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

Maybe. If folks weigh in that will affect my priorities.

I mean... I certainly won't say no to that, though I personally think a second/cleanup pass on what's in there could perhaps come more in handy instead.

 

I'm fine with either option, though, so there's that.

 

43 minutes ago, Bad Dog said:

But that reminds me for FO4--I haven't done anything with scars and blemishes. They done entirely with textures, I think so maybe they're easier? Anyway, at least Kellogg needs a scar, because it's mentioned, and I really should do a set for all the races.

I don't really know much about it, but from what little I remember... you basically make a copy of the whole face texture set (diffuse + normal + specular) with the scars baked on (and with the corresponding detail on the normal and specular), and then create a "mask" that tells the game which area is the actual scar and should load so it can overlay it on top of the base face texture. I'm not sure if that mask is just the alpha channel of the diffuse or there's a separate file for that, so I'll have to check.

 

---------------------------------------------------

 

Anyhow, quick question: is the female snekdog body supposed to be an exact clone of the Lykaios one? I noticed there was no TRI for it so creating proper Bodyslide data would have been a pain, but since it looked like a clone of the Lykaios one I just duplicated the Lykaios' Bodyslide set and changed the file paths. Would like to know if that assumption was right or not before I post the BS files.

 

Which, BTW, I'm updating the BS files indeed to add the snekdog bodies and tails. I'll post the file here once I have it so you can add it to the Drive and move the B0.8 one to the "Old files" folder.

Edited by Blaze69
Posted
45 minutes ago, Blaze69 said:

Snekdogs are missing their FaceRegions .txts so you can't change eye color or stuff like that

OMG I spent a bunch of time hunting for why I couldn't change eye color and forgot it was related to those txt files. I need to pull all my "how to make a race" notes into one place.

 

46 minutes ago, Blaze69 said:

Snekdog eyes seemingly lack _FaceBones nifs

I haven't done facebones for them at all. Is that gonna break anything? Eventually I'll probably do some basic morphs and make sure the eyes work then.

 

47 minutes ago, Blaze69 said:

Snekdog tails don't have the cloth/physics data so they remain static

Forgot about this too.

 

48 minutes ago, Blaze69 said:

the NPC file edits GhoulRace to turn it into a snekdog duplicate (I guess you had your reasons for that?)

Not sure what you mean... the edits change the appearance of ghouls to snekdogs but ghouls are still ghouls so everything else is the same, ya? That way you only get the changed look if you load the NPC file.

 

I actually created the snekdog race first, because it made testing easier and the main file/npc file breakdown simpler. Then since I had 9/10ths of a playable race I went ahead and finished it.

 

I didn't add them to the other ARMA records because I was thinking ghouls were still ghouls and they shouldn't be there if the ghouls weren't. I wasn't thinking about the needs of snekdogs as their own standalone race. Also, I wasn't totally careful about making sure all the headgear would fit them for that reason. I think the eyes are moved up a bit as part of the whole long-neck thing. I think hats and hair will mostly be okay. I can make sure glasses work if people start using the playable race.

 

52 minutes ago, Blaze69 said:

There's several vanilla ARMO records edited by FurryFallout.esp to add the custom FFO ArmorAddons that still have non-zero AA index values

 Another FFO thing that I lost the bubble on.

 

53 minutes ago, Blaze69 said:

he option of loading the male snekdog face texture with the heavy scales on to females, and vice-versa

Sure, easy enough. I do this now for the old complexions, tho I've never actually tested them out in character setup. They were kinda broken in Skyrim.  For the furrifier, I liked the clean distinction between males and females, but no reason to constrain the user. (Also some of the tints expect one or the other base pattern. But if it looks ugly, the user doesn't have to pick it.)

 

56 minutes ago, Blaze69 said:

...man those paints are pretty good indeed

Thanks. I spent way too long on this stuff.

 

 

 

Posted
22 minutes ago, Blaze69 said:

Anyhow, quick question: is the female snekdog body supposed to be an exact clone of the Lykaios one?

Yes, well. About that.

 

SO usually for the tails, they just get jammed into the lower back, usually sticking into the body far enough so there's no gap as the character moves. Which I thought was pretty lame, especially for thick tails like snekdogs and otters. So I thought why not make a hole in the body and fit the tail to the hole, the way the head fits on. Then I could have the faces on each side of the seam facing in pretty much the same direction and not worry about seams. Since the FFO bodies are unique anyway, doesn't matter that they're different from vanilla.

 

So that's what I did. I'm not totally in love with the result. If the weights aren't right you get an awkward area of the body around the tail that doesn't move with the rest. And the normals are still a bit of a problem because the faces aren't exactly in a plane, so I still need to do my custom-normal fix, same as around the neck.

 

When I get to the otters, I may not do them the same way. I want to blend the normals so you don't get a seam at the base of the tail but that can be done without cutting faces out of the body.

Posted
3 minutes ago, Bad Dog said:

I haven't done facebones for them at all. Is that gonna break anything? Eventually I'll probably do some basic morphs and make sure the eyes work then.

...you actually have done FaceBones for them, though. At least there are _FaceBones versions of the heads with the proper boneweights.

 

As I said I just plugged renamed copies of the Lykaios faceregions TXTs which also loaded the Lykaios bone morph data and everything seemed to work okay other than the eye meshes not being affected due to the lack of _FaceBones nif for them (eye sockets on the head mesh itself were still morphable).

 

So you can just do a quick _FB version of the eye mesh and plug it in and it should all Just Work, lmao.

 

3 minutes ago, Bad Dog said:

Not sure what you mean... the edits change the appearance of ghouls to snekdogs but ghouls are still ghouls so everything else is the same, ya? That way you only get the changed look if you load the NPC file.

Yeah, that kinda makes sense. I was just a bit confused because I assumed "furryfying" Ghouls would just mean changing their race to the FFOSnekdog one (like with humans and the other FFO races) instead of directly editing GhoulRace data.

 

3 minutes ago, Bad Dog said:

I didn't add them to the other ARMA records because I was thinking ghouls were still ghouls and they shouldn't be there if the ghouls weren't. I wasn't thinking about the needs of snekdogs as their own standalone race. Also, I wasn't totally careful about making sure all the headgear would fit them for that reason. I think the eyes are moved up a bit as part of the whole long-neck thing. I think hats and hair will mostly be okay. I can make sure glasses work if people start using the playable race.

Fair enough, I guess.

 

3 minutes ago, Bad Dog said:

Sure, easy enough. I do this now for the old complexions, tho I've never actually tested them out in character setup. They were kinda broken in Skyrim.

They do work okay for NPCs as-is, but I think in order to have them selectable for the player during chargen you have to create a "mask" and assign it to one of the "Type" submorphs alongside which texture set it should load or something like that. Not particularly hard but a bit tedious to set up. I'll have to look into it again.

 

Otherwise, I guess you could simply edit some of the default race presets (or add new ones) to use the non-standard texture set. That way the player can simply pick which texture they want first and then tweak their character, just like with antlers on deers. Should be easier than setting up the actual "proper" complexion switcher.

 

3 minutes ago, Bad Dog said:

Thanks. I spent way too long on this stuff.

It definitely shows. ?

Posted
1 minute ago, Bad Dog said:

Yes, well. About that.

 

SO usually for the tails, they just get jammed into the lower back, usually sticking into the body far enough so there's no gap as the character moves. Which I thought was pretty lame, especially for thick tails like snekdogs and otters. So I thought why not make a hole in the body and fit the tail to the hole, the way the head fits on. Then I could have the faces on each side of the seam facing in pretty much the same direction and not worry about seams. Since the FFO bodies are unique anyway, doesn't matter that they're different from vanilla.

 

So that's what I did.

For males yes, but not for females. At least not that I could tell, lol. That's why I was wondering.

 

I'll assume you only did males that way indeed and the female body is a clone of the Lykaios one, then?

Posted
36 minutes ago, Blaze69 said:

I assumed "furryfying" Ghouls would just mean changing their race to the FFOSnekdog one (like with humans and the other FFO races) instead of directly editing GhoulRace data.

Oh, right. I considered that but wasn't sure whether it would break stuff to change the race. There is a "ghoul" keyword, but there's no guarantee it's correctly checked in scripts and conditions.

 

35 minutes ago, Blaze69 said:

For males yes, but not for females

Well, maybe I forgot to export the female body. Doesn't matter and might be better. Yes, it's just a clone of the lykaios.

Posted
4 minutes ago, Bad Dog said:

Well, maybe I forgot to export the female body. Doesn't matter and might be better. Yes, it's just a clone of the lykaios.

Gotcha. Updated Bodyslide set coming SoonTM, then.

Posted
2 hours ago, IceBlazeWinters said:

is that file for us or for bad dog to use?

It's for Bad Dog to upload to the Drive, but anyone that wants to use it can grab it from here in the meantime (thus why I posted it here instead of PMing it to him or whatever).

Posted
8 hours ago, IceBlazeWinters said:

the 1.4 update for furry fallout crashes my game upon loading a save file.

 

buffout 4 is covered in nothing but furry fallout npc registers for someone called father gabe.

Father Gabe is a hostile ghoul found inside Union's Hope Cathedral in Cambridge, but he doesn't move from there or do anything other than attack the player when you enter the Cathedral so I don't see how that could be involved in crashes-on-load unless that specific save was made inside that very cell. Besides, I've checked him myself and I get no crashes or anything like that at all.

 

I've also been to the Slog and all ghoul NPCs there look and work fine so I doubt it's something related to snekdog assets or TRIs or whatever. Moreso considering all of this was done while playing as one, so the files are definitely not broken.

 

The only difference between my files and the ones in the download is I added the missing FaceRegions TXTs by duplicating the Lykaios ones, but I seriously doubt those files being missing could cause CTDs somehow.

Posted
3 hours ago, Blaze69 said:

Father Gabe is a hostile ghoul found inside Union's Hope Cathedral in Cambridge, but he doesn't move from there or do anything other than attack the player when you enter the Cathedral so I don't see how that could be involved in crashes-on-load unless that specific save was made inside that very cell. Besides, I've checked him myself and I get no crashes or anything like that at all.

 

I've also been to the Slog and all ghoul NPCs there look and work fine so I doubt it's something related to snekdog assets or TRIs or whatever. Moreso considering all of this was done while playing as one, so the files are definitely not broken.

 

The only difference between my files and the ones in the download is I added the missing FaceRegions TXTs by duplicating the Lykaios ones, but I seriously doubt those files being missing could cause CTDs somehow.

is it possible that is the problem? cause i don't have the files that you mention. and my save file is in red rocket at the very beginning of the game.

 

cause the buffout report just repeats father gabe and nothing else.

Posted (edited)
23 minutes ago, IceBlazeWinters said:

is it possible that is the problem?

It's very unlikely considering BD himself was missing the TXTs and he didn't find any crashes during his testing, and nobody else has reported issues like that.

 

Then again we already have precedent in "stuff that shouldn't be happening actually happening" in a certain JAVELIN texture causing insta-CTDs for certain users while it worked just fine for others (myself included), so who the hell knows anymore.

 

I guess just wait for BD to post an update with the missing files and fixes for the other bugs I mentioned, and then try again once that happens.

Edited by Blaze69
Posted
1 hour ago, Blaze69 said:

It's very unlikely considering BD himself was missing the TXTs and he didn't find any crashes during his testing, and nobody else has reported issues like that.

 

Then again we already have precedent in "stuff that shouldn't be happening actually happening" in a certain JAVELIN texture causing insta-CTDs for certain users while it worked just fine for others (myself included), so who the hell knows anymore.

 

I guess just wait for BD to post an update with the missing files and fixes for the other bugs I mentioned, and then try again once that happens.

i've had issues with the javelin mod when combined with other mods, it'd show up in buffout as anubis player causing the problems

 

but for the most part, it's behaved itself.

Posted
21 minutes ago, Bad Dog said:

Have you tried it without RaceCustomizer?

i have that downloaded for the pony mods.

 

but everything furry fallout loads after all of that.

 

and i never had a problem with previous versions of furry fallout or it's npc add-ons.

 

i didn't have any problems at all until the 1.4 update.

Posted (edited)

Is there any mod that adds random sex with these races? I tried AAF Autonomy Enhanced Redux 2.60 and when I added the custom races to the mod in FO4edit with it linked to all the furry Fallot downloads as masters, it did not activate. It worked when I reverted NPC's back to humans though.

 

Edited by frodagi2
Posted

New version up!

 

This is mostly fixes to the snekdogs and a few other things. I took the morphs off NPCs that use a template and turned down a bunch of morph values to get rid of warped NPCs. Snekdogs now have better tails, you can choose eye colors, and morphs work in chargen. I also provided the male scale pattern for females and vice versa. Choose it by selecting that preset and customizing from there.

 

Posted
38 minutes ago, IceBlazeWinters said:

i'm still crashing on load save with father gabe and ghoul race still being flagged.

i got this problem fixed.

 

apparently, vortex deleted the mod sorting i had for furry fallout and had race customizer loading after it instead of before it like it originally was when i first downloaded furry fallout.

 

so now i can load my save files without crashing.

Posted
9 hours ago, IceBlazeWinters said:

apparently, vortex deleted the mod sorting i had for furry fallout and had race customizer loading after it instead of before it like it originally was when i first downloaded furry fallout.

You don't even need to have RaceCustomizer installed if you don't play as any of the CaN races. They already use proper separate skeleton paths and those work fine for NPCs, it's only the player that needs the whole RC workaround, so you can disable RC as long as you don't have any of the CaN Player plugins enabled.

Posted
4 hours ago, Blaze69 said:

You don't even need to have RaceCustomizer installed if you don't play as any of the CaN races. They already use proper separate skeleton paths and those work fine for NPCs, it's only the player that needs the whole RC workaround, so you can disable RC as long as you don't have any of the CaN Player plugins enabled.

i don't have any player plugins installed, but all the pony mods require race customizer.

 

without it, their heads and tails are stretched to infinity and beyond.

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