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Posted

If I had a dime for every stupid question I've had about modding and mods over the years...

 

Invisible enemies, I don't know. Probably an interaction with other mods. Make sure FFO is at the end of your mod order.

 

You can't pick your post in game. You have to enable one (only one) of the race plugins. Check the OP again, it says what to do.

Posted (edited)
6 hours ago, CoyoteOldOne said:

Thanks for the quick reply! I think I just had things pointed to the wrong working directory.

 

I still can't figure out how to get any of the bodyslide sliders to show up in looksmenu, but that's probably a looksmenu/bodyslide question.

 

I look forward to seeing your work on supermutants!

Supermutants are already done and they look fantastic. Giant mutated wolves are awesome. Make sure to enable the FFO NPC esp.

Edited by HazinDaze
Posted
3 hours ago, Bad Dog said:

If I had a dime for every stupid question I've had about modding and mods over the years...

 

Invisible enemies, I don't know. Probably an interaction with other mods. Make sure FFO is at the end of your mod order.

 

You can't pick your post in game. You have to enable one (only one) of the race plugins. Check the OP again, it says what to do.

Oh. My. god. Now i feel even dumber. OF COURSE now that you explain it's obvious like the nose on the face. I absolutely DID NOT think of that. Thank for the reply. Should read more, sorry :( !

Posted

To preface: I use Vortex if that matters.

 

I seem to crash when I add FurryFalloutNPCs.esp  It says its missing a master, but does not note what it is.  I have the prerequisites installed prior to adding FFO.

Posted (edited)
7 minutes ago, FullLoneWolf said:

To preface: I use Vortex if that matters.

 

I seem to crash when I add FurryFalloutNPCs.esp  It says its missing a master, but does not note what it is.  I have the prerequisites installed prior to adding FFO.

Master is FurryFallout.esp check if is enabled.

 

Spoiler

fur.png.7ec4bf67c721696702de0d95e309d835.png

 

Edited by poblivion
Posted (edited)
14 minutes ago, FullLoneWolf said:

Have that.  I just cant seem to find what is causing it to crash.

Screenshot edit(1).png

 

Your load order is not good, Furry Fallout and related must be very bottom in load order. You have to sort the plugins manually, Loot doesn't handle it properly.

Edited by poblivion
Posted

Just wanted to say that this is a great mod, biggest reason I bought Fallout 4 itself and the work you've done on it is impressive; I was surprised how well the furrified art in the game looks just like the original.

Posted
15 hours ago, Bad Dog said:

Erm, are these new or replacements?

Those are old from YA.

It's nothing major, I just thought it would be nice to have some extras.

 

I have one more question. Would it be possible in FFO to add possibilities change the shape of the mouth like have Lykaios in YA?

 

Spoiler

752838932_enb2023_01_2416_55_43_59.thumb.jpg.206d157fbf09a3198cb8452986582086.jpg

 

Posted (edited)
49 minutes ago, fallenslayer1 said:

Are there any custom hairs that work with this mod

 

As far as I know, no. The plugin needs to be modified to show the hairstyles in the LooksMenu.

Another thing is that the hairstyles don't fit the head shape of the rces from FFO well. Some hairstyles fit quite well, but most don't.

It is need to change the shape of hairstyle, for example you can use Outfit Studio.

Edited by poblivion
Posted

Hello there..sorry to be a bother but when I Start a new as a female cheetah everything is playing as it should but when it comes to the point when Biosuit lady tries to take shawn and Kellogg  shoots the Husband the game crashes and I ran Buffout and it says the Cheetah Plug in is the culprit.. now the other furry plug in works..   "====================================================
SCANNING THE LOG FOR SPECIFIC (POSSIBLE) CUPLRITS...
====================================================
LIST OF (POSSIBLE) PLUGIN CULRIPTS:
- [CC]     FFO-Player-CHEETAH.esp

Posted

I think I found my new favorite hairstyle and also a bug. The hairstyle doesn't have physics and after loading a save game, the hair gets extremely stretched.

 

I would also like to say that I really appreciate your work and I am very glad that you decided to modify some of the vanilla hairstyles for the FFO races.

Photo3299.jpg.ac957038619d1704d6989cbcf7317a06.jpg

Posted

Ooph, Bad Dog is doing the lord's work by continuously making these. I just wish I'd found out about this before investing 100 hours into a non-furry save lol.

 

Interestingly, some of the player races kind of work with existing save files. So far I've seen the otter, snekdog and tiger ones working, which were also the ones that have presets available when using LooksMenu. Has anyone else seen this, are there any long-term drawbacks to switching races like this?

Posted

New version up. Get it from the Driver, as usual. As usual, the files are humongous and GD will probably rate-limit the downloads. So be patient.

 

I screwed the pooch pretty thoroughly on the last NPC files, so the main thing here is fixing the issues with supermutants and synths. But it's also got cleanup for the tigers and more furry world objects.

 

The magazines and posters are not yet complete, but I wanted to get the above fixes out now.

 

Posted (edited)

I think I found the problem. If I open the hairstyle in Outfit Studio ( without making any edits) and try to save the file, I get an error message.

If I do the same with a vanilla hairstyle, no error message appears during save. The same problem is with all modified versions of this hairstyle.

Edit: The scarf also has the same problem.

Spoiler

55908961_BezX.jpg.93bf1ff089d51e17cddfff605e654178.jpg

 

Edited by poblivion
Posted (edited)
5 hours ago, poblivion said:

I think I found the problem. If I open the hairstyle in Outfit Studio ( without making any edits) and try to save the file, I get an error message.

If I do the same with a vanilla hairstyle, no error message appears during save. The same problem is with all modified versions of this hairstyle.

Edit: The scarf also has the same problem.

Can't check right now since the download quota has already been hit (oof), but sounds like the hair-physics-only bones/boneweights might have gotten nuked from the nifs by mistake. Not sure how that would actually happen but I think I've seen it before.

 

-----------------------------------------------------------------------------------------

 

Anyhow, @Bad Dog those archive sizes are very "ouch owie oof my GDrive download quota"-y, specially so for the main NPC file. Dunno if I shared these tips before but I'll do so again just in case, because I'd be willing to bet that huge file size can actually be brought down a notch or two:

  • Use IceStorm's Texture Tools (check the "Releases" folder) with the "Batch" mode (rightmost on the upper bar, might have to hit the "->" button a few times) to compress all the FaceGen textures to the right formats (BC1/3 for diffuses, BC5 for normals + specs). The CK spits them out uncompressed and applying the proper compression can bring the final size down to 1/4th of the uncompressed one. Usually the Texture Tools would skip FaceGen normals due to the _msn suffix (leftover from Skyrim), but I nagged Ice into adding an extra "Use Additional Suffixes" checkbox that solves this issue; just make sure to tick that box and you'll be good to go.
    • While at it, you might also want to set the max scale for all 3 texture types to 1024x1024; I know that's kinda low but a separate set (x3) of 2k textures for every single NPC in the game ever is kinda overkill both for drive space and VRAM. 1k kinda gets the job done and will make both download and ingame performance benefit from it, while still allowing the PC to use 2k textures themselves.
  • Pack the BA2 archives with BSArchPro. Not only does it pack much faster than the CK/Archive2 due to multithreading support and also result in better compression/smaller file size by default, but it even has an extra function to have identical files be "shared" in different paths in the archive instead of packing several copies/duplicates for each path. Most FaceGen normals and speculars will end up being identical across all members of the same species, so this will cut down file size by a very noticeable amount and also help with VRAM usage ingame.

I'll see if I can apply all of these optimizations myself whenever the quota resets and I can access the file, so I can report how much of an actual difference they make.

Edited by Blaze69
Posted

I think this mod needs the same type of patch as Blaze69's races to allow AAF to see the characters as human cant use the sexual harassment mod without adding the races in this mod to it individually due to AAF not registering them as human also all of the children birthed from family planning enhanced are human not anthro for some reason.

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