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Posted

Really weird issue that happened.  Piper and only piper has remained a human, not sure why wasnt the case before and yes it coulda been one of my 200 plus mods

Posted
3 hours ago, shiterson said:

Really weird issue that happened.  Piper and only piper has remained a human, not sure why wasnt the case before and yes it coulda been one of my 200 plus mods

Probably some plugin overwrites her data. Load FFO plugins at the very bottom. That might help.

 

Posted (edited)
18 hours ago, Blaze69 said:

Have you considered, y'know... reading the description?

Emphasis mine.

 

I just checked and the "FFO-Player-CHEETAH.esp" and "FFO-Player-FOX.esp" plugins are definitely included in the main mod download.

 

1) I don't do tech support in DMs. Company policy.

2) It's not that it's a "secret" or anything, it's just that it was Bad Dog that placed them so I don't know where they are, lol. Most I can do is check the plugin data in xEdit to see where the world references are placed, but all I can see is the cell name (and some exterior cells don't even have a name, just a set of worldspace coordinates).

 

In any case, here's all the info I have in case you want it:

  Hide contents
  1. Kellogg's house, Diamond City.
  2. "RedRocketExt02" exterior cell at (-18,19).
  3. "SomervillePlace02" exterior cell at (-6,4).
  4. Dugout Inn, Diamond City.
  5. Unnamed exterior cell at (-22,-13).
  6. Unnamed exterior cell at (-22,-1).
  7. "AtomCatsGarageExt02" exterior cell at (9,-18).
  8. Unnamed exterior cell at (2,-11).

 

I mean... both mods do the same thing in a way that conflicts with each other. It was somewhat obvious that they wouldn't be compatible.

 

What was even the point there? Honest question.

The mod, despite becoming a PARTIAL installation, continued to try to make ghouls and some other NPCs anthros, such as the Vault 111 Overseer and Barstow... and Hancock... and there were some... issues... on that, so I figured, reinstalling as FULL installations would help...

 

See my previous posts' edits for further details

Edited by Ender Shadowborne
Posted

On the Old Hyena Heads, since Clem from the Vault 88 made that head model most look like a Capybara (and his personality most matched a Capybara), perhaps the heads can be reused as the basis for a new Capybara race? (I really like thinking of Clem as a Capybara).

Posted
11 hours ago, Questiondeca said:

On the Old Hyena Heads, since Clem from the Vault 88 made that head model most look like a Capybara (and his personality most matched a Capybara), perhaps the heads can be reused as the basis for a new Capybara race? (I really like thinking of Clem as a Capybara).

Neat concept, give this person an award!

 

(I never understood Capybaras, and I never understood Clem, two great tastes that taste great together!)

Posted
On 12/5/2022 at 8:07 PM, Bad Dog said:

image.png

 

Still looks like she'd rather tear up a carcass than warm up your bed but WTF, she's a hyena. You want cuddly, go get one of the cats.

Holy hell! That's a sick looking hyena! Props.

Posted

Hiya, tried the sex mod stuff, apparently it never worked cause the custom character wasnt recognized, so installing a custom race enabler made it work but made all the models skin furries which was weird  and it also undid nudity.

So basically am askin how do you do sex mods with this? Also worth mentioning I could only initiate stuff through console commands because AAFs menu would not activate on my keyboard, still no idea why too, home is on my number pad but pressing the fn key did not make it work. 

Posted (edited)
13 hours ago, shiterson said:

Hiya, tried the sex mod stuff, apparently it never worked cause the custom character wasnt recognized, so installing a custom race enabler made it work but made all the models skin furries which was weird  and it also undid nudity.

So basically am askin how do you do sex mods with this? Also worth mentioning I could only initiate stuff through console commands because AAFs menu would not activate on my keyboard, still no idea why too, home is on my number pad but pressing the fn key did not make it work. 

 

Some mods only support human characters, so a patch must be created. Several patches have already been created. You can find the patches on LL or on the discord channel. https://discord.gg/rWf92R9

 

edit: AAF works fine without the need for a patch.

Spoiler

Photo2905.jpg.f6f23f135dca65fbf4e13c04183927d9.jpg

 

Edited by poblivion
Posted
3 hours ago, poblivion said:

 

Some mods only support human characters, so a patch must be created. Several patches have already been created. You can find the patches on LL or on the discord channel. https://discord.gg/rWf92R9

 

edit: AAF works fine without the need for a patch.

  Hide contents

Photo2905.jpg.f6f23f135dca65fbf4e13c04183927d9.jpg

 

I see, I still seem to have issues for some reason.  I will try it again after my playthrough for sure. But I still cant seem to get AAFs menu to work and I am unsure if creatures will also work with the furries.  I remember there was some stuff with fox girl and deathclaw online but its been removed I think so I wanna recreate it

Posted

Ok so turns out, my new computers keyboard is broke, the number pad with all the keys for aff is broken so just, nevermind.  It works! Just had to use console commands, I literally have learned how to do more technical stuff today

Posted

Plan is to update all the races, ship an intermediate version, then ship a final version with clutter and stuff. Updating the races includes anything requiring facegen:

  • New hyenas;
  • better foxes;
  • At least some scars, burns, and blemishes;
  • adding more (maybe all) the vanilla hair.

Clutter 'n stuff:

  • hair from other mods (I need suggestions);
  • the rest of the magazines and all the posters I can find;
  • fitting gear to the snekdogs better
  • etc etc

 

Thinking:

o   Grognak – Lion

o   Silver Shroud – Wolf

o   Manta Man – Otter

o   The Inspector (F) – Horse

o   Mistress of Mystery - Cheetah

 

Posted

It would be great if you added the hairstyles you used for YA.

 

I think it would be good for the foxes to have their own set of textures with the white fur on the neck going towards the belly. Similar to how I modified the lykaios textures here:

 

Posted

Whose idea was it to do what, 10 different races for this mod? Can I take them out back and shoot them?

 

I'm doing more hair and one of the DLCs has a pretty nice mohawk, but because it's just rooted in the skull with no covering I had to do a variant for every single race. (Except foxes and lykaios, which almost share a head.) For reasons that escape me every skull has a slightly different shape. 

 

Some of this hair is limited to after you exit the vault, dunno why. I guess to give you a reason to go to the hairdresser.  I'm taking the constraint off some of the more useful hair.

 

 

 

Posted

If you're looking for hair suggestions, Femsheppings and Radbeetles KShairdo's conversion is a good start for females. I wouldn't put all of them in, since the workload for all the races would be tough, but it adds vanilla movement for a good few of them.

 

https://www.nexusmods.com/fallout4/mods/45373

 

One for males would be Lot's more male hairstyles. Males don't get enough love sadly, but this would be a good base to add some diversity.

 

https://www.nexusmods.com/fallout4/mods/10695

Posted
8 hours ago, Bad Dog said:

For reasons that escape me every skull has a slightly different shape.

The reason being that different species have different heads and thus different skull shapes, I presume. ?

 

If they all had the exact same skull structure it'd look weird as hell, at the very least in the case of ungulates compared to the cats and dogs.

 

8 hours ago, Bad Dog said:

Some of this hair is limited to after you exit the vault, dunno why. I guess to give you a reason to go to the hairdresser.

Same applies to the warpaint as well as most tattoos and such. I'm pretty sure the whole idea was that it wouldn't make sense to have a 50s Americana picket fences dad/mom sporting filthy/methhead/punk hair and Mad Max cosplay warpaint during the pre-War intro sequence, so you can only use those after you're actually in the Wasteland.

 

It's still kind of a dumb decision considering nobody should care about the intro anymore thanks to SKK Fast Start/SKK Synthetic Player/Start Me Up, though, so I'm all for doing away with it.

 

6 minutes ago, Zawshank said:

If you're looking for hair suggestions, Femsheppings and Radbeetles KShairdo's conversion is a good start for females. I wouldn't put all of them in, since the workload for all the races would be tough, but it adds vanilla movement for a good few of them.

https://www.nexusmods.com/fallout4/mods/45373

Main issue with this (as I think it has been discussed in this thread before) is that porting human hairs isn't particularly straightforward; not only do you need to edit the mesh to actually fit the new head shapes, but you also have to take stuff like ears or antlers into account, as well as which areas of the skull would "long" hair reasonably grow out of, and so on. I have tried to refit a handful of those hairs myself for personal use and I've had limited success, because the amount of work (and thought) required to get them to actually make sense and look good was too much.
(There's a reason I prefer to go for mohawks/sidehawks most of the time, and it's not just the fact that I dig that look better, lol).

 

That being said, if BD wants to dig through those and see if he finds any hair he thinks would be doable, then I'd certainly be down for that. Vanilla hairs kinda... suck. Badly.

Posted
15 hours ago, Blaze69 said:

Same applies to the warpaint as well as most tattoos and such. I'm pretty sure the whole idea was that it wouldn't make sense to have a 50s Americana picket fences dad/mom sporting filthy/methhead/punk hair and Mad Max cosplay warpaint during the pre-War intro sequence, so you can only use those after you're actually in the Wasteland.

 

Yeah, that makes sense. Actually, I always do the full vanilla intro when I'm launching a new character, unless I particularly want a different backstory for it. Gets me in the groove with the character. 

 

I kinda like "Hm, I'm not fitting in here, maybe I'll go get some badass 'do so the raiders stop thinking I'm a pansy" thing as part of character development.

 

I'll poke around at the other hair but the problem of fitting the hair is real.

Posted

Somebody explain to me why I want to do 3 (texture layers) * 10 (races) * 6 (scar types) * 2 (sexes) just in order to get some facial damage into the game.

 

I could do more or fewer scar types but there has to be some variety.

 

I could, I suppose, not do all for all races.

 

There's gonna be a bunch of hand work involved because the vanilla scars actually affect a fair amount of skin around the scar itself, which looks terrible on furries. I'm going to have to trim it back individually for each scar.

Posted

Hey, just sorta got into modding and decided to toss this in with the rest in my list. However, upon attempting to download from the google drive it installed the zipped file as an unresgistered crdownload, as it gave me the failure "Failed - Forbidden", does anyone have a fix for this? Thanks in advance.

Posted
On 10/1/2022 at 3:04 PM, Bad Dog said:

Short answer is not out of the box.

 

Long answer is that the human and furry assets are independent, so if you want you can go in with xEdit and delete the FFO NPC overrides for any NPC you want to be human. Then run facegen again and it should work.

 

 

How would I go about that? Do I just delete the entrys for the NPCs in FFo_npc.esp in xedit? Further, how and for what do i generate new facegen data. Can you point me in the right direction or is there somekind of tutorial?

Sry for the newbish questions just getting back into FO4 modding.

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