Jump to content

Recommended Posts

Posted
On 1/6/2024 at 4:04 PM, Insultedreference445 said:

"[00:00] Exception in unit BDAssetLoaderFO4 line 1823: [EVariantOverflowError] Overflow while converting variant of type (Int64) into type (Integer)"

I'm trying to run the furrifier script, but this happens, and I get a patch with nothing except the file header.

lines 1815 to 1833 reads:

//======================================================================
// Define translations between skin layer names in the race record and tint layers that
// the furrifier understands.
procedure SkinLayerTranslation(name: string; tintlayer: integer);
begin
    If LOGGING then LogEntry2(10, 'SkinLayerTranslation', name, IntToStr(tintlayer));
    if knownTTGP.IndexOf(name) < 0 then begin
        if knownTTGP.Count < length(translateTTGP) then begin
            translateTTGP[knownTTGP.Count] := tintlayer;
            knownTTGP.Add(name);
        end
        else
            // Should never happen
            Err(Format('Too many tint layers on %s, layer %d. Found %d, max is %d', 
                [name, tintLayer, knownTTGP.Count, length(translateTTGP)]));
    end;
    If LOGGING then LogExitT('SkinLayerTranslation');
end;

So, with the translateTTGP function, there is an integer overflow happening here. I'm questioning how to go about this. maybe make tintlayer an int64 or maybe line 230?

I mean, it could do with the number of mods I have installed which utilize every possible race in the racepossibilities script or meticulously putting every Creationclub mod (most of them) and other mod that adds a npc (which is about 6) and Sim Settlements 2 and Chapter 2 into the script somehow overloading it, which seems impossible due to the error message.

Posted
2 hours ago, Insultedreference445 said:

lines 1815 to 1833 reads:

//======================================================================
// Define translations between skin layer names in the race record and tint layers that
// the furrifier understands.
procedure SkinLayerTranslation(name: string; tintlayer: integer);
begin
    If LOGGING then LogEntry2(10, 'SkinLayerTranslation', name, IntToStr(tintlayer));
    if knownTTGP.IndexOf(name) < 0 then begin
        if knownTTGP.Count < length(translateTTGP) then begin
            translateTTGP[knownTTGP.Count] := tintlayer;
            knownTTGP.Add(name);
        end
        else
            // Should never happen
            Err(Format('Too many tint layers on %s, layer %d. Found %d, max is %d', 
                [name, tintLayer, knownTTGP.Count, length(translateTTGP)]));
    end;
    If LOGGING then LogExitT('SkinLayerTranslation');
end;

So, with the translateTTGP function, there is an integer overflow happening here. I'm questioning how to go about this. maybe make tintlayer an int64 or maybe line 230?

I mean, it could do with the number of mods I have installed which utilize every possible race in the racepossibilities script or meticulously putting every Creationclub mod (most of them) and other mod that adds a npc (which is about 6) and Sim Settlements 2 and Chapter 2 into the script somehow overloading it, which seems impossible due to the error message.

 

 

Turns out the problem was I wasn't using the 64 bit version of FOEdit, whoops

Posted

I'm getting errors aplenty putting the patch I made into CC. In the Console window for CC, I get:

"FACEGEN: Failed to load 'FFO\EMPTY.nif' in BSFaceGenModel::LoadModelMesh."

and

"FACEGEN: Failed to load 'FFO\EMPTY_faceBones.nif' in BSFaceGenModel::LoadModelMesh."


"ASSERTION: ERROR: Loaded invalid segment shared data. (BSGeometrySegmentData.cpp line 1712)"

and then CC crashes.

 

What is missing here or is there a fix?

Sorry for flooding the support chat.
 

Posted

Sorry to bother, but im trying to aply FFO to the Frost mod, all good until i cant find "FFO_Furrifier" on the apply script tab of FO4Edit
is anyone experienced with this particular task? have downloaded and installed all nessesary files.
i have kinda basic experience to modding, slapping things until it works, so sorry if i didnt share enough info.

Posted
1 hour ago, Milton454 said:

Sorry to bother, but im trying to aply FFO to the Frost mod, all good until i cant find "FFO_Furrifier" on the apply script tab of FO4Edit
is anyone experienced with this particular task? have downloaded and installed all nessesary files.
i have kinda basic experience to modding, slapping things until it works, so sorry if i didnt share enough info.

You have to add the furrifier and the other relevant scripts to the "Edit Scripts" folder for FO4Edit. Also, make sure it's the 64-bit verison of FO4Edit.

Posted (edited)
On 1/13/2024 at 1:23 AM, Insultedreference445 said:

You have to add the furrifier and the other relevant scripts to the "Edit Scripts" folder for FO4Edit. Also, make sure it's the 64-bit verison of FO4Edit.

Hi! i have achieved this, who would have thought that i've only had to follow the instructions on the main page! silly me!
Another thing tho, after many years of using vortex, im sadly tired of it, and i turned to Mod Organizer 2
The problem is that it organizes my mods in different folders away from the main Fallout 4 folder, thus i cant access them with the Creation kit
I've tried dragging the .esp files to the Fallout folder to furrify them, but they need many masters from other mods and my character looks like the Tommy Wiseau horse mod for Skyrim (Don't look it up)
Any ideas? help, im close to giving up!
Attached image for the giggles, hope it's not too inappropiate.

46ixye.jpg

Edited by Milton454
Posted
8 hours ago, Milton454 said:

[...]
Another thing tho, after many years of using vortex, im sadly tired of it, and i turned to Mod Organizer 2
The problem is that it organizes my mods in different folders away from the main Fallout 4 folder, thus i cant access them with the Creation kit
I've tried dragging the .esp files to the Fallout folder to furrify them, but they need many masters from other mods and my character looks like the Tommy Wiseau horse mod for Skyrim (Don't look it up)
Any ideas? help, im close to giving up!

You need to run the CK through MO2 itself, just like you would do for the game or for other tools like xEdit.

Posted (edited)
9 hours ago, Blaze69 said:

You need to run the CK through MO2 itself, just like you would do for the game or for other tools like xEdit. i love weezer!

Turns out i just needed to change the steam folder from program files to another, then MO2 would let me run the Creation Kit, 
Had some issues with the vanilla Creation kit Crashing but the F4 Creation kit fixes it very well
Everyone except for the Main Charachter is furrified, male char looks human with a tail, and old Jane Doe (female, the one i play) loads correctly and foxy on the character creation screen, but the skin de'loads and ends up looking like "The Thing" without a tail and with human face stretched, any advices on how to edit that? can it be a mod conflict?, my loadout is mostly vanilla if not for FFO and Frost

Edited by Milton454
Posted
2 hours ago, Milton454 said:

can it be a mod conflict?, my loadout is mostly vanilla if not for FFO and Frost

100% a mod conflict. Chances are Frost edits the Player's data to change stats like base health or whatever. Make sure the Player plugin for whichever race you want to play as loads at the bottom of the load order, after everything else including Frost.

Posted
22 hours ago, Blaze69 said:

100% a mod conflict. Chances are Frost edits the Player's data to change stats like base health or whatever. Make sure the Player plugin for whichever race you want to play as loads at the bottom of the load order, after everything else including Frost.

Thank you, it fully works now! and ive gotta say, Furry undead Ghouls took me by surprise, didnt read the patch notes and it scared me a LOT, great work!!

Posted
22 minutes ago, wookie222 said:

I just started a new game but it's only letting me choose a tiger as a species. How am I able to pick other 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 (edited)

@Bad Dog I think the instructions for installation disappeared from the description after some update.

 

Edit:  Now I notice the description hasn't disappeared. But it's not very significant prominent and it's easy to miss the link. I think it's worth highlighting a bit.

 

Edited by poblivion
Posted (edited)

Literal noob question, maybe someone can point me in the right direction but After (I think) installing everything, I did what any man would do and undress at the vault door before exiting 111 to check everything out before investing time in to play and noticed that my character's meat and veg wasn't following the animation of the body, it seemed just to be floating in space as the body moved away from it, resulting in a deformed/stretched mesh as it did. any ideas on what i maybe missed/did wrong? Using MO2 if that helps.

Edit:
2 hours of fiddling with load order and 'required mods' i've gotten nowhere. Instructions unclear, penis literally stuck to bathroom sink, along with some of the stomach sometimes. Seems like a rigging/skeletal issue, but i'm not sure what or how to fix, pretty sure i followed the instructions?

Edited by RonnieTiger
update
Posted
1 hour ago, RonnieTiger said:

Literal noob question, maybe someone can point me in the right direction but After (I think) installing everything, I did what any man would do and undress at the vault door before exiting 111 to check everything out before investing time in to play and noticed that my character's meat and veg wasn't following the animation of the body, it seemed just to be floating in space as the body moved away from it, resulting in a deformed/stretched mesh as it did. any ideas on what i maybe missed/did wrong? Using MO2 if that helps.

If I understand correctly, it's a problem with the skeleton. Check if it has the Zex skeleton installed.

Posted
1 hour ago, poblivion said:

If I understand correctly, it's a problem with the skeleton. Check if it has the Zex skeleton installed.

Absolute Legend thank you!

Yes this was the problem as I too suspected (From my skyrim modding days), but specifically - I had installed ZeX from Nexus which is version 1.3 which had me pulling my hair out trying to fix it, removing the nexus version and installing this version (V6) completely fixed the problem so that's a trap for newbies like me :D

Posted

im curious, is there a way to keep the ghouls from Decay to work with this mod? i like the snekdogs, but i want to dismember and i could do it exactly with Decay.

Posted
2 hours ago, Cometfoxxo said:

im curious, is there a way to keep the ghouls from Decay to work with this mod? i like the snekdogs, but i want to dismember and i could do it exactly with Decay.

You can try placing that Decay mod after FF4 in your load order (+mod list too if using MO2), but it may or may not work and also may or may not cause other bugs or side-effects depending on what Decay does exactly.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...