Jump to content
⚠ Known Issue: Media on User Profiles ×

Th3RubyBlad3

Members
  • Posts

    7
  • Joined

  • Last visited

Everything posted by Th3RubyBlad3

  1. I wanted to chop an unused vanilla Ripper animation to three sections: Start, Loop, End The unused animation had 95 wholesome frames and I only exported first 25 frames to use it as Ripper's initial attack animation. I followed the steps in F4 Animation Kit and idk why it isn't working. Any help would be very much appreciated...
  2. I use Max 2021 and all plugins in AnimationKit aren't working. https://www.nexusmods.com/fallout4/mods/16694/ I can work with animations once I learn how to import & export bones and keyframes in 3ds max but I just can't get through that step. Anyone please help...
  3. I spend a lot of time messing with mods and I feel like modding the game itself is a content for this game. No other games would ever allow the gamers such freedom of changing the game itself, considering the gaming industry is becoming more "console friendly(anti-modding)" and rely on gacha to extort "lite gamers".
  4. Inspired by this video: https://www.youtube.com/watch?v=MayJU_y-5o0 First thing I did was toying around with keywords in FO4Edit. By adding "ma_machete" keyword to ripper I could attach machete mods to ripper. It gave the same unfolding equip animation like the video except the weapon still had crappy original ripper attack animation. After that I thought: 'if I swap machete blade's.nif file with ripper blade's .nif file can I trick the game into playing that cool animation but still use the ripper blade?'. Unfortunately it didn't work and I thought 'maybe there is something special in the .nif file itself that triggers the hidden animation'. So I tried to compare machete blade's nif file with ripper blade's nif file, looking for different flags, or whatever clues I could find. But nope, as an unexperienced modder I coudn't get a slightest clue to actually notice the difference between those files. Lastly, I opened Ripper.nif in nifskope and there was "16 NicontrollerSequence" section with name "Bladeopen". Since the animation is already there, can I just make the game play that animation when equipping the weapon? I really hope there is an easier way(simply changing values in FO4Edit or nifskope) to do this without involving hkx files or other complex stuff.
×
×
  • Create New...