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Posted (edited)

Craziest thing about Cathy is her whiskers are still showing up. That's all one mesh, one nif, one texture set. Are the other female cheetahs showing properly?

 

Mismatches between head and body is generally the facegen process breaking. I'll check around.

 

I'm done with Lykaios. I have to do foxes, which should be pretty quick because they use the lykaios mesh. Then deer. I have no idea how to give the user a choice of horns in character setup. Worst comes to worst I'll make them hair and combine them with different actual hair, but that gets tedious.

 

EDIT: Anybody got any guesses why the head disappears when coming out of a power armor workstation? Howabout when selecting a part in character setup? I'd fix that but I don't even know where to start. The faceBones/regular meshes are clearly working together. They just aren't (I assume) getting swapped properly at that point. I don't know if the invisible head in game is the same problem or not.

 

Edited by Bad Dog
Posted (edited)
32 minutes ago, Bad Dog said:

Then deer. I have no idea how to give the user a choice of horns in character setup. Worst comes to worst I'll make them hair and combine them with different actual hair, but that gets tedious.

My suggestion would be making them Facial Hair. It's basically the only non-Hair selectable head part which is actually composed of new meshes instead of skin overlays (as opposed to brows or scars, for example), and you can put the "AssociatedHeadPartType" entry for them in the region you want (just like Eyes), so you aren't forced to have horns only selectable on the cheeks region or whatever.

 

The only reason I didn't set it up like that myself for the Anthro Deathclaw horns was the fact that equipping anything in the Beard slot (like Bandanas) would hide the horns and look weird. But turns out I'm a blind dumdum, because the race data has a specific "Beard Biped Object" data field, which is set to... you guessed it, the Beard slot. So I assume either leaving that field empty/set to "None" for the Deer race or setting it to an equipment slot that'd make more sense (e.g. Hair Top or Hair Long so helmets hide the horns) would solve that issue.

 

EDIT: also please do make sure to include all the customization options and antler/horn variants from Skyrim if possible. At the very least the Reindeer ones. Got some characters I'd like to try and replicate in FO4 as well if possible. Pretty please? :classic_shy:

Edited by Blaze69
Posted
12 hours ago, Bad Dog said:

Are the other female cheetahs showing properly?

 

Yep Settler/raiders female cheetahs are good, Been playing some more and luckily have not ran into anyone wearing the Chef hat yet. So far its only been those NPCs in Diamond City.

Posted

i have a issue with the horse races not being able to have hairdos even with hair addons installed and the horses dont have manes are they coming in a update?

Posted (edited)
3 hours ago, xxrtsxx? said:

i have a issue with the horse races not being able to have hairdos even with hair addons installed and the horses dont have manes are they coming in a update?

 

Hairstyles need reshape to work properly and are not yet available. But you can also try unedited hairstyles. I modified ESP to make hairstyles available to all races, you can try it.

First, download this mod   https://www.nexusmods.com/fallout4/mods/11402/ and then replace the ESP file with the modified ESP.

KSHairdos.esp

 

PS: You can also reshape the hairstyles in OtfitStudio to fit well for the Horse race.

Edited by poblivion
Posted

Hair is coming. I should have done manes with horses, just didn't think of it. If anyone has hairdo they particularly want to see, whether it's vanilla or KS or Apachii, post a pic or give me the name and I'll try to include it. I got permission to use KS and Apachii on Skyrim, so I don't think there will be an issue with permissions to use them in FO4.

 

Also a guy on the discord posted some awesome furry mags so I'm putting them in game too.

 

Posted

Is there a way to get the NPCs to not be completely nude once stripped? I remember in YA the furries would at least have the loincloths if SOS and SexLab weren't installed. Was wondering if there was a similar situation for this mod. Great mod nonetheless!

Posted

it's a little more complicated because the dick isn't an extra part added to the body mesh, it's part of the mesh itself. Blaze & I have talked about how to do it and I might give it a try once the basic mod is done.

 

(I suppose it's possible to design underwear that covers whatever the guy has got? Would have to leave a significant bulge tho. Not that that's a *bad* thing.

Posted
2 hours ago, poblivion said:

I noticed, some female hyena characters have very strangely shaped faces.

face.jpg

Having sex with one too many glowing Ferals? Or their momma was banging one too many humans!

Posted
43 minutes ago, maddadicusrex said:

Having sex with one too many glowing Ferals? Or their momma was banging one too many humans!

I think it's an allergic reaction. Maybe something was splashing in her face, or she had something in her mouth that didn't belong there.

Posted (edited)

So the deer, which I made exactly the way I made every other head, have decided not to disappear in character setup. No idea why.

 

Spoiler

image.png

 

Well. Exactly the same except they don't reference a segment file because I screwed up. But the vanilla heads reference an invalid segment file (path is truncated at 49 characters). Maybe I should try just skipping it and seeing if that does better. Or paste in the screwy messed-up filename from vanilla, on the theory that that is magic.

 

Deer nearly done, except I have to do all the horns. Then on to hair.

 

Edit: BTW I finally made it into the Institute and now my OCD is kicking in. Spoilers follow.

 

Spoiler

Question is how many freaking Shauns to make. I said I was going to make one wolfie baby Shaun but now there's a pre-teen Shaun and an Old Shaun to deal with. Beth went to a fair amount of work to make Old Shaun morphologically somewhat like the PC. People aren't as good at seeing fine differences in animal heads vs human heads (yes, even furries) so I think the morphs aren't quite so important but the species certainly is. Putting a race-specific Old Shaun and Kid Shaun into the PC race ESPs is not hard and I'll probably do that, but really Baby Shaun should match and that's a PITA. Why did I say I could do 8 races?

 

Does anyone understand the morphing system Beth uses to make Old Shaun look like the PC? I'm wondering if it will work at all. It doesn't crash the system anyway, as is.

 

I could do a canine, feline, and ungulate baby and use that in the different race ESPS. That might be a reasonable compromise.

 

Edited by Bad Dog
Posted

I noticed that during the animation the paws are unnaturally deformed, is there any solution to fix it?

 

PS: I'm not entirely sure, but I think the male paws are deformed much less.

PW.jpg

Posted (edited)
11 hours ago, Bad Dog said:

So the deer, which I made exactly the way I made every other head, have decided not to disappear in character setup. No idea why.

Well. Exactly the same except they don't reference a segment file because I screwed up. But the vanilla heads reference an invalid segment file (path is truncated at 49 characters). Maybe I should try just skipping it and seeing if that does better. Or paste in the screwy messed-up filename from vanilla, on the theory that that is magic.

I just tried copying the segment file paths 1:1 from the (female) vanilla human heads to the FFO horse ones ('cause that's the race I'm using in my current save) and that seems to have done the trick, no more head disappearing act in LooksMenu. ?

 

I'll play around for a bit and see if the "head disappears at random during gameplay" bug is also squashed, in which case... yeah, looks like yet another example of IT JUST WORKS but I won't complain since the fix is pretty easy if true, lmao.

 

And for the record, vanilla base heads have a wrong (truncated) path, but the _FaceBones ones seem to point to the right file. Either way, I copied each one 1:1 to the corresponding FFO head and that seems to have done the trick, so in the case of the base/non-FaceBones nif path it might just be Todd Magic™ indeed.

 

Quote

Does anyone understand the morphing system Beth uses to make Old Shaun look like the PC? I'm wondering if it will work at all. It doesn't crash the system anyway, as is.

A quick peek at his NPC data as well as the (seemingly only) mod that un-couples his looks from the player (Shaun Youre Adopted) seems to point to the whole thing being triggered by the "isPlayerChild" keyword, which in turn would point to that feature being hardcoded into the game engine and thus not having an "exposed" Papyrus source to check for the actual process itself.

 

Either way, my suggestion would be to simply edit his NPC data for each xxxPlayer plugin to also change him to the same race as the player and give him some basic looks similar to his human ones. I think the system may just look at the player's face data and copy or blend some values without ever checking for race (why would it? The PC was never intended to not be human, and same goes for Shaun), so as long as PC and Shaun have the same base race, it might work out fine.

 

One way to test it would be to create a PC that looks very different from Shaun's "base" plugin appearance and then see what the ingame Shaun actually looks like; if things work out he should look either like the PC or at least like a mix between the PC and his base looks, which should be easy to tell (specially in the case of skin tint or stuff like the snout/face size bones).

 

Quote

I could do a canine, feline, and ungulate baby and use that in the different race ESPS. That might be a reasonable compromise.

Sounds like the best course of action, yes.

 

TBH I don't think anyone using FFO should stick to the vanilla intro, using alternate start mods is a much better idea. Both Start Me Up and SKK Synthetic Player skip the pre-War scene altogether, so you don't even get to see baby!Shaun there. Anyone that uses the vanilla intro does so at their own peril and has no right to complain about mUh BaBbEy not looking 100% perfect.

Edited by Blaze69
Posted

Fact is for Skyrim I nearly always do the full intro sequence on a new game, unless it totally conflicts with whatever character I'm running. It sets everything up and gets me in the headspace. I figure likely it will be similar for FO4. Besides Beth went to a bunch of work to make the whole Shaun sequence work. I'd like to honor that.

 

For the heads, I'm guessing only the facebones path really matters. I didn't notice it's correct there. So when the one in the vanilla head got corrupted no one noticed or cared. That would explain why the head disappearing in game is associated with headgear--switching out of 3rd person means it has to re-display the head and fit the headgear, changing headgear the same way.

 

@poblivion, there's only so much I can do with the feet, given the ankle bones in the mesh are moved a little away from the corresponding bone in the skeleton, and given that sex animations tend to move them to extremes of position. I'll have a second look but I doubt I'll be able to do much better. Pics do help because then I can target specific poses.

 

Posted
5 hours ago, poblivion said:

I noticed that during the animation the paws are unnaturally deformed, is there any solution to fix it?

 

PS: I'm not entirely sure, but I think the male paws are deformed much less.

PW.jpg

If body is using CBBE that is the knee bend problem. Look how the knee joint itself is malformed. 

Posted
4 minutes ago, maddadicusrex said:

If body is using CBBE that is the knee bend problem. Look how the knee joint itself is malformed. 

 

 I didn't mean the knee, I know about that. I meant a paw bent in the ankle. Regarding knees, of course FG body doesn't have this problem.

Spoiler

1988645557_CBBExFG.jpg.a255b790f40d6362addc679933be3e4c.jpg

 

Posted
1 hour ago, Bad Dog said:

@poblivion, there's only so much I can do with the feet, given the ankle bones in the mesh are moved a little away from the corresponding bone in the skeleton, and given that sex animations tend to move them to extremes of position. I'll have a second look but I doubt I'll be able to do much better. Pics do help because then I can target specific poses.

 

 

I will try to do some more pics with using a CBBE body.

Posted
5 minutes ago, poblivion said:

 

 I didn't mean the knee, I know about that. I meant a paw bent in the ankle. Regarding knees, of course FG body doesn't have this problem.

  Hide contents

1988645557_CBBExFG.jpg.a255b790f40d6362addc679933be3e4c.jpg

 

Looks like certain sex positions might challenge the mods' representations then.

Posted

All of those issues are to be expected when you have animalistic paws trying to use a standard human skeleton and also playing anims made for human feet only (and with pretty extreme angles to boot) at the same time.

 

Tell animators to stop twisting ankles and breaking feet in their anims or use human-footed bodies in your anthros, those are the only "fixes".

Posted
48 minutes ago, Blaze69 said:

All of those issues are to be expected when you have animalistic paws trying to use a standard human skeleton and also playing anims made for human feet only (and with pretty extreme angles to boot) at the same time.

 

Tell animators to stop twisting ankles and breaking feet in their anims or use human-footed bodies in your anthros, those are the only "fixes".

 

 

I agree that animations are not intended for paws. But perhaps if the bend were moved a little higher, I think there would be no such obvious deformation.

Posted
13 hours ago, poblivion said:

 

 I didn't mean the knee, I know about that. I meant a paw bent in the ankle. Regarding knees, of course FG body doesn't have this problem.

  Reveal hidden contents

1988645557_CBBExFG.jpg.a255b790f40d6362addc679933be3e4c.jpg

 

I'm running FG however I am still running into the weird CBBE knee problem. Even rebuilt the bodies using BS but I'm lost as to how to get your results :sweat_smile:

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