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Posted
15 hours ago, Blaze69 said:

The FurryFalloutDLC and FFO_NPC_DLC plugins should cover it already.

Those don't work if I don't have ALL the DLC. I only have the Vault-Tec Workshop.

Posted (edited)
6 hours ago, Jesseman1997 said:

Those don't work if I don't have ALL the DLC. I only have the Vault-Tec Workshop.

Then I'm afraid you're out of luck as keeping separate patch files for each individual DLC would be absolute pain. It's all or nothing.

 

And TBH if it was up to me the GOTY DLC content would be merged with the main download and made a hard requirement altogether; last DLC came out in 2016 so 6 years is more than enough time to buy the whole GOTY/Season Pass bundle when on sale (~$5-15 usually, which is somewhat reasonable) or just y'arr it if purchase isn't an option. But that's just me, I guess.

Edited by Blaze69
Posted
On 3/1/2022 at 11:17 PM, cometfox said:

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. 

OMG SORRY FOR ALL THE QUESTIONS , geeze X3 

Posted

New version up. Not a lot of change here--just putting my latest version out there. It does improve the dismemberment, which actually is more noticeable than I might have thought. It also fixes some Nuka-World headgear. 

Posted

This is a stupid question that's probably already been answered but AAF doesn't seem to work with the few animation packs I got due to some filter system or something that cant find animations for  race x race (I'm playing as a nightstalker if that matters)

let me know if I'm supposed to use a certain animation pack or something or if I set up AAF incorrectly because I followed the manual and everything seems to work except starting animations

 

ps. I'm retared at modding and use vortex so any help would be nice :)

Posted

AAF does have a list of races in there which have to be extended. The FFO races are already there, but nightstalkers were added last and maybe weren't included? I'll check it out.

Posted
11 hours ago, Bad Dog said:

AAF does have a list of races in there which have to be extended. The FFO races are already there, but nightstalkers were added last and maybe weren't included? I'll check it out.

thanks for looking into it 

 

Posted

@Bad Dog  The last update is great, I really like how you managed to deal with the synths ?

 

I noticed a bug, if I shoot the character's head, his hand will also disappear and his hair will remain.

Spoiler

Photo1788.jpg.df029f971c0ab2989283766964f1705c.jpg

 

 

Posted

Yeah, that's a dismemberment problem. I think I have to re-export all the hair (*all* the hair) with correct partitions. 

Posted

Okay I checked and (1) the races are actually defined for AAF in XML files that FFO ships. I wasn't able to find anything directly related to my races in their files.

 

(2) I forgot to add Snekdogs and Otters to those files.

 

(3) Snekdogs and otters work anyway. Dunno why.

 

I'm running with AAF mods in this order:

 

image.png

 

Then FFO:

image.png

 

Then ZaZ:

image.png

 

I'm loading FFO after the Ultimate AAF Patch but there are no conflicts there so I don't think it matters.

 

I haven't tested with ghouls as snekdogs--I'll check that out. There may be problems because AAF has special features for ghouls, though I may have turned those off when I installed. AAF will stick peens on them and since the sneckdog peens are incorporated, they're not needed.

 

I'm pretty sure the feral ghouls are messed up. They should be using an animal type peen but that (probably) means undoing some of what UAP does. 

 

Supermutants do work but again when I installed UAP I chose the vanilla-most option. (The no-freeze-on-death option.)

 

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

Supermutants do work but again when I installed UAP I chose the vanilla-most option. (The no-freeze-on-death option.)

From what I've gathered during my latest and (as usual) extremely short lived foray into FO4 sex mods, any recent-ish non-shitty SM animation seems to be built using the rigged dongs, and trying to play them with the current static ones will result in a lot of dry humping and dicks being wildly off-target. So if you're serious about being sex-mod-friendly you'll probably want to have them rigged to those bones indeed.

 

The SuperMutant Skeleton Ragdoll fix should solve the issues caused by the extended SM skeleton, although I can't say for sure since I never tested it myself.

 

I do have to say that rigging the SM dongs to those bones would probably make that skeleton fix a hard requirement even if one doesn't intend to do NSFW stuff, to avoid bugged SMs due to missing bones in the vanilla skeleton. I don't know if it's self-contained or it needs the original Leito files to be installed already, which in turn would make AAF and UAP a requirement as well. EDIT: I'm a dumdum that can't read right, description says everything is included in the package indeed.

 

The alternative would be to making dong-less "SFW" variants of the current SM meshes (possibly with undies on like vanilla ones have them) with 100% vanilla rigging and such and ship those by default, and then split the NSFW ones into that hypothetical "FF4 NSFW patch" file you've mentioned before.

 

Speaking of which, what kind of stuff would go in there? Lewd magazines from the NPC file are obvious, and it'd also make sense to put the dong-ed Supermutant and Feral Ghoul assets there as mentioned above, but there's no lewd statues or painting/clutter texture replacers so far so I'm curious if that would be it or you're actually planning on doing more stuff like that at some point.

Edited by Blaze69
Posted

AAF works quite well for me.  Dicks also work well, sometimes it happens that there is no erection at the beginning of the animation, but after a few seconds everything is OK.

Dicks are not off-target, except for sucking animations (because the muzzle is at a different height than the human mouth).

 

The glowing ghoul is still vanilla. Some other ghouls have a different shade of head than the bodies and penises are the same as for vanilla (shrunken human dongs).

Spoiler

Photo1765.jpg.a4821c66bce8ea15232cc7362b75326b.jpg

 

  • 2 weeks later...
Posted
9 hours ago, SomeCrusader said:

I'm probably just being the idiot I always am but how do I fix my game crashing to desktop every time I launch it with this mod enabled

Three things to check, the number of mods, the type of mods, and if you've recently uninstalled other mods.

 

1. There's a limit on the number of mods an installation can take, an official max and the actual (always lesser) max, if a prior version of this mod worked but the current doesn't it may be more related to issue 2.

2. Mods that include a large number of textures, models, or anything else that usually gets compressed usually have a number of compressed archives, even the base game has them... problem is, the game can only load so many of them, it's another limit to the number of mods you can have unless you want to manually decompress the archives once downloaded but there's no guarantee the mod will work then. When a mod like this updates, it can mean an increase in that number of compressed archives, so if it was working before the update but has failed now, that might be why. You'll need to uninstall another mod with archives to see that's the case.

3. Some mods change base game files when they're installed and you need to run an uninstaller in game to repair them, or rarely out of game. If a mod uninstall has borked up your installation, you'll need to delete all game files and reinstall the game (verify installation, like through steam, won't be enough).

 

In short, the solution is either to uninstall other mods to see if you're hitting a limit, or restart the mods with a fresh install.

Posted

i absolutely love the update! thanks for that :), i can dismember raiders and other factions . I hope there is plans to try to get head explosions to work with the feral snekdogs. would absolutely be a game changer. 

Posted
On 3/31/2022 at 1:15 PM, SomeCrusader said:

Thanks for the help after doing all 3 of these options it turned out to be a base game file error that for some reason only triggered when the mod was enabled and now that I fixed it crashing I still have the problem of body textures from the mod not showing but that's probably a mod load order thing but if its not id like help with that too

Edit - I also realized that some npc's such as Piper are completely invisible for me and I genuinely have no idea why so if I'm missing a mod or something tell me

Textures can be either a mod load order, as you expected, or a corrupt archive, as you reinstalled the game I ask if you also redownloaded then installed the mod? If you did, it's probably load order.

 

As to the other issue, the completely invisible npcs/companions, I'd double check you downloaded not just the main mod Furry_Fallout.version#.7z but the Furry_Fallout_NPCs.version#.7z and Furry_Fallout_DLC_NPCs.version#.7z files as well. If you use Facemenu and/or Bodyslide you probably will want to grab the latest Furry_Fallout.Version#Bodyslide_Files.7z

 

There was also instructions earlier in thread to use the mod Better Console (Don't use a modified version it's a modified version of an older version and obsolete) to check what mod last modified an object, including NPCs.

Posted

All working as intended for all npcs, except for the child faces having the human model, with anthro-textures plastered all over their face making it look like a messy face-paint job, prob a mod-conflict but no clue what mod precisely the reason for conflict could be. Alongside other smaller stuff like a ghoul-character from another mod with the same issue with a hole in the back of his head.


If the only good ol' solution is to remove mods then I'd take that as a plan B

Posted

Best solution is install MO so you know what order things are really loading in. Or if you're going raw, reinstall FFO.

 

I'm not likely to do Orcas but there are some pretty nice sharks out there.

Posted (edited)

So uuh I installed this mod, but I have 2 questions...

1st Using the furry NPC's the mod ''Sexual Harassment'' gets disabled because the furry npc's have 0 character/AAF tags (not even general tags like male or female), Is there a fix for this ?
(did further testing, non-feral ghoul males still work fine but all other male and female NPC's do not work when the Furry NPC mod is active)

2nd If using only the player furry model, it turns all my supermutants into floating heads and guns, It goes away if I disable the mod, but comes back the moment I enable the mod again, and I have no other mods directly affecting supermutants besides AAF stuff...
(they also work fine as furries so no issues there)

I also checked to compatibility patches and unless it goes by different name didn't find anything.

Otherwise pretty solid mod, Would love to see more races like Rabbits & Bears or maybe something Avian/Aquatic.
Hell since you did nightstalkers from New Vegas, maybe some other in universe creature, Deathclaws could be cool. 
 

Edited by Flustershy
Further testing with mod compatibility.
Posted

I did get MO2, reinstalled FFO mods, and put them at the bottom of the load-order, still no change on the child npcs and some modded npc's of ghouls, strange.

Posted
25 minutes ago, Scourgez said:

I did get MO2, reinstalled FFO mods, and put them at the bottom of the load-order, still no change on the child npcs and some modded npc's of ghouls, strange.

Ye I noticed now all base-game characters works, but modded npcs like those from the mod "Depravity" has the weird effects

Posted

New version up. There's a SFW kit which you load last to get a fully SFW experience. There's a NSFW esp that you can enable to get a few extras--Strong can be stripped, raiders may let it all hang out. Otters have their neck seam fixes. Random other changes along the way.

Posted

let me know if there's a problem with the NPC file download. Someone's saying they don't see the ESP but it seems fine on my end.

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