Blaze69 Posted June 19, 2021 Posted June 19, 2021 (edited) 1 hour ago, Bad Dog said: Previewing the lion preset (lions use the vanilla body path still) shows human textures. ...I probably should have mentioned this before, but race preset NPCs will always load the human body and textures in the CK preview window no matter what. Dunno why it happens, but it happens. IIRC creating a dummy NPC that is not listed as a race preset in the race data nor has the "Is CharGen Face Preset" flag should load the proper nude body on the preview window, but I'm not sure. Edited June 19, 2021 by Blaze69
Bad Dog Posted June 19, 2021 Author Posted June 19, 2021 Well... not always. I've seen even presets get the right body and textures. But ya, I've seen different behavior and different behavior between the preview window and the view if you open the actor record, so I check them all. One of the things the preview window seems to do is if you change to a new actor and parts are missing or not valid, those parts are just held over from the last thing you were looking at. Which is just one more layer of confusion.
Bad Dog Posted June 19, 2021 Author Posted June 19, 2021 SWEET JESUS I WAS BEGINNING TO THINK I'D NEVER GET HERE 2
maddadicusrex Posted June 19, 2021 Posted June 19, 2021 7 minutes ago, Bad Dog said: SWEET JESUS I WAS BEGINNING TO THINK I'D NEVER GET HERE You are doing god's work after a night of partying with the angels! WOW!
AreeSoothsayer Posted June 19, 2021 Posted June 19, 2021 Step by step. Node by node. Shader by Shader. Time leasurely passes as the wolf awaits the legs he adores.
dragonfly96 Posted June 21, 2021 Posted June 21, 2021 So apparently, mods like AF Violate and Sexual Harassment don't work with this mod, I'm guessing because the "humans" are no longer "human", because I can't submit to humans, and nobody approaches me with Sexual Harassment even if I force it to. Is there any workaround for this?
Blaze69 Posted June 21, 2021 Posted June 21, 2021 (edited) 5 hours ago, dragonfly96 said: Is there any workaround for this? You'd have to figure out whatever bits of code or spell/effect conditions in those mods are checking for "HumanRace" and add OR conditions that also check for all of FFO's races as well. Edited June 21, 2021 by Blaze69
Bad Dog Posted June 21, 2021 Author Posted June 21, 2021 If no one gets in there first, I'll check it out when I have the races done. I posted a query about races on the AAF thread and got crickets. Are these guys responsive at all? Because a mechanism that didn't require another mod hacking their code would be better.
dragonfly96 Posted June 21, 2021 Posted June 21, 2021 2 hours ago, Blaze69 said: You'd have to figure out whatever bits of code or spell/effect conditions in those mods are checking for "HumanRace" and add OR conditions that also check for all of FFO's races as well. How would I go about doing that?
maddadicusrex Posted June 21, 2021 Posted June 21, 2021 1 hour ago, Bad Dog said: If no one gets in there first, I'll check it out when I have the races done. I posted a query about races on the AAF thread and got crickets. Are these guys responsive at all? Because a mechanism that didn't require another mod hacking their code would be better. The gang of the AAF Informed have a special DISCORD. I do not know it but instead of an answer, they who shall remain unnamed will give a link .It is somewhere in that thread.. 2
Bad Dog Posted June 21, 2021 Author Posted June 21, 2021 That works. In discussion about solutions. 2
ChandlerTheOtter Posted June 23, 2021 Posted June 23, 2021 This might've already been answered but are there any mod requirements for this? I just tried the deer player skin and the mouths were missing textures. Also absolutely bless you for making this mod. Will you add the Cellans to the Commonwealth as well?
Bad Dog Posted June 23, 2021 Author Posted June 23, 2021 The request for Cellans has already been made. Once the rest of the races are in I'll have a look. I understand there's a bunch of ports and ships and islands where they might naturally go. No particular requirements and load order shouldn't matter. Dunno whatup with the mouths. Try with the new version.
cutcut Posted June 23, 2021 Posted June 23, 2021 Gonna give it a shot now. Where is the NPC file though?
Blaze69 Posted June 23, 2021 Posted June 23, 2021 (edited) 6 hours ago, Bad Dog said: No particular requirements and load order shouldn't matter. Load order does matter, for both the main plugin (since it edits the headgear records) and the NPC replacer one (since it edits NPC records, duh). FFO and its plugins need to be loaded at the bottom of the load order, or else other stuff can override its changes and result in human NPCs or non-fitting headgear. You should probably mention this in the description somewhere. Anyhow, gonna check out the latest version ASAP, but just from having checked the archive and raw files themselves, I can tell some stuff is wrong or missing: The B0.5 NPC file is nowhere to be seen (as pointed out by @cutcut above), but I assume the changes to the chargen data and such would require an update so the older version (B0.4) won't work either. Is the NPC file just not ready yet, or did you forget to upload it? The amount of replaced posters and stuff is lower than I expected. Is it just because those are all the currently-made replacements, or did you miss some when packing stuff? I see mannequin texture replacers but no matching meshes. Are there supposed to be mesh edits too, or did you just replace the texture itself but left (human) meshes unchanged? I'm working on doing the Bodyslide sets for the custom bodies and I've found some issues in the TRI data: The CanineFemaleBody TRI is borked, the vertices at the ankle/body-to-paw seam get all stretched and distorted with most sliders. Male bodies seem to have "*Key ##" morphs that either do nothing or mess up the body shape. Not a big deal to remove them from the BS set so they don't clutter the slider list, but figured I'd point it out in case those are actually supposed to do antyhing. Male horse body has hoof/foot size sliders but they don't do anything. Otherwise, will report with any results of actual ingame testing as soon as I'm able to. Edited June 23, 2021 by Blaze69
Bad Dog Posted June 23, 2021 Author Posted June 23, 2021 Ooo-Kayyy, ya, load order does matter. I'll fix the OP. NPC file is gigantor and failed to upload. My upload speed sucks. FIxing that now. I'll post when it's up. Freaking facegen files are 4K each and there's 3 per NPC so the whole file is 2.4G (!). You have the art I have. No Grognak yet, no "Unbeatables" or whatever their name is. Vault 111 signage isn't updated (I might do that myself because one of our guys gave me a transparent gif for his vaultboy pup). I've also seen some nuka-girl posters that aren't furry, so I must not have found some texture paths. --Okay, I lie. The art is supposed to all be in the NPC file which you don't have. I put all the in-the-world furriness in that file so if you just wanted to be furry in a human world you wouldn't have all this art that doesn't fit. Checking the kit, I see the magazines are there but the posters and such are in the main file. When I'm modding I put the mod in my game folder because it makes working with the CK easier and clearly I didn't get everything put back in the right places. Mannequins are in the NPC file. Textures should be there too. IN OTHER NEWS, turns out my info in the OP about erections is wrong. AAF has a pretty cool mechanism where you can declare what morphs you need to set at the start of a scene and end of scene, with values. Ultimate AAF Patch uses that to set a bunch of morphs, including erection and foreskin. So the AF uncut body has a foreskin that retracts when erect. (But it doesn't actually have a foreskin slider. Don't know if that's actually used yet.) Anyway, so bottom line my erections should be working. I'll be looking to see if I can figure out why they don't. 3
Bad Dog Posted June 23, 2021 Author Posted June 23, 2021 Lost the bubble, re the tri files I'll check out the problems. That calf seam has to be fixed by hand, so I must have just missed that. Key ## morphs are my work in progress, I have a way of hiding them from the exporter which I will do. I'll check the hoof sliders.
Bad Dog Posted June 23, 2021 Author Posted June 23, 2021 AAAAND... the NPC file is up. Go wild. I haven't fixed the paths yet, I post an update eventually. I figure most people want an all-furry world anyway. If I figure out the erection problem I'll post an update with that and the tri fixes Blaze pointed out. 2
Blaze69 Posted June 23, 2021 Posted June 23, 2021 (edited) 52 minutes ago, Bad Dog said: Ooo-Kayyy, ya, load order does matter. I'll fix the OP. Better that way, yeah. People will still miss it and post bogus bug reports, but eh, at least we will be able to point and laugh at them since it's in the description now.. ? Quote Freaking facegen files are 4K each and there's 3 per NPC so the whole file is 2.4G (!). Do you mean 4 MB each? I just checked the archive and they're all 1k, but they're also 4MB in size so I assume it's just a typo. BTW, I see the files are straight out of the CK and thus uncompressed, so you should be able to compress them to shave off some file size. Normals and specs can be saved as BC5 which should bring down the file size from 4 MB to 1.3MB each. What I'm not sure about is which format to use for the diffuses themselves, though. It's gotta be either BC3 (aka old DXT5) or BC7; both give the same final size of 1.3MB as well but BC7 has basically no artifacts, but Chargen and BC7 don't really seem to get along for some reason so you might have to resort to BC3 instead. I'll let you know if I find out which of the two is the right one myself. Either way, you should be able to use IceStorm's Texture Toolbox to batch-process the FaceGen files all at once and also select which format to use for the diffuse and stuff, saving you quite some time of manual resaving, lol. Quote When I'm modding I put the mod in my game folder because it makes working with the CK easier and clearly I didn't get everything put back in the right places. Honestly I haven't had any issues running the CK through MO2 ever since I installed CK Fixes so you could simply keep each mod's files inside its separate MO2 mods subfolder and not have to move stuff back and forth. But if what you do right now it works for you, then that's alright I guess, lol. 50 minutes ago, Bad Dog said: Lost the bubble, re the tri files I'll check out the problems. That calf seam has to be fixed by hand, so I must have just missed that. Key ## morphs are my work in progress, I have a way of hiding them from the exporter which I will do. I'll check the hoof sliders. 27 minutes ago, Bad Dog said: If I figure out the erection problem I'll post an update with that and the tri fixes Blaze pointed out. Do make sure to send the fixed TRIs my way so I can generate the matching Bodyslide sets and they can be included in the next update right away. Edited June 23, 2021 by Blaze69 1
maddadicusrex Posted June 23, 2021 Posted June 23, 2021 Dear BLAZE69, You are an effen hero for your help and support to a fellow modder. I have been sitting back and feeling proud of how a number of very creative folks have come together, with no agenda, to create the best mod they can. I do not have to understand any tech geek speak to realize the heartfelt effort. Thanks to all involved... 2
Bad Dog Posted June 23, 2021 Author Posted June 23, 2021 30 minutes ago, Blaze69 said: nestly I haven't had any issues running the CK through MO2 ever since I installed CK Fixes so you could simply keep each mod's files inside its separate MO2 mods subfolder and not have to move stuff back and forth. But if what you do right now it works for you, then that's alright I guess, lol. The issue is that if you create a new file, you can't reference it in the CK without shutting it down and restarting if you ran it through MO. With CK running outside of MO, you can create and update files freely. I generally just have CK up all the time in the background, editing and saving and testing. Only time I have to reboot it is when it's refusing to load a file. It's particularly bad about reloading materials files.
BafMeow Posted June 23, 2021 Posted June 23, 2021 Hi I am not sure if its just me or if it has been mentioned but I love playing as the tiger and noticed that if i change its skin color... the face/neck does not match up with the body no more in version 0.5 but in version 0.4 they were all fine with color changing the body. Also The tigers new penises do not work but the horses and other races bits still functions fine
Blaze69 Posted June 23, 2021 Posted June 23, 2021 (edited) @Bad Dog you forgot to pack the race data .txt files from "meshes\actors\character\characterassets\" so chargen doesn't work right for any race (though the only two ones that have proper face bones so far are Tigers and Horses anyway). EDIT: there's also still no "No Hair" option, so you're forced to pick one of the vanilla refit hairs and cannot have your character go "natural". Edited June 23, 2021 by Blaze69
Bad Dog Posted June 23, 2021 Author Posted June 23, 2021 Ok will add the no hair. Trouble with the txt files is they are overwritten every goddamn time you save from CK. I have the correct versions stashed in a hidden subfolder. I'll un-hide it so if I forget people can get them back.
dweezer Posted June 24, 2021 Posted June 24, 2021 Looking over the race records and textures before I start using this version, I notice that female cheetahs, lions, and hyenas would use regular CBBE bodies, but tigers / lykaios / foxes use the custom meshes that have no bodyslide files included. Any timeline as to when bodyslide files might be available? I can kludge the canine mesh to standard CBBE morphs, but not having luck with aligning the feline mesh.
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