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  1. zackisokay
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    it would be nice if there was a way for it to make sims use the furry eye preset, for those who use wicked whims the eyelids break and we gotta fix them lol
    1. FellowFur
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      It already does this! It's in Settings > Debug > Reset Sculpts, which will reset the eye preset on them. There's also a setting in that menu to automatically reset the preset on all sims when they load in.

      Is WW what causes the eyes to break sometimes? I've known it was an issue but never known the cause. Would you happen to have noticed anything the mod does that triggers the eyelids breaking? I might be able to find a more effective solution to the issue.
    2. zackisokay
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      so any new furries who have not done any WW animations before, when they do the eyelids break but when i fix them in CAS they dont break anymore, so it just seems any new furries that are automatically made and do WW animations the eyelids will break
    3. zackisokay
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      okay i even go into  Settings > Debug > Reset Sculpts, the eyes reset but any time npcs do WW animations the eyes break again after i fix them
    4. zackisokay
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      npcs seem to be losing the eye preset anytime they do WW animations
    5. FellowFur
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      That's good to know, I'll look into it. Thanks!
    6. zackisokay
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      really hope you find a fix! lol
    7. FellowFur
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      Good news, I contacted the developer of WW and we were able to find the issue. They said they'll fix it on their side in a upcoming update. I'll also look into fixing it on my end as well, but that might be a bit tricky so we'll see.
  2. pepperplays44657
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    update: now more parts dont show, sims often spawn in with just skins, some parts just render all black, heres a link to a video, screenshots and log files https://drive.google.com/drive/folders/1Lvn1Q56Ds_yjIfrM020ac1oML625c5KZ?usp=sharing I may update folder by adding stuff, also theres a screenshot on how everything is set up inside my mods folder.
    1. pepperplays44657
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      also heres another link because idnt think it will keep all my log files in it, idk if the 1st link will work or not, anyways: https://drive.google.com/drive/folders/1VNeJ37C8qYPbHvHITb3ZVyFoeJNYCUpX?usp=sharing
    2. pepperplays44657
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      update: made subfolders for ease of access to the files in them 
      link1 (screenshots, videos, and readme file) (vids, screenshots and readme file folder)
      link2 (logs folder - be prepared to see like 100+ of log files tbh idk how many there are) (logs folder)
      the folders have the contents of: screenshots, videos, logs and a readme file with more useful explinations on my issues
      also note that the videos arent named so they may be random but the one you're looking for is the one that's 6 minutes long, the others are just more footage of the issue, the 6 minute has more visuals as i show myself 'furrifying sims, and showing more issues.
      i havent shown an infant/newborn yet but do know that when they join the household bar menu thing (or spawn in) they are pure white, even after i installed the infant mod. it worked when i furrifed them, (for infant, toddler or kid+) but idk of it works w newborns, anyways theres more info, and links
    3. FellowFur
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      Okay, it looks like the mod is trying but failing to apply parts from SoraFoxyTeil's Furry CC. Do you have that CC installed? If so, try re-installing it. If not, check the settings menu and disable the CC in the Manage CC menu. There should also be an option in there that let's you check if it's installed correctly or not.
    4. FellowFur
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      Oh, as for the infants, that's a settings issue, it'll be fixed in the next update. The 'Exempt Active Household' setting currently prevents them being furrifier automatically.
    5. pepperplays44657
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      also the vid which is 6 minutes long (its actually 7:16? minutes long? idk i forgot) the name of it is The Sims 4 2024-05-02 19-50-47.mp4
    6. pepperplays44657
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      yes ill try that and reply back if it works
    7. pepperplays44657
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      does it need to be extracted or not? 
    8. pepperplays44657
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      im going to try disabling it and see if it makes a difference, if not ill try to reinstall it 
    9. pepperplays44657
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      ok, so i disabled it (the cc), its still not auto loading them, is there something i need to turn on or something? or maybe restart my game?
    10. FellowFur
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      The files absolutely need to be extracted. You should only disable it if you don't want it though, if you want it but just didn't install it correctly leave it enabled.
    11. pepperplays44657
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      it works now, but i still want the other cc (the furrifier part works, maybe i need to restart the game) anyways is there instuction u can give me on how to install the cc properly? 
    12. pepperplays44657
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      oh ok, i still dont know why they arent loading them, maybe i need to replace it
    13. FellowFur
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      You do need to restart the game to reinstall or extract the CC properly. You shouldn't need to restart it for changing any furrifier settings. I think the only advice I can give on installing is to make sure it's in the same mods folder as your other furry CC, fully extracted from any zip/rar/7z/etc files.
    14. pepperplays44657
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      I restarted applied the cc and now it works great! ty for the help!
  3. pepperplays44657
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    the npcs and spawned sims on mine have the fur, but never muzzles, it says a few arent recognized but when loaded into a game most of the sims have ears, tail and skin but no muzzle, some dont even load as a furry at all, i have auto enabled and setttings on, maybe its the way the files are in my mod folder? i have extracted all furry mods and put all package files in the mod folder, i kept the furrifier mod in its own folder, can someone help me with this issue? would really appreciate it.
    also idk if this is were u get support w mods ive never chatted here before
    1. FellowFur
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      Yes, you can get support here! Could you elaborate on what you mean by 'a few aren't recognized'? Also, if you can turn on 'Logging Mode' in Settings > Debug, and send me a log file created when the mod attempts to furrify a sim but doesn't give them a muzzle, it will help me fix the issue.
    2. pepperplays44657
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      update: now when i click on sims and furrify them some parts dont show (muzzle, tail, etc) i can provide screenshots, also i do have the files and there are lots of them so it will probably be a folder. also i have no idea how to put pictures on here from my desktop but if i can figure out how to get a google drive thing ill do that
  4. esf349
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    With the new update I am getting double "Avoid SaveStates heads" in the settings menu and body hair is still happening, even though it is set to auto remove, on one my sims specifically arm hair.
    1. FellowFur
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      I took a look, the doubled setting was a mistake, it'll be fixed in the next update. I need some more info on the body hair thing though, I can't replicate it. It would help if could answer these questions:
      1. Did the hair never get removed when then were furrified, or was it removed and then grew back?
      2. Does it get removed now if you use the Apply Preferences option on them?
      3. What age, gender, and occult type are the sim?
      4. Is it just the arm hair, or all body hair?
      5. Was the sim initially furrified on a version of the mod before the no body hair option was added?
    2. esf349
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      1 -> answer: what I did is exempt my sim from the auto furrifier and mark them as a furry before enabling auto furrify.
      2 -> answer: i have clicked "Apply Preferences" two or three times.
      3 -> answer: young adult age, female, no occult/human occult.
      4 -> answer: just the arm hair.
      5 -> answer: nope, but the saved game was started with previous version of this mod, 1.3.1

      26th edit: honestly i might just start an all new game as im getting errors for i believe aliens in disguise but their disguise is not being auto furrified. here is the error:

      Traceback (most recent call last):
        File "furrifier_main_functions.py", line 132, in refurrify_world
        File "furrifier_main_functions.py", line 102, in refurrify
        File "furrifier_main_functions.py", line 624, in disable_growth_if_required
      AttributeError: 'NoneType' object has no attribute 'has_trait'

      Problem Sim: Nikita Cottrell
    3. FellowFur
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      You shouldn't need to start a new game for anything, nothing should be broken by starting the save on an earlier version. The disguised aliens thing was another mistake on my end, I always forget to test them and they often have issues caused by their disguise and true forms being furrified differently. It'll be fixed as soon as I can figure out this body hair issue.

      I still can't replicate it though. Sorry about all the questions, but I can't figure out what this issue is:
      1. When using "Apply Preferences", are you using the option to apply to the world or just the one sim? Exempting a sim from the Auto furrifier also exempts them from the apply to world option, I'll try to make that more clear in the description.
      2. Are you using 1.4? The Apply Preferences options were completely broken on 1.3 and 1.3.1 (my fault entirely).
      3. If you made the sim yourself, are they actually a furry sim? As in, do they have some supported furry head part? If not the mod will have trouble recognizing what to do with them.
      4. Are you sure that the sim's arm hair is from the game itself and isn't from some CC?
      5. If you have some way to see your sim's hidden traits (MCCC can do this), can you check if they have a hidden "No Body Hair" trait?

      Two more things, save your game before checking these so you can just reload the save afterwards.
      6. Is 'Apply Preferences' actually working? For example, if you change your preferred leg type, and use 'Apply Preferences', does their leg change?
      7. If you change the sim's species to another species using the furrifier, does the arm hair finally disappear?
    4. esf349
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      1. i have done both apply to all sims and apply to current sim
      2. i have updated to 1.4
      3. i did make the sim myself and used all supported cc on them (SaveState and springroll specifically for what i used)
      4. the arm hair is from the game i do not have any cc for arm hair (nothing with a wrench/spanner icon) though i have cc for torso, back, and leg i don't know from what mod as i have a number of mods i use.
      5. yep sim has the "No Body Hair" hidden trait from your mod
      6. yep applying does work as the feet do change when i switch the feet to none, plantigrade, or digigrade.
      7. i have no idea, but i assume it does work for the sims that were furritized since it does work for the other two sims in my household as they are from the game (Knox Greenburg and Rory Oaklow) while the sim i created obviously is not from the game or dlc.

      i also should have put in that i am using whickedwhims and some other mods but i think only whickedwhims could possibly affect this mod.

      out of curiosity i tried changing to every species including ones that are added from sora and springroll support, and i encountered an error when changing to a lion for any sim. here is the error:

      Traceback (most recent call last):
        File "furrifier_api.py", line 25, in main_furrifier
        File "furrifier_main_functions.py", line 31, in furrify
        File "furrifier_main_functions.py", line 552, in get_species_tags
      ValueError: Given species 'lion' is not valid for sim.
      Sim tags: SET_SAVESTATE, SET_CYANGEOM_KIDS, SET_SPRINGROLL_NATURAL, SET_SPRINGROLL_SORBET, SET_SORAFOXYTEILS, SET_SPRINGROLL_EXTRA, PREF_EYEBROWS_ALL, PREF_MATCH_FUR_HAIR, COLORS_NATURAL_PREF, FRAME_FEMININE, STYLE_FEMININE, GENDER_FEMALE, OCCULT_HUMAN, HAIR_BLACK, AGE_YOUNG_ADULT
      Required tags: NOT AGE_CHILD, 6
    5. FellowFur
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      Another error? I may need to get some testers at this rate. That one should be fixed in the next update too.

      I may just have to give up on the body hair thing. Unfortunately due to the way the sims implemented their new hair growth features, mods can't actually control body and facial hair very well, which may be causing this. Luckily it should be completely possible to just open the sim in CAS and remove the hair manually there when issues like this happen, so it isn't a major problem. I'm also looking into better ways of removing the hair, but they might not work and won't be ready for a while.

      There is one last thing I could try though. If you are willing to send me your save file I can investigate the sim directly, and I might be able to figure the problem out. If you are comfortable with this, just upload it to a file sharing site and DM me a link, or send it to me on discord (username is just fellowfur). If you aren't comfortable with that though, no worries, I'll just update the mod to fix all that other stuff and leave the hair alone for now.
  5. Merahgo
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    Hi There

    I was wondering if you could add support to Berni's Collection.
    The collection is originally inspired by Savestate's mod, but with more species and is being updated consistently. (Optional 18+ Content)

    It's okay if you don't have time or motivation for this request.
    I was thinking about adding Berni's Collection to the generator myself, only too realize I am too inexperienced with JSON.

    Also the special head shapes Bernice does might need to be specific since mix matching might get a little wonky.
    1. FellowFur
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      While I'm never going to support the 18+ content (I'm just not comfortable directly supporting that kind of content), I plan to get around to supporting the rest of it. But it isn't a priority right now. There's other content that I want to add first, so full support will still be a few updates away.

      However, I will add in some partial support in the next update, so that at least sims using Berni's stuff will be recognized as furry sims and not be automatically furrified.
    2. esf349
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      adding an option to use the feet would be nice
  6. SynthWarrior368
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    The new update works well, but what's up with all that "checked xyz for 2, found nothing!" notification spam?
    1. FellowFur
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      Whoops, those were some debug messages I forgot to remove. That should be fixed now, thanks for letting me know.
  7. homopants2
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    Hi FellowFur, sorry to bother again, but since the last update, I am unable to see the furrifier menu. Has it been moved? I have testingcheats on but still nothing when I shift click a sim. 
    1. homopants2
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      Additional info:

      No errors are being generated
      The mod is detected in the list of CC
    2. FellowFur
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      It hasn't been moved, if it's not showing up it's probably crashing while the game loads. There isn't anyway for the mod to tell you if it has crashed, but TwistedMexi's Better Exceptions mod will. If you have updated the mod but not the game, that would be the issue here, as the last update broke a bunch of mods, and their fixes break the mods on any older versions.
    3. homopants2
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      Yeah updating to the latest version is difficult for me at the moment... I guess I'll have to figure out something else. Thanks for your help though. 
  8. n3913
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    It kept saying that I don't have Sorafoxyteils' Amaterasu package, so I added it, but it's still saying I don't have it, preventing me from accessing the species options outside of Savestate's mod.
    1. FellowFur
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      The missing file would be 'SoraFoxyTeils_Amaterasu_tattoo_48.package', which is just a fur pattern, not the similar 'Amaterasu.package', which is a NSFW full body skin the mod doesn't use. I'll try to make that clearer in the next update. If you do have SoraFoxyTeils_Amaterasu_tattoo_48.package downloaded, and can apply it to your sims in CAS, then I've probably messed something up. If not, you might want to re-download Sora's stuff, as your probably missing other files too.
  9. homopants2
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    Been getting this error

    Traceback (most recent call last):
      File "furrifier_injector.py", line 40, in on_sim_instanced
      File "furrifier_helper_functions.py", line 772, in is_furry
      File "furrifier_helper_functions.py", line 545, in get_occult_type_and_info
    AttributeError: type object 'OccultType' has no attribute 'WEREWOLF'

    Kinda new to sims 4 modding but definitely not modding in general. 
    1. homopants2
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      Oddly enough, I haven't seen a human sim in my world yet, which is good. However, the notifications kept coming up, so I decided to remove the notifier pyc script. Not a great solution, but at least it stops the notification spam. 
    2. FellowFur
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      That's an interesting one... Do you have the Werewolf DLC? If not, are you on the latest game version?

      Also, are you playing on lots/in neighborhoods with any pets/other animals?
    3. homopants2
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      I don't have the werewolf DLC. I'm on v1.77.131.1030. 
    4. homopants2
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      I updated the game and it seems to be working fine now. I did have to remove my sim from the autofurrifier process though, which I figured was a good idea since the error message said "on_instanced_sim" and there's only the one sim in my house.
    5. FellowFur
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      Yeah the version would have been the issue there. The mod checks if sims are werewolves, and your game version was before that DLC came out so the game had no idea what the mod was trying to do. The Sims 4 still gets major updates regularly and they often change how mods can interact with the game, so it's never safe to assume a new mod will work on an old version, or an old mod will work on a new version.

      You shouldn't need to exclude your active sim from the furrifier though, unless you want to keep them as human (although doing so to furry sims shouldn't cause any issues). The "on_instanced_sim" runs whenever any sim is loaded into the current area, which includes your active sim whenever you travel somewhere or they get back from work. It checks if the sim is already a furry but checking if they either have a furry trait or a furry head part, and should only furrify them if they don't.
    6. homopants2
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      I think I might have turned off auto furrifier completely because I started seeing humans again. However, if I turn it back on, it starts with the error messages again. When I get home, I'll paste them in here, because the error message is different. 
    7. homopants2
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      Sorry about the delays, been busy.

      Here is the last error I received. Auto furrifier stopped making errors once I took my own sim off the list. 

      Traceback (most recent call last):
        File "furrifier_injector.py", line 48, in on_sim_instanced
        File "furrifier_main.py", line 76, in debug_eyes
        File "furrifier_helper_functions.py", line 283, in set_sculpts
        File "cpp_message.py", line 149, in extend
        File "cpp_message.py", line 145, in append
      TypeError: '9AA1449C0FA5129F' has type <class 'str'>, but expected one of: int, long

      Haven't seen an error since this one. 
    8. FellowFur
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      That one was my fault, I broke the auto eye debugging feature a few updates ago. But I've fixed it in v1.2.1, so that error should be gone now.
    9. homopants2
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      Oh dude sweet, I didn't see you updated. Legend. I'll give that a try. 
  10. syarafsidqee
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    Hi, so I try download the update version and when I'm launching the game it doesn't appear a interactions I try typing "testingcheats on" and click shift-key it doesn't appear. 

    Am I doing something wrong?
    1. FellowFur
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      The game just updated, did you remember to turn mods back on after the update? If so, does the furrifier appear on the list of active mods in game? Also, if you updated the mod but not the game, the mod is probably crashing so it won't show up.
    2. syarafsidqee
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      Oh, ok. Thank you.