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Posted
9 minutes ago, Bad Dog said:

Okay so ghouls are legit borked but only on new games and I don't know why. Maybe it's not allowed to facegen ghouls?

It wasn't a new game for me. I had been using the previous version for dozens of hours and ghouls were fine until I updated it. 

Posted

Ghouls are fixed. Dunno what happened. Also compressed the texture files as Blaze laid out above so the download is significantly smaller. Did a little other cleanup to.

 

Which means... ghouls are the major job left. (And otters. Can't forget the otters.)

 

Posted (edited)
34 minutes ago, Bad Dog said:

...

 

  Hide contents

image.png

 

image.png

 

 

That looks good. I'm just thinking, maybe bigger scales would look better.

Maybe a little more like this:

Spoiler

EXRupcYXgAMwT4x.jpg

 

 

 

Edited by poblivion
Posted
30 minutes ago, Bad Dog said:

...

 

  Hide contents

image.png

 

image.png

 

That's... a start, I guess? I like the mesh work, but textures are gonna need some love, lol. ?

 

I do like how the current design seems to lean more towards "canine(ish) with reptile/snake-like features" rather than full on "anthro snake but with 'yote ears" as Nightstalkers are probably meant to be. Helps set FF4 Radiation Mutant Snekdogs apart from future/hypothetical pureblod Big MT Anthro Nighstalkers (if/when those become a thing), and push the former into being their own unique creation. It also meshes better with the premise of it being a radiation-triggered viral transformation since those tend to keep a fair bit of the original victim's shape and such underneath, at least in the Fallout world.

 

What are the current plans for the body, though? Scales in the back, fur in the front, like original NSs? Mix-and-match of fur and scale areas, possibly uneven/random? Or something else?

Posted

Early work yet. I've played with different scale sizes, tending towards bigger each time. I like the way the scales define the shape in the drawn NS above. I can take the size way up and see what happens.

 

Thinking body is furry with scales along the spine, down the sides, and to the tail, which is all scaly. Maybe the feral mutants get patchy scales and fur.

Posted

Hey just a heads-up that the latest (1.3) NPC plugin is missing a TON of files. My current solution is extracting the files from the BSA's of 1.2 and 1.3 and overriding the 1.2 files with the 1.3 ones, but it would be nice if the BSA from 1.3 could just have all of them.

Posted (edited)

Fuck, it's missing EVERYTHING. Excuse me while I panic.

 

Okay, not everything, and my own folders seem to be okay. I'm gonna go to bed and look at it for reals in the morning rather than making some stupid mistake tonight. 

Edited by Bad Dog
Posted

Okay, the kit is NOT missing "a ton of files". The file count is about what I expect. I can't find any files missing. 

 

Gotta say, a useful bug report includes specifics, like what files are missing. I don't know if you've found a problem I haven't or if there's a problem with the upload, or your download, or what.

 

That said THIS KIT IS BORKED and I'm pissed about it. There's a misshapen NPC on the Prydwen, a bug I found and fixed a week ago; the anubis has some old synth parts, a bug I found and fixed; Amelia head parts are missing which WTF? Those have never had a problem. It looks like maybe I lost an ESP rev somehow. This whole business of having to do a special packing step is a real PITA, it makes the whole setup more complicated.

 

More as I have it but expect a fix today.

Posted
3 minutes ago, Bad Dog said:

Gotta say, a useful bug report includes specifics, like what files are missing. I don't know if you've found a problem I haven't or if there's a problem with the upload, or your download, or what.

Still working on a comprehensive list of all the missing facegen but super mutants were borked (possibly not the NPC file's fault) and valentine for sure is missing his facegen.

Posted
24 minutes ago, Bad Dog said:

There's a misshapen NPC on the Prydwen, a bug I found and fixed a week ago

Lol, the Chester Cheetah wannabe is still there? That's one annoying bug, innit? ?

 

I'd love to take a look at the files and see if I spot anything wrong but I unfortunately won't have access to my PC for a few days.

 

20 minutes ago, ansfrr932 said:

super mutants were borked (possibly not the NPC file's fault) and valentine for sure is missing his facegen.

What do you mean by "borked", exactly? Please do try to describe what you see or post a pic if possible so we can try and figure it out.

 

Same goes for Nick and his facegen being "missing".

Posted (edited)
17 minutes ago, Blaze69 said:

What do you mean by "borked", exactly? Please do try to describe what you see or post a pic if possible so we can try and figure it out.

 

Same goes for Nick and his facegen being "missing".

well supermutant heads weren't furry and were also missing features, don't have any screenshots ATM (after inspecting the missing facegen ids it's definitely a missing facegen issue).
as more missing facegen I mean literally missing from the mod files. I have a list of all the missing facegen by ID, and for the first 30 or so also have the name/race if available before I got tired of looking them up in F4Edit and there's clearly a pattern.
 

Spoiler

00002F24 (nick valentine, gen 2 synth)
0001A00C (Super Mutant)
0002074C (Tommy Lonegan, ghoul)
000212D0 (Gen 2 synth)
000212D1 (Gen 2 synth)
000212D2 (Gen 2 synth)
000212D3 (Gen 2 synth)
00022613 (unknown, had no matching NPC records in my F4Edit)
0002268C (unknown, had no matching NPC records in my F4Edit)
000228AA (unknown, had no matching NPC records in my F4Edit)
00022952 (unknown, had no matching NPC records in my F4Edit)
00023347 (unknown, had no matching NPC records in my F4Edit)
000254EE (Arlen Glass, ghoul)
00027682 (Strong, super mutant)
00027684 (Bobbi No-Nose, ghoul)
00028630 (Billy, ghoul child)
00028FD4 (ghoul)
0002A83C (Matt Peabody, ghoul)
0002A83D (Carol Peabody, ghoul)
00031FB3 (Vault-Tec Rep, ghoul)
000327B6 (Captain Zao, ghoul)
0003DF73 (A9-51, gen 2 synth)
0003F234 (Wiseman, ghoul)
0003F239 (Jones, ghoul)
0003F23A (Holly, ghoul)
0003F23B (Deirdre, ghoul)
0003F2EA (Fist, super mutant)
0003FE41 (Trish, ghoul)
000471B4 (Sinjin, ghoul)
00047EC0
00048139
0004813A
0004813B
00048186
0004818D
00049828
0004982A
0004982C
0004F047
0005FEDF
0005FEED
0005FEEF
00066644
0006B503
000969C6
000B1DB3
000E2134
000E6B41
000EDE29
000F73B7
000F8F28
000F8F29
000F933B
000FA7F5
0010C64D
0010D4E4
00115CF1
00115EA0
00119BB2
00146150
00146161
00146167
00146168
0014640E
0014DCE8
0014DCE9
0014DCEA
001511D6
0015122B
0015DCE2
0015F03C
0016A06E
0017ABA2
0017AC7D
001814F2
0018E8FB
001A035C
001A03F4
001A03F5
001A03F6
001A03F7
001A03F8
001A03F9
001A7C2A
001AAB16
001AC0C9
001AC74B
001AE388
001AE389
001AE38A
001AE38B
001AE38C
001AE38D
001C9E4C
001D1F4A
001E0798
001E0799
001E079A
001E079B
001E079C
001E1D73
001F4188
001F4189
001F418A
0021A2AB
00227ED2
0022B295
00237B66
00237B67
00240C21
00246975
00246976
00246977
0024754C
00247557
00248270
0024A01D
0024A02A


Long story short, it seems facegen for Ghouls, Supermutants, and Gen 2 Synths is missing, including the textures.

 

Edited by ansfrr932
Posted

Alright, finished up that list, and discovered that the missing facegen also comes with missing headpart changes in the ESP.
It's not just ghouls, gen 2 synths, and supermutants, but also gen 1 synths and even "PowerArmorRace", whatever that is

 

Spoiler

00002F24 (nick valentine, gen 2 synth)
0001A00C (Super Mutant)
0002074C (Tommy Lonegan, ghoul)
000212D0 (Gen 2 synth)
000212D1 (Gen 2 synth)
000212D2 (Gen 2 synth)
000212D3 (Gen 2 synth)
00022613 (unknown, had no matching NPC records in my F4Edit)
0002268C (unknown, had no matching NPC records in my F4Edit)
000228AA (unknown, had no matching NPC records in my F4Edit)
00022952 (unknown, had no matching NPC records in my F4Edit)
00023347 (unknown, had no matching NPC records in my F4Edit)
000254EE (Arlen Glass, ghoul)
00027682 (Strong, super mutant)
00027684 (Bobbi No-Nose, ghoul)
00028630 (Billy, ghoul child)
00028FD4 (ghoul)
0002A83C (Matt Peabody, ghoul)
0002A83D (Carol Peabody, ghoul)
00031FB3 (Vault-Tec Rep, ghoul)
000327B6 (Captain Zao, ghoul)
0003DF73 (A9-51, gen 2 synth)
0003F234 (Wiseman, ghoul)
0003F239 (Jones, ghoul)
0003F23A (Holly, ghoul)
0003F23B (Deirdre, ghoul)
0003F2EA (Fist, super mutant)
0003FE41 (Trish, ghoul)
000471B4 (Sinjin, ghoul)
00047EC0 (Edward Deegan, ghoul)
00048139 (ghoul)
0004813A (ghoul)
0004813B (ghoul)
00048186 (ghoul)
0004818D (Rags, ghoul)
00049828 (ghoul)
0004982A (ghoul)
0004982C (ghoul)
0004F047 (ghoul)
0005FEDF (Chem Lab Worker, ghoul)
0005FEED (Chem Lab Worker, ghoul)
0005FEEF (Chem Lab Worker, ghoul)
00066644 (Synth, gen 1 synth)
0006B503 (Virgil, super mutant)
000969C6 (Eddie Winter, ghoul)
000B1DB3 (Knight Varham, PowerArmorRace?)
000E2134 (Gen 2 synth)
000E6B41 (Synth, gen 1 synth)
000EDE29 (Captured Synth, gen 1 synth)
000F73B7 (Sheila, ghoul)
000F8F28 (Worker, ghoul)
000F8F29 (ghoul)
000F933B (Chem Lab Worker, ghoul)
000FA7F5 (ghoul)
0010C64D (super mutant)
0010D4E4 (ghoul)
00115CF1 (ghoul)
00115EA0 (ghoul)
00119BB2 (Synth, gen 2 synth)
00146150 (Super Mutant, super mutant)
00146161 (Synth Strider, gen 1 synth)
00146167 (Synth Strider, gen 1 synth)
00146168 (Synth Strider, gen 1 synth)
0014640E (Synth, gen 2 synth)
0014DCE8 (Settler, ghoul)
0014DCE9 (Settler, ghoul)
0014DCEA (Settler, ghoul)
001511D6 (Synth, gen 1 synth)
0015122B (Super Mutant, super mutant)
0015DCE2 (Slim, ghoul)
0015F03C (Synth Strider, gen 1 synth)
0016A06E (Synth, gen 2 synth)
0017ABA2 (ghoul)
0017AC7D (ghoul)
001814F2 (Synth, gen 2 synth)
0018E8FB (super mutant)
001A035C (Synth, gen 2 synth)
001A03F4 (Synth Patroller, gen 1 synth)
001A03F5 (Synth Seeker, gen 1 synth)
001A03F6 (Synth Trooper, gen 1 synth)
001A03F7 (Synth Assaulter, gen 1 synth)
001A03F8 (Synth Stormer, gen 1 synth)
001A03F9 (Synth Eradicator, gen 1 synth)
001A7C2A (Synth, gen 2 synth)
001AAB16 (femghoul, ghoul)
001AC0C9 (Synth, gen 2 synth)
001AC74B (Settler, ghoul)
001AE388 (ghoul)
001AE389 (ghoul)
001AE38A (ghoul)
001AE38B (ghoul)
001AE38C (ghoul)
001AE38D (ghoul)
001C9E4C (gen 2 synth)
001D1F4A (ghoul)
001E0798 (ghoul)
001E0799 (ghoul)
001E079A (ghoul)
001E079B (ghoul)
001E079C (ghoul)
001E1D73 (Synth, gen 2 synth)
001F4188 (super mutant)
001F4189 (super mutant)
001F418A (super mutant)
0021A2AB (super mutant)
00227ED2 (Bethany, ghoul)
0022B295 (Father Gabe, ghoul)
00237B66 (ghoul)
00237B67 (ghoul)
00240C21 (Synth, gen 1 synth)
00246975 (Synth Strider, gen 2 synth)
00246976 (Synth Strider, gen 2 synth)
00246977 (Synth Strider, gen 2 synth)
0024754C (Super Mutant, super mutant)
00247557 (Synth Strider, gen 1 synth)
00248270 (Synth Strider, gen 1 synth)
0024A01D (ghoul)
0024A02A (ghoul)

there's also a few missing entries from FurryFallout.esp:
 

Spoiler

000035D8 (Human Test, human)
000176D9 (Super Mutant, super mutant)

and FurryFalloutNPCs.esp:
 

Spoiler

000072BE (Synth, gen 1 synth)
000072C0 (Synth, gen 1 synth)
000072C1 (Synth, gen 1 synth)
000072C2 (Synth, gen 1 synth)
000072C3 (Synth, gen 1 synth)
000072C4 (Synth, gen 1 synth)
000072C5 (Synth, gen 1 synth)
000072CA (Synth Strider, gen 1 synth)
000072CC (Synth Strider, gen 1 synth)
000072CD (Synth Strider, gen 1 synth)
000072CE (Synth Strider, gen 1 synth)
000072CF (Synth Strider, gen 1 synth)
000072D0 (Synth Strider, gen 1 synth)
000072D1 (Synth Strider, gen 1 synth)
00008994 (unknown, had no matching NPC records in my F4Edit)
00008995 (unknown, had no matching NPC records in my F4Edit)
00008997 (unknown, had no matching NPC records in my F4Edit)
00008998 (unknown, had no matching NPC records in my F4Edit)

 

Posted
23 hours ago, Bad Dog said:

...

 

  Reveal hidden contents

image.png

 

image.png

 

 

I absolutely love what you have done with the mouth/tongue there! Wonder if it's possible for the tongue to flick around while remaining idle? Almost like a hybrid snekdog can't break away from some of the more animal-like tendencies of the snake genes.

 

The current version has a feline feel to it, however, that does make sense with the lore you were describing earlier. Definitely does nail down the hybrid vibe with the scales working with the other mammal features. On that note, the scale size transition around the eyes is smoothly done, though I have to agree with some earlier sentiments. Some larger scales towards the nose might help protrude the snout. Though I am curious what you might be doing for the body pattern. Are you considering the Diamond Back as a pattern along the spinal region, with some scattered patterns along the torso?

 

 

Spoiler

western-rattlesnake-coiled-with-tongue_DevlinHolloway.thumb.jpg.d47cd9ffacda1b0a8517c398e1679168.jpg

 

 

Posted

I just do not get the rules for facegen. The misshapen crew on Prydwen is Prydwen_EncBoSFieldScribe03; she gets her traits from Prydwen_EncBoSPilot03_BridgeFemale. Prydwen_EncBoSPilot03_BridgeFemale looks just fine so I say Prydwen_EncBoSFieldScribe03 should look the same. But she doesn't, either in CK or in game. So what does getting your traits from a template even mean? If morphs are not considered traits for template purposes I have to redo the furrifier. 

 

Prydwen_EncBoSFieldScribe03 does not have vanilla facegen files, not that I've been able to find. That suggests she's getting her facegen from the template, which would make sense. But then why is she misshapen in FFO, given that right now I'm not shipping a facegen file for her either? And if actors don't get their morphs from their traits template, why isn't she shipped with a facegen file in vanilla?

 

Unreleated to these bugs, but it's driving me nuts, I've furrified the supermutant corpse on the Prydwen, this one:

Spoiler

Screenshot (100).png

 

And he's furry in the CK, but in game he's still vanilla. I cannot figure out where that's coming from.

 

 

Posted

Okay, pretty sure this is all because I'm a dingbat brain-dead super fool idiot.

 

Just about the last thing I did was delete all the NPC overrides in the NPC files and re-run the furrifier, because I'd cleaned up the morphs. And I deleted fucking everything, synths, Valentine, the lot. If I can find the old backup I can recover them, otherwise I'll have to redo it all. I suck.

 

The ghouls shouldn't have anything to do with this. I shouldn't be touching their records or shipping ghoul facegen files.

 

Posted (edited)

Has anybody seen a thing where the CK refuses to zoom or pan in its preview windows? That suddenly started happening in the middle of everything else. No idea why. I think I hit some setting or something, Is there a gamepad mode, cuz the preview window says something about that?

 

Freakin' A, it's <space>.

Edited by Bad Dog
Posted
48 minutes ago, Bad Dog said:

I just do not get the rules for facegen. The misshapen crew on Prydwen is Prydwen_EncBoSFieldScribe03; she gets her traits from Prydwen_EncBoSPilot03_BridgeFemale. Prydwen_EncBoSPilot03_BridgeFemale looks just fine so I say Prydwen_EncBoSFieldScribe03 should look the same. But she doesn't, either in CK or in game. So what does getting your traits from a template even mean? If morphs are not considered traits for template purposes I have to redo the furrifier. 

 

Prydwen_EncBoSFieldScribe03 does not have vanilla facegen files, not that I've been able to find. That suggests she's getting her facegen from the template, which would make sense. But then why is she misshapen in FFO, given that right now I'm not shipping a facegen file for her either? And if actors don't get their morphs from their traits template, why isn't she shipped with a facegen file in vanilla?

Using a Traits template is supposed to mean using the exact same race + sex + face/morphs data as the template actor indeed, and is in fact how all the different "Enc(FactionName)FaceXX" lists work. So something fucky must be at play here.

 

I'd double check that the Traits template does look okay both in the CK and ingame after manually spawning her with the console, and then I'd also compare both NPC records in xEdit to make sure the morph data is identical; if the Morph bone data has gotten borked somehow and ended up with very weird/large values, it may explain the distorted shape that doesn't match the template's.

 

As I said I'm currently away from my PC and will be so for a few more days but I'll look into that myself as soon as I'm back if you haven't figured it out yet, check if we're missing something somehow.

 

48 minutes ago, Bad Dog said:

Unreleated to these bugs, but it's driving me nuts, I've furrified the supermutant corpse on the Prydwen, this one:

  Reveal hidden contents

And he's furry in the CK, but in game he's still vanilla. I cannot figure out where that's coming from.

Assuming he's actually a Static and non-interactable (which IIRC he is), he may have been baked into the Prydwen interior cell's precombines (game optimization mechanism that merges several different static nifs into a single large one so they are easier for the game to load and render... and which thus uses the mesh data as it existed when it was baked, in this case the vanilla SM corpse mesh), in which case the only way to update it would be to rebuild the precombines for that cell.

 

Which is doable but a helluva task, so you may want to hold off on that one for the time being.

 

Once I'm back I'll double check myself and see if it's part of the precombines indeed.

 

39 minutes ago, Bad Dog said:

Just about the last thing I did was delete all the NPC overrides in the NPC files and re-run the furrifier, because I'd cleaned up the morphs. And I deleted fucking everything, synths, Valentine, the lot. If I can find the old backup I can recover them, otherwise I'll have to redo it all. I suck.

Nick and the synths seemed to be working fine on my end (other than the odd JAVELIN neck piece showing up on AMELIAs), so I guess grabbing those records from the previous version of the NPC plugin is an option. I could always send the file your way once I'm back if you haven't gotten ahold of it yet.

 

BTW, speaking of synths... you may want to tweak the body shape (aka Thin/Fat/Muscular) data for the AMELIAs to make them lean mainly towards "thin", right now they all seem a bit too beefy for their intended aesthetic, lmao.

 

39 minutes ago, Bad Dog said:

The ghouls shouldn't have anything to do with this. I shouldn't be touching their records or shipping ghoul facegen files.

Exactly. At least not until snekdogs are a thing.

Posted

 Okay, I'm putting together a fix as 1.3.1 now. 

 

Seems that both generations of synths are marked as "facegen" in their race record. Right now neither Amelia nor Javelin use tints or morphs, I think. (There's a dark skin in Amelia I didn't use.) So I could probably uncheck that. Instead I ran facegen on them and that seems to work.

 

I'm not gonna fix the misshapen NPC in this rev because I need to think it through. Here's the problem:

 

Seems like morphs can be applied to an NPC whether they're based on a template or not. That's what's happening here. But the NPC might not have an assigned race--it might be coming from the template. But it still has morphs and they're still used and they can be different from the morphs in the template. Apparently they get applied even if there's no facegen file. 

 

This is all okay when all the npcs are human, but when the races from the template can vary (cuz it's a leveled list or char) it's a problem because the furry races don't all have the same morphs. So I can't use the morphs on the NPC because they may not be relevant to the final race, I can't determine the race because it comes from the template, and I can't know what race the template will choose until runtime. & I don't want to limit the list to one race because we want a variety of races.

 

Maybe I can get away with just zeroing out all the morphs for an NPC like this since maybe there aren't very many. or maybe I have to re-do the leveled list so each gets its own race, that gets rolled up into the leveled char, and then that's used as the template so everything comes from there. Or maybe I don't understand any of this.

 

So once I have a strategy I'll do a fix for the NPCs, likely when the snekdogs get in.

 

 

Posted

BTW, thanks @ansfrr932 for the help with the details & sorry for being snarky earlier.

 

@Beardofsocrates thanks for the comments. Yeah, I'm thinking to animate the tongue some. Certainly on jaw open, maybe also on blink, so you get the occasional flicker. Not sure they should actually blink at all, given they're snakes.

 

For body pattern, I have a good diamondback texture and I'll probably use it, if it looks good. 

 

1 hour ago, Blaze69 said:

he may have been baked into the Prydwen interior cell's precombines

Freakin' A.

Posted
2 hours ago, Bad Dog said:

Maybe I can get away with just zeroing out all the morphs for an NPC like this since maybe there aren't very many.

I'd give this a try.

 

-----

 

Best case scenario: the problem is that morph data is not meant to exist in the base record in the first place so if it exists then it overwrites the data from the actual template and that's why it looks bad. Thus, getting rid of the bug is a matter of getting rid of the overwriting data so the proper one can be loaded from the template.

 

Solution: patch the Furrifier so that if the NPC has a Traits template it automatically nukes the morph data (as in, deletes the data field altogether, not just zeroes it out) and hope the game loads the Template data properly instead.

 

-----

 

Worst case scenario: the system is bugged and will always load the morph data (or lack thereof) from the base NPC record while ignoring that of the template. Just deleting it won't work because the game will read that as "all morphs are set to 0".

 

(This is unlikely to be the case but I guess it cannot be ruled out yet).

 

Solution 1: find a moderate set of values that looks at least bearable on all races at once, and have those values applied on any NPC using a Traits template.

 

Solution 2: zero out the morph data of any NPC using a Traits template, so that while the face shape will end up looking "basic"/samey, at least won't be bugged.

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