one? 2 hours ago, Bad Dog said: Here's a question: Is it possible that the orientation of the UV on a tangent space normal matters? I'm looking at the seam between the dick and the abdomen, which is completely seamless so far as the color of the normal map goes. But when I light it up, I can see that the normal is reacting to the light differently on each side of the seam. I see this both in Blender and in game. I'd hate to think that tangent normals behave so stupidly, but if it's not that I don't know what it is. I... don't think I follow? Of course the vertex normals would be different at the seam between dick and body. The dick is on a separate UV island and Nifs don't support more than a single UV coord per vertex, so the vertices have to be split at the seam, thus resulting in different vertex normals on each side. The default BT3 body already has it like that in the first place: Spoiler Different vertex normals means the tangent normal texture can't be "seamless", or else you'll actually see a seam there. You'd have to do the same thing you did for necks and manually tweak the vertex normals on both sides to be identical (after already having split them) for a seamless normal texture to actually result in normal shading on that area. Edited July 8, 2021 by Blaze69 1
Bad Dog Posted July 8, 2021 Author Posted July 8, 2021 So it's a good point that the vert is split in the nif file, but I don't think that can be it. 1, the mesh is pretty much in a plane there so the normals shouldn't be that different, 2 I see it in Blender too, and 3 I think I write the same normal to both the split vertices when I split a vertex on export. Here are pics of what I'm seeing. Here's the diffuse alone, so you can see there's no variation there: Here's the normal texture alone, without any shading applied. You can see it's continuous: But here's what happens in Blender when I apply the normal as a normal and do full shading/image rendering: And I think I'm seeing something similar in game. Since, for a wonder, Blender and the game are doing the same thing, it suggests something about how tangent normals are interpreted rather than just a Blender quirk. Here's the same area in game: So I say the issue is clearly in the normal but I can't figure out what the problem is except the crotch UV island is rotated just about 180 from the body UV. If the UV has to be oriented the same way for tangent normals to work, that makes them *significantly* less useful. Obvs the test is to create a version of the body where the crotch UV is rotated and I'll try that at some point but I'm really hoping that's not the answer. Now
Bad Dog Posted July 8, 2021 Author Posted July 8, 2021 Okay, I rotated the crotch UV island so the orientation matched that of the body, and this is what I get in blender: The symbol is the 3D cursor and it's in the same place, so you can compare across images. I did no work except rotating the textures to blend the seams, so you can see a little disconnect there. But you can also see that the shadows are matching up almost exactly. Where they match up least well--over on the right after the section turns a corner--the orientation of the edge in the crotch UV island is most different from the orientation of the edge in the body. So I say on a tangent space normal, the freaking orientation matters. Fuck me with razor wire. 3
Bad Dog Posted July 8, 2021 Author Posted July 8, 2021 New version up. Lion heads are complete and I gave the males manes. There's a sabretooth option for males too. NPCs are updated and should look decent for the most part. Bodies are all updated to work correctly with AAF. 3
Amazonrex Posted July 9, 2021 Posted July 9, 2021 Hi BadDog, I've been testing your new mod Furry Fallout 4 and it's spectacular, thank you very much for working on this mod, ah, by the way, the female felines have missing textures on their bodies but I fixed it by creating materials files for those races
Bad Dog Posted July 9, 2021 Author Posted July 9, 2021 Ya no, not unless I didn't manage to get all the files into the 7z.
BafMeow Posted July 9, 2021 Posted July 9, 2021 2 hours ago, Bad Dog said: New version up. Lion heads are complete and I gave the males manes. There's a sabretooth option for males too. NPCs are updated and should look decent for the most part. Bodies are all updated to work correctly with AAF. I am loving it ! Only sad part is, the character HUE/Tinting is back to Saturation style instead of being able to make a black/white tiger player characters but it is minor compared to having working schlongs again ! Time to start my melee playthrough ;3!
Bad Dog Posted July 9, 2021 Author Posted July 9, 2021 yeah, I haven't forgotten the conversation about the colors. Imma finish the heads before looking at that tho.
Blaze69 Posted July 9, 2021 Posted July 9, 2021 (edited) 10 hours ago, Bad Dog said: There's a sabretooth option for males too. > No mention of females Why must you hurt me so? ?I can't replicate Shalia in FO4 if I don't have sabre teeth for the lionesses. ----------------------------------------------------------- Anyhow, just a heads up, but you'll probably want to 1) compress the FaceGen textures from the NPC file and B) pack them into BA2 archives at some point. Preferably sooner rather than later, though I'd understand if you'd rather wait until NPCs are (mostly) final before doing so. is because the CK spits out uncompressed FaceGen textures, which means each texture is ~4MB in size (x3 textures for each NPC). Compress those with the right format for each type (BC3 for diffuses, BC5 for normals and specs) and that comes down to 1.3MB/texture. Quite a sizeable improvement, innit? I just ran the full v8 NPC pack (base game + DLCs) through IceStorm's Texture Toolbox with those settings and loose file size went down from 17GB to 6GB. I'd say it's worth doing. is because loose files severely affect game performance and load times, so you'll want the least amount of them to be present in your data folder as possible. BA2 archives count as a single "file entry" so they're way more efficient than loose files, and also include some optimization systems that allow the game to load textures much easily from inside BA2s than they would if they were set as loose files, so you really want that as well. It also cuts down the size even further, resulting in a final "install"/on-HDD size of ~4GB for the whole NPC package as opposed to the current 17GB as uncompressed loose files. For the record, if you edit an existing BA2 archive and add files that already exist inside of it, Archive2 will overwrite the old versions of those files with the newer ones that you just added, so you could just pack the current NPC files and simply re-pack and re-save (i.e. "update") the newer files as you generate them. You'll also probably want to pack the base race files from the main FFO download at some point, but since you're still extensively working on those, I think it's better left for when the mod is final or at least at v1.0. ----------------------------------------------------------- EDIT: I also just noticed you seem to have forgotten to pack the Bodyslide files for B0.8. You'll probably want to upload those at least as an extra download or something like that. Edited July 9, 2021 by Blaze69
Bad Dog Posted July 9, 2021 Author Posted July 9, 2021 Oh ooo-kaaay, I'll do female sabreteeth. I'm thinking of twiddling the whiskers anyway. I ran IceStorm's packer on something--maybe the last version--and it made them smaller but I didn't remember it was that much smaller. What did you do with the normals? When I did the bulk packing, it wouldn't handle the _msn filenames. Is archive2 the best way of creating a BA2? Is it a separate file? Seems to me Skyrim had a way to do it in the CK. Anyway, if there's a command line tool I'll probably just incorporate it all into my packing script so I don't have to worry about it. For bodyslide files -- I'm thinking you need to redo them or something, don't you? Or at least the body nifs have to be replaced, which I can do. Thinking maybe it should be its own kit. 1
Blaze69 Posted July 9, 2021 Posted July 9, 2021 (edited) 1 hour ago, Bad Dog said: Oh ooo-kaaay, I'll do female sabreteeth. I'm thinking of twiddling the whiskers anyway. Hooray! (Seriously though, thanks). 1 hour ago, Bad Dog said: I ran IceStorm's packer on something--maybe the last version--and it made them smaller but I didn't remember it was that much smaller. What did you do with the normals? When I did the bulk packing, it wouldn't handle the _msn filenames. Oh, right. I nagged Ice about adding support for the _msn suffixed files and it turns out he had a WIP update in the works that adds an option to support those, as well as another one to treat unknown/non-suffixed files as diffuses (thus letting you process those as well). He let me test it on the FaceGen files (and everything worked fine) so I don't have to worry about them since they're properly recognized as normals now. I don't think he's updated the main mod itself yet, though. Might have to wait until that happens to get your hands on the patched version. 1 hour ago, Bad Dog said: Is archive2 the best way of creating a BA2? Is it a separate file? Seems to me Skyrim had a way to do it in the CK. Anyway, if there's a command line tool I'll probably just incorporate it all into my packing script so I don't have to worry about it. Archive2 is the official Beth tool to handle archives, and AFAIK it's also what the CK uses to generate its own, it just happens to have a GUI so it can be used on its own. Dunno if it actually supports command line but I assume it does and that's how the CK calls on it when it needs to pack something. 1 hour ago, Bad Dog said: For bodyslide files -- I'm thinking you need to redo them or something, don't you? Or at least the body nifs have to be replaced, which I can do. Thinking maybe it should be its own kit. I... hadn't noticed you edited those, derp. ? Yeah, that means I need to re-do them. I'll get them updated and send the package your way as soon as possible so you can post it on the Drive. Edited July 9, 2021 by Blaze69
Izaya_Fenekov Posted July 9, 2021 Posted July 9, 2021 With the new update, the synth armor in the torso area has shifted somewhere and does not seem to distinguish the body.
poblivion Posted July 9, 2021 Posted July 9, 2021 14 minutes ago, Izaya_Fenekov said: With the new update, the synth armor in the torso area has shifted somewhere and does not seem to distinguish the body. I think the body has a default shape. If you are using a custom preset you will have to wait for the body version for BodySlide.
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