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Posted

Thanks for the advice putting it on the bottom of the load order! Side note, apparently another plugin further down was conflicting with it as well, which was why I was getting that weird mismatched human male character instead.

Posted

I shot the ears off! 

 

Spoiler

Screenshot (249).png

 

 

It actually works just the way I thought it should--I just didn't have it set up correctly. Having multiple subsegments under the head segment allows them to dismember separately.

Posted

New version going up now, V1.11. It only updates the NPC kit. It will have:

  • Better dismemberment on the gen 1 synths. They are all Amelias, but since they tend to lose bits of their skin they'll generally have some amount of the skeleton showing. Synths in the world are somewhat banged up. Those in the Institute are clean. 
  • Better dismemberment on the gen 2 Javelin-model synths, with or without armor. No awkward holes.
  • Better dismemberment on supermutants. No floating hands.
  • Better-fitting armor for supermutants.
Posted (edited)

Just wish this worked better with Family Planning Enhanced as well as certain other mods. I'm guessing changing race from human to fox/wolf/otter/etc. impacts things, since there is actually a decent amount of focus on being, you know, human. As it is, though, I'm going to have to go with the mods with more content, despite how much I want this mod.

Edited by 1337DragonWolf
Posted
1 hour ago, 1337DragonWolf said:

Just wish this worked better with Family Planning Enhanced as well as certain other mods.

Define "worked better".

 

I assume the issue with FPE is about the kid actors it includes which would need to be furrified, but I'm pretty sure it won't actually include any race-selection system since everyone is human in vanilla so the entire mod's code would have to be rewritten to account for that.

 

Or if you don't mind offspring races not matching the parents' you can try simply patching the mod yourself with the xEdit Furrifier script, that should work as long as there's nothing wonky with the FPE NPCs.

 

I dunno what "certain other mods" means here so I can't speak for those.

Posted

As long as the relationships are actually defined as such, the furrifier will ensure kids match the mother. I actually had to add a parent/child relationship for the drumlin diner vendor and her tweaker son because it wasn't there in vanilla.

 

Otherwise, yeah, point out the issues and I'll at least look at them.

 

 

Posted
10 hours ago, Bad Dog said:

As long as the relationships are actually defined as such, the furrifier will ensure kids match the mother.

The thing is AFAIK Family Planning Enhanced is a pregnancy mod that includes a system to spawn offspring when a successful pregnancy ends, so it just has a pool of child NPCs that are spawned at random when that happens (and a bunch of adult versions that are swapped in once they "grow up"). So there's no relation or anything like that and as far as the Furrifier goes they're just a bunch of unrelated adult and kid NPCs.

 

I vaguely recall there being creature addons for them which I assume have to check for the parents' races somehow to know a creature is involved, so there might be a way to rig up some kind of FF4 addon that'd be able to detect the parents' species and spawn a matching kid and later on adult NPC. But that might require some scripting, and I'm afraid I won't be looking into it myself anytime soon (if ever).

 

5 hours ago, raveraptor said:

Are there plans for Nukaworld support for head gears?
I needs me a cowboy hat!

The Nuka Girl space suit and the Disciples cowls/hoods/helmets are already covered, but the other Nuka World stuff is not, I'm afraid.

 

Then again getting the Pack stuff to fit on furry heads would both be a pain and look dumb, so... :classic_huh: But the other stuff would probably be good to have at some point in the future, if possible, yeah.

Posted
7 hours ago, raveraptor said:

Are there plans for Nukaworld support for head gears?
I needs me a cowboy hat!

 

You can try to do it yourself, it's not that difficult.

Posted
6 hours ago, Blaze69 said:

The thing is AFAIK Family Planning Enhanced is a pregnancy mod that includes a system to spawn offspring when a successful pregnancy ends, so it just has a pool of child NPCs that are spawned at random when that happens (and a bunch of adult versions that are swapped in once they "grow up"). So there's no relation or anything like that and as far as the Furrifier goes they're just a bunch of unrelated adult and kid NPCs.

 

I vaguely recall there being creature addons for them which I assume have to check for the parents' races somehow to know a creature is involved, so there might be a way to rig up some kind of FF4 addon that'd be able to detect the parents' species and spawn a matching kid and later on adult NPC. But that might require some scripting, and I'm afraid I won't be looking into it myself anytime soon (if ever).

There are human races, and races that each baby can be. There isn't anything set in place to detect the human races. Rather, there are race perks that you can give to PC/NPCs, otherwise there is a random chance of birthing a certain race. Not only that, but there are items that you can learn to make by "researching" magazines found around the Commonwealth, and be created at one of the mod-added workshops, that allow you to change the baby's race to whatever you want. For example, if PC is white, but the "father" isn't officially defined, there's still a chance she could birth, say, an Asian boy. From there, you could use the workbench to change the child to whatever, like a black girl. There are models to match.

 

If furryfied, PC could be defined as a wolf, but there could be a random chance for her to give birth to a horse girl, and from there the workshop can be used to change her into an otter boy or whatever. Of course, all this can become null if the fetus is suffering from too much radiation, because you'll end up birthing a ghoul, which would translate to a snekdog in this case.

 

In the end, the randomness can be stopped, or if you would like, could be left alone for extra excitement. I wouldn't turn my nose up at a fox and a tiger ending up with a deer.

 

At least, I hope I'm conveying this correctly. My mind is in a fugue, and I haven't exactly dug around in the mod's guts.

Posted
1 hour ago, 1337DragonWolf said:

There are human races, and races that each baby can be. There isn't anything set in place to detect the human races. Rather, there are race perks that you can give to PC/NPCs, otherwise there is a random chance of birthing a certain race. Not only that, but there are items that you can learn to make by "researching" magazines found around the Commonwealth, and be created at one of the mod-added workshops, that allow you to change the baby's race to whatever you want. For example, if PC is white, but the "father" isn't officially defined, there's still a chance she could birth, say, an Asian boy. From there, you could use the workbench to change the child to whatever, like a black girl. There are models to match.

I think you might be conflating FPE with Wasteland Dairy, as the second mod has the perk magazines you mentioned, not the first. Understandable as the second mod is built off of and needs the first to be functional.

Posted
13 hours ago, dweezer said:

I think you might be conflating FPE with Wasteland Dairy, as the second mod has the perk magazines you mentioned, not the first. Understandable as the second mod is built off of and needs the first to be functional.

I mean, I guess.

Posted

With the upload of the Nuka World headgear, FFO is really complete. (Really, this time.) There are other things to be done but nothing that is particularly bugging me just now. So Imma go back and spend some time with Skyrim AE... also have a look at guns and bows cuz I don't think I'm handling them right in pynifly. And maybe collisions. 

 

So report bugs, make requests, and I'll catalog them but expect my attention to be elsewhere for a bit.

 

Posted

Noticing an issue with the 'otter' player race, it's got a big white seam separating the head from the body (did try to make it a badger with fur pattern which god kinda close, would be nice for a 'no tail' option in char creation though too)

Posted
2 hours ago, Bad Dog said:

What's the issue? FurryFalloutDLC is included in the main package.

 

 

I think there's a mistake in the name if you look closely.

FFO_NPC_DLC.esp should depend on FurryFalloutNPCs.esp and not on FurryFalloutDLC.esp

Posted

No, it's a bit funky. There's FurryFallout (NPCs are human, assets like headgear have furry variants); FurryFalloutDLC (NPCs are human, DLC headgear has furry variants); FurryFalloutNPCs (vanilla NPCs are furry, using the furry gear); and FFO_NPC_DLC (DLC NPCs are furry, using gear from FurryFalloutDLC). So FFO_NPC_DLC doesn't actually depend on FurryFalloutNPCs (so you can have only the NPCs from the DLCs furry, if you like) but it *does* depend on FurryFalloutDLC (because it needs those assets). And if you don't have the DLCs enable FurryFallout, FurryFalloutNPCs (if you want furry NPCs), and you're good.

 

Ya?

Posted

AAF themes result in a 'No '<partner/solo>' Male Otter Compatible Positions' is there a way to fix that as I didn't see anything in the AAF page linked in your mod about fixing that sort of thing.

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

No, it's a bit funky. There's FurryFallout (NPCs are human, assets like headgear have furry variants); FurryFalloutDLC (NPCs are human, DLC headgear has furry variants); FurryFalloutNPCs (vanilla NPCs are furry, using the furry gear); and FFO_NPC_DLC (DLC NPCs are furry, using gear from FurryFalloutDLC). So FFO_NPC_DLC doesn't actually depend on FurryFalloutNPCs (so you can have only the NPCs from the DLCs furry, if you like) but it *does* depend on FurryFalloutDLC (because it needs those assets). And if you don't have the DLCs enable FurryFallout, FurryFalloutNPCs (if you want furry NPCs), and you're good.

 

Ya?

 

 

OMG, I'm much more confused now than I was before.

 

 

So when I want everything to work out the way I used to. In order for all NPCs to be furry and headgear to be usable, which files do I need and which ones don't? (no humans in my game)

Edited by poblivion
Posted

Nothing changed. At all. Like, nothing. Not with the ESPs anyway.

 

If you have the DLCs, just enable everything and be happy.

Posted (edited)

Were erections ever added? PC seems to have no issues but NPCs don't seem to be working.

Though, it's incredibly comical seeing an npc try to go at it without an erect dong.

Edited by acendant
Posted

Ya they all have working weeners. Must just be you. 

 

Actually I think I broke the Amelia synths with the last update so I'll circle back and fix those at some point.

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