I'm not sure why the FURRY_SKIN tissue would alter HAIR at all, since it's a straight replacement for skin. In the latest upload, hair isn't touched at all in the FURRED variation, except when it's applied via BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR.
In regards to flavour, though, I haven't touched the colours, lengths or styles of hair tissues, because doing so would be a rather enormous job for little immediate benefit. Theoretically it should be as simple as changing the descriptive nouns from 'hair' to 'fur'.
My current project for tonight is to go through the vanilla raws and update them all to work with the variations. I figure there will be more interest in this mod if it comes in a useable package!
OK, I see. Looking once again at c_variation_tanmod, indeed the [CREATURE_VARIATION:FURRED] entry only removes normal SKIN_TEMPLATE and adds FURRY_SKIN_TEMPLATE, never touching the hair. For some odd reason, I thought that it also had the tag [CV_NEW_TAG:REMOVE_MATERIAL:HAIR].
Regarding flavour, this its just something of a personal project, so it's not meant to pressure you into adding features to your mod that might not be necessary. I kinda have an active imagination, so personally adding descriptors that enhance the image of dorfs and other creatures is a big plus for my enjoyment of the game
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EDIT: Forgot to mention, but I'm a little OCD when it comes to litter, refuse, and other garbage strewn about my fortress. For that reason, I modded certain things to be 'reusable' so that nothing is left rotting around. One example is that I made all types of sinew able to be converted to thread with a workshop reaction:
1. Add this to SINEW_TEMPLATE in material_default:
[SILK]
[ITEMS_SOFT]
[REACTION_CLASS:REFINE_SILK]
[REACTION_CLASS:REFINE_SINEW]
[MATERIAL_REACTION_PRODUCT:RECYCLE_MAT:LOCAL_CREATURE_MAT:SINEW]
2. I have a custom-made "Recycler's Workshop" building where I assign these reactions (this goes in building_custom.txt):
[BUILDING_WORKSHOP:RECYCLER_WORKSHOP]
[NAME:Recycler's Workshop]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:2:2]
[DIM:3:3]
[BUILD_LABOR:LEATHER]
[BUILD_KEY:CUSTOM_SHIFT_K]
[BLOCK:1:0:1:0]
[BLOCK:2:0:0:0]
[BLOCK:3:0:0:0]
[TILE:0:1:142:142:142]
[TILE:0:2:142:142:142]
[TILE:0:3:142:142:142]
[COLOR:0:1:2:0:0:2:0:0:2:0:0]
[COLOR:0:2:2:0:0:2:0:0:2:0:0]
[COLOR:0:3:2:0:0:2:0:0:2:0:0]
[TILE:1:1:142:232:142]
[TILE:1:2:232:142:232]
[TILE:1:3:142:142:142]
[COLOR:1:1:2:0:0:3:2:1:2:0:0]
[COLOR:1:2:3:2:1:2:0:0:3:2:1]
[COLOR:1:3:2:0:0:2:0:0:2:0:0]
[TILE:2:1:156:232:156]
[TILE:2:2:232:142:232]
[TILE:2:3:156:142:156]
[COLOR:2:1:3:2:1:3:2:1:3:2:1]
[COLOR:2:2:3:2:1:2:0:0:3:2:1]
[COLOR:2:3:3:2:1:2:0:0:3:2:1]
[TILE:3:1:232:8:232]
[TILE:3:2:18:126:18]
[TILE:3:3:141:141:141]
[COLOR:3:1:3:2:0:6:2:0:3:2:0]
[COLOR:3:2:3:2:0:1:0:1:3:2:0]
[COLOR:3:3:2:0:1:2:0:1:2:0:1]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
3. And of course, the reaction. This goes in reaction_other.txt:
[REACTION:RECYCLE_SINEW]
[NAME:weave sinew into thread]
[BUILDING:RECYCLER_WORKSHOP:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:REFINE_SINEW][HAS_MATERIAL_REACTION_PRODUCT:RECYCLE_MAT]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:RECYCLE_MAT][PRODUCT_DIMENSION:15000]
[SKILL:BUTCHER]
4. Add these under ENTITY:MOUNTAIN in entity_default.txt:
[PERMITTED_BUILDING:RECYCLER_WORKSHOP]
[PERMITTED_REACTION:RECYCLE_SINEW]
5. Generate a new world, then enjoy!
PS: For those already running a world, you may replace an existing reaction (I normally use the lay pewter reaction) and add the REAGENT and PRODUCT part to it. This should allow you to use the smelter for the custom reaction.
PPS: Also, if you're too lazy (or forgetful) to remember to activate the reaction everytime you have sinew around, you can put the [AUTOMATIC] tag into it, and everytime there's accessible material, a dwarf with the butcher labor enabled will grab that sinew and convert it into thread.