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Posted
On 1/29/2024 at 11:33 AM, Blaze69 said:

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.

thanks, i tried it, but it didn't work , i will stick will the furry fallout mod though, it's quite awesome 

Posted
29 minutes ago, Cometfoxxo said:

ai have a really weird glitch happening, upon dismemberment, the npc's torso seems to disappear, i'm at a least, may i ask for some assistance please.

Known issue, no fix for now IIRC. Just ignore it.

Posted

Well i noticed a bug but idk if its really a bug.

 

Explaination: I have noticed that my fur on my character has turned grey/white without knowing the reason byhind it over some time. (I just noticed it some days ago)

 

I hope someone can explain me what has happen so that i can fix it or do anything about it. (He is an picture to show the difference between me and kellogg which is still normal from the fur color)image.png.4bed80d24e382d6bc26a8a250360769a.png

Posted
17 hours ago, Gator_Collie said:

Well i noticed a bug but idk if its really a bug.

 

Explaination: I have noticed that my fur on my character has turned grey/white without knowing the reason byhind it over some time. (I just noticed it some days ago)

 

I hope someone can explain me what has happen so that i can fix it or do anything about it. (He is an picture to show the difference between me and kellogg which is still normal from the fur color)image.png.4bed80d24e382d6bc26a8a250360769a.png

 

 

The color problem may occur if you changed your race mid-game (on an old save game). 

 

I also see a skeleton problem here. Are you using a Zex skeleton?

 

Posted
40 minutes ago, poblivion said:

 

 

The color problem may occur if you changed your race mid-game (on an old save game). 

 

I also see a skeleton problem here. Are you using a Zex skeleton?

 

 Nope never changed my race in that save game so that can't be the reason behind it

Posted

I've been having the same problem but only to the head part of the model. I selected one of the more orange presets during the initial character creation before the big event, sometimes i've noticed the head seems a slightly more pale tone than the body, sometimes it turns completely grey between loading screens or when getting out of power armor. Not really sure what the cause is. I've also noticed after some time that texture reflectivity on some buildings becomes super shiney and silvery when it rains, usually requiring a full restart of the game to clear too, so it might be a side effect of a much boarder bug that's happening with texturing.

Posted (edited)
44 minutes ago, RonnieTiger said:

I've been having the same problem but only to the head part of the model. I selected one of the more orange presets during the initial character creation before the big event, sometimes i've noticed the head seems a slightly more pale tone than the body, sometimes it turns completely grey between loading screens or when getting out of power armor. Not really sure what the cause is. I've also noticed after some time that texture reflectivity on some buildings becomes super shiney and silvery when it rains, usually requiring a full restart of the game to clear too, so it might be a side effect of a much boarder bug that's happening with texturing.

All of the stuff you describe are vanilla bugs which are also present in a 100% vanilla game with vanilla humans, and thus unrelated to FF4.

 

You'll want to grab some mods like these to fix (or mitigate) them:

https://www.nexusmods.com/fallout4/mods/31028

https://www.nexusmods.com/fallout4/mods/23389

Edited by Blaze69
Posted

Would someone who has gotten this mod to work with AAF please add my discord (Gas_Bag). Just trying to get this shit to work is making my small dumb brain have a massive migrane. Any help is appreciated.

Posted
8 hours ago, Comoi said:

Would someone who has gotten this mod to work with AAF please add my discord (Gas_Bag). Just trying to get this shit to work is making my small dumb brain have a massive migrane. Any help is appreciated.

Nothing special is needed, maybe just some patches for specific mods. However, the basis is the same, so I recommend following this manual.

Some patches can be found right here on LL.

 

 

 

Posted
15 hours ago, poblivion said:

Nothing special is needed, maybe just some patches for specific mods. However, the basis is the same, so I recommend following this manual.

Some patches can be found right here on LL.

 

 

 

This guide was really confusing to me, this is my first time trying to use MO2 for mods

 

Posted (edited)
On 2/3/2024 at 10:27 PM, Blaze69 said:

All of the stuff you describe are vanilla bugs which are also present in a 100% vanilla game with vanilla humans, and thus unrelated to FF4.

 

You'll want to grab some mods like these to fix (or mitigate) them:

https://www.nexusmods.com/fallout4/mods/31028

https://www.nexusmods.com/fallout4/mods/23389

Thanks, I had figured they were a base-game bug, wasn't aware of the patches though!


188.gif.6be819dd79d20ac153b23e04c844b51d.gif

 

 

Edited by RonnieTiger
Posted (edited)

OK Dumb noob question 2 from me. About half way through my play-through i've been having random human NPCs show up. I think it started happening around the time the BOS showed up in their big party balloon, as my Flyable Personal Vertibird pilot also started breaking (I started from new game with FPV and a furry pilot). When the mod replaces the pilot, it now replaces him/her with a random human NPC. I've noticed the human NPCs in world all seem to be BOS NPCs too, usually pilots or scribes/knights. Is this intentional, or did something randomly break?

Edit: I'm willing to accept that i did something wrong with the load order or overlooked something, I've never been good with manual load orders. I know it sounds like something loading after FF4 might be breaking the Furry NPC Plugins, but i don't really know what that would be. afaik I have the order loaded properly based on the instructions, but.. i could be wrong. And it did just simply break mid play without me touching or changing anything.

Edited by RonnieTiger
additional disclaimer
Posted
On 12/8/2023 at 11:37 AM, Jak Greymoon said:


Ah okay then it must be making them human because I have no FFO player race selected, instead using other mods to change the player race. I'm also using Start Me Up which alters the beginning of the game slightly. 

i had the same exact problem, start me up has a plugin that changes shaun to the default apperance and i only just now learned of it myself. disable the Startmeup Shaun Default Appearance plugin and shaun should work properly with your selected race

Posted

This is probably a frequently asked question, but will Furry Fallout 4 get their own genital attachments like The Ungulate Races for Skyrim did? The Ungulate Races mod has its own separate SOS meshes you can download.

Posted (edited)
On 2/11/2024 at 2:12 AM, Raime901 said:

 Is the latest version NSFW or not? and also do the NPC replacers work with the newest version or just the version they're supposed to?

The latest version is SFW by default, but if you want NSFW you'll have to add the NSFW patch as well.


If any files are still kept in the Drive but their version number is lower than the main file's own one, that means they didn't need to be updated so they can be used with the latest main file just fine.

 

8 minutes ago, RoboOverload896 said:

This is probably a frequently asked question, but will Furry Fallout 4 get their own genital attachments like The Ungulate Races for Skyrim did? The Ungulate Races mod has its own separate SOS meshes you can download.

Not sure what you mean there. The NSFW patch already includes nude bodies with species-appropriate(ish) genitals for males.

 

If you mean something like SOS where you can change each individual (N)PC's genitals on the fly and such, that's not possible because FO4 lacks a system like SOS and the way the character bodies are built makes it extremely hard if not outright impossible to create such a system in the first place.

Edited by Blaze69
Posted (edited)

hey uhm...I would like to report a bug:
The synths have purple textures. Not all of them for some reason. I even tried to extract the textures and putting them directly into the Data folder but no go. I noticed that they use the AMELIA/Cyber Jackal mod models so maybe if I install that mod they'll be fixed? (I don't have the mod since I was worried about incompatibility)
There's another bug in wich I can't change the colors of my character (lion). That really doesn't bother me, but if there's a fix for that, I'd apreciate :3
Amazing mod btw
EDIT: Installing the AMELIA mod fixed it :v

Edited by Ryan_Davanzo
Posted

Hi! I've donwloaded the mod a couple of days ago and I still can't make the player a furry, he still looks human. NPCs as far as I can see works fine, I don't know why, Im kinda out of Ideas by now, I've reinstalled it a couple of times, I've changed the order in which they are loaded in every way I could think Idk, i suck lol. Sorry to bring such a low brain level issue to this temple of knowladge. if there's some kind of FAQs post where it answers it, I couldn't find it Captura-de-pantalla-2024-02-19-231350.pn

Posted
3 hours ago, YoteCoyote said:

Hi! I've donwloaded the mod a couple of days ago and I still can't make the player a furry, he still looks human. NPCs as far as I can see works fine, I don't know why, Im kinda out of Ideas by now, I've reinstalled it a couple of times, I've changed the order in which they are loaded in every way I could think Idk, i suck lol. Sorry to bring such a low brain level issue to this temple of knowladge. if there's some kind of FAQs post where it answers it, I couldn't find it Captura-de-pantalla-2024-02-19-231350.pn

You should have the player replacer as the VERY last plugin (aside from any manual patch you make to forward changes from other mods). Create a custom group, ensure it loads after all other groups, and add the player replacer plugins to that group, then sort plugins.

Posted
9 hours ago, Dragon on the Web said:

You should have the player replacer as the VERY last plugin (aside from any manual patch you make to forward changes from other mods). Create a custom group, ensure it loads after all other groups, and add the player replacer plugins to that group, then sort plugins.

Already sended to the bottom, still nothing. Even when the only two active plugins are the basic and the player. Thanks for the answer btw

Captura.png

Captura-de-pantalla-559.png

Posted
On 2/8/2024 at 9:57 AM, RonnieTiger said:

OK Dumb noob question 2 from me. About half way through my play-through i've been having random human NPCs show up. I think it started happening around the time the BOS showed up in their big party balloon, as my Flyable Personal Vertibird pilot also started breaking (I started from new game with FPV and a furry pilot). When the mod replaces the pilot, it now replaces him/her with a random human NPC. I've noticed the human NPCs in world all seem to be BOS NPCs too, usually pilots or scribes/knights. Is this intentional, or did something randomly break?

Edit: I'm willing to accept that i did something wrong with the load order or overlooked something, I've never been good with manual load orders. I know it sounds like something loading after FF4 might be breaking the Furry NPC Plugins, but i don't really know what that would be. afaik I have the order loaded properly based on the instructions, but.. i could be wrong. And it did just simply break mid play without me touching or changing anything.

Hey, have the exact same problem, have you found a solution by any chance?

Posted (edited)

I have been trying to run Furrifier over my modlist and in the end a lot of NPCs that I expect to be changed are still human e.g.: Mama Murphy, Preston and the rest of the Concord gang.

 

When running Furrifier at the end for the race distribution it looks weird, since the Minutemen don't show any distribution and a lot of the followers that should have been changed also don't show anything.

Spoiler
Check that we have a reasonable distribution of races
CLASS_SETTLER
    CLASS_SETTLER FFOLykaiosRace = 21
    CLASS_SETTLER FFOFoxRace = 22
    CLASS_SETTLER FFOHyenaRace = 18
    CLASS_SETTLER FFOLionRace = 22
    CLASS_SETTLER FFOTigerRace = 21
    CLASS_SETTLER FFOCheetahRace = 18
    CLASS_SETTLER FFOHorseRace = 39
    CLASS_SETTLER FFODeerRace = 21
    CLASS_SETTLER K9_RaiderDogRace = 4
    CLASS_SETTLER K9_GShepRace = 14
    CLASS_SETTLER K9_DobermannRace = 7
    CLASS_SETTLER K9_WolfRace = 14
    CLASS_SETTLER K9_HellhoundRace = 4
    CLASS_SETTLER HumanRace = 16
    CLASS_SETTLER FFOOtterRace = 5
CLASS_RAIDER
    CLASS_RAIDER FFOLykaiosRace = 7
    CLASS_RAIDER FFOFoxRace = 6
    CLASS_RAIDER FFOHyenaRace = 8
    CLASS_RAIDER FFOLionRace = 5
    CLASS_RAIDER FFOTigerRace = 3
    CLASS_RAIDER FFOCheetahRace = 5
    CLASS_RAIDER FFODeerRace = 1
    CLASS_RAIDER K9_RaiderDogRace = 5
    CLASS_RAIDER K9_WolfRace = 3
    CLASS_RAIDER HumanRace = 7
CLASS_BOS
    CLASS_BOS FFOLykaiosRace = 8
    CLASS_BOS FFOFoxRace = 3
    CLASS_BOS FFOHyenaRace = 3
    CLASS_BOS FFOLionRace = 3
    CLASS_BOS FFOTigerRace = 5
    CLASS_BOS FFOCheetahRace = 3
    CLASS_BOS FFOHorseRace = 5
    CLASS_BOS K9_DobermannRace = 1
    CLASS_BOS K9_WolfRace = 1
    CLASS_BOS HumanRace = 6
CLASS_RR
    CLASS_RR FFOFoxRace = 2
    CLASS_RR FFOHyenaRace = 2
    CLASS_RR FFOLionRace = 4
    CLASS_RR FFOTigerRace = 1
    CLASS_RR FFOCheetahRace = 3
    CLASS_RR FFOHorseRace = 15
    CLASS_RR FFODeerRace = 4
    CLASS_RR K9_GShepRace = 1
    CLASS_RR K9_HellhoundRace = 1
    CLASS_RR HumanRace = 7
CLASS_MINUTEMEN
CLASS_INSTITUTE
    CLASS_INSTITUTE FFOLykaiosRace = 7
    CLASS_INSTITUTE FFOFoxRace = 5
    CLASS_INSTITUTE FFOHyenaRace = 1
    CLASS_INSTITUTE FFOLionRace = 4
    CLASS_INSTITUTE FFOTigerRace = 6
    CLASS_INSTITUTE FFOCheetahRace = 4
    CLASS_INSTITUTE FFOHorseRace = 7
    CLASS_INSTITUTE FFODeerRace = 15
    CLASS_INSTITUTE K9_GShepRace = 3
    CLASS_INSTITUTE K9_WolfRace = 2
    CLASS_INSTITUTE HumanRace = 13
CLASS_FARHARBOR
    CLASS_FARHARBOR FFOOtterRace = 2
CLASS_CABOT
CLASS_OPERATOR
    CLASS_OPERATOR FFOLykaiosRace = 1
    CLASS_OPERATOR FFOFoxRace = 24
    CLASS_OPERATOR FFOHyenaRace = 8
    CLASS_OPERATOR FFOLionRace = 3
    CLASS_OPERATOR FFOTigerRace = 2
    CLASS_OPERATOR FFOCheetahRace = 1
    CLASS_OPERATOR FFODeerRace = 2
    CLASS_OPERATOR K9_WolfRace = 3
    CLASS_OPERATOR HumanRace = 6
CLASS_PACK
    CLASS_PACK FFOLykaiosRace = 7
    CLASS_PACK FFOFoxRace = 4
    CLASS_PACK FFOHyenaRace = 6
    CLASS_PACK FFOLionRace = 3
    CLASS_PACK FFOTigerRace = 6
    CLASS_PACK FFOCheetahRace = 4
    CLASS_PACK FFOHorseRace = 4
    CLASS_PACK K9_GShepRace = 1
    CLASS_PACK K9_DobermannRace = 2
    CLASS_PACK K9_HellhoundRace = 2
    CLASS_PACK HumanRace = 1
CLASS_DISCIPLES
    CLASS_DISCIPLES FFOLykaiosRace = 4
    CLASS_DISCIPLES FFOFoxRace = 1
    CLASS_DISCIPLES FFOHyenaRace = 7
    CLASS_DISCIPLES FFOLionRace = 6
    CLASS_DISCIPLES FFOTigerRace = 1
    CLASS_DISCIPLES FFOCheetahRace = 4
    CLASS_DISCIPLES K9_DobermannRace = 1
    CLASS_DISCIPLES K9_WolfRace = 1
    CLASS_DISCIPLES K9_HellhoundRace = 1
    CLASS_DISCIPLES HumanRace = 4
CLASS_TRAPPER
    CLASS_TRAPPER K9_WolfRace = 1
    CLASS_TRAPPER HumanRace = 1
    CLASS_TRAPPER FFOOtterRace = 18
CLASS_ATOM
    CLASS_ATOM FFOLykaiosRace = 2
    CLASS_ATOM FFOFoxRace = 4
    CLASS_ATOM FFOHyenaRace = 1
    CLASS_ATOM FFOLionRace = 2
    CLASS_ATOM FFOHorseRace = 1
    CLASS_ATOM K9_GShepRace = 2
    CLASS_ATOM K9_DobermannRace = 3
    CLASS_ATOM K9_WolfRace = 1
    CLASS_ATOM K9_HellhoundRace = 11
    CLASS_ATOM HumanRace = 5
    CLASS_ATOM FFOSnekdogRace = 8
CLASS_GUNNER
    CLASS_GUNNER FFOLykaiosRace = 3
    CLASS_GUNNER FFOFoxRace = 2
    CLASS_GUNNER FFOHyenaRace = 8
    CLASS_GUNNER FFOLionRace = 9
    CLASS_GUNNER FFOTigerRace = 1
    CLASS_GUNNER FFOCheetahRace = 4
    CLASS_GUNNER FFOHorseRace = 3
    CLASS_GUNNER FFODeerRace = 2
    CLASS_GUNNER K9_GShepRace = 9
    CLASS_GUNNER K9_DobermannRace = 4
    CLASS_GUNNER K9_WolfRace = 1
    CLASS_GUNNER HumanRace = 4
CLASS_KELLOGG
    CLASS_KELLOGG FFOTigerRace = 1
CLASS_KYLE
CLASS_DELUCA
CLASS_BOBROV
CLASS_PEMBROKE
    CLASS_PEMBROKE FFOHorseRace = 2
CLASS_GARVEY
CLASS_LONGFELLOW
CLASS_CAIT
CLASS_DANSE
CLASS_DEACON
CLASS_MACCREADY
CLASS_PIPER
    CLASS_PIPER FFODeerRace = 1
CLASS_X688
CLASS_GAGE
CLASS_GHOUL
CLASS_DALTON
CLASS_PLAYER
    CLASS_PLAYER K9_DobermannRace = 3

 

 

Also when turning logging on I saw that a lot of NPC were declared "Already Furry" after checking it seems they count as Already furry when human:

/IsValidNPC(MamaMurphy "Mama Murphy" [NPC_:00019FD8])
|   Signature: NPC_
|   Overrides: 0
|   Already furry: [13] HumanRace
\IsValidNPC -> 0

 

 

Things I have personally adjusted for the scripts:

  • FFO_RaceProbabilities.pas:
    • Added "HumanRace" to all classes aside from Followers & Speciffic NPCs
    • Added "K9_DobermannRace" to all classes aside from Followers & Specific NPCs
    • Adjusted probabilities of some races in all classes aside from Followers & Specific NPCs
  • FFO_Furrifier.pas
    • Added variable `LOGGING = TRUE`
    • Changed log from 'Already furry' to 'Already furry: ' + RaceIDtoStr(RaceIndex(race))

 

 

EDIT: Found a workaround and opened an issue for anyone who stumbles upon this issue trying to add humans alongside furries: https://github.com/BadDogSkyrim/Modding-Tools/issues/6

 

Edited by LunaLycan

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