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Posted

Okay, I'm certain now that something about the latest XEdit Builds (Extremely Experimental) (FO4 and SkyrimAE) doesn't like GetLoadOrder as it's seen by xEdit as Undeclared Identifier in BDTools and the Skyrim BD_Armor_Fixup scripts.

  • 3 weeks later...
Posted
On 3/30/2024 at 11:29 PM, FluffieFoxgon said:

Hello,

 

I can't find Furry_Fallout_Vn.m, it is asked on the tutorial, but can't fnd it. Where can I find it, please ?

what tutorial? I've never heard of anything like that.

Posted
On 3/31/2024 at 6:29 AM, FluffieFoxgon said:

Hello,

 

I can't find Furry_Fallout_Vn.m, it is asked on the tutorial, but can't fnd it. Where can I find it, please ?

"Furry_Fallout_Vn.m" just means whatever the latest version of the main mod file is in the GDrive folder. In this case, Furry_Fallout_V3.4.

 

 

6 hours ago, Dragon on the Web said:

what tutorial? I've never heard of anything like that.

There's a small "tutorial" on how to set up the base Furry Fallout 4 package using just the pre-made NPC replacer in the GitHub wiki, although the section as a whole is meant to be more of a guide on how to use the Furrifier xEdit script to customize the furry race distribution in your game.

Posted

Yeah, Bad Dog was taken (probly by me, but I can't recover that account).

 

That's the latest FFO. I'll post an update here, or maybe just a note. I'm running out of Google Drive space.

Posted (edited)

Kind of an odd issue when using the NSFW patch the Tigers body is orange but his face is white. I can't find a way to change the color I'm I missing something? (using MO2)

 

Nvm found the issue file was corrupted re downloaded now it is working. Sorry!

Edited by Joey889952
  • 2 weeks later...
Posted

I keep getting this error trying to furrify my load order. latest scripts, xEdit 4.1.5. Weird thing is I just did this a few days ago without getting this issue, and I can't seem to figure out HOW there could be a Type mismatch here when there's no type casting going on AND all variables and arguments have exactly identical types.
Exception in unit FFO_Furrifier line 552: [EJvInterpreterError] Error in unit 'FFO_Furrifier' on line 1592 : Type mismatch

Posted (edited)
On 4/28/2024 at 12:05 PM, Dragon on the Web said:

I keep getting this error trying to furrify my load order. latest scripts, xEdit 4.1.5. Weird thing is I just did this a few days ago without getting this issue, and I can't seem to figure out HOW there could be a Type mismatch here when there's no type casting going on AND all variables and arguments have exactly identical types.
Exception in unit FFO_Furrifier line 552: [EJvInterpreterError] Error in unit 'FFO_Furrifier' on line 1592 : Type mismatch

I found and fixed the error: It's in the first listed line, and the second one is a byproduct. The error is that
    raceFormID: integer;
needs to be
    raceFormID: cardinal;
in FFO_Furrifier line 529, because it's used to hold a FormID - if the race's form ID is above 0x7FFFFFFF (it comes from an ESL or a mod with index above 7F) the integer can't hold it due to being a signed value.

Edited by Dragon on the Web
Posted

Hi.

I can only find the Bodyslides of some of the races. Have the other ones not been made yet or did I installed something wrong?

image.png

Posted
8 minutes ago, ssWyvern said:

Hi.

I can only find the Bodyslides of some of the races. Have the other ones not been made yet or did I installed something wrong?

image.png

All canine races share the same "canine" body and all feline races use the same "feline" body, so that + horses + deers should be everything.

Posted

I'm having another issue with the furrifier scripts - everything runs fine EXCEPT ghouls - the race's skin is changed but their faces are NOT recalculated, so every single ghoul has the snekdog skin and body with a vanilla ghoul face.

Posted
On 5/4/2024 at 6:09 PM, Blaze69 said:

All canine races share the same "canine" body and all feline races use the same "feline" body, so that + horses + deers should be everything.

Everything thing seems fine except for snekdogs/nightstalkers. I tried building every available race preset but they remain unchanged

Posted

im not too sure if this is supposed to be happening, or i messed up somewhere, but its saying that the postitions for AFF animations dont exist with the different species? any fix for it? or if im just missing something?image.png.bca50b75d568e8f106e3e0a595c66f60.png

Posted (edited)
On 5/5/2024 at 9:40 AM, Dragon on the Web said:

I'm having another issue with the furrifier scripts - everything runs fine EXCEPT ghouls - the race's skin is changed but their faces are NOT recalculated, so every single ghoul has the snekdog skin and body with a vanilla ghoul face.

Might relate to:

On 5/7/2024 at 10:40 AM, ssWyvern said:

Everything thing seems fine except for snekdogs/nightstalkers. I tried building every available race preset but they remain unchanged


In any case, the issue is in the "IsValidNPC" procedure in "FFO_Furrifier.pas": the procedure returns 0 if the NPC race is not "HumanRace" or "HumanChildRace" full stop. Updating the procedure to also allow the race to be "GhoulRace" or "GhoulChildRace" fixes the problem.
EDIT: this fixes the problem of them not being eligible for furrification - but a new issue has arisen, now they have no heads.

Edited by Dragon on the Web
Posted
3 hours ago, Dragon on the Web said:

Might relate to:


In any case, the issue is in the "IsValidNPC" procedure in "FFO_Furrifier.pas": the procedure returns 0 if the NPC race is not "HumanRace" or "HumanChildRace" full stop. Updating the procedure to also allow the race to be "GhoulRace" or "GhoulChildRace" fixes the problem.
EDIT: this fixes the problem of them not being eligible for furrification - but a new issue has arisen, now they have no heads.

The ghoul issues have already been solved in the latest version of the Furrifier (grab it from Github). You can choose which race you want to use to replace ghouls' looks (i.e. no more hardcoded Snekdog ghouls, you can also use Hellhounds from the K9 pack or Proto-Argonians or whatever other race you may want), and the script will also make sure all the ghoul NPCs lose their original/vanilla headparts and get the ones from their new target race instead.

Posted
8 hours ago, Blaze69 said:

The ghoul issues have already been solved in the latest version of the Furrifier (grab it from Github). You can choose which race you want to use to replace ghouls' looks (i.e. no more hardcoded Snekdog ghouls, you can also use Hellhounds from the K9 pack or Proto-Argonians or whatever other race you may want), and the script will also make sure all the ghoul NPCs lose their original/vanilla headparts and get the ones from their new target race instead.

and yet he still hasn't fixed the "raceFormID" being an "integer" when it needs to be a "cardinal", smh. at least it's an easy fix. I'll just make a pull request for it.

Posted

it was a trip to get this to work (all I needed was the F4SE BSA files lmao) but this is so much better than the vanilla, or even cbbe, NPC bodies, thank you for quality content

Posted
On 5/12/2024 at 12:05 AM, Gizmo_Furry said:

im not too sure if this is supposed to be happening, or i messed up somewhere, but its saying that the postitions for AFF animations dont exist with the different species? any fix for it? or if im just missing something?image.png.bca50b75d568e8f106e3e0a595c66f60.png

upon further discovery, im missing the actors for the different races all together,image.png.89aba54d2ca03b8ac209e3be86ee1d94.png

  • 4 weeks later...
  • 2 weeks later...
Posted
On 1/9/2024 at 4:54 PM, Tadamee said:

 

After the time, I'm solved this problem extracting the ba2 archive and delete this mesh. Sorry my english.

yep, had this issue too. for anyone curious who installed via vortex, open the vortex mods folder by right clicking on FFO and use BSA explorer or w/e its called to extract the FurryFalloutWorld - Main.ba2 into that folder (make sure you choose extract all folders), then go to the meshes > dlc04 > animatronicslitthroat or w/e and delete that specific .nif file. also fixed it. idk why i only had this issue 90+ hours into my save but.... glad its fixed

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