Fallout 4

About this mod

Adds 5 custom playable races of anthropomorphic canines with custom-made heads and assets, for use both by the player and custom NPCs.

Requirements
Permissions and credits
Changelogs
Description:

Adds 5 custom playable races of anthropomorphic canines with fully animated headparts and some customization options.

Requirements:


--- F4SE
--- Caliente's Beautiful Bodies Enhancer -CBBE-
--- LooksMenu

--- ZeX - ZAZ Extended Skeleton

--- Race Changer
(OPTIONAL, only required if you intend to change the Player's race on an existing save).
--- Bodyslide and Outfit Studio
(OPTIONAL, only required if you want to customize the body shape or swap between Nevernude and Nude versions of the bodies).

CUSTOM HAIR REQUIREMENTS:
(Required for the custom KS hairs included with the race to work; otherwise, there will be texture bugs. Only materials and textures are required, meshes and plugins can be safely skipped/deleted if desired).
--- Commonwealth Cuts
--- KS Hairdos – Addon with Physics


Race Information:

PROJECT HELIX - SITE BRAVO - RESEARCH LOGS - DR. FORSYTHE
WARNING! Classified Information. L Clearance required to access.
NOTE: Q Clearance has not been detected, Top Secret information has been redacted. Please provide Q clearance to access the full logs.
NOTE: Profanity detected, profanity filter is in effect. Please contact your system administrator to disable the filter.

The following files include a summary of each experiment's result, as well as the transcript of Dr. Forsythe's recorded voice logs on the matter.


RESEARCH LOG - DR. FORSYTHE - EXPERIMENT 4753686570
SPECIES: Canis lupus familiaris - German Shepherd
Spoiler:  
Show
RESULT: Success

SUMMARY: Source samples obtained from animals in current service with best records for physical and mental abilities. Genetic code stabilization achieved in under a week of data processing (MOREAU AI - Mainframe). Subjects displayed extremely high viability rate and responded well to growth acceleration. Physical ratings consistently within SUPERIOR and EXCELLENT categories. Robust mental and social ratings, great adaptation to environment and no major instabilities. Great prospects for future application. Combat training and field testing to take place as soon as subjects' development allows for it.

PERSONAL NOTES: I don't know why this wasn't done sooner. Prioritizing wild wolves made sense, but once we cracked that nut, going for dogs was a no-brainer, unlike some of the more... questionable species choices being thrown around by some Project leads. I mean... ungulates, really?

PS: subjects display abnormal fur growth on their heads, more akin to human hair than anything from their source species, and sometimes with wild differences in shade with the rest of their coat. We still don't know the exact cause of this, and it it seems to be hit or miss; I got word from the team at Site Charlie that their initial test subjects for Panthera leo display a more species-appropriate pattern, while the original EC subjects all seemed to get the former instead.

RESEARCH LOG - DR. FORSYTHE - EXPERIMENT 446F626572
SPECIES: Canis lupus familiaris - Dobermann
Spoiler:  
Show
RESULT: Inconclusive

SUMMARY: Genetic code stabilization achieved in a day of data processing (MOREAU AI - Mainframe) thanks to previous results. Test results slightly varied compared to EXPERIMENT 4753686570, but no statistical significance was detected. Combat training and field testing to take place as soon as subjects' development allows for it.

PERSONAL NOTES: We had to try, seeing how well the previous attempt well. Results are actually quite decent, and in line with the previous experiment, i.e. these subjects will fit the Project's requirements nicely, they're just no different from the previous set, which means this time could have been invested in a different species (or refining any of the successful ones so far). There's still another experiment left in this line, so we will have to see.

PS: all subjects undergo tail docking and ear cropping. Gen. [REDACTED]'s orders. I'm pretty sure that's illegal in the EC, but we're not there anymore. Not like the laws would apply here, since these aren't just "dogs" anymore. In any case, I have to hand it to the General at least, they do look better like this. Floppy ears are not exactly imposing, and the tail is an annoyance for gear compatibility as seen with Experiment 4753686570.

RESEARCH LOG - DR. FORSYTHE - EXPERIMENT 526F747477
SPECIES: Canis lupus familiaris - Rottweiler
Spoiler:  
Show
RESULT: Inconclusive

SUMMARY: N/A

NOTE: Gen. [REDACTED] ordered line of research to be shut down. Resulting subjects reassigned to EXPERIMENT 4753686570. Resulting subjects from EXPERIMENT 446F626572 followed the same reassignment.

PERSONAL NOTES: That's two for two on inconclusive results, and the General is not happy about this at all. We've been ordered to cut off any more experiments on dog breeds, and focus on actual new species instead. Thankfully we could make the case that the existing subjects should be kept in the project; they may not provide a huge advantage over the main research line, but the expansion of the gene pool should be useful for selective breeding and avoiding possible genetic defects from becoming overexpressed.

RESEARCH LOG - DR. FORSYTHE - EXPERIMENT 576F6C66
SPECIES: Canis lupus - Wolf
Spoiler:  
Show
RESULT: Success

SUMMARY: Source samples obtained from wild animals showing exceptional traits ([REDACTED] National Park, CA). Genetic code stabilization achieved in two days of data processing (MOREAU AI - Mainframe); process was slightly slowed down by limited source genetic material. Subjects presented full viability rate; response to growth acceleration fell within acceptable limits. All ratings consistently within SUPERIOR and EXCELLENT categories. Great prospects for future application. Combat training and field testing to take place as soon as subjects' development allows for it.

PERSONAL NOTES: The General insisted we do wild wolves next, even if Site Alpha and Site Charlie already have their own experiments on the way (with varying levels of success, or so I'm told by the teams I have contact with). There seems to be some kind of [PROFANITY FILTER]-measuring contest going on between him and the head honchos of those two other sites. I do not make the calls, and this taxpayer money being thrown around, anyway. Results have been good despite the limited amount of samples we were provided, so this time wasn't wasted, at least. I hope they don't mind all subjects looking like clones of each other, though.

PS: the hair weirdness is rearing its head, again. Male subjects seem to display no instances of such growth at all, while females do (although still at a lower rate than subjects from the previous Experiments). I still find it amusing how we are able to grab a random animal and turn it into an anthropomorphic sapient being, but we still cannot tell why they sometimes get humanlike hair in the process and sometimes don't. We are really just stumbling in the dark while playing God without care here, aren't we?

RESEARCH LOG - DR. FORSYTHE - EXPERIMENT 48454C4C
SPECIES: ????????? - Codename: HELLHOUND
Spoiler:  
Show
RESULT: Success (?)

SUMMARY: EXPERIMENT 576F6C66 subjects exposed to [REDACTED] (codename: Element CXV) during an incident in the transport of CXV to [REDACTED] for further study. The incident resulted in an explosion that caused life-ending injuries to subjects, but exposure to CXV somehow prevented fatalities despite extensive disfigurement. Subjects showcased greatly enhanced healing factors and increased resilience after the incident. Subjects reported extreme levels of pain and stress in the process, and lingering chronic pain afterwards. Mental stability of subjects negatively impacted; Subject [REDACTED] became aggressive and had to be neutralized. Dr. [REDACTED] pointed out similarities with preliminary results of acute radiation poisoning on humans, from ongoing experiments at [REDACTED]. Genetic material harvested from subjects to generate offspring. Offspring seemed to retain most of the positive effects of exposure while lacking the negative effects on mental stability. Offspring retain a certain amount of disfigurement, cause: unknown. Trace amounts of CXV found in the organism of both initial subjects and offspring, cause: unknown.

NOTE: Gen. [REDACTED] ordered this be made into a new research line, and training regimes be designed for the new subjects. Designation: HELLHOUNDS.

PERSONAL NOTES: [PROFANITY FILER] hell, where do I even begin. I need this to be on record, in case they ever cover it up.

A convoy carrying something called "CXV" to the [REDACTED] Materials Research Facility had to make an unexpected stop in our facility instead, and a set of Experiment 576F6C66 subjects currently in training were order to transfer it to a new vehicle (which I should say was extremely unusual). Then there was an explosion, and all hell broke loose. Literally. The vision of Subject [REDACTED] walking out of the flames with burns and missing chunks all over his body and his face burned to the bone while somehow still alive will forever haunt my nightmares. They all survived somehow, and even gained enhanced healing abilities, although they seemed to be stuck with the disfigurement. The General thought it was fitting to name them "Hellhounds", I don't see the fun in that, but what should I know.

The poor bastards that made up the initial "batch" suffered extensive mental damage and instability as a result; I can only describe what they experienced as... "going feral". Thankfully their offspring seemed to fair better on that aspect, although they still kept the facial disfigurement. Somehow. Probably related to the fact that we've detected trace amounts of CXV in their bodies even though there was nothing left after the explosion, but we have been barred from any further research into it. We were just allowed to make sure we wouldn't need to use hazmat suits around the subjects, and that's it. Something really [PROFANITY FILTER] weird is going on, but we will have to just carry on and pretend it's all fine.

PS: I will never get used to these new subjects. Staring at you with those skull faces, like it's nothing. I guess it's not their fault, but I keep flashing back to the incident whenever they do, and can't help but feel there's something off about them.

RESEARCH LOG - DR. FORSYTHE - EXPERIMENT 48454C4C-1
SPECIES: ????????? - Codename: HELLHOUND - SKINWALKER
Spoiler:  
Show
RESULT: ???

SUMMARY: ???

PERSONAL NOTES: Oh, [PROFANITY FILER]. That's it. If anything gets me killed, it will be this. But I want it to be on record too. I'm still shaking so I'll try to get the basics down at least.

Got woken up in the middle of the night. Orders from the General, had to receive some special samples and process them right away, but just the absolute minimum personnel required for that, and only the ones with high enough clearance. Escorted to a side entrance in a remote corner of the perimeter, where a nondescript van was waiting for us. Team of even more menacing-looking soldiers, with top-tier tactical gear on top of civilian outfits. No badges or logos that I could tell, and they all wore masks. The leader seemed to be extremely pissed, and had some words with the General about their "deal" and someone "not being happy about this" and "consequences". The General was dismissive, and just had them hand over some samples in a small sterile container. Blood, fur and a bit of bone. Caught a glimpse of a small tattoo on the leader's arm, some kind of circle with some arrows. It's the only identifying mark I could see at all, so I figured I would put it on record too. The newcomers got into the van and disappeared into the night, and we were told to process the samples and getting to work. Part of EXPERIMENT 48454C4C, they said. Have to get get the new data merged with the existing one.

These samples are unlike anything we've seen before. They're also quite damaged so part of the code will be missing, but MOREAU's initial analysis pointed at compatibility being high indeed. It's crunching the code right now. What the [PROFANITY FILTER] have we gotten ourselves into?

ADDENDUM: It worked. We've integrated the genetic code from the mysterious sample into the Hellhound line, and the first subjects have been generated. They are... unique. Some of them have bioluminiscent eyes without a defined pupil, although their vision seems to still work fine and even be sharper than other subjects', and some of them have grown... antlers.

The General assured us that it's just due to a mixup with MOREAU. Site Charlie finally got green light for their ungulates, and made a batch processing request while MOREAU was crunching our numbers. Some of the data streams must have mixed, and that's why our subjects got antlers. Happy little accident, could have resulted in a total failure instead. The issue is already being looked into and it won't happen again. No word on the eye thing, we are just supposed to pretend it's perfectly normal.

[PROFANITY FILTER]. I don't know where that sample came from, and I don't want to know, but whatever it is, it's not something we should be playing around with. I'm putting a request for a transfer out of this as soon as I'm able to.

NOTE: End of research logs due to Research Head transfer. For further logs, see entries for Dr. [REDACTED].


Notes for Character Creation:

--- If you do NOT want to play as a canine, and only want to install the base race mod itself (e.g. because some other mod you use adds canine NPCs and has this mod as a requirement), simply don't install or enable any of the Player plugins included here! The FOMOD installer should handle that choice for you, but this is worth pointing out regardless.

--- All races start the player and their spouse in chargen with a "base" preset (Preset 01) that has no morphs or extra tints applied, to act as reference for what their basic look is and to work as a blank canvas or a "reset" button" for customization. As a result, these may look a bit "samey" or barebones at first; the idea is to either browse through the rest of the available race presets to find one you like better or to start customizing them further from that base (or both).

--- Hellhounds will use their original "zombie/decayed skull" head variant by default; in order to access the alternate version with an oversized (but arguably more visually pleasant) "full skull face", first select one of the race presets that use the latter before creating your character (Preset 04 is the "base/default" one in this case).

--- Hellhounds have an alternate body + head texture set available as a LooksMenu Skin Override (apply them from the Skin submenu in the Body tab) that makes them bloody and decayed, as opposed to the default "clean and healthy" look. Likewise, German Shepherds have an alternate skin that gives them a Dobermann coat instead of their default one.

--- The Player module of this mod requires a new game to work properly! Installing this on an existing save where the player is human (or anything that isn't a previous version of this very own mod) is not officially supported and is likely to lead to bugs like human heads on canine bodies, bugged face textures, bugged skin tints, and so on. If you attempt to use this on an existing game, you do so at your own risk (but in that case, make sure to install Race Changer).

--- Some of the races have extra customization options (such as extra fur layers for the face on German Shepherds or antlers on Hellhounds) available in the "Facial Hair" submenu; highlight/select the corresponding face region and hit "T" to access it.
(LooksMenu might bug out after selecting it; see "Known Issues" below for what to do).

--- The differences in head shape between the races in the pack mean not all races have access to all of the hairs included in this mod. Rottweiler will have the most options, Wolf and Hellhound will have the least amount, and German Shepherd and Dobermann will fall somewhere in the middle.

--- Canines will use a custom body with beast feet by default, customizable through Bodyslide sets (for both males and females) and with nevernude and nude options available. Default meshes are Nevernude and use the CBBE/BT3 Zeroed Sliders shape with pre-generated morph data for ingame morphing.


--- Due to the way equipment slots and body meshes work in Fallout 4, any items or outfits that take up the default outfit slot (Slot 33 - Body) will replace the custom beast legs/feet with whatever meshes are included in the outfit nif itself, presumably human legs and feet. This is unavoidable. The custom feet will only be visible when naked or wearing gear that has been edited to use the custom beast-feet body meshes.

--- There is a wearable "Tail Hider" item available under the "K9 RACES" category in the Chemistry Workbench, in case you ever want or need to hide the tail on any of the races.

--- There's also a small amount of craftable dog-themed headgear items under that category that should fit the canine heads, in case you don't like the vanilla refits or want something else to wear. Any mod-added items would need to be manually converted to fit the race, if desired.
Spoiler:  
Show
This also includes a certain bonus item. Female-only, includes Bodyslide support.

Recommended Mods:

--- Start Me Up Redux by Dashboarderian (Original mod by TinyManticore): SMU is strongly recommended, in order to prevent the game's plot and dialogue from going completely haywire due to the change to the player's species. To do so, simply choose one of the starts as a random wastelander that removes any mentions to the PC being related to Shaun and having lived pre-War. (It should be noted that while SMU is still not a hard requirement and the mod should work without it, the tests on a 100% vanilla start have been minimal and there could be some weirdness involved).

Patches and Extras:


CUSTOM RACE HEADWEAR REFITS - REDUX
--- Adds custom race support to vanilla headwear items. Supports Canine Races.
---> Custom Race Headwear Refits - REDUX
v3.2


CANINE RACES - GENERIC NPCs
--- Adds new generic NPCs using Canine Races to different factions throughout the Commonwealth.
---> Canine Races - Generic NPCs


Known Issues:

--- The tail may spazz out and get stuck in a weird/distorted position, especially after using some crafting workbenches or furniture. Simply open and close the PipBoy and the tail should go back to normal.

--- Certain outfits may automatically cause the tail to bug out when worn, with no amount of Pipboy opening and closing being able to solve it; this happens when the outfit uses the exact same vanilla long coat cloth physics set/data as the tails do, and there's no way to avoid it other than using the Tail Hider item for as long as the outfit itself is worn.

--- On certain races, highlighting the different face regions in LooksMenu may cause the head to become invisible. The bug goes away as soon as you stop highlighting the region or enter edit mode for that region, and thus shouldn't interfere with character creation much beyond being a minor visual annoyance.

--- If using any of the Skin Overrides applied through LooksMenu's body tab, these may bug out after loading a save or changing cells and either fail to load the override texture on body and hands (in which case you'll have to equip-and-unequip an item in each slot in order to "bump" LooksMenu into loading the proper textures) or un-apply itself altogether (in which case you'll have to open LooksMenu on the player and apply the override again). These are caused by bugs in the LooksMenu .DLL code itself and there's nothing we can do to solve them.

--- If you are using NAC X, canines may end up displaying a blatant texture mismatch (most notably a difference in shine/gloss) between body and hands or head while wearing certain outfits. This is caused by NAC X's edits to the default head/hands/body skin materials, and there's nothing to be done about it from this mod's end.
--> Do note that this bug may apply to other custom races as well.

--- LooksMenu may bug out and enter a "glitched" state where pressing any key always shows the same (wrong) submenu, and trying to click or hit "E" keeps returning to the base UI/menu instead. This is a vanilla LooksMenu bug and is very prevalent when editing Nora during initial chargen. If this happens, do this:
  • Return to the base UI/menu, and hit "F" once. This would usually open the face regions menu, but the UI on the right will still show whichever one LM is stuck at.
  • Avoid hitting any keys or hovering the cursor over the bugged menu on the right. Slowly move the cursor over the PC's face until you manage to highlight (with the "green hologram" effect) either the hair or eyes.
  • Hit "C" once. This will open either the hair color or eye color selectors, depending on which of them was highlighted. (The UI on the right should un-glitch itself and show the corresponding options).
  • (Optional) Use the mouse or arrow keys to browse through some eye/hair color options at random, and make sure they work/change properly.
  • Back out of the color selector menu
This should (key word: should) reset LM to a working state and allow you to continue editing your character. Note that you may need to do this several times throughout a single chargen session.

Changelog:

V1.0

--- Initial Release


Credits and Thanks:


Mod created by ASlySpyDuo - Beardofsocrates - Blaze69.
German Shepherd and Hellhound body textures and head mesh refits by Synths.


ShadowLiger for Proto-Argonian Race and Dogmeat's Many Faces New Vegas Canine Edition.
Bad Dog for Furry Fallout 4.
Caliente and Ousnius for Caliente's Beautiful Bodies Enhancer -CBBE-.

TheBottomhoodofSteel and the rest of the authors for BodyTalk3.
JJerem for Werewolf Totem Skull Replacer.
Bellyache for Bellyache's Dogmeat Mutts.
MentalHygiene for Alternate Dogmeat.
Lind001 for Lind's Elven Eyes.
nevenbridge81 for Natural Eyes.
Dark1Nova for Elegant Beauty Stunning Eyes.

Ascendia for Wasteland Fashion - Hair.
AtmaChaos for Forever Young - Simple Ponytail Hairstyle.
Elianora for Eli's Armour Compendium.
ajhakra for ajhakra's Cubemaps.
BlunderFury for People Collars.
Aubri, Monno and highhthere for Monno's Bikini - CBBE - BodySlide.

Title image by Potatoes.

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Activision, Infinity Ward and Raven Software for their great work on the whole Call of Duty saga, and Call of Duty:
Ghosts as well as Call of Duty: Black Ops III and Call of Duty: Black Ops 4 in this case.


DISCLAIMER:
All Call of Duty: Ghosts, Call of Duty: Black Ops III and Call of Duty: Black Ops 4 assets used in this mod are the sole property of Activision, Infinity Ward and/or Raven Software. I have no claim to these assets and I simply ported and edited them for their use in Fallout 4. No profit or gain will be made from their use.

Should the copyright/asset owners ever request this file to be taken down for whatever reason, I will gladly comply as soon as I am able to.

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- "Wolf skull" (https://skfb.ly/6XFYr) by Virtual Museums of Małopolska is licensed under Creative Commons Public Domain (https://creativecommons.org/publicdomain/zero/1.0/).
- "Glasses" (https://skfb.ly/6BAFR) by vinigor is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
- "Magenta And Blue!" (https://skfb.ly/6QUPX) by Lizzy Koopa is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

Note: according to permissions, everything here should be fine, but if any author wants me to remove their assets from this file for some reason or to edit the credit section, just let me know and I will comply as soon as possible.

NONE OF MY ASSETS CAN BE USED IN MODS AVAILABLE FOR SALE OR OTHERWISE REQUIRING PAYMENT IN ORDER TO BE ACCESSED. EVER!