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langnao

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  1. Depend on what you wanna do ... simple texture replacement/coloring can easily be done... Majority of the tools like xEdit, nifskope etc is still in development. There is a blender plugin that you can use to import and export the mesh. When Bethesda releases the proper CK toolsets then you can create proper brand new object with coliision etc instead of just mesh swapping. Or just simply play around with swapping the nif. Eg I don't like the look of mantis armor, I just swap it with starborn armor. Before all these, get BAE to extract all the files u need from the BA2 achive ...
  2. Basically the 'walk style' during character creation is just 1 for male and 2 for female animation. So if you created a female character but chose walk style 1 then you will have a female character using a male animation and vice versa. Nothing special here. Maybe there is some actor keyword used to differentiate the animation under the subgraphdata. Its basically how I separated male & female animation for some animation that is shared under Fallout 4. Anyway, waiting for xEdit/creation kit to take a look ...
  3. Missing the map is not an issue if just doing the quest is your objective but their game suppose to encourage exploration and its pretty difficult to navigate especially you are new to the area. Maybe after a few thousand hrs in, it will no longer be an issue (most pple won't stick around that long). I believe they wanna add more map symbols at least on the surface map but they don't have time. Remember Starfield had already been delayed ...
  4. Having gotten further into the game, there is indeed more clothing slots than just the base layer. You can equip mask, hat, etc. Maybe not comparable to FO4? ...
  5. Okay, I take a look at the af, afx files. af is definitely the animation binary archive. afx contains the annotation data which previously was packed into the hkx archive. Eg, relaxed_runforward.afx <root><is_state>1</is_state><tag>RunForward</tag><filename>Relaxed_RunForward.af</filename><prefix>Relaxed</prefix><events><event><frame>0</frame><name>SyncRightFoot</name><payload></payload></event><event><frame>8</frame><name>FootLeft</name><payload></payload></event><event><frame>10</frame><name>SyncLeftFoot</name><payload></payload></event><event><frame>17</frame><name>FootRight</name><payload></payload></event><event><frame>19</frame><name>SyncRightFoot</name><payload></payload></event><event><frame>26</frame><name>FootLeft</name><payload></payload></event><event><frame>28</frame><name>SyncLeftFoot</name><payload></payload></event><event><frame>35</frame><name>FootRight</name><payload></payload></event></events><audios><audio><frame>5</frame><foley>FST_Foley_ArmorType_Run</foley></audio><audio><frame>14</frame><foley>FST_Foley_ArmorType_Run</foley></audio><audio><frame>23</frame><foley>FST_Foley_ArmorType_Run</foley></audio><audio><frame>32</frame><foley>FST_Foley_ArmorType_Run</foley></audio></audios></root> Also found the animation files location for the player (female). You got relaxed_walkforward, relaxed_jogforward and relaxed_runforward Data\meshes\actors\human\animations\melee\unarmed\player\female\ I tried replacing walk, jog with run and test in-game the player straight away run from rest so the animation files location is correct. Now is waiting for someone to "decode" af format before I can start modding my animation ...
  6. Fo4 has long had everything you need to create havok animation. Rigs with vanilla and zaz bones, cat/biped, any number of actors, list of annotations, direct import and export 3ds hkx 64 bit. There is everything except hat (havok's tool for creating creatures). The animation file is no longer hkx but some .af, .afx files. AFX, animation framework extension? Or some format created by Bethesda? ... Okay so Creation Engine using The Forge which is using 'Ozz Animation System' (then it should be .ozz?). Maybe related to this ...
  7. Yah. For FO4, ShadeAnimator came out with the framework, rig ,etc but he has not been active for a while ... There is still skeleton file and they are still using the animation metadata files. These meta data files should be generated from their creation kit. But there is definitely complication. At the start of character creation, they allow u to choose between 2 different set of animations (or is it just male/female animation so allow a female to use male animation?) so I m not sure how it will affect animation modding.
  8. The armor they dumb down alot ... For FO4, we have the base armor then we can layered armor on top for different parts of the body like arms, legs, etc. Now its just the base clothing and then the suit + helmet ... Seriously limit clothing/armor modification. Hope they don't do that for Elder Scroll 6 ... I also notice there is no "wetness" in the texture? Swim in undies or any clothing, it does not show wetness when coming out of the water ...
  9. The animation is now in some "unknown" af, afx format? So they drop havok? I am sure its a totally different rig with different bones etc. So I guess waiting from someone to "crack the code" and come up with the animation framework ...
  10. esp file is okay but any external assets (texture, scripts, animation ,etc) r not allowed for PS4 ... Hopefully Sony changed their policy for any future Bethesda game ...
  11. Created as additive to the respective 1st person animation keyword of the weapon u r interested. Placed the "modified" running animation file in the new location. Generate animation subgraph (https://www.creationkit.com/fallout4/index.php?title=Subgraphs) Or put the modified file at the default location for running with weapon but this will affect all weapon.
  12. Before messing with the 'Bone Scaling Data', maybe u can open up ur custom body mesh with 'Outfit Studio' and manually weight paint whatever area you find problematic. E.g add more/decrease the weight according to the respective skeleton bones ... E.g load ur mesh, select the respective bone, under Current Tool->Weight Paint. For increase/decrease strength, paint radius u can check the menu. Left click on the mouse button to add more weight. You will notice the color changes from blue to green to yellow and finally red as u increase the weight. Hold Alt + left mouse click to reduce the paint weight. Its pretty manual and tedious process ....
  13. I have similar issue esp for outfit. When wearing a custom full body outfit, it basically replace the underneath body but using default Bethesda body skeleton and copy the bones weight, I notice certain area of the outfit is "distorted". Have to use 'CBBE' skeleton bone weights instead and manually paint those "distorted" area to make them better ... As for the shaping process, have u consider modifying the 'Bone Scaling Data' of the Human Race under 'Thin', 'Muscular' and 'Fat'? Do it thru FO4Edit and its gonna be a tedious process ...
  14. Been messing around with paired animation for a couple of days. Some interesting findings ... When paired animation was triggered in-game, the game takes care of all the positioning, synchronization etc. Doing it yourself its a pain. If you can position the receiver properly, u can then fire up the idle animation. The biggest issue is positioning ... Moving any NPCs on or near your character and they will be repelled as if 'bring two magnets of same pole together. Thus their resultant position will be any where around you. Therefore, you can't position with ObjectReference.MoveTo. The command actually works but due to the "repelled action", the final position is not what you want if u wanna trigger paired animation manually. There is also the issue of NPC in their own idle animation. You can probably restrain the NPC or turn off AI but just make the NPC stays is good enough. The NPC also need to face the player. Actor.PlayIdleWithTarget() does not sync or position anything so it basically Actor.PlayIdle() is good enough to player idle animation. So you can see there are many issues trying to do the paired animation manually. Trying another approach, use 'furniture' to move 2 or more characters close together without "repelling". With marker on the furniture, you can position exactly where you want the characters to be. Once the characters enter the furniture, each respective idle animation can be triggered. The furniture can be made "invisible" if needed and the "wait" action removed if required.
  15. Have you done animation? I have not done paired animation but basically its no different from animating a single character. If u look at the 'paired animation' files, its always xxx_Lead and xxx_Victim thus attacker and victim. So u can handle them separately as u did when animating single character. However, you may wanna see the whole scene in one setting so to coordinate the action between the attacker & victim. The current toolset is for single character animation so u have to modify those 3ds max file and add another character to the scene. And when u export the animation, export them separately as xxx_Lead and xxx_Victim.
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