Skyrim Reborn Furrifier - BadDogSkyrim/Modding-Tools GitHub Wiki
Furry Skyrim Reborn allows you to define how vanilla races are assigned to furry races. You can assign any vanilla race to any furry race--or not, if you want humans in your game. You can define new races, assign NPCs to them by faction, and make them furry. You can play as a human in a furry world or as a furry in a human world.
Level 0: Use the default
You don't have to do your own furrification at all. On installation, select all races and pick the "prebuilt NPCs" option. Make sure Furry Skyrim overrides any other mods it conflicts with. These NPCs cover vanilla Skyrim, the DLCs, and the creation club mods that ship with the game. If you've added mods that have their own NPCs, keep reading.
Level 1: Furrify your load order
If you've added mods with their own NPCs you have to furrify them. Furry Skyrim works by furrifying the races rather than changing NPC's races. That's better because some parts of Skyrim key off your race, but it means your other NPCs will have the wrong assets. So you need to furrify.
The simplest thing to do is to furrify your entire load order using one of the predefined schemes.
- Delete YASNPCPatch.esp or install without NPCs (the FOMOD has that option).
- Load xEdit. The latest is 4.1.5o--make sure you have that. (Later versions may work but they've been doing some stuff that is not backwards compatible. If you have problems, get that exact version.) Load all plugins.
- Left panel, right-click, "Apply Script". Choose BDFurrySkyrim_Furrifier.
- You'll get an options box. You'll be offered various furrification schemes--choose the one you want. If the one you want isn't in the list, you probably didn't install the races it requires. Other than that, leave the defaults and click OK.
- The script will run and create a new patch file with furry overrides for all NPCs and all associated assets including armor and schlongs. Enable the plugin.
- Load up the Creation Kit. Select your new patch as the active plugin. If you're not running Creation Kit Platform Extended, now is the time to get it.
- Select "Actors/Actor" in the left pane. Select "Show only active forms".
- Select all the actors in the right pane. Ctrl-F4. Confirm.
- The CK will run for quite a while creating unique heads for every NPC. If it crashes, note where it left off and resume from there.
That's it!
At step 4 you can choose to furrify just certain NPCs. Select those in the left panel before running the script, if you want to do this.
Furrification schemes:
- All Races -- Uses all canine, feline, and otter races. Elves are felines, humans are canines, mostly. Most Winterhold NPCs are changed to snow leopards, just to get more of them in game. Many sailors are changed to otters. Bretons are hyenas and Reachmen are striped hyenas, because they're closely related in game lore. High elves are lions, orcs are tigers, wood elves are cheetahs.
- Cats & Dogs -- Just canines and felines. Same scheme as above.
- Legacy -- Uses the race assignments in the older mod (Furry Age of Skyrim). Cats & dogs only.
- User Defined -- You get to say. Go wild. See below for how to set this up.
Level 2: Reassign races
Maybe you don't like the way I assigned races. Maybe you have your own scheme you want to try.
- Open BDFurrySkyrim_Preferences_User.pas in the "Edit Scripts" folder of your xEdit installation.
- Reassign races as you wish. Take out a whole race assignment if you want that race to stay human. Use "subraces" and factions to set groups of NPCs to a particular furry race. See how Winterhold is handled for an example of that. Details are in the file.
- Furrify your load order as above, selecting the "User Defined" scheme.
Level 3: Define new races
You may have other races you want to incorporate. Otters, Selachii, deer, whatever is out there, or your own race. They get to play too.
- Open BDFurrySkyrimUserRaceDefs.pas in the Edit Scripts folder.
- Add new lines to the "DefineFurryRacesUser" routine. Look at BDFurrySkyrimRaceDefs.pas for examples.
- Reference your new race in BDFurrySkyrim_Preferences_User.pas as above. The race will be used as defined. BUT the furrifier may be stupid about how it assigns tint layers, hair, eyes, or scars. You can control that to some degree by
- Specifying the class for tints. "Paint" won't be assigned, mostly. It will only use one of the other classes, so you don't get face tint buildup.
- Specifying a specific assignment between a vanilla asset and your furry asset.
- Specifying labels for your furry asset so it's only assigned appropriately.