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Posted

i have a question, is it possible to take out the feral ghoul versions of this mod and just use the other stuff? i'm using D.E.C.A.Y and i really wouldn't want to remove that in my current build 

Posted
On 7/1/2023 at 4:46 AM, cometfox said:

i have a question, is it possible to take out the feral ghoul versions of this mod and just use the other stuff? i'm using D.E.C.A.Y and i really wouldn't want to remove that in my current build 

I'm not 100% sure but I think FF4's NPC file directly replaces the vanilla Feral Ghoul meshes with "furry" ones, so as long as you load whatever mod that is after FF4 itself it should still take effect. Unless it's only a texture replacer and needs vanilla ghoul meshes to work, in which case you'd need to either remove the edited ghoul meshes from FF4 or add the vanilla ones back as a "mod" loading after FF4.

 

6 hours ago, Mdah said:

is there a way to edit the synth body in bodyslide? I kinda wanna change their porpotions a lil

I'm afraid that's not an option, and will probably never be due to the way the "Gen1" breakable synth bodies work. Gen2 (which are effectively just normal humanoid bodies) could be done at some point, but it hasn't been done yet.

Posted (edited)

So like is there a way to get the oakleys to work with the races of this mod? I see they work in the screenshots but i dont know they're way outdated or what? Just wondering if its possible to do now?

Edited by RainbowSergal13
Posted
9 hours ago, RainbowSergal13 said:

So like is there a way to get the oakleys to work with the races of this mod? I see they work in the screenshots but i dont know they're way outdated or what? Just wondering if its possible to do now?

Any outfits or gear shown in the images is all but guaranteed to be custom ports or refits and are very unlikely to be released, I'm afraid.

Posted

Hi, is there a way to omit just the supermutants from this mod? I am confident enough to modify files if given instruction to do so, thanks

Posted
On 6/24/2023 at 9:17 AM, Bad Dog said:

LOL. Problem with Fallout is the precombines make this kind of thing less fun, because they often don't show up in game.

 

I think adding a slightly bigger rocket over the original/precombine might work at least for the settlement. I also noticed that the rockets and the buildings seem to be combined assets in the meshes folder. I now have the rocket as a stand alone mesh so I'm going to modify the shape and see if I can get it to work. I'm using linux so the CK is out of the question and sadly I am most familiar with it.

Posted
56 minutes ago, Mdah said:

Not sure if I messed up something or the DC guards are the only humans in the game

You have some other plugin loading after the NPC file from FF4 and undoing its changes to the DC guard NPCs. Fix your load order so All the FF4 stuff loads last, after everything else.

Posted
1 hour ago, Blaze69 said:

You have some other plugin loading after the NPC file from FF4 and undoing its changes to the DC guard NPCs. Fix your load order so All the FF4 stuff loads last, after everything else.

ah yeah, I just checked and the faces of the commonwealth mod for the DC guards broke it. thanks

Posted
2 hours ago, H3ven said:

I downloaded the files but it says missing masters

FurryFallout.esp

FurryFalloutDLC.esp

how can I fix this

 

 

Check if you have plugins activated in your mod organizer.

 

  • 2 weeks later...
Posted

As someone using both the Amelia Redux mod and this one, this mod for some reason changes the Amelia colors between the skin and the head. Blue skin has red head, red skin has blue head, and yellow skin has cool cyan.

Is there a fix for this?

Posted

Had an idea for a future update, regarding some of the untouched races.  Like the Super-Mutant hounds and Behemoths. Perhaps the hounds could be replaced with the wolves found in DLC? The Behemoths could be re-imagined as huge, overgrown werewolves with asymmetric proportions from mutation.  Since yknow... the muties themselves are big ol doggos. 

Posted
On 8/3/2023 at 9:11 AM, MissingNo. said:

Had an idea for a future update, regarding some of the untouched races.  Like the Super-Mutant hounds and Behemoths. Perhaps the hounds could be replaced with the wolves found in DLC? The Behemoths could be re-imagined as huge, overgrown werewolves with asymmetric proportions from mutation.  Since yknow... the muties themselves are big ol doggos. 

Also on that same subject, the Glowing One ghouls have yet to be replaced.

Posted

Out of curiosity, would something like excluding certain factions/groups like the Institute and Vault Dwellers be possible? Not asking someone to do that, but was wondering if it is possible. Another quick question, is it possible to exclude the ghouls from the furry list? Not that I hate the models, it's just I had different plans for using this mod when building my modlist for this game.
Kinda going for this theme of "almost all humans have been wiped out after the bombs fell, with irradiated animals rising from the old world and forming anew. Only remnants of the past remain; the ghastly radiated ghouls, the roaming giants known as supermutants, and those that took cover underground."

A bit cheesy (or cringy (─.─||) ) but something I wanted to go for. I'm guessing it's something I'd have to do in xEdit if I wanna make something like this work.

Posted
1 hour ago, Veorer said:

Out of curiosity, would something like excluding certain factions/groups like the Institute and Vault Dwellers be possible?

It might be possible, but you would have to edit the FF4 NPC plugins to delete any overrides for the NPC records you want to keep as humans/vanilla ghouls, and then re-export FaceGen data for all of them using the Creation Kit to "restore" the human FaceGen and overwrite the files from FF4.

Posted
On 7/30/2023 at 2:33 PM, Insultedreference445 said:

As someone using both the Amelia Redux mod and this one, this mod for some reason changes the Amelia colors between the skin and the head. Blue skin has red head, red skin has blue head, and yellow skin has cool cyan.

Is there a fix for this?

Could I please get a response from @Blaze69 about this? This has been really bugging me for the past few days.

Posted (edited)
1 hour ago, Insultedreference445 said:

Could I please get a response from @Blaze69 about this? This has been really bugging me for the past few days.

What kind of response do you want? Yes, FF4 has the files packed in the wrong paths indeed so you can't use both mods flawlessly at the same time; one of them will load mismatched colors no matter what unless you edit every single textureset record and re-export FaceGen for all NPCs using either of the races afterwards.

Edited by Blaze69
Posted (edited)

Alright, so maybe someone here can figure this out, I've spent the last 3 hours troubleshooting my FO4 install, and I've discovered the culprit is the latest NPCs file, it crashes when I get to Med Tek Research and look to the right (if I fast travel/coc). According to Buffout its caused by "Main Error: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF80E207CE4 d3d11.dll+0037CE4", might just be my shit video card (Nvidia GTX 1660), but I don't remember having these issues with older versions.

 

Anyone have any suggestions?

 

EDIT: So it was something that happened between 2.0.0 and 2.1.0, because re-downloading the old versions and doing the same test (clean save, coc to Med Tek Research ext, look right) it works fine on 2.0.0 but 2.1.0 crashes the game.

crash-2023-08-07-07-32-42-AUTOSCAN.md

Edited by TheFuckingQueen
Posted
29 minutes ago, TheFuckingQueen said:

Anyone have any suggestions?

Try installing the NSFW addon, see if that helps.

Posted

will there ever be an update to make the mod compatible with CBEE? i install all the prerequisites and it always bugs my game up, mostly the skeleton or a weird d3d11 crash that weirdly points to the npc esp, but i have installed it in the past with NMM no problem at all, now trying MO2 and it does that weird crash, really would love to use this mod again. 

Posted
7 hours ago, cometfox said:

will there ever be an update to make the mod compatible with CBEE? i install all the prerequisites and it always bugs my game up, mostly the skeleton or a weird d3d11 crash that weirdly points to the npc esp, but i have installed it in the past with NMM no problem at all, now trying MO2 and it does that weird crash, really would love to use this mod again. 

I have no clue what "CBEE" is or why FF4 would be incompatible with it.

 

If you're having crashes with the NPC plugin, try installing the NSFW patch and see if it helps.

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