Bad Dog Posted February 26, 2022 Author Posted February 26, 2022 5 hours ago, Etrius vanRandr said: Knight Varham, yes. I can fix that if you like. You need to edit his NPC record directly, although this might fuck with the quest's scripts. Ancient history. He's furry now. 5 hours ago, Jak Forcella said: Hi there, I'm loving the FFO mod, but I'm trying to take it a step farther by playing as a Super Mutant using the Voice replacer mod. Man, you're just asking for trouble, aren't you? Probably doable but aiyaiyai. SMs are not set up like humans--back of their head and hands are part of the body nif. So you've gotta go full monty with them, you can't just stick another head on their body. But I'm pretty sure I stuck to the SM scheme, so you might actually be able to use whatever mod that is and just replace files. Trick is the PC body and head have to be switched over to SM assets. I'd do it in xEdit directly, starting with one of the xxx-player ESPs, but if this is other mod is clean and has loose files you might get away with it.
Jak Greymoon Posted February 26, 2022 Posted February 26, 2022 2 hours ago, Bad Dog said: Trick is the PC body and head have to be switched over to SM assets. I'd do it in xEdit directly, starting with one of the xxx-player ESPs, but if this is other mod is clean and has loose files you might get away with it. It uses the same technique the playable synth mod uses to use the synth head model, replacing one of the player head presets, then switching to the race using the console? Admittedly I've never tried to disect mods like this before. The SM mod uses an archive too, but so far I've been able to override the body meshes by replacing with FFO SM ones and renaming them. I just am not able to comprehend how to swap the SM player head in the game for the FFO SM head. I've never tried to do something like this before.
cometfox Posted February 27, 2022 Posted February 27, 2022 I NEED HELP, i have AAF installed , i can't get the male furs peens to get errect, they are just the sheath and nothing else , what am i doing wrong?
poblivion Posted February 27, 2022 Posted February 27, 2022 47 minutes ago, cometfox said: I NEED HELP, i have AAF installed , i can't get the male furs peens to get errect, they are just the sheath and nothing else , what am i doing wrong? Make sure you are using the correct version of the looksmenu.
cometfox Posted February 27, 2022 Posted February 27, 2022 2 hours ago, cometfox said: I NEED HELP, i have AAF installed , i can't get the male furs peens to get errect, they are just the sheath and nothing else , what am i doing wrong? NEVER MIND
cometfox Posted February 27, 2022 Posted February 27, 2022 1 hour ago, poblivion said: Make sure you are using the correct version of the looksmenu. thanks by the way , i got it working , would you know about dismemberment working ? i shoot their heads and like there is bits but their heads are still intact
Bad Dog Posted February 28, 2022 Author Posted February 28, 2022 I think maybe not all the heads have correct dismemberment in the published version. I've gone through all the bodies and heads to get all all the dismemberment correct. Still gotta do the ferals--they get chopped into teeny pieces. Once it's been tested enough I'll post.
Blaze69 Posted February 28, 2022 Posted February 28, 2022 6 hours ago, Bad Dog said: I think maybe not all the heads have correct dismemberment in the published version. I've gone through all the bodies and heads to get all all the dismemberment correct. Still gotta do the ferals--they get chopped into teeny pieces. Once it's been tested enough I'll post. Remember that you'd need to regenerate FaceGen for changes to head mesh data to take effect on NPCs, so you'll have to do a re-run of the whole game for that update if you made any changes to head mesh segments.
Bad Dog Posted February 28, 2022 Author Posted February 28, 2022 Yup. I swear tho, FO4 is random about whether it chooses to actually load the facegen files. There are always a few gray-face NPCs in my game. Also, whatever the relationship between races, body armor/clothes, and meatcaps is, it depends on the body dismemberment being correct. Now that all the bodies have dismemberment set up correctly I'm getting severed limbs with correct meatcaps even when the NPC is wearing clothes that replaced the body.
cometfox Posted February 28, 2022 Posted February 28, 2022 13 minutes ago, Bad Dog said: Yup. I swear tho, FO4 is random about whether it chooses to actually load the facegen files. There are always a few gray-face NPCs in my game. Also, whatever the relationship between races, body armor/clothes, and meatcaps is, it depends on the body dismemberment being correct. Now that all the bodies have dismemberment set up correctly I'm getting severed limbs with correct meatcaps even when the NPC is wearing clothes that replaced the body. would the mod feral ghouls heads explodes block the facegen files?i can dismember the limbs , but when it comes to the head , it just doesn't want to gib for me .
Bad Dog Posted February 28, 2022 Author Posted February 28, 2022 I don't *think* those should conflict.
cometfox Posted February 28, 2022 Posted February 28, 2022 alright thanks :3 also is there a way to remove the genitals from the feral ghouls ? im sure there is a file i can take off , i hope X3
Jesseman1997 Posted March 1, 2022 Posted March 1, 2022 (edited) Hello, how can I get Furry Fallout to play nice with DFS? If I have both of them enable at the same time I get CTD on launch. Or more specifically, If I have Discreet Female Skeleton and Furry Fallout NPCs enabled at the same time, then I get CTD. Edited March 1, 2022 by Jesseman1997
Blaze69 Posted March 1, 2022 Posted March 1, 2022 2 hours ago, Jesseman1997 said: Hello, how can I get Furry Fallout to play nice with DFS? If I have both of them enable at the same time I get CTD on launch. Or more specifically, If I have Discreet Female Skeleton and Furry Fallout NPCs enabled at the same time, then I get CTD. You'd have to use xEdit to change the female skeleton paths for the FF4 races (+Ghouls and synths from the NPC plugin) and set them to the same path DFS uses for humans.
Jesseman1997 Posted March 1, 2022 Posted March 1, 2022 (edited) 3 hours ago, Blaze69 said: You'd have to use xEdit to change the female skeleton paths for the FF4 races (+Ghouls and synths from the NPC plugin) and set them to the same path DFS uses for humans. I have the program now and am looking through the FF4.esp. So do I need to change the file path for all female bodies under "Female world model"? That appears to be the closest reference to the skeleton. Edit: Never mind all this, I was looking in the wrong place. I see where I need to change it now. Under Race - "Female Skeletal Model" Edited March 1, 2022 by Jesseman1997
Jesseman1997 Posted March 1, 2022 Posted March 1, 2022 (edited) Alright, I was able to change the file path for the skeletons, but DFS has about a thousand conflicts with FF4_NPC Ghouls, and Vortex says DFS should win them all. I tried to manually replace every conflict with FF4's values, but there were some that would not let me. Now when I try to start a new game, I'm stuck with infinite loading. Please tell me there's a way I can just tell the program to let FF4 win all the conflicts. Edit: OMG. I looked up a guide and learned I could have just dragged it. That would have saved me two hours! Edited March 1, 2022 by Jesseman1997
PimpWhiskers Posted March 1, 2022 Posted March 1, 2022 After installing the mod. It works for the female player character and not the male PC. How do I fix that?
cometfox Posted March 2, 2022 Posted March 2, 2022 would it be possible to get a extra where it only replaces the super mutants ? i have vulpine race installed in another profile and it would be great to change the super mutants to that variation.
Blaze69 Posted March 2, 2022 Posted March 2, 2022 7 hours ago, PimpWhiskers said: After installing the mod. It works for the female player character and not the male PC. How do I fix that? Move the FFO-Player-(species).esp plugin to the bottom of your load order so it loads after all the other mods. If you're using MO2, it's simply a matter of drag-and-drop-ing it to the bottom of the plugin list. If you're using Vortex, lmao good luck buddy.
Dragon on the Web Posted March 3, 2022 Posted March 3, 2022 17 hours ago, Blaze69 said: Move the FFO-Player-(species).esp plugin to the bottom of your load order so it loads after all the other mods. If you're using MO2, it's simply a matter of drag-and-drop-ing it to the bottom of the plugin list. If you're using Vortex, lmao good luck buddy. If you're using vortex, you can do the long but "correct" way by creating a new plugin group that loads last and add the player plugins to it, or do the short way and manually set the player plugin's load order index instead, but you will need to change it if you add plugins beyond whatever number you set.
Jak Greymoon Posted March 3, 2022 Posted March 3, 2022 (edited) I know I'm doing a bit of unadvised swapping of models to play as a furry supermutant (I just love those big dogs! >w>) but I'm having an issue where the neck shows the "decapitation" bug, when in first person in the super mutant model the textures are wrong, and I also cannot figure out how to get the mouth to animate properly. I've tried adding face bones, removing ones in the "play as" mod.... I know this isn't exactly a FFO issue but I figured I'd ask in case anyone else ever wanted to play as the super-dogs like me. lol Or if i should leave this thread be, thats cool too, I was just glad to get the model to mostly work with swaps. Edited March 3, 2022 by Jak Forcella
Bad Dog Posted March 3, 2022 Author Posted March 3, 2022 Shouldn't need to add facebones, they have nothing to do with animating the mouth in vanilla or FFO, I don't think. Not sure what the decapitation bug is and I've never seen wrong textures in 1st person. I generally don't bother to handle 1st person right because so far as I can tell, all vanilla does is provide higher-quality arms since you're looking at them up close (and no body ofc). I suppose there could be some problem if you're trying to do supermutant in 3rd person but didn't change the arms for 1st person.
Jak Greymoon Posted March 3, 2022 Posted March 3, 2022 (edited) So the way the "play as" what ever mods work is they swap the player model/animations so you're literally using those assets to play as the swap, regardless of what the player model is at the time. The way the modder "Abbalovesyou" does it is by swapping a model with a "change form" chem in-game, AND setting race manually to what ever you're playing as. I'm not sure the technical reasons why but the end result is the game treats all your animations, effects and sounds as though you're an NPC of that race i guess. So when swtiched to "Super Mutant" form, the 1st person hands I have are not the same ones as in "human" mode. The only thing that really remains between the two "forms" is the player head basically wearing the model of the npc you're playing as so you have to disable these plugins to even play an old save. I'm guessing when I sloppily swapped the "play-as" mod's Supermutant mesh for the only one I could export from Furry Fallout, I did something wrong or swapped the wrong thing because I have perma-decap guts on my player. Maybe its due to me doing it mid-play thru and has something to do with faceGen? I don't know how any of that works TBH. The mouth bones I can't figure out, but I couldn't simply disable that pluggin since it effected the player head directly. I swapped a mesh file in that mod name "supermutantbody" as well as another to deal with the neck seam... </spoiler> Aaaaanndd I also do not have eyeballs in the right place either since I'm not really doing any of this right. The decapitation effect you see when ripping heads off, permanently applied to the character: The 1st person hands using the "predator" model from FFO far as I can tell swapping the mesh with loose files, but using the same method for the texture didn't work: Edited March 3, 2022 by Jak Forcella
Blaze69 Posted March 3, 2022 Posted March 3, 2022 38 minutes ago, Jak Forcella said: So the way the "play as" what ever mods work is they swap the player model/animations so you're literally using those assets to play as the swap, regardless of what the player model is at the time. The way the modder "Abbalovesyou" does it is by swapping a model with a "change form" chem in-game, AND setting race manually to what ever you're playing as. I'm not sure the technical reasons why but the end result is the game treats all your animations, effects and sounds as though you're an NPC of that race i guess. Honestly the game was designed under the assumption that the player would always play a human(oid) race. Stuff that lets you "play" as any race that does not use the base humanoid skeleton/anims/behaviors is a half-unplayable novelty at best and a total mess at worst. I get the feeling the work required to get that to work properly (not only to avoid visual bugs like these, but also to make Supermutants functional as a playable race) is too much. So I'd just cut my losses and drop it here. Or, if you're crazy enough, attempt to reuse the FF4 Supermutant assets to build a proper (i.e. humanoid) playable race out of them, but that's no easy task at all whatsoever.
Bad Dog Posted March 4, 2022 Author Posted March 4, 2022 Why doesn't it work to just change the PC's race to supermutant?
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