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Posted

Yup. Fixed in next release.

 

I've been furrifying some of the world objects including the raider displays. I tell you, some of those fucks are seriously messed up. Anyway I have some replacers I'm pretty happy with:

 

Spoiler

image.png

 

Once again the FO4 team decided to skimp on variety, so a downside of what I've done is that you get the same heads over and over again. I might make more and distribute them about if I get ambitious. 

 

image.png

 

image.png

 

The problem here is precombines. They aren't *all* part of precombines, but some are and that means the new meshes aren't always picked up. Same issue with the statue outside Fenway Park.

 

I'm experimenting with an ESP that breaks precombines where I have an alternative mesh. I change the object's position fractionally, not visually noticeable but enough to break the precombine. You lose FPS of course, but I'm finding that I can run perfectly adequately with my rig (and no ENB and not a bunch of texture mods). 

 

The blood is generated procedurally with Blender's shader nodes. I bought a tutorial on using that shit and I'm pretty happy with it.

 

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

I've been furrifying some of the world objects including the raider displays.

That's really cool and all, and does help with immersion, but, eh...

 

9 hours ago, Bad Dog said:

I'm experimenting with an ESP that breaks precombines

 

no-michael-scott.gif

 

Don't do that. Please don't do that. Please. That's an absolutely terrible idea. Precombines exist for a reason, that reason being the game is unplayable without them. There's no reason for anyone to break them, and even less so now that we actually know how to handle them properly and how much of a bad idea it is to break them.

 

Depending on how those dead body decoration meshes and (most importantly) materials are set up, I see two ways to solve this without actively crippling your game performance:

 

If the vanilla dead body meshes use their own unique materials, you can replace those materials with invisible versions (alpha = 0, enable alpha test + change diffuse to a transparent 16x16 dummy texture, disable shadows and occlusion, etc.), which should render the precombined (human) meshes invisible. Then you can manually place a new non-precombined duplicate of the decoration statics in the exact same position; since that duplicate isn't precombined, it will load your new mesh, and it should look fine since the precombined human one "underneath" will be invisible.
(*-> Note that when I say "manually", there's probably a way to do so in bulk in xEdit without having to actually go cell-by-cell in the CK).

 

Otherwise, if the "invisible material" workaround is not an option for whatever reason (e.g. textures are shared with other stuff in the game which cannot be made invisible, or precombines ignore material data for some reason), then the only solution would be to regenerate precombines with your new meshes. I can contact BenRierimanu/StarHamster/StarHammer (aka the author of Previsibines Repair Pack (PRP) and topmost authority on precombines/previs in the community) and ask for the proper way to rebuild precombines for specific cells only so we only touch the absolute minimum amount of records we need to and nothing else.

 

I know this sucks donkey balls, but it is what it is. There's rumors that future games (including Starfield) might actually be able to generate precombines and occlusion data on runtime, because the existing frameworks Beth used as a base to create the FO4 system have been updated with that functionality therefore skipping this issue altogether; but alas, in FO4 we're stuck with it, so we gotta make do.

Edited by Blaze69
Posted

@Blaze69 take it easy, it's its own esp so if it doesn't work for you, don't use it. I haven't had unworkable issues so far.

 

I like the make-shit-invisible thing. I'll see if I can do that for the supermutant in the Prydwen. 

 

I'd be willing to rebuild the precombines--probably, maybe--but I don't know what's involved at this point.

 

Posted
11 hours ago, poblivion said:

Great work !

 

Will you also make some female versions?

Not without a whole bunch of nagging.

 

Call me sexist, but I'm perfectly happy to hack up a male body and put it on a stick but doing that with women creeps me out.

 

Posted (edited)
1 hour ago, Bad Dog said:

Not without a whole bunch of nagging.

 

Call me sexist, but I'm perfectly happy to hack up a male body and put it on a stick but doing that with women creeps me out.

 

 

It's okay, I only asked because, in the vanilla version, there are also female bodies. The raiders are cruel, they spare no one.

 

 

Edit: I have a question, I noticed that in some AAF animations with facial expression, Lykaios lips are unnaturally deformed.

This will probably be because the animations are designed for a human face.

Spoiler

Photo3160.jpg.e9549f49e742dcf2f6146cadd940683f.jpg

Can it be fixed somehow?

 

Thanks

Edited by poblivion
Posted (edited)
2 hours ago, Bad Dog said:

@Blaze69 take it easy, it's its own esp so if it doesn't work for you, don't use it.

Sorry for the reaction there, but, eh... intentionally breaking precombines is just bad mojo. :classic_unsure:

 

2 hours ago, Bad Dog said:

I haven't had unworkable issues so far.

I mean... it doesn't crash the game outright or anything like that. Hell, Beth broke precombines themselves in some areas when they made the DLCs and also with some later game updates. But they had to add that system in the first place and put that work into engine rewriting (which at this point should be obvious that's something they avoid like the plague for as long as they're able to) for a reason, which is the fact that areas like Downtown Boston drop frames like crazy if it's not functioning properly.

I can't even walk through Lexington without dropping to <40FPS in vanilla, even with ENB disabled. I needed PRP with its rebuilt and cleaned precombines to be able to stay at 60(...ish). If precombines are broken, then it's off to slideshow-land for me. And since those decorations tend to be placed around raider camps aka locations where there'd presumably be combat, that's not great.

 

2 hours ago, Bad Dog said:

I like the make-shit-invisible thing. I'll see if I can do that for the supermutant in the Prydwen. 

In that case I assume it's pointing at the base supermutant body material, which in turn would mean you'd need to make all non-furry supermutant bodies invisible. Then again there should actually be no vanilla supermutants in a furrified world, since you also directly replace the SM base bodies and stuff, so maybe that's actually not a problem.

 

2 hours ago, Bad Dog said:

I'd be willing to rebuild the precombines--probably, maybe--but I don't know what's involved at this point.

I only know the old method, and it mostly consists of going cell by cell in the CK and rebuilding precombines and previs with the specific commands for it, then moving on to the next cell. Time-consuming, but not hard by any means. I guess the hardest part would be finding the worldspace coords for all the cells with those decorations in them, but xEdit can help, and I'd be surprised if the CK doesn't have a "Search" function for worldspaces either.

 

That being said, I'll see if I can ask StarHammer about it, since there may be a better or more efficient way to build them now.

Edited by Blaze69
Posted
1 hour ago, Blaze69 said:

In that case I assume it's pointing at the base supermutant body material, which in turn would mean you'd need to make all non-furry supermutant bodies invisible. Then again there should actually be no vanilla supermutants in a furrified world, since you also directly replace the SM base bodies and stuff, so maybe that's actually not a problem.

That's what I'm finding. I'm actually doing some statues instead and yeah, it's actually a good thing that the material invisibilify them all because they're all the human shape (and it seems to work with the precombines). 

 

More as it happens.

Posted

? Glad the yeens are providing inspiration. Your stuff is fabulous--I just don't have the patience or skill to produce shots that good.

Posted (edited)

So, I'm not sure if it is FFO or what, but I updated and started a new game, and now, in Vault 81, whenever Dr Forsythe tries to use a syringe (first when drawing blood, then when trying to cure Austin), the game crashes hard.

 

I've attached the logs, hopefully it's not too major an issue.

crash-2023-01-11-02-06-18-AUTOSCAN.md crash-2023-01-11-02-06-18.log

 

EDIT: Well shit, disabled everything but FFO and the prerequisites, that wasn't it, I'll keep knocking.

EDIT 2: Was the "Real World Drugs" mod, my bad, installed it just after updating FFO to 2.0

Edited by TheFuckingQueen
Posted
On 1/8/2023 at 4:16 PM, poblivion said:

 

It's okay, I only asked because, in the vanilla version, there are also female bodies. The raiders are cruel, they spare no one.

 

 

Edit: I have a question, I noticed that in some AAF animations with facial expression, Lykaios lips are unnaturally deformed.

This will probably be because the animations are designed for a human face.

  Reveal hidden contents

Can it be fixed somehow?

 

Thanks

 

Yeah, the female thing is my hang-up, nobody else's. (Actually, this is one more place where there isn't enough variety. And since Blaze has me placing EVERY FUCKING DEAD BODY by FUCKING HAND I could do a whole female set and distribute them around and that would solve both problems.

 

(But I don't wanna.)

 

(Also, placing the fucking objects by fucking hand and making the originals invisible is actually working.)

 

For the mouth morphs, dunno. The problem is, in order for speech not to look wooden, I've exaggerated the mouth motion--"pucker", for example, brings the corners of the lips way forward and pulls on the cheeks almost up to the temples. When I get it right, I think this looks way better than a more limited morph (and way better than vanilla, frankly. The FO4 morphs are terrible.) But that means if you're using them for, uh, some other purpose and you're stacking up a few different morphs you can get interactions that don't look good.

 

That said I can have a look at it. What is that, the Lykaios?

 

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

And since Blaze has me placing EVERY FUCKING DEAD BODY by FUCKING HAND

  1. Open xEdit and load at least the main game ESM + DLC ones.
  2. Find base STAT record for the Raider dismembered body/head.
  3. Go to "Referenced By" tab.
  4. Click on "Signature" header to sort by record type.
  5. Shift-Select all REFR entries (copies of the static placed in cells/worldspaces).
  6. Right click, Copy as New Record Into..., don't change the name (there's no name to change anyway since most REFRs don't even have EditorIDs).
  7. Repeat for all the other STAT records.
  8. ???
  9. Profit

(Disclaimer: I only checked that the process works in xEdit, I haven't checked if it actually works out in the game itself).

 

3 hours ago, Bad Dog said:

(Also, placing the fucking objects by fucking hand and making the originals invisible is actually working.)

:classic_tongue:

 

3 hours ago, Bad Dog said:

But that means if you're using them for, uh, some other purpose and you're stacking up a few different morphs you can get interactions that don't look good.

There's also the fact that those morphs are set up 100% for humans only because lmao who plays as anything that isn't human lmao so chances are they would never quite work out right even if the morphs were 1:1 to vanilla and were simply translated to the beast head shapes.

 

1 hour ago, Kropledonosa said:

I have a "small" problem, both in bodyslide and in game males have both dicks and underwear at the same time. Any idea how to fix this?

Did you install the "SFW" patch? If so, it's not compatible with the Bodyslide set, since it replaces the nude body textures with ones that have "baked-in" underwear, as seen there.

Edited by Blaze69
Posted
6 minutes ago, Blaze69 said:
  1. Open xEdit and load at least the main game ESM + DLC ones.
  2. Find base STAT record for the Raider dismembered body/head.
  3. Go to "Referenced By" tab.
  4. Click on "Signature" header to sort by record type.
  5. Shift-Select all REFR entries (copies of the static placed in cells/worldspaces).
  6. Right click, Copy as New Record Into..., don't change the name (there's no name to change anyway since most REFRs don't even have EditorIDs).
  7. Repeat for all the other STAT records.
  8. ???
  9. Profit

(Disclaimer: I only checked that the process works in xEdit, I haven't checked if it actually works out in the game itself).

 

:classic_tongue:

 

There's also the fact that those morphs are set up 100% for humans only because lmao who plays as anything that isn't human lmao so chances are they would never quite work out right even if the morphs were 1:1 to vanilla and were simply translated to the beast head shapes.

 

Did you install the "SFW" patch? If so, it's not compatible with the Bodyslide set, since it replaces the nude body textures with ones that have "baked-in" underwear, as seen there.

Fuck me, that's what happens when you batch install mods without looking at what you are trying to download.

Thanks.

Posted

In fact, I made the dismembered bodies by posing a skeleton and I made the blood and dirt layer with shader nodes that have been grouped into a single EZ blood-and-dirt node, AND FO4 male and female skeletons are the same so doing female bodies might be very straightforward.

 

Posted

Okay, so.

 

The making-things-invisible thing worked fine for the statues and dissected supermutant in the Prydwen because their materials are one-offs. But the raider displays just use the standard materials, e.g. "materials\Clothes\Residents\Resident7.BGSM" (they add a little bit of manky blood color with vertex colors). So I can't just change the texture paths in the material.

 

I tried doing a material swap on the record, but tho changing the texture paths in the material worked, doing a material swap on the record did not. 

 

Conceivably I could make that material invisible and then do a material swap on all the other things that use it--which might be just one set of clothes, I haven't searched. But that seems likely to have a whole bunch of downstream effects (like clothing improvement mods).

 

Even if rebuilding the precombines, just one of these bodies is used in 51 places. Rebuilding 51 precombines doesn't excite me.

 

I could, probably should, say fukkit and just add tails to the suckers and call it good. They don't actually have to be nude.

 

 

 

Posted
8 hours ago, Bad Dog said:

I could, probably should, say fukkit and just add tails to the suckers and call it good. They don't actually have to be nude.

Honestly this sounds like the best course of action. Don't see any pressing need for them to be naked either.

 

Glad to hear the workaround is useful for the other stuff, though.

Posted (edited)

Truth is, since some are in precombines and some aren't, doing it this way would add variety--some nude, some not. Gr. 

 

Tails could be a separate bit, so they'd work with or without precombines.

 

Nude bodies would have to ship without tails so they get the tail just like the clothed bodies do.

 

Gr.

 

The heads are nice tho. They're havoc objects so they don't ever go into precombines.

 

But I might add some so you don't have the same 5 over and over.

Edited by Bad Dog
Posted

I have another question, is it possible to give every female npc random body? I've tried to use bodygen but it dosen't seem to be working, every female uses one and the same body preset instead of sets of preset i've downloaded.

All|Female|HumanRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin yes, i have templates.

All|Female|HumanRace=Random also dosen't work

Which is weird considering that males bodies appear to be randomized normally.

Do i need to change HumanRace to something else? If yes what exacly? 

Posted
12 minutes ago, Kropledonosa said:

I have another question, is it possible to give every female npc random body? I've tried to use bodygen but it dosen't seem to be working, every female uses one and the same body preset instead of sets of preset i've downloaded.

All|Female|HumanRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin yes, i have templates.

All|Female|HumanRace=Random also dosen't work

Which is weird considering that males bodies appear to be randomized normally.

Do i need to change HumanRace to something else? If yes what exacly? 

Now i've also tried this:

All|Female|TigerRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin
All|Female|LionRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin
All|Female|HyenaRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin
All|Female|HorseRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin
All|Female|FoxRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin
All|Female|DeerRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin
All|Female|CheetahRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin
All|Female|SnekdogRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin
All|Female|OtterRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin
All|Female|AnubisRace=Atomic Hottie|Josie|Miku|Ralfetas|fit|preggo|bbw|bimbo|booty|thin

but it dosen't work either, no idea what to do :/

Posted
35 minutes ago, Kropledonosa said:

but it dosen't work either, no idea what to do :/

What you should do, is type the actual EditorIDs for the races, which you should have checked by loading the FurryFallout plugin into xEdit. Had you done so, you'd have noticed the actual names are FFOTigerRace, FFOLionRace, FFOHyenaRace, and so on.

Posted
16 hours ago, Blaze69 said:

What you should do, is type the actual EditorIDs for the races, which you should have checked by loading the FurryFallout plugin into xEdit. Had you done so, you'd have noticed the actual names are FFOTigerRace, FFOLionRace, FFOHyenaRace, and so on.

Now it works, thanks!

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