Questiondeca Posted March 10, 2024 Posted March 10, 2024 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.
Tchoutchoutchouz Posted March 29, 2024 Posted March 29, 2024 Same problem with BoS Npcs not beeing furryfied and using only fo4 furry with dlcs
FluffieFoxgon Posted March 31, 2024 Posted March 31, 2024 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 ?
Dragon on the Web Posted April 2, 2024 Posted April 2, 2024 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.
Blaze69 Posted April 2, 2024 Posted April 2, 2024 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.
Seawolf42 Posted April 6, 2024 Posted April 6, 2024 the addon in the file addon on folder is the sims settlement file for 1 or 2?
IceBlazeWinters Posted April 12, 2024 Posted April 12, 2024 someone named badpup on nexus uploaded furry fallout to nexus https://www.nexusmods.com/fallout4/mods/80471 was that you @Bad Dog? 1
Dragon on the Web Posted April 12, 2024 Posted April 12, 2024 10 hours ago, IceBlazeWinters said: someone named badpup on nexus uploaded furry fallout to nexus https://www.nexusmods.com/fallout4/mods/80471 was that you @Bad Dog? pretty sure it is. they've also uploaded a bunch of his Skyrim Files - all the way back in 2022.
Bad Dog Posted April 15, 2024 Author Posted April 15, 2024 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.
Joey889952 Posted April 16, 2024 Posted April 16, 2024 (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 April 16, 2024 by Joey889952
Dragon on the Web Posted April 28, 2024 Posted April 28, 2024 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
Shadowscale Posted April 29, 2024 Posted April 29, 2024 In the FurryOutfits.esp the Minuteman Outfit removes your pip boy. Only way to access your inventory is to drop it.
Dragon on the Web Posted April 30, 2024 Posted April 30, 2024 (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 April 30, 2024 by Dragon on the Web
ssWyvern Posted May 4, 2024 Posted May 4, 2024 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?
Blaze69 Posted May 4, 2024 Posted May 4, 2024 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? All canine races share the same "canine" body and all feline races use the same "feline" body, so that + horses + deers should be everything. 1
Dragon on the Web Posted May 5, 2024 Posted May 5, 2024 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.
ssWyvern Posted May 7, 2024 Posted May 7, 2024 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
Gizmo_Furry Posted May 12, 2024 Posted May 12, 2024 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?
Dragon on the Web Posted May 14, 2024 Posted May 14, 2024 (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 May 14, 2024 by Dragon on the Web
Blaze69 Posted May 14, 2024 Posted May 14, 2024 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.
Dragon on the Web Posted May 14, 2024 Posted May 14, 2024 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.
nmagod Posted May 14, 2024 Posted May 14, 2024 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
Gizmo_Furry Posted May 16, 2024 Posted May 16, 2024 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? upon further discovery, im missing the actors for the different races all together,
justanothercreeper Posted June 9, 2024 Posted June 9, 2024 Has anyone made a patch that makes the furry races here or in other mods compatible with Devious Devices?
LoboMadeMeAFuwwy Posted June 17, 2024 Posted June 17, 2024 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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