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langnao

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Everything posted by langnao

  1. Not sure if I understand correctly, if u wanna use DMR/AR animation on the weapon BR77, y not just add custom animation keyword of DMR/AR animation on BR77 weapon ? If for whatever reason it is not working, then do your own animation customization. I took a look at DMR/AR animation, there r a few custom animations like firing, reload, etc based on a few different weapons. You can stick to the default animation or what was used for BR77 and then for those animations like reload, firing,etc use those of DMR/AR animation (if this is what u want). It's basically what we have discussed, create additive subgraph to replace those animations (reload, firing,etc) of BR77 with those of DMR/AR animation. However, take note that for DMR/AR animation, they created different animations for different weapons since things like reload,etc need to be customized to the weapon so that it looks "good" so u have to choose the ones from DMR/AR animation that closely matched BR77 ...
  2. You need to open up the mod and study what was modified under the subgraph. Its easier to do that with CK. What was modified for the custom animation? weapon reload, weapon movement, weapon firing? Generally, they will have a custom animation keyword and just check which animation was "added". Look at the animation path and see what new animation was added. It doesn't have to be esm, its just the mod that has the subgraph modification and thus can be esp file too. Metadata generation can be a bit hit and miss but one way to know if its done well (other than check in game), u can check one of those txt file under say "AnimationFileData" and see if it contains path to your new animation ...
  3. Create custom animation thru subgraph is a bit complex. Its created as an "additive" to existing animation. Say I created a new pistol reload animation which I like to replace existing pistol reload and I only wanna change the third person. Under Actor keyword, "AnimArchetypePlayer" affects the player and let say that is what u want. U need to duplicate that, including everything under animation paths. Add the path of your new animation into the animation paths, preferably on the top line. For target keyword, add your own custom animation keyword so that u can add this keyword to your custom weapon and your custom animation will be used when u use that weapon. The last stage is generating the metadata and its one of the most problematic area. If everything was done correctly, u will use the new animation for ur custom weapon for the above example. Mess up and ur animation will mess up and sometime missing parts for your weapons etc. I assume you have check the wiki ? (https://www.creationkit.com/fallout4/index.php?title=Subgraphs)
  4. You need to modify the original animation source files. If u don't have the source, u can rebuild it from existing but u need animation tools.
  5. You r talking about cancelling ur own animation? I don't think you can do that. You can registered and event trap that action and thus perform a series of actions when that animation plays but I don't think u can stop it.
  6. Without knowing the details it difficult to determine. I m not sure what was done for the custom animation. But you can turn the weapon bones for the particular animation. Maybe the animation was modified for that particular weapon and thus if u use the animation for another weapon, things will be off? What happen if u switch to Bethesda default weapon animation?
  7. Did you use a custom animation? If u do, how do u do the custom animation thru subgraph? My first few custom animations were not done properly and it resulted in missing weapon parts ,etc.
  8. Doing it at animation level? At the end of weapon fire animation ,add the weapon reload annotation? Or y not limit the mag to 1 so that it triggers an auto-reload after firing? Thou if u fire too fast, the reload animation will be "cancelled" ... Update: I tried it out, there is no single annotation that will trigger the reload animation but under reload animation, there r a couple annotations that play reload sound and signal reload ending. Thus another way could be combining the fire and reload animation as one so each firing will also end with reloading.
  9. I m able to get the silver glossy & refractive effect even with ur bronze cubemap. Switching to default bronze, gotten the bronze metalic on the necklace. Maybe you can take a look at my nif & material file (https://drive.google.com/file/d/1hdjK3EdND5-a12JZudI4l1qIdyLHGYVP/view) ?
  10. Each of those grip mods say for example pistol will add specific keyword , eg dn_HasGrip_Pistol, dn_HasGrip_Better1 ,etc. Check for the keyword. Use WornHasKeyword from the actor script, u will be able to detect the keyword even if it is mods added to your weapon and you have equipped the weapon.
  11. Open the nif using nifscope and check e.g the BSTriShape of the object u wanna do metalic, for the BSLightingShaderProperty, obviously u need to point to your material file. The shader Type is Environment Map and for the Shader Flags 1, there is Environment Mapping too.
  12. Doing the "dummy" quest and attached script that way is definitely better. But sometime for some reason, this quest is not fired for some users, maybe due to mods conflict or whatever reason... You probably can get all the mods attached to the weapon and act accordingly but its a F4SE function.
  13. You need to update the actorvalue in whatever way. In whatever script, eg your magic effect attached a script where ActorValue property xxx auto const and at the properties point to your custom actor value and u can modify and do whatever u want with ti ...
  14. Also the "Zoom Data" under the Game Data of the weapon. U can create a new zoom data with whatever camera offset and assigned to the weapon.
  15. For my veil, I wanna achieve the same effect. Its just basically the "alpha" value or using bgem file. Just setting the alpha between 0 - 1 gives me the effect I want but its just basically dots of color between spaces and pretty obvious for certain color. bgem file gives true transparency but its more for glass object and what I wanna achieve is "cloth" material and thus it just doesn't look right. Ended using alpha value and I increases the polygon count and thus make the "color dot" effect less obvious. For metallic effect, its basically your "Environment Map Texture". There are numerous cube maps you can try, eg Shared/Cubemaps/mipblur_DefaultOutside1.dds. Then the specular texture with red channel controls "mirror/refflective" and green channel controls the "glossiness".
  16. Its those normal texture files. I open them in photoshop and save them using the DDS plugin from Intel. You can test by commenting the respective texture folder and you should be able to load your outfit without crashing. Its just in "magenta" due to missing texture ...
  17. Did a quick POC based on your files. I think it crashes due to your normal texture files. Noticed you didn't have specular texture map? Anyway, you can d/l the modified files at https://drive.google.com/file/d/1dQcQZ_xHOQMkLDHVsqAYKB9WRZbI7219/view I just did a quick weight painting so things r not perfect (missing weight at trousers, etc). I have added "physics" to the outfit at "Frills". Again its a quick job so with proper weight painting u can make the "Frills" falls nicely to the body instead of floating. The physic is controlled by the numerous cloth bones. Just add more/less weight. I have also included a mesh without the physics. Only "Jasmine" was modified but its the same if u wanna replicate to "Shantae". Just search for "jasmine" using the console. Uses the vault suit as the base so things like 1st person u have to fix accordingly since there is a bangle at the hand. Lastly, the "veil" is my own creation. I just find it appropriate for this outfit ... :laugh:
  18. The blender nif plugin for FO4 is not fully functional. Use the Outfit Studio workflow. E.g. open FO4 nif using Outfit Studio and export as obj. Edit/modify the obj using blender.
  19. Move it. (https://wiki.nexusmods.com/index.php/Creating_an_armour_for_Fallout_4._Part_2) X = 0.0002 Y = 0.8818 Z = -120.8440
  20. This has been the case for a while. Just an extra troublesome step. After doing ur things and save under CK, u have to use FO4Edit to edit your save and add all the required plugins at the header...
  21. In my playing around , looking into the possibility of dual wielding, u can move the weapon to the left hand by editing the weapon nif, change WEAPON to WeaponLeft (weaponleft bone) and at the weapon equipslot change to left hand/both hand? . But dual wielding is more than just animation. Firing is triggered by the annotation but how to trigger the firing effect (also reduce ammo) at the left hand weapon? I could be something "bake" into the engine thus its not supported. Dual wielding melee weapon is doable (since Skyrim we have that) ... But this is not what u asked. Anyway, if u wanna do any holstering, the weapon will be part of the armor/clothing and u need to paint body weight. I did my own holstering for katana,etc. But all those need specific attention to them. Even if u specifically take care of all the default weapons but for FO4 each weapon, there r so many mods and thus variation so its madness to custom. Maybe u can attach the weapon to some custom bone like ur pic with no modification but then its not nice and looks weird. Example, removing the WEAPON data from the nif, the weapon will not be hold by ur hand but stay at your feet ....
  22. The 3ds max nif is not 100% working and thats y pple goes thru the outfit studio workflow when they do their clothing mod. Having said so, u r in uncharted territory. Very few pple mess around with skeleton and u will little info on this. U have to experiment thru trial and error. U can export the skeleton thru 3ds max and use nifscope to copy over whatever custom to the default skeleton or just use nifscope to create and move the bone accordingly. I noticed there r collision data for some bones so this may not work. After that u have to add the new custom bones to the animation workflow and this includes adding to the rig.txt file etc ... Seriously, this is modding, alot of times is self discovery plus sharing among community. Ha dont expect any help/info from Bethesda's developers.
  23. Is the HKX file in "hk_2014.1.0-r1" (FO4) format? Or a mix up of running the output of "ConvertAnimation_x32" (hkx) thru hkxpack? My take, hkxpack is generally ok but "ConvertAnimation_x32" has problem converting some animations (esp those 1st person animation) for the use of "havok2fbx".
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