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fubla

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About fubla

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    Finland
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    Fallout 4
  • Favourite Game
    Fallout 4

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  1. Okay, do you mean parent as in the behaviour subgraphs or in the Idles Window structures? 'Cause I haven't touched the subgraphs at all as I don't know their role in this kind of animations.
  2. Yes, I followed the instructions there. The part on multi-character animation sounded interesting, but it was quite brief and not very clear. Do I need to have this "SexTec" that was briefly mentioned to make this work? I could not understand at all how to actually export those animations to Fallout and how to use them and synchronize them for multiple characters.
  3. Yes, I had put my animation under LOOSE inside RaiderRootBehavior, as were many of the vanilla kill moves.
  4. Thanks for replying. Apparently I cannot even get vanilla paired animations to work properly using the code above or by using the code used in the Goodneighbor entrance scene where Hancock stabs Finn. What I also can't figure out is how to get my own paired anim to play synced, as in both the attacker's and the victim's animation playing. Some time ago I managed to get the attacker's animation to play but he did it only by himself with no target. In the Idles WIndow, I checked how PairedKillGoodneighbor was implemented and it had no animation file specified, only some anim event called pa_PairedKillMoveGoodNeighborAttacker01. So does the victim's animation get somehow played implicitly, maybe through the anim event? What I don't get is that how can CK know where to look for the victim's animation file if it is only given the attacker's animation?
  5. Hi, I am stuck with trying to get my custom paired animation / killmove to work but haven't found any tutorial, article or forum post regarding this. Thus far I have only managed to get the "lead" i.e. the attacker's animation to play using Actor.PlayIdleWithTarget() and setting the attacker's animation up in the Idle Animations window. Now it is using the anim event "dyn_Activation" as I have no idea what those mean and I could find very little information about the animation events either. I have also set up the annotations in 3ds max when animating, although I'm not entirely sure what those annotations that I have set up even mean (e.g. HitFrame or EarlyExit). I'll attach some screenshots to demostrate what I've tried to do in CK. If you have any suggestions please help me out. Thanks in advance.
  6. Thank you very much for your answer. Will try it out.
  7. It seems by looking at the animation XML's that the names of the annotations in them correspond to papyrus function names. If this is the case, is there a way to pass parameters to the annotations as you can to functions? For example the function Dismember takes as a required parameter the limb to dismember. Does anyone know if there is a way to do this? I also thought as a workaround if it would be possible to use the "Kill" annotation to kill the target character and using a script to call the Dismember function. Thoughts, anyone?
  8. Hi, I'm really new to the modding scene and just started working on a paired animation (killmove) using the Fallout 4 animation kit. The issue I'm having is I have trouble finding any information on how to add a dismemberment into my animation, in this case decapitation using melee a weapon. I tried skimming through the annotations in paired animations in the game but haven't as of yet found any annotations related to dismemberment. I know there is a papyrus function for dismembering characters (link to wiki), but I have no idea as how to make an annotation that would do the same during an animation. Any help would be highly appreciated. - fubla
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