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ASlySpyDuo - beardofsocrates - Blaze69

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  1. Blazze69
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    Yes, future races I work on will most likely include a similar file as this one now that we figured out the basic layout (whether as a separate mod like this or as part of the main download would have to be decided later). Which factions those are injected into would be determined by which headgear is refit for them and whether it makes sense "in-lore" for them to be part of that faction.

    Adding "new" factions or actual dialogues or quests is also something I've thought about, but due to FO4 making it needlessly complicated compared to Skyrim, it is unlikely to happen.

    As for existing race mods, they might get them eventually as well, but I can't make any promises or give any ETAs just yet.

    EDIT: Since this keeps being asked... no, I have no plans to create any patches for Shadowliger's Lupine Race for the time being. Anyone that might want to do so is free to use this mod's layout and scripts as a base and create such mod themselves.
  2. Dlposn
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    I really like this it's even lore plausible, since we do know there are sentient Death Claw this could a sub race of them.
  3. Jifors
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    Wow, your mod, like the race itself, looks JUST AMAZING and VERY CINEMATIC in most of the screenshots.
    As a Furry fan (no twists or anything like that, as some people think about Furry fans), I am simply delighted that SUCH mods were able to be implemented normally in such a "tight" game as Fallout 4 (unfortunately, all Bethesda games are like that, but I mean the technical side, but they create amazing worlds and universes)!

    Please tell me, does your mod (and the necessary mods) work on the Next-Gen version of the game (I know that Robco Patcher works VERY badly) and will there be any problems if I install it in an already started game?
    1. Blazze69
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      does your mod (and the necessary mods) work on the Next-Gen version of the game
      Never tried and honestly don't intend to because the "Next-Gen" version of the game is a broken piece of garbage not worth the upgrade, but I don't see why it wouldn't work at first glance.
      will there be any problems if I install it in an already started game?
      I'll just quote what the description says:
      "--- The mod should be safe to install in an existing save. Already-spawned generic NPCs will remain as whatever race they currently use, but new ones should be able to spawn as Proto-Argonians right from the point the mod is installed and the LL injection messages are displayed."
    2. Jifors
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      @Blazze69
      Got it, thanks.
      I wouldn't have updated myself if I hadn't started building the build on NG, after the game's automatic update.
      Yes, I asked the question about problems after installing in the middle of the game taking NG into account (you never know what's changed), but I already realized that you don't have that information.
  4. Thekillergreece
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    Would this work with Prettier mods? ie. this https://www.nexusmods.com/fallout4/mods/66009
    1. Blazze69
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      Depends on how those mods work. If they simply edit vanilla face preset NPCs for those factions and/or add new ones to the vanilla leveled lists (which looks like it might be the case), it should work; if it messes with the way those lists are set up in the first place then it won't

      The only way to know for sure is to check the plugins in xEdit and see if any of them mess with the vanilla LeveledNPC records beyond just adding new entries (e.g. creating new sub-lists and replacing all the vanilla NPCs with those sub-lists only).
    2. Thekillergreece
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      It does feel like there's less frequency of spawns for Proto (and Canine) races with those installed. Settlers have no issue. I guess I'll be fine.
    3. Blazze69
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      The "Generic NPCs" mods of mine don't inject that many new NPCs so if you combine them with other mods adding many more human presets then it makes sense that they'd be more scarce, yes. But as long as they still spawn, that means the mod still works.
    4. Thekillergreece
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      It definitely works, yup! I appreciate your efforts, it adds interesting race diversity among humanoid NPCs.
  5. LilithTheElder
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    I love what this mod does, but unfortunately I've had to uninstall it due to freezing and stuttering issues.  Running the Pre-NG version of the game from GOG.

    It only seems to impact performance when spawning in new NPC's.  I also have the Piper and Hancock addons and they work fine so far as I can tell.
    1. Blazze69
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      The mod includes all the required FaceGen data for the NPCs so there's no reason for that to happen. The only explanation I can think of would be the "game is unable to load facegen" bug which is a known issue... of the Next Gen update. So unless GoG got that bug in one of the earlier game versions, I don't see how that's possible.

      Try installing X-Cell (make sure to grab the right version for your game version) and enable the FaceGen patch, see if that helps.
    2. LilithTheElder
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      That worked.  Thank you for the suggestion. 

      And I don't understand it either.  I've read about the problem with NG and nothing about it on OG, yet here I am on 163 having that problem.  Go figure.  *shrugs*

      EDIT:

      And now I have a bunch of headless NPCs caused by X-Cell and no facegen files for the various mods that add them.  So I have to choose between all the quest mods I want to use and having lots of cool scaly NPC's roaming around.  Sad to say but it's going to have to be the former.  :/
    3. Blazze69
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      Or you could simply install CK Platform Extended and export FaceGen for those mods since it only takes a few clicks and a bit of waiting.

      In any case, blame the original mod authors for not doing things right since exporting FaceGen with the CK has been a thing since Skyrim and even older games like FO3/FNV (back when the CK was the Construction Set or GECK); if they skipped that step then that's on them.
    4. LilithTheElder
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      I wasn't blaming you.

      And I saw the thing about that fancy CK thing.  Looks a lot more complicated than I'm willing to deal with right now, but maybe sometime later.  And if the CK on FO4 is anything like the one on Skyrim, "waiting" is going to be a much bigger part of the process than you imply, lol.
    5. Blazze69
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      Sorry if that came off a bit rude, but I've seen a lot of people blame the X-cell author for "breaking NPCs faces" when the blame is 50% on Beth for breaking the FaceGen system they designed in the first place and 50% on mod authors for not exporting FaceGen as they should have, so I instantly assumed that was the case here too.

      While I've never used it myself (since I just generate FG the standard way), this tool looks like it may streamline the process for those that aren't well versed in Fo4 modding/using the CK, so it may be worth a try: Vault-Tec Enhanced FaceGen System - VEFS.
    6. LilithTheElder
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      No worries. 

      And thanks for the suggestion.
  6. BalloonieDragon
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    Some questions:

    1. How would I be able to try and add Proto-Argonians to the Minutemen?

    2. How could I make the spawns more common for settlers? I don't want them to entirely replace humans, but I'd prefer a more 50/50 split.

    Thank you.
    1. Blazze69
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      How would I be able to try and add Proto-Argonians to the Minutemen?
      You would have to create a bunch of duplicates of the vanilla Minutemen face preset NPCs and turn them into Proto-Argonians, then either directly edit the Leveled NPC record for the faces list to add your new presets (easier but prone to conflicts) or look at how the scripted injection is set up in this mod and replicate it for your new NPCs (harder but more compatible).
      How could I make the spawns more common for settlers? I don't want them to entirely replace humans, but I'd prefer a more 50/50 split.

      • "Proper" (but more tedious) way: add more Proto NPC face presets to the pool to offset the vanilla humans.
      • Hackjob way (easier but may result in lots of clones around): edit the vanilla faces presets to remove humans so their numbers are on par with the amount of Proto NPCs injected by this mod.
    2. BalloonieDragon
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      You would have to create a bunch of duplicates of the vanilla Minutemen face preset NPCs and turn them into Proto-Argonians
      Problem:
      Trying to change a duplicate face preset's race from "Human" to the PA's instantly crashes the entire CK. I have no idea why - do I need to also have CBBE enabled in data or something?
      Or am I supposed to make these presets in the Actors -> Actor -> Preset -> PA_ProtoArgonian -> [Gender] subsection instead of the "Human Race" actors subsection (And BodyGenData subsection) where the rest of the Minutemen faces are stored?

      EDIT: Holy s#*! I found there is a dedicated folder for P-Argonian NPCS in this plugin I somehow missed a dozen times looking through

      Thank you. I'm mainly familiar with NV's GECK so while I'm not a total noob, a lot of this is different and far more complicated haha
    3. BalloonieDragon
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      Yeah making a new post, trying to touch anything related to PA's crashes the CK. What is causing this?
    4. BalloonieDragon
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      I'm trying everything I can possibly think of (including the DLCs in the data list, including CBBE, mixing and matching, adding "pa_ma_protoargonian" to the keywords, etc) and it still crashes the moment I try to do ANYTHING involving the faces or bodies of the ProtoArgonians.

      Yes, the master file is loaded.

      How on Earth do I fix this? I can't make new face presets, nor even open pre-existing protoargonian faces!
    5. Blazze69
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      The CK is an utterly broken piece of garbage that simply does not work. It has always been like that and it will always be like that, because Bethesda doesn't care about modders.

      Your best bet is to install CK Platform Extended (formerly known as CK Fixes) and pray to the machine gods that it starts working.
    6. BalloonieDragon
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      I did see this but was worried it'd cause issues with your mod.

      I'll give it a try, thank you.
  7. hamkaas
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    Absolutely love this mod...
    Which makes me sad that i've singled it out as my ''problem causer'' as my game likes to freeze and stutter for several seconds while exploring, Maybe because it happens when it spawns the raiders with proto skins? i don't know... You've done an amazing job making this mod though!
    1. Blazze69
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      Sounds like what happens when there's no exported FaceGen data for the NPCs and the game is forced to generate it on runtime (which is very resource intensive and precisely why you are supposed to pre-generate it using the CK instead in the first place). *But* this can't be the reason because the mod already includes all the required FaceGen data.

      What version of the game are you using? I've seen some reports of this issue popping up lately for other mods and I'm beginning to suspect the Next Gen update might have broken the way the game loads pre-exported FaceGen data (since it has already broken other systems and the bug reports only started after the update).
    2. hamkaas
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      Hey thanks for replying

      I indeed use the latest version of the game, i was actually looking at downgrading it because it's causing so many issues
  8. Floppax
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    Some of the female argonian settlers have really weird faces. The red one with a short muzzle have weirdly wide jawlines and one of the two white settlers has puffed up cheeks.
  9. Floppax
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    I have made some more npc's in FO4Edit. How would I put them in the injection quest? When I tried and went through the npc's in game (Although I made an override record instead of a new record), they would appear as invisible (At least I think it was the npc's I  made). 
  10. Artanis637
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    Hey does this mod work for settlement settlers? Like the ones that are summoned via the recruitment beacons? 
    1. Blazze69
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      It should work there as long as you don't have other mods messing with the leveled lists that are used to spawn those, yeah.
    2. Artanis637
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      Interesting. It works great for Raiders and Gunners but I have yet to see any Settlers appear. I'll have a look in my mod list but off the top of your head are there any known mods that would mess with this?
    3. Blazze69
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      IIRC Workshop Framework messes with Settler spawns for... basically no reason whatsoever, but I think it only does so for the ones you manually spawn using that mod's management menu. Ones spawned naturally should use vanilla lists, but that might have changed or I might be misremembering. So if you use WF, that may be it.
    4. Artanis637
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      Yeah after some testing it is the Workshop Framework breaking the Mod, the patch for it doesn't seem to fix it either. So thats a bit of an issue. 

      Edit: Figured out a work around. Using the command player. placeatme 00020593 x (x = requested number) you can spawn settlers normally and the Proto-Argonians will spawn when using this. Just remember to assign them to a settlement. 
  11. BaneMaker
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    Hi we can have peoples on Diamond City all in Argonian race ? and my second question is : we can delete the ArgonianPlayerrace.esp but keep ArgonianRace.esp for just  have others NPC inn Argonian but not the player ?
    1. Blazze69
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      we can have peoples on Diamond City all in Argonian race ?
      Definitely possible. I have no plans to do such a thing myself though.
      we can delete the ArgonianPlayerrace.esp but keep ArgonianRace.esp for just  have others NPC inn Argonian but not the player ?
      Yes.