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I looked into this the other day. I did some backtracking on how the author of "More Smarter Companions" got it to work. He made 2 separate combatstyles for each companion. One for long range, one for close. I tried that method he used out so that the NPC used both combatstyles and used the same weapon (a sniper rifle). Works. I just duplicated one of his companion scripts, targeted it to a different NPC and had it use one weapon.
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Power armor Voice scripts ?
Bromancelot replied to Wolfskin75's topic in Fallout 4's Creation Kit and Modders
What? No. You mean like if the power armor had an AI or a Jarvis kinda thing? That's gotta be a mod you've seen somewhere. (Sounds interesting though). The armor just beeps at you. But yeah, its either the player or an NPC talking int he power armor with the helmet's voice effect over it. -
Power armor Voice scripts ?
Bromancelot replied to Wolfskin75's topic in Fallout 4's Creation Kit and Modders
Not sure if I follow what you mean by the "Power Armor voice," then. Do you mean an NPC's dialogue describing some event? That would just be separate dialogue lines with the Power Armor's audio effect over top of it. Can you give me an example of what you mean? -
Power armor Voice scripts ?
Bromancelot replied to Wolfskin75's topic in Fallout 4's Creation Kit and Modders
I've been looking for this myself as well (if I'm assuming what you're asking is how to use the helmet's voice changer). In CK there is a listing for AudioEffectChainPowerArnorHelmet, and PowerArnorHelmetEffect_DO. I've been trying to get it to work with varies things with no luck as of yet. The effect is a DFOB type and the audio effect is an AECH type So far I can't find out how it links to a piece of armor or an item. Regardless, start looking there. Anything I find out, I'll post. Hope this helps -
Open the way file in audacity and take a look at how what bit size the .wav file was saved. That was always an issue when I made dialogue for a bit. I think it's supposed to be 16bit?
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Hey everyone! I was hoping someone with experience could help me out. I'm trying to understand the method/source code of the .lip files a little bit better. Heres my project idea: I'm making a new android/robot follower that has no real facial expressions/emotions. Instead I'm trying to have his mouth and eyes get brighter and dimmer as he speaks. Much like everyone's favorite, HK-47. I believe it was SWToR where his mouth/speaker also illuminated as he spoke? Haven't found the video to back that up. I've seen it though. This just seemed to be a more aesthetically interactive way when engaged in conversation with him. Anyway, I know how to generate the .lip files for humanoid characters that have facebones and such, but have no idea where to start with this. Originally my plan was to make a glow map with standard brightness to it for the illuminated areas, and then a more intense glow map to layer over top of it. Then have a "slider" of sorts migrate between the two glow maps as his pitch changed. I have (kind of) found a way to do this in UE4, and as well as making a small python script to make it happen outside of game engines. This all being said, I have no idea how to integrate this into CreationKit. Since .lip files have their own section and function in the dialogue section, on top of being a .lip file (which I have no idea how it's even generated), I'm not sure how to add them to the mod. The last thing I tried was making separate head animations using the two glow maps, and just matched intensity based on a phonics guide. All well and good, right? No. I'm not even entirely sure if different facial expressions of speech(the HKX, NIFs, etc) reside somewhere in the character animations. Most recently I was looking in the Meshes>>Actors>>Character>>FaceGenData>>FaceGeom directory for a solution. If that was the case, the lip files would be calling those separate animations and combining them to generate .lip files in the 32-bit version. Then I could just tell the .lip generator to call/use my "face" animations specifically for my android. Problem is, I have zero idea how it does that, or if that is even how it works. Thus, I was hoping someone had source code/Papryus info or a guide to help me out with this. and before anyone posts the link to the Creation Kit Papyrus Reference, I have already seen and reluctantly read through the majority of it. Many thanks! EDIT: I thought I would link something fairly useful I found. Material and Texture Animations in NifSkope. I'm not entirely sure if this would help me or not. This is definitely something worth while, but it doesn't point me in the right direction in regards to the lip files. Still open to any suggestions or advice. EDIT 2: I have posted this help request on a few more modding forums I use regularly, and someone posted a response that made me realize I needed to clarify some things I said. So I double checked the light animations for the Robobrains and the Protectrons, no luck. Went ahead and checked the other robots as well. All of them just use a looping blink animation that isn't linked to their speech, sadly. I researched the Securitrons from FNV as well revealing the same result more or less. Theirs were alittle more in depth adding flicker and distortion to their animation. He continues: Lol i should have been more descriptive; I know HOW to make(generate) standard .lip files in the CK-32bit version, make a batch, and all that good stuff to skip having to go into CK. The part I'm lost on is how the Creation kit takes audio files, then calls on the appropriate facial animations., and then compresses that animation montage into a .lip file. (The shape of their mouths and expressions when they speak.) If I knew this, I could just tell the CK's engine to call on my custom animations instead of the human's face animations. (This was my theory until recently.) Upon further experimentation, I realized that if I just renamed my animations to match those in the /Data/ folder and then replace them, it would break the rest of the game's .lip files for every other NPC. Keeping the originals (obviously) and copying them back and forth doesn't work. The .lip files still use the face fbxs continuously to be referenced for those specific .lip files. Since I couldn't find them originally, that's when I tried making scripts and whatnot. The NifSkope tutorial from the Nexus I mentioned above was incredibly helpful, but that still didn't help with the .lip files. The search continues.
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Nightsay does get in depth when it comes to animation, and using the character asset skeleton, yes. However he doesn't explain how to make a custom skeleton... Like for say.... An arachnid from starship troopers. I.E. making a quadruped, with half it's body as a top and bottom jawbone, and mantis type arms. FOR THAT you have to make a skeleton from scratch, then make all of it's custom animations, get NifSkope, and FO4E/CAR to recognize it as a skeleton, and custom race. This is where true frustration and perseverance come in The real obstacle is getting CR or what have you, to recognize a custom race, and skeleton in game.
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Nif is crashing CK
Bromancelot replied to Bromancelot's topic in Fallout 4's Creation Kit and Modders
I just used a male body and skeleton, in 3ds Max. Didn't use outfit studio because the bone weights were not what I needed to happen to the mesh. I've tried clicked on bone and and bounding spheres. When selected, nothing appears or changes when altered. It's as if they're not even there. EDIT: Correction, I can NOW see the bone references in YOUR edit. Not my own. They are floating way above the mesh and bone nodes. *sigh*, back to the drawing board lol -
Nif is crashing CK
Bromancelot replied to Bromancelot's topic in Fallout 4's Creation Kit and Modders
Just gave it a shot. Doesn't crash CK anymore, but it does still show up invisible. Even after the edits and NifSkope Edited: Mesh now completely shows up in CK without it crashing. Now the head is jammed down into the shoulders though. Not sure what went wrong. -
Nif is crashing CK
Bromancelot replied to Bromancelot's topic in Fallout 4's Creation Kit and Modders
Ooooh. Well I'm sad I missed that on the normal map. Wasn't able to do much with the bounding spheres. I can't see them at all when I adjust them. NifSkope hates everything about my project so far lol. I'm gonna try and tweek the .DDS files and see if it works. -
Nif is crashing CK
Bromancelot replied to Bromancelot's topic in Fallout 4's Creation Kit and Modders
Well the bones are floating above the mesh, because the mesh is sitting slightly below the grid. That's what I meant by, I couldn't move it at all even after transforming it. https://www.transfernow.net/478i52n6edg8 here are the textures too. I changed the num primitives. Still Had the same issue of crashing though. How could it be the textures? They're all 1024px and such. IS there something else that they're based off of? -
Nif is crashing CK
Bromancelot replied to Bromancelot's topic in Fallout 4's Creation Kit and Modders
Rather I just want know if anyone else can load it in their CK, and if not tell me what's wrong :/