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Posted
3 hours ago, Blaze69 said:

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.

No, it isn't and someone way more talented than me might attempt it, but I'm just here swapping out meshes using the loose file system in addition to a mod that uses vanilla assets to play as something. 

In any case i got the majority of the FFO supermutant mesh body swapped using the loose files, so I can play it half broken. Thats all this really is anyway, a half-broken fun romp between longer settlement building gaming sessions. I just thought playing as a SM was funny enough, using the voice/dialog replacer and the assets from FFO to be a big mutant canine. 

Thanks for the inspiration in anycase. 

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

Why doesn't it work to just change the PC's race to supermutant?

Mutants have headpart-based heads with TRIs and stuff (as opposed to them being part of the whole creature mesh and animated through skeleton bones as for example Dogmeat is) so I'm pretty sure they suffer from the same bug all other races do if you try to SetRace via console/script: original race's head gets stuck with no way to swap it for the proper one or change head parts.

 

On top of that, they 1) use separate skeletons which are not built to be playable and thus probably lack proper 3rd person camera bones and such, and also completely lack 1st person assets at all, 2) use separate anim sets and behaviors from normal humanoids which are a problem for times when the player is required to interact with furniture or stuff, 3) can't wear any humanoid-compatible gear, so anything that requires the PC to wear certain outfits won't work, and so on. I could try and think of more.

 

Don't get me wrong, the furry SM model you've got there is very cool and I'd probably be nagging you about turning it into another (humanoid) playable race if there wasn't another set of doggos in the work already (...hell, I might just nag you all the same because variety is the spice of life and yours would cover breeds/character styles the WIP race mod doesn't, anyway); but the prospect of making Supermutants playable (regardless of what they may look like) it's just doomed from the start IMO. :classic_undecided:

Edited by Blaze69
Posted

Is there a way to get just the furry supermutants without the other races in this mod? I use the vulpine race, and I've been looking for something to furrify supermuts alongside them, but I'm not too interested on having all the other races from the mod in my current setup. Is there a way to achieve that?~

Posted (edited)

Hmm...could there be a 'no tail' option added for Docked tails on some species (like the wolves) or allowing people to utilize the Otter model for other mustelids (heck, the otter model with a few extra 'fur painting' options could work for ferrets/weasles/badgers, and with a tail swap could also fit mephits pretty well)

 

Also- been noticing on some of the model options there's a notable 'seam' where the neck rig connects into the body that isn't always covered by clothing, and it's uh...pretty noticeable, and I've not been able to figure out how to fix it

 

Edited by Mizque
Posted
9 hours ago, Mizque said:

Hmm...could there be a 'no tail' option added for Docked tails on some species (like the wolves)

What could be done would be to create a craftable "Tail Hider" item that takes up the Tail slot and points to an empty nif to be worn whenever you don't want your character (or a NPC) to have a tail. Selachii already have it and it gets the job done. Would be up to Bad Dog to add it to the mod, though.

 

9 hours ago, Mizque said:

or allowing people to utilize the Otter model for other mustelids (heck, the otter model with a few extra 'fur painting' options could work for ferrets/weasles/badgers, and with a tail swap could also fit mephits pretty well)

I guess not a bad idea but it'd require creating more texture sets and possibly setting up new separate race records and stuff, so I'd say it's very unlikely to happen at the very least for the near future.

 

9 hours ago, Mizque said:

Also- been noticing on some of the model options there's a notable 'seam' where the neck rig connects into the body that isn't always covered by clothing, and it's uh...pretty noticeable, and I've not been able to figure out how to fix it

Post pics. Due to the way FO4 works you're basically guaranteed to have some amount of seam/mismatch no matter what but FF4 races should still be mostly properly blended. If the seam is too blatant there may be other stuff at play, but we'd need to see it to be able to tell.

Posted
On 3/6/2022 at 8:36 AM, AvokBat said:

Is there a way to get just the furry supermutants without the other races in this mod?

Afraid not. I don't think there's any "hard" link between the Supermutant stuff and the playable races so in theory it would be possible to gut the latter from the mod while keeping the former, but nobody has done so yet and I have no idea if BD will ever consider it.

Posted

HI all.

 

If I install the base ESM, base esp, and npc esp without a player esp.

 

What would be the next step to add some humans back in? Just reinstate the original fo4 race records for raiders in the npc esp?

 

I'm not certain how I want this world portrayed, I'm leaning toward a few humans have survived intact but many animals have evolved into humanoids and the total sum of animals > humans.

 

Thanks in advance for the input!

Posted (edited)
10 hours ago, blisst said:

What would be the next step to add some humans back in? Just reinstate the original fo4 race records for raiders in the npc esp?

Find a mod that adds more face presets to the spawn lists like this or these two, install them, and have them load after the FF4 NPC plugin. That should do it.

 

Depending on how they're set up, they may have the side effect of restoring entire factions or spawn pools to human only or reducing the amount of different furry faces/presets that can spawn, but there's no way around it without manually adjusting spawn lists and NPCs yourself (which you seem to lack the required knowledge for at the moment, seeing how you asked in the first place.

Edited by Blaze69
Posted (edited)

I'm not sure if this has come up before but I have the NSFW plugin disabled for FF4 and any time a male NPC has their clothes removed, their genitals are still there but stretched to hell like it's trying to be where it normally would in a standing position(extremely noticable with corpses). If I remember correctly they were doing this even with the NSFW plugin enabled, which is why I think I turned it off. What can I do to fix this?

Edited by Jesseman1997
Posted

Thanks.

 

Ya it's been since TTW first came out and I authored a plugin for xedit to convert FO3 armor values to FNV values that I've looked at a beth game. It wasn't a perfect solution as it desperately needed rebalancing, but it did get a bunch of stuff converted over and created a path for armor mods to convert over from the Fo3 mechanics to the FNV mechanics.

 

Some has changed.. Some has remained the same. Mostly I'm getting acquainted with the "current" resources out there, and the newer style mod managers. I like the separate resources/load order overwrite ability of MO2, but I find myself kind of feeling kind of clueless being soooo far out of touch by not constantly being in the middle of xedit or wrye.

 

So ya.. for now.. simple is good until I get the swing of things again.

 

Thank you kindly Blaze!

Posted
1 hour ago, Make-Use-Of-ME said:

does this when used Without AAF have underwear?

Nope. The races from this mod are always nude when naked/undressed by default, regardless of whether standard humans use a Nevernude body or not.

Posted (edited)
13 hours ago, Make-Use-Of-ME said:

does this when used Without AAF have underwear? I'm more asking for a friend, that streams for a living and would love this. but, can't have mods with Any nudity.

...actually, my previous assessment was wrong. At least to some extent.

 

If you grab the latest Bodyslide files available in this post, you can use the BS sets to generate "Nevernude" versions of the bodies with perma-undies on (boxers for men, bikinis for women), which means all playable races should become SFW enough.

 

The problem comes with the NPC plugin itself, because it includes:

  • The new perk mags with lewd covers (there's an optional file to swap the default males with female versions, but they're both just as NSFW).
  • Ghouls with visible and non-removable bits (Glowing Ones packed by a mistake on BD's part, others are included intentionally).
  • Gen2/AMELIAs with... somewhat visible bits (they have an "irising opening" for the schlong to come out of which is normally closed, but the tip of the dong is visible as an "end-cap" even when closed, so I'm not sure if that counts as NSFW assuming the full dick never comes out and you pretend there's no actual dick in there).

So, basically if that friend of yours wants to stream while playing as one of the races but without using the NPC plugin, that should be fine, but using the full NPC replacer is a no-go because there's too much NSFW stuff that cannot be easily hidden or replaced. It'd have to wait until BD completely splits the NSFW stuff from the main NPC file and renders it SFW by default.

 

I guess plan B is grabbing a plugin that adds/replaces some furry NPCs without actually touching all humans in the game, such as the Better Settlers patch/edit available in the YA Discord server, as that one only includes playable-race characters which should cover their bits up properly with the Nevernude BS sets.

Edited by Blaze69
Posted (edited)
On 3/8/2022 at 2:23 AM, Blaze69 said:

Install the ZeX skeleton.

Where can I find this exactly? The ZeX link on the first page goes to Nexus, where it has been removed. The removal post on Nexus links back to Fusion Girl here, but there is no skeleton in that file, just bodyslide presets and skins for females.

Edited by Jesseman1997
Posted
6 hours ago, Jesseman1997 said:

The removal post on Nexus links back to Fusion Girl here, but there is no skeleton in that file, just bodyslide presets and skins for females.

If you had actually bothered reading the Fusion Girl description, you would have noticed there's a section that says "Hard Requirements", and it has a direct link to download ZeX from GDrive.

Posted
3 hours ago, Lunky-Dunk said:

any chances we're gonna get bats from bad dog birds mod? i liked em very much

They didn't score well in the public poll of races to port nor they were one of the set BD wanted to port regardless, so just like with the others that didn't make it (e.g. Minotaurs), it's extremely unlikely they'll ever be ported. Not impossible either, though.

Posted

Got a snip of it this time, but here's what I mean by the neck seam, some angles it's much worse, but this is the 'base' issue view where it's first noticed

image.png.d6261c30bf5174d412f132c40a0d085f.png

 

Here it is from behind 3rd person

image.png.cdee46e8e1b54af04d03d67733a82da8.png

Posted
5 minutes ago, Mizque said:

Got a snip of it this time, but here's what I mean by the neck seam, some angles it's much worse, but this is the 'base' issue view where it's first noticed

image.png.d6261c30bf5174d412f132c40a0d085f.png

 

Here it is from behind 3rd person

image.png.cdee46e8e1b54af04d03d67733a82da8.png

 

The problem could be that you use vanilla clothing. If the character is naked, is the seam still visible here?

Posted
2 hours ago, poblivion said:

 

The problem could be that you use vanilla clothing. If the character is naked, is the seam still visible here?

Yes, it is indeed still there

Posted
5 hours ago, Jesseman1997 said:

Are there any patches for the Vault Tec Workshop/Vault 88?

The FurryFalloutDLC and FFO_NPC_DLC plugins should cover it already.

Posted
13 hours ago, Mizque said:

Yes, it is indeed still there

Just checked and otters look fine and seamless on my end, so I dunno what to say there. Must be something else on your end.

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