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ASlySpyDuo - beardofsocrates - Blaze69

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Blazze69

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61 comments

  1. BARUKICHI
    BARUKICHI
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    Can you make other race mod versions?
    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    The Selachii - Shark Race - OUTDATED https://www.nexusmods.com/fallout4/mods/45971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!
    1. Blazze69
      Blazze69
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      I'm afraid I have no plans to make more of these Generic NPCs mod for the time being.
    2. BARUKICHI
      BARUKICHI
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      Well, that's quite a shame. Please feel free to work on it whenever you feel like it!
  2. phantomshotgun
    phantomshotgun
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    Sorry if this seems silly to ask, but i assume this mod can work fine with the NG patch?
    1. Blazze69
      Blazze69
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      Yes, it should.
  3. Amun1988
    Amun1988
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    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 >.< 
    1. Blazze69
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      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.
    2. Amun1988
      Amun1988
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      Thank you, I'll try my best :D
  4. proxdgamer4a
    proxdgamer4a
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    We need a generic npc for super mutants and ghouls
    1. Blazze69
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      Neither of those use (playable) humanoid skeleton or animations like these races do so I'm afraid that's not possible.
  5. MaverickTheDerg
    MaverickTheDerg
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    Will this work alongside Furry Races Overhaul? If not, no biggie. I don't mind being the only pupper (aside from dogmeat) in the game. :)
    1. Blazze69
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      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.
    2. MaverickTheDerg
      MaverickTheDerg
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      Perfect! I appreciate it!
  6. CoyoteConscious
    CoyoteConscious
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    I love this!

    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!

    1. CoyoteConscious
      CoyoteConscious
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      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.
  7. Thekillergreece
    Thekillergreece
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    Does this race replace all humans or they can spawn alongside with humans?
    1. Blazze69
      Blazze69
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      They spawn alongside humans (as well as any other races too if you install their own "Generic NPCs" files).
    2. CoyoteConscious
      CoyoteConscious
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      Is there a way to get it to not spawn humans?
    3. CoyoteConscious
      CoyoteConscious
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      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.

      *Glee!*
  8. ALycanthrope
    ALycanthrope
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    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?
    1. Blazze69
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      That shouldn't be happening with the NeverNude bodies but perhaps I forgot to remove some of the non-vanilla bone weights from them.

      Try installing the ZeX skeleton, see if that helps.
    2. ALycanthrope
      ALycanthrope
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      yup, that worked. Thanks!
  9. PeskyFox
    PeskyFox
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    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.
    1. Blazze69
      Blazze69
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      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.
    2. PeskyFox
      PeskyFox
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      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.
  10. ctune
    ctune
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    Cool Idea. Now if someone could make a Dogmeat replace to use this.
    1. Blazze69
      Blazze69
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      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).
    2. NexusSucksToMe
      NexusSucksToMe
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      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?

    3. themanbuckeh
      themanbuckeh
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      "Bark!" (Why won't anybody listen to me?)