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Posted
On 8/11/2021 at 4:29 AM, Gryphe said:

Hey y'all,

 

I've made my custom patches available over at https://drive.google.com/drive/folders/1KvOHOgU1U8_f5CWWMoMIjuo-iuCPHoQm?usp=sharing in case someone wants to mess around with a couple mods - Currently testing a Tales of the Commonwealth patch so I won't add it until I'm 100% certain everything works.

 

The following patches are currently available;

 

FurryFallout - Diamond City Expansion

FurryFallout - Ellen the Cartographer

FurryFallout - Heather Casdin

FurryFallout - I'm Darlene

FurryFallout - Insane Ivy

FurryFallout - Sim Settlements 1 (Legacy)

FurryFallout - Sim Settlements 2

 

Yes, I like custom companions. xD

thank you

Posted
4 hours ago, CoyoteOldOne said:

[...] Vortex [...]

Honestly the whole thing sounds like the mod's files are actually missing from the game folder somehow, which coupled with the fact that you're using Vortex, makes me think this is some kind of Vortex-related issue indeed, since it's notorious for having issues adding or removing mod files properly sometimes*.

 

Since everything is in archives now and should be easy to remove manually when needed, I'd try removing all traces of FFO from Vortex and then manually placing the mod files in the real Data folder and seeing if the issue still happens somehow (which could point at some kind of data corruption on the mod files) or not (in which case Vortex is likely to be messing things up).

 

*-> DISCLAIMER: I don't care if "Vortex works just fine if you know how to use it" even though I acknowledge that fact; what I care about is how well it works for the average user which is the kind of person I have to provide support for on a daily basis and on that front Vortex's track record is abysmal and sucks ass compared to something like Mod Organizer 2.

Posted

BTW: Forgive me for not saying earlier. I would gleefully restart every session with a reinstall in order to play this. I love it, and am grateful to y'all for making it.

 

I'm sure whatever trouble I'm having, it's something me-side, not you-side at this point.

 

Ghosts perhaps. I dunno more.

 

I'm playing anyway.

 

So, thanks for making this.

Posted
18 hours ago, Blaze69 said:

Honestly the whole thing sounds like the mod's files are actually missing from the game folder somehow, which coupled with the fact that you're using Vortex, makes me think this is some kind of Vortex-related issue indeed, since it's notorious for having issues adding or removing mod files properly sometimes*.


I suspect you are right - it's either Vortex being Vortex, or possibly something messed up on my filesystem.

 

I was planning on migrating all my games to a different drive. I think instead I'm going to kill everything with fire, and do a complete reinstall brand-new to the new drive.

Posted

Before I go down a rabbit hole:

 

If I were to bite the bullet and read the instructions for furrifying other races from other mods, would it be possible to make this mod work with Furry Fallout?

 

https://www.nexusmods.com/fallout4/mods/50529

 

I'm worried I'll get way into it and discover that it conflicts with the existing fox/wolf models in a way I'm too unskilled to address.

 

No offense, but I really think the wolves from that mod look much more wolflike. : )

Posted
4 hours ago, CoyoteOldOne said:

If I were to bite the bullet and read the instructions for furrifying other races from other mods, would it be possible to make this mod work with Furry Fallout?

https://www.nexusmods.com/fallout4/mods/50529

I'm worried I'll get way into it and discover that it conflicts with the existing fox/wolf models in a way I'm too unskilled to address.

No conflicts at all, none of the FO4 anthro race mods do (at least not the ones we made).

 

I presume you mean using the Furrifier script to "re-furrify" your current mod list using Lupines instead of Lykaios from FF4. Which is possible indeed, although nobody has added proper Lupine support to the Furrifier yet ("proper support" meaning "providing the info the Furrifier needs to know which customization options to use" and all that jazz), so the resulting NPCs may end up looking too same-y or having some visual glitches.

 

You'll still have to manually edit the "FFO_RaceProbabilities.pas" script to add Lupines to the probabilities list no matter what, though.

Posted

Im having an issue with the mod where one specific mesh consistently crashes my game. In the crash logs it is referred to as "AnimatronicOperatorSlitThroat". Any time the game tries to render this or load one in, the game just crashes to desktop. I tried manually spawning one in and it crashed me. But this does not happen when this mod is not installed. Not exactly sure ho w or why this is happening, and I have no idea how to fix it. I have attached a recent crash log, and the same log but ran through CLASSIC.

crash-2023-11-06-23-53-53.log crash-2023-11-06-23-53-53-AUTOSCAN.md

Posted
On 11/7/2023 at 9:30 PM, RightSideD0wn said:

Im having an issue with the mod where one specific mesh consistently crashes my game. In the crash logs it is referred to as "AnimatronicOperatorSlitThroat". Any time the game tries to render this or load one in, the game just crashes to desktop. I tried manually spawning one in and it crashed me. But this does not happen when this mod is not installed. Not exactly sure ho w or why this is happening, and I have no idea how to fix it. I have attached a recent crash log, and the same log but ran through CLASSIC.

crash-2023-11-06-23-53-53.log 50.56 kB · 0 downloads crash-2023-11-06-23-53-53-AUTOSCAN.md 6.97 kB · 0 downloads

I got it working, had to manually delete the reference to that object in the mod files, but my game no longer crashes anymore! Took a bit to teach myself how to do that, but its all good now, but maybe this should be looked into as to why it happened in the first place.

Posted

hi, whenever I equip many of the vanilla outfits, specifically ones with short sleeves, it causes my characters arms and legs to be mostly see through with a bunch of patches of "material" throughout. it does it to npcs when they wear those outfits aswell. I'm not sure if it's due to this mod or another though...

Posted
On 11/10/2023 at 7:58 AM, RightSideD0wn said:

I got it working, had to manually delete the reference to that object in the mod files, but my game no longer crashes anymore! Took a bit to teach myself how to do that, but its all good now, but maybe this should be looked into as to why it happened in the first place.

Where did you find that object reference, got the same issue.

Posted
16 hours ago, Screws said:

Soooo... how do I change my species?

To play as a furry:

  • FFO-Player-*.esp: Enable the one (only one) that corresponds to your desired race. You can't change race in game.
Posted
1 hour ago, poblivion said:

To play as a furry:

  • FFO-Player-*.esp: Enable the one (only one) that corresponds to your desired race. You can't change race in game.


Oh whoops!... Thank you! >.<

Posted
On 4/22/2023 at 12:41 AM, LynxArtiste said:

 

Posted (edited)

Hi hi hi hi. 

I am trying to use the new furrifier. When trying to export face gen data, I get the attached error message. Any idea what it could mean?

Trying the same operation with just fallout4.esm activated in the load order works just fine, so it could be a mod? or FFOPatch.esp has too many masters?
I will keep troubleshooting. Input appreciated. You all do fabulous work. 

f4ckfatalerror.png

Edited by sneezycampfire
Posted
10 hours ago, sneezycampfire said:

I am trying to use the new furrifier. When trying to export face gen data, I get the attached error message. Any idea what it could mean?

Trying the same operation with just fallout4.esm activated in the load order works just fine, so it could be a mod? or FFOPatch.esp has too many masters?
I will keep troubleshooting. Input appreciated. You all do fabulous work.

If this error happens when trying to load the plugin into the CK, try creating a new plugin from scratch again and see if that helps. Someone had the same issue and apparently rebuilding the patch solved the issue.

Posted (edited)

Loving this mod so much, it's renewed my enjoyment for this game. I look forward to seeing what special npcs look like... since I assume you handled most of them by hand (the ones I've seen are fitting). I am curious though, what does synth curie look like? I always keep her as a robot but I would like to see her furry self, if anyone has a screenshot? :0

 

also quick question, I'm running the furrifier in CK and I keep getting a lot of "FACEGEN: Failed to load 'FFO/EMPTY.nif' in BSFaceGenModel: :LoadModelMesh." is that normal? I'm new to all of this.

 

EDIT: Okay... I had it running for over three hours and all my disk space is gone now lol. I guess I can't use this and will have to deal with the random humans.

How do I get rid of the textures that were created?

I'm using MO2 and it looks like starting this process created a texture folder in the overwrite folder. It is 109 GB lmao. I assume I have to delete that.

Edited by turkeyturkeys
Posted
10 hours ago, turkeyturkeys said:

EDIT: Okay... I had it running for over three hours and all my disk space is gone now lol. I guess I can't use this and will have to deal with the random humans.

How do I get rid of the textures that were created?

I'm using MO2 and it looks like starting this process created a texture folder in the overwrite folder. It is 109 GB lmao. I assume I have to delete that.

Assuming proper conditions, each NPC FaceGen export results in 3 textures x 4MB each = 12MB worth of space. So either you somehow managed to cobble together a modlist that has over 9000 NPCs in it, or you're doing something wrong.

 

You need to have CK Fixes installed and properly set up, and then edit "fallout4_test.ini" to set these options:

; Enabling a similar patch for FaceGen. See [CreationKit_FaceGen] section.
FaceGenPatch=true

[CreationKit_FaceGen]
; Prevent tint export as DDS.
DisableExportDDS=false

; Prevent tint export as TGA.
DisableExportTGA=true

; Prevent facegen geometry export.
DisableExportNIF=false

; Sets NxN resolution when exporting textures.
TintMaskResolution=1024

 

Once you're done generating FaceGen with those settings, you can use the Batch mode from IceStorm's Texture Tools to compress all the uncompressed textures and cut down the size a further 66% or so (from 4MB/texture to 1.3MB/texture).

Posted
2 hours ago, Blaze69 said:

You need to have CK Fixes installed and properly set up, and then edit "fallout4_test.ini" to set these options:

 

Ooh.. I had the fixes but didn't edit the ini lmfao. Thank you very much! x)

The thought of over 9000 different npcs in my game is really funny.

Posted

my CBBe Sliders do not work for the furries. Like snekdog, I have the bodyslide sliders and bone regions and the player furry models. I also have the newest CBBE and have loaded them into bodyslide

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