Not your mod, but... Feline Races - Big Cats of Fallout https://www.nexusmods.com/fallout4/mods/90862 Lupines - Wolf Racehttps://www.nexusmods.com/fallout4/mods/50529 I like your mod with subhumans mixed in with the settlers and raiders, not the Replacer version!
I love this mod, thats what i needed :D but is it possible to make a mod with generic Amelia npcs? this is the only thing what i would love more than this mod >.<
I'm afraid I have no plans for that. You can try to create one such mod yourself by using this one as a base (or any of my other Generic NPCs files) and editing the NPC records to be AMELIA instead, but that's all I can suggest.
This mod uses Papyrus scripts to inject new face presets to the vanilla leveled lists, so it should be compatible with *everything*. The only possible conflict would be mods completely revamping the way the game chooses random NPCs' appearance, which is very unlikely.
However, is there any way to remove human NPCs from the possibilities? It's a total ape-party in my Fallout, only a few non-humans appearing. Is there a way (I'm not asking for a change to this mod, just asking if anyone knows anywhere to alter a setting, console, settings file, whatever) to alter the chance that an NPC will be of a particular race? I'd like to set humans = 0. I've tried searching for mods, but either there isn't anything that just alters the race chance, or I don't know what keywords would turn it up. Thanks!
Update: I just installed this and the FFO mod, and they seem to play together surprisingly well. FFO's NPC replacer seems to handle the replacing all humans part, and and uses the races from these mods.
Just for the heck of it, I installed both the Canine and Argonian race mods (and their NPC replacers), alongside the Furry Fallout module (https://www.nexusmods.com/fallout4/mods/80471), and its NPC replacer.
Didn't use the furrifier script or anything special.
So far, everything seems to be working. I've got the dogs and argonians mixed in with the FFO races, and not a primate in sight so far, and nothing has exploded.
hey uhm, mesh problem here. Dunno how to upload pictures, but the male canine npcs have polygons on their abdomen shooting off to their left. It seems to be only males, only when in underwear and only npcs as far as I can tell. It seems to happen to all canine races of this mod and they all have the same problem with the same polygon shape. I've tried reinstalling this mod, reinstalling the main canine mod, downloading some male body replacer like superhero bodies or enhanced vanilla bodies, but nothing changed I think. Any ideas?
So I'm noticing an issue with this. It seems the new NPCs are... set up weirdly, in the sense they don't work fully with Sim Settlements 2. For example in HQ, they don't take on new uniforms, and with outposts they can't be used for assaults. Happens with all of your generic NPC mods. Not sure if you can fix it, but it would be very much appreciated! Edit: Nevermind. Just had some NPCs show up who were canines. Looks like I just have some save file corruption... Edit 2: Turns out it may be these mods. I've been told that if race mods break level lists, then they can prevent SS2 functions from working fully.
These mods don't "break" leveled lists, they only add new NPCs to the "Faces" lists for the vanilla factions.
Outside of your entire game (or at the very least Papyrus) being completely broken and having a stroke while trying to inject the new NPCs via script, I don't see how that could happen.
That is upsetting. My game must genuinely have save file corruption in that case. Thank you for the response, and apologies for... coming across as accusing you of this bug.
I've thought about it, but that would take way too much work to do right, and it's not even guaranteed to work.
Changing Dogmeat's race would break scenes that require him to play specific anims (like being pet when the PC first meets him, or sniffing Kellogg's cigars in Diamond City), so those quests and scenes would need to be edited to skip those triggers. Dialogue would also need to be made (since barks and growls are part of the dog anims themselves, so there's nothing left once those are gone), so that means 1) actually coming up with dialogue for him and 2) recording sound files for that dialogue (whether using ElevenLabs or splicing sounds from an ingame voice).
Just an idea if this ever comes to fruition, why not keep the barks and such as a voice file, put the race as the 'canine' however that go/with scene edits, and put bandages on his head so its like he lost the ability to speak ect?
61 comments
Anthro Deathclaw Race https://www.nexusmods.com/fallout4/mods/49757
The Selachii - Shark Race - OUTDATED https://www.nexusmods.com/fallout4/mods/45971
Not your mod, but...
Feline Races - Big Cats of Fallout https://www.nexusmods.com/fallout4/mods/90862
Lupines - Wolf Racehttps://www.nexusmods.com/fallout4/mods/50529
I like your mod with subhumans mixed in with the settlers and raiders, not the Replacer version!
However, is there any way to remove human NPCs from the possibilities? It's a total ape-party in my Fallout, only a few non-humans appearing. Is there a way (I'm not asking for a change to this mod, just asking if anyone knows anywhere to alter a setting, console, settings file, whatever) to alter the chance that an NPC will be of a particular race? I'd like to set humans = 0. I've tried searching for mods, but either there isn't anything that just alters the race chance, or I don't know what keywords would turn it up. Thanks!
Didn't use the furrifier script or anything special.
So far, everything seems to be working. I've got the dogs and argonians mixed in with the FFO races, and not a primate in sight so far, and nothing has exploded.
*Glee!*
I've tried reinstalling this mod, reinstalling the main canine mod, downloading some male body replacer like superhero bodies or enhanced vanilla bodies, but nothing changed I think.
Any ideas?
Try installing the ZeX skeleton, see if that helps.
Not sure if you can fix it, but it would be very much appreciated!
Edit: Nevermind. Just had some NPCs show up who were canines. Looks like I just have some save file corruption...
Edit 2: Turns out it may be these mods. I've been told that if race mods break level lists, then they can prevent SS2 functions from working fully.Outside of your entire game (or at the very least Papyrus) being completely broken and having a stroke while trying to inject the new NPCs via script, I don't see how that could happen.
Thank you for the response, and apologies for... coming across as accusing you of this bug.
Changing Dogmeat's race would break scenes that require him to play specific anims (like being pet when the PC first meets him, or sniffing Kellogg's cigars in Diamond City), so those quests and scenes would need to be edited to skip those triggers. Dialogue would also need to be made (since barks and growls are part of the dog anims themselves, so there's nothing left once those are gone), so that means 1) actually coming up with dialogue for him and 2) recording sound files for that dialogue (whether using ElevenLabs or splicing sounds from an ingame voice).