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Posted
7 hours ago, Bad Dog said:

or it's clever enough to try to follow the race of a parent.

Lol no. Why the hell would they do that? Vanilla FO4 only has the one HumanRace and nothing else, and as we all know race mods don't exist and lmao who the hell plays as anything that isn't human lmao so that kind of functionality was never even considered. ?

 

7 hours ago, Bad Dog said:

But your picture suggests it's picking up human meshes and furry textures. I would guess they're trying to copy textures from the parent in some way to make the child look a little like the parent.

...I can't check right now to be sure but I'm pretty sure it's simpler than that. The FF4 NPCs file directly replaces the "Child(Fe)MaleHead" textures in the "actors\character\HumanChildren" path with Lykaios ones, so that's why any remaining human children will have that bug. Dunno why those textures are there but my first guess is that's a leftover workaround from before "proper" child versions of the races were made; I think you directly replaced child assets back then so this might be it.

 

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Also re:the reported CTDs, I can confirm I've had them as well. Every single time it happens Buffout's crash log complains about shadow renderer stuff being the possible cause so my random guess here is some of the meshes newly added/edited in v2.1 (since v2.0 works fine) got messed up somehow in a way that causes a CTD when the game tries to cast shadows on (or from) them.

 

At first I figured it might have been the new statues since there's some of those around the areas reported to CTD (Lexington and Trinity Tower), but removing worldspace edits from the plugin (so the new meshes wouldn't be loaded) didn't work and the CTDs still happened. My next guesses are:

  • The material swap on the removed/hidden statues (since those are technically still there even if made invisible, and the locations kinda match). Will have to restore the vanilla materials and try again.
  • Some Supermutant or Ghoul mesh having gotten corrupted; if there's any specific nif you remember editing for the 2.1 release, that might help narrow things down.
  • Some chargen mesh like hair or eyes being borked and causing a CTD when any NPC with FaceGen generated using it loads. Again, any specific meshes you remember editing from 2.0 to 2.1 could be a good candidate there.
  • Some NPC's FaceGen got corrupted "at random" (i.e. the CK had a stroke while generating it or whatever, it's not a 100% reproducible bug). Problem is, since the crash log doesn't point to the specific actor record, we have no way to know which specific NPC(s) that is, so if this is the answer then there's no solution other than re-exporting FaceGen for all NPCs and hoping it works now.
    • ...might not be a terrible idea to edit the CK settings in the CK Fixes ini aka "fallout4_test.ini" and change "TintMaskResolution" back to 1024 before re-exporting everything. 2k sounds good and all but I still think a single 2k set for every individual NPC in the game is overkill. ?
Posted

I've seen some CTDs but not at all consistent, and reloading works so I was just blaming the engine.

 

But, if we're blaming shadows--some of the materials (BGSM) files had "cast shadows" set but not "receive shadows". I thought, that's a bug, and set it. Maybe there's something something mumble about how that's not what FO4 expects.

 

Something else to try.

 

Posted

Here are the materials files with the "receive shadows" bit turned off. Let me know if it improves the situation.

 

In skyrim you needed that bit. I didn't have it on the tails for a while and if you went under the cover of a shed roof or something the tails still acted like they were in full sunlight. It doesn't work that way in FO4, so maybe it's used entirely differently.

 

Materials Fix.zip

Posted
9 hours ago, sharky51 said:

Finally came around finishing Grognak ?

 

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Nice work. But I think you forgot something, but it's still a very good drawing.

 

PS:I meant some of that blood on the harp.

 

 

Posted (edited)
3 hours ago, poblivion said:

 

 

 

Nice work. But I think you forgot something, but it's still a very good drawing.

 

PS:I meant some of that blood on the harp.

 

 

 

Thanks and you're right, I will fix that during the weekend. Blood isn't that hard to add.

 

Thanks for pointing that out. ?

Edited by sharky51
Added thx
Posted
On 2/3/2023 at 3:15 PM, Bad Dog said:

Here are the materials files with the "receive shadows" bit turned off. Let me know if it improves the situation.

Bit late to this (...sorry about that ?), but it doesn't seem to have helped.

I can't reliably replicate the crashes and it's always a bit of a coin toss whether they'll happen or not, so I can't say for sure. That being said, an user on the Discord server which seemed to have more consistent CTDs reported they still happened even with this fix, so I'm guessing this wasn't the cause either.

Everything seems to work fine if they return to pre-2.1 NPC files, so now I'm trying to figure out if it's something in FaceGen data or it comes from somewhere else (e.g. plugin data, Supermutant/Feral Ghoul assets, clutter replacement).

 

@NetherHyena sorry for the @, but you seem to have reported the v2.1 NPC file crashes as well. Could you try the material fix from BD's quoted post above and see if it helps? Also, are your crashes consistent? I'm having trouble tracking down the issue myself because my CTDs are kinda random, so I can't know whether not-crashing is a result of whatever "fix" I'm testing actually being successful or just getting lucky on that game session. Having a more reliable way to trigger the crashes would come in handy.

Posted
11 hours ago, AshyHusky said:

Hey sorry to repost but didn't any have a fix for Purple baby Shawn and crashing when Kellogg shoots Nate  this only happens when I play as a cheetah

Also had this issue for a few versions now. Ended up just using "Start Me Up"'s  "Wake up from dream" option to avoid the pod scenario. 

Posted
16 hours ago, AshyHusky said:

Hey sorry to repost but didn't any have a fix for Purple baby Shawn and crashing when Kellogg shoots Nate  this only happens when I play as a cheetah

Cheetah baby Shaun just needs a materials file. Put it in Materials/FFO.

 

I couldn't reproduce the crash.

CheetahFemaleHead.bgsm

Posted
4 hours ago, poblivion said:

No problem for me. I went through the whole location to the end to the church. No CTD.

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I saw that you have NSFW 2.1 installed so i went and installed it aswell and well ... i have not crashed again at reported locations !

Posted (edited)
24 minutes ago, BafMeow said:

 

I saw that you have NSFW 2.1 installed so i went and installed it aswell and well ... i have not crashed again at reported locations !

Yeah did the same just now. No crash. It's a good workaround atm. Good find BafMeow.

 

Also thanks poblivion for looking into it and the screenshots.

Edited by hexmort
Posted

Oy. Now it's just a matter of figuring out NSFW overrides that's also changed in FFO. Gotta say I wouldnta thought that's where the problem would be.

Posted
On 2/5/2023 at 6:18 AM, Blaze69 said:

 

@NetherHyena sorry for the @, but you seem to have reported the v2.1 NPC file crashes as well. Could you try the material fix from BD's quoted post above and see if it helps? Also, are your crashes consistent? I'm having trouble tracking down the issue myself because my CTDs are kinda random, so I can't know whether not-crashing is a result of whatever "fix" I'm testing actually being successful or just getting lucky on that game session. Having a more reliable way to trigger the crashes would come in handy.

 

Yeah my Crashes have been consistent. Honestly I thought my game was just broke and went full scorched earth on it, bringing it all the way down to nothing more than the furry mod and an alternate start mod to test It out. Honestly for me the super mutants have been corrupted since 2.0 and I had to scale back to 1.5 to make them look right. Their head would be one kinda dog and their body would be another.

 

My trouble shooting was mostly me trying different versions of the furry npc mod and then teleporting to Trinity Tower through consol commands before the game killed itself. Not sure if this also helps but maybe there is something also up with the face generation because the overseer in vault 81 after 1.5 [2.0 and up] her cheeks were practically caved in like she was starving to death.

 

tldr; I'm having to use 1.5 as it seams to be the most stable version of the npcs mod in my personal experience 

Posted (edited)
5 hours ago, NetherHyena said:

 

Yeah my Crashes have been consistent. Honestly I thought my game was just broke and went full scorched earth on it, bringing it all the way down to nothing more than the furry mod and an alternate start mod to test It out. Honestly for me the super mutants have been corrupted since 2.0 and I had to scale back to 1.5 to make them look right. Their head would be one kinda dog and their body would be another.

 

My trouble shooting was mostly me trying different versions of the furry npc mod and then teleporting to Trinity Tower through consol commands before the game killed itself. Not sure if this also helps but maybe there is something also up with the face generation because the overseer in vault 81 after 1.5 [2.0 and up] her cheeks were practically caved in like she was starving to death.

 

tldr; I'm having to use 1.5 as it seams to be the most stable version of the npcs mod in my personal experience 

 

 

You can find the solution a few lines above. You need to install NSFW 2.1 and the problem will probably be solved.

 

XXXXX.jpg

Edited by poblivion
Posted
1 hour ago, poblivion said:

 

 

You can find the solution a few lines above. You need to install NSFW 2.1 and the problem will probably be solved.

 

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Oh thanks. I'll check that when I get home from work. By the way do we know If the furry fallout mod is planning on adding any further races in the future? I wouldn't mind seeing Rats or Opossums for those of us who wanna play scrappers and junker type characters. Or hell, maybe even, the argonians from skyrim. Right now I'm playing the Snekdoggies and I gotta say I love how they turned out. 

Posted
5 hours ago, Mark Antony said:

Is there a way to have furry npcs but have the player remain human?

thank you

Disable the FFO - Player [insert race here] ESP from the main mod after installing it and the NPCs mod(s)

Posted (edited)
10 hours ago, NetherHyena said:

I wouldn't mind seeing Rats or Opossums for those of us who wanna play scrappers and junker type characters.

No good assets for them (believe me, I've tried), so they'd need to be made from scratch, presumably by Bad Dog. I don't think he has plans to add more races for the time being, but I can't say for sure.

 

10 hours ago, NetherHyena said:

Or hell, maybe even, the argonians from skyrim.

ShadowLiger (creator of Lupines and JAVELIN) is currently working on a "Proto-Argonian" race that would tick that box. No ETA for the release, though, but hopefully it will be somewhere in the near-ish future.

 

10 hours ago, NetherHyena said:

Right now I'm playing the Snekdoggies and I gotta say I love how they turned out. 

FF4's Snekdogs are quite alright all things considered, but Liger has also expressed interest in creating a "proper" anthro Nightstalker race with all the bells and whistles once Proto-Argonians are done, so that'd be something else to look forward to (although it'd still be a long ways off since Protos would need to be finished first and then a brand new race would need to be made).

 

If you're interested in scalies then some other stuff in the works may also be of interest to you, but there's no ETA for it either:

Spoiler

Cannot_Use_Microscope.jpg

CamoDamo.jpg

Gradener.jpg

 

Wants_an_arm_wrestle.jpg

 

Edited by Blaze69

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