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Everything posted by DexesTTP
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Adding cloth physics to a custom mesh [FO4]
DexesTTP replied to fussionzz97's topic in Fallout 4's Creation Kit and Modders
Of course, if you're motivated you can open up a cloth physics file and try to modify it by hand. However, this is a tedious task and you'll be one of the first to do it, so if you go this route you won't get much support or help. -
Modded animations with no sound
DexesTTP replied to IanRB's topic in Fallout 4's Creation Kit and Modders
It shouldn't be different from 1st person animations. 3DsMax crashing seems more like a software setup issue. Check if HCT is installed correctly and maybe check what the crash is caused by (e.g.check in the 3DsMax logs, in "%AppData%\..\Local\Autodesk\3dsMax\2013 - 64bit\ENU\Network" depending of your version) Also, it appears that you can corrupt meshes pretty easily in 3DsMax. Try deleting any extra stuff and keeping only the skeleton + animation when exporting, maybe it will work. Although I can't help you for animations or anything artistic really (I'm pretty bad at creative stuff) I can point you to a few resources concerning FO4 animations. The all-in-one way to learn any FO4-specific animation stuff is the Fallout 4 Animation Kit, by ShadeAnimator and MaikCG. You can find here here on Nexus. It covers most of - if not all - the specifics of animation creation for Fallout 4 up until the export part. Note that you'll need to get 3DsMax and HCT 2014x64 yourself, as they are both tools that you have to buy. Then, you have the "Adding custom animations to Fallout 4" guide by Vader66, over on LoversLab (NSFW). It explains how to add most animation types in the game without touching a single tool other than the Creation Kit. As in every Bethesda game, the theory is one part then you'll have to deal with some quirks (such as the ones IanRB is going through) so it's not that easy. The FO4 animation and mesh creation is pretty documented though, so you should be able to get the full process fairly quickly nonetheless. -
Modded animations with no sound
DexesTTP replied to IanRB's topic in Fallout 4's Creation Kit and Modders
You'll need to add some annotations to your animation when you want the different sounds/actions to happen. From the Fallout 4 Animation Kit guide. The list of annotations is currently unknown, so you'll need to find what the possible values are in the game's animations. Just open them up in XML format and you'll see the annotations in the corresponding section, with their actual values : <array name="annotations" size="1"> <struct> <real name="time">x3f3bbc64 <!-- 0.733343 --></real> <string name="text">weaponSwing</string> </struct> </array> Ctrl-F the name "annotations" and you should find them directly. -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
What you're trying to do is entirely possible - to the extent of existing animations. You're right about the state machine, it is missing the attack routines and doesn't seem to allow a cat to attack at all. You can try to poke around and add that (you'll basically need to copy the HKX behavior files parts of the Dogmeat attack behavior into the cat behavior) or, alternatively, there's a menu in the Creation Kit that would allow you to do that too (it's under one of the last submenus - I can't check right now as I don't have access to the CK). However, the big problem will be to add the actual animations to the cat model, because even if you add behavior to the cat it would attack but stay stiff, as in the CatMeat mod. The person you might get help from is the creator of the Godzilla mod, who has done somewhat similar work when creating it. Also, about my progress : you might have seen the thread by ShadeAnimator, who has basically solved creating animations for Fallout 4. I also didn't check if there was a thread, but it is possible to edit behavior files from the Creation Kit directly. So, I will finish the tool, but both later and without rush (as it isn't a priority - sorry blender users, you'll have to ask 3DsMax people fro conversions for a while still). -
The original author has to prove that it was stolen, usually by proving that the other person didn't have a process to get the exact same result (so he stole it from the original author), or by associating a mark on the work with another of his IP (think like artists putting their names on drawing) and proving that the IPs are independent so the work was likely stolen. This can be impossible for really small things like simple values ("I found them at random" is a valid process), and that's why they usually aren't copyright-able. This option is already unavailable for the OP though, because he straight up told us that he took the mods of other people.
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Ok, so let's step back and talk from a purely, no-ethic-involved legal PoV about mod contents and content in general. Ideas This section is based on this stackexchange question An idea can't be copyrighted, trademarked or even have a precedence. You don't really "own" an idea you had. Except in one case : patents. Any idea that is patented can only be reproduced with approbation and/or fee from the original patent beneficiary, and any idea that isn't protected under a patent is available for anyone to take freely without even mentioning the original author. This works due to international laws, and is limited to "non-broad" ideas that implies an actual way to implement something. E.g you can patent the idea of "touchscreen using pressure-detecting crystals that change their resistance when deformed" but you can't patent "touchscreens" or even "pressure-detecting crystals", because both of them aren't implying an implementation. Design The design is an improved form of an idea. It basically comes down to an idea + the work done to make it doable. A design can be patented, but if it is not, well... As of now, it is unclear if design falls under Intellectual Property. You might have heard that Oracle is suing Google over the use of the Java API on Android, because Sun (bought by Oracle) put time to design the API while Google just took it and implemented it. Once this trial is settled, we will have an answer with an official precedent (in the US at least), until then nothing can protect your designs except patents.. Implementation Now, this is the thing that always falls under intellectual property, provided some limits. An implementation is everything "created"... A written story, a drawing, 3D models, lines of code, to a whole mod. It is supposed the author put time to create his implementation. Because it was in the original question, this does include any values or "small" results the author might have created.... might This doesn't always work though. There is some implementations that can't be attributed to someone, much like ideas and patents. I probably can't e.g. write a 3-sentence story and CC-BY-NC-ND it, because I would probably not "own" it per say, but it depends of the story. The "basic idea" behind it is that the author had to provide effort to make the implementation, so that it can be considered intellectual property. So if the author just slapped the value there and called it a day, then it isn't their IP. However if they studied which value is the best to go there before putting their mod out you'd need to ask them for a right to use their IP. Either way, all these things can only be settled by justice in court. Even if you copy a mod and put it somewhere else, the only thing the mod author can legally do is sue you for theft of IP (which is pretty expensive to pay for, so be careful). What usually happens though is that the mod author reports you to the website managers, who will then refuse to host your mod due to the assumption that it is stolen IP. Note that there's no need for them to justify this : they can decide to not host any of your mod if they want to just because they don't like you, after all it is their website. (footnote : discrimination is them not wanting to host mods from a "class" of people like e.g. russian, transgender or black-skinned - not just you, and "free speech" simply doesn't apply on a website.) Now, to go back to the original point : can you "copy values" from lots of mods, bundle them together and call it your IP ? No. And the funny thing is, this isn't your IP because you wanted to copy the mods, not because you used the values. At the same time, if you decided to make a "fix all" bundle and slapped the same values than everyone out there without trying (e.g. by studying the values and finding them yourself or even by pure luck), you could have called this mod your own IP. tl;dr : ask permission for your mod to all authors whose mods you've retro-engineered. Otherwise, yes this will be theft of IP.
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[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
tl;dr : what you want to do (create animations) isn't possible yet. Now that you know that, you can read the context below. Judging by your post history, using HKXPack isn't what you want to do. You'll want HKXAnim, which is ANOTHER tool and which isn't working at all yet... so it isn't out. Also, just a reminder : the tool you're trying to use provides raw data, nothing more... like : 47 255 247 127 186 47 255 247 127 233 47 255 247 127 251 63 0 0 0 29 0 1 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 30 30 0 16 170 73 63 124 189 185 64 142Good luck making a new animation from that, because I've been trying for about a month and I'm not yet close to finishing. You'll only need to use the HKXPack tool to analyze HKX files, or maybe edit them roughly. You CAN'T use them to create animations. Now, if you really want to open and/or edit existing HKX files with HKXPack (I can always be mistaken), then you HAVE to know already what a path is, what is a working directory and what the above command does in detail before, and if you don't to learn it by yourself. I mean, it's kind of the ABC of studying computer things and/or reverse engineering on WIndows, and I feel like I'd be doing you a disservice by explaining the solution (even with context) while what you are trying to do is something nobody (you can ask) knows yet. "If any of the above instructions seems too difficult, then you won't need the tool." -The post you just quoted -
I mean, if you guys are very motivated you already could edit a skeleton. There's a tool called HKXPack that dumps the names & coordinates of the bone, around other data, and can put them up back to the in-game format. By adding new names and putting the coordinates manually, you could technically edit the skeleton and have it working in game. I'm pretty sure dumping coordinates is the furthest we can do without problems, though. The reason is that we are working on a tool to create FO4 animations from FO4 skeletons. It makes sense to put the limit there because if we have a tool to edit skeletons in 3DsMax AND a tool to create animations from skeletons, we basically would have all of Havok for free, which isn't a good business model for Havok. I believe we can only have one, and I'd prefer if it was the one to create new animations y'see.
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Can't, for the life of me, convert KF to HKX
DexesTTP replied to usaf9211's topic in Fallout 4's Discussion
Not off the table. I'm working on a thing to do that. However, keep in mind that it takes time. We're making progress though. This tool is the "core" of the animation converter, that takes Fallout 4's binary files and get numbers from them (or the reverse - take numbers and make Fallout 4 files). So, we have to create a tool to read animations from 3DsMax/Blender, move the data around and combine it with stuff (to be readable by the game) then convert it to numbers. Finally, the above tool will put the numbers in a HKX file. -
Can we still not add custom first person animations?
DexesTTP replied to zammysage22's topic in Fallout 4's Discussion
Actually, there is a place I keep a more up-to-date thread about my progress. But, let's say the site isn't endorsed by Nexus so I won't link it here. If you know where it is, you can check the thread out. Otherwise, don't worry :) I have a thread about HKXPack (the project core) already opened here, thread that I will update as soon as I make relevant progress to the HKXAnim tool. We are just still deep in early dev of the tool so I have not much to say yet. Also, you guys are already helping by keeping me motivated to go through with this, and that's more than enough :) -
Can we still not add custom first person animations?
DexesTTP replied to zammysage22's topic in Fallout 4's Discussion
That's actually completely spot on. For those that never heard of me, I'm the main dev of the aforementionned tool. We currently have to work without the things that were done for Skyrim, because it used something that we simply don't have (an official API, there is one for Skyrim but not for Fallout 4). I know people managed to make the Creation Kit exporter for animations work with the official Havok Content tools, but it cost as said earlier a lot of money, so only a select few who already had access to that can pull it off. That's why we are working on an independent exporter created specifically for Fallout 4 files. The idea is to provide some "sample projects" already filled with skeletons, that allows you to animate one of the actors. At the moment, we only have the full human skeleton, but we plan to include 1st person skeleton and probably most creatures once we manage to get the tool working for the full human skeleton. The way we did that is by first writing a tool to read data inside the Havok files and write data to a Havok file, from scratch. This took the most part of January/February/March. Then, we studied the animations and tried to analyze data "by hand", but the export tool and the help of people that had the Havok Content Tools allowed us to make huge progress in understanding the Havok animations. Now, I'm writing a tool to try to generate animation files from a Blender or 3DsMax project, and hoping that it will eventually work. Keep in mind that despite our recent progress, we're still really far from a fully working thing. After the 1st person animation is created, I have no idea how to add them to the game though. I believe there is entries that exist for 3rd person animations in the CK, but 1st person animations may require something like FNIS for Fallout 4 to edit the behavior files or to straight up replace the already existing first person animations. If this is the case, I'll maybe try to work on that after the whole animation creation thing is done. This isn't a promise, just a maybe. -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
Surprisingly there hasn't been a comment in a bit. My question is with it reading the skeleton now, is it possible to take an animation and edit it and have it back into a HKX format? I'm still working on that The problem is both understanding the structure of the actual data and converting it to another format, be it for animations or for skeletons. To keep it simple, I "handle" skeletons files because I can now read what exactly in in the files, all the "numbers" if you want. But I am not yet able to convert these numbers to another format (maya/max/blender). I'm focused on both animations and cloth data at the moment. I'll need skeletons to do animations, so it will come at one point. I'm not yet sure when, because I've not much time nowadays and the math behind the numbers makes the whole thing a little hard to understand. So, at the moment it's a whole lot of writing stuff down in a .txt file while trying to figure out what is what. Also, sorry for not giving many updates here. I'll try to keep you all up to date with what I do ! -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
New version is out ! get it here It adds handling of Skeleton files, as well as a fix for some data inside BSClothExtraData files. Note that there is some extradata that is still not handled well, associated with Googles and/or belts. I'll release a new version - maybe a definitive one - when I find how to solve this problem. -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
Ok, I checked and I believe I found the reason. I handled a TYPE_TRANSFORM like a TYPE_VECTOR4. It appears that : 1- a transform is 64 bytes long at least, not 16 (so about 3/4th of the data was lost) 2- it must be handled as a TYPE_MATRIX4 for the thing to work. My bad :P There's a couple other weird things in the file : there's unknown data used as padding (that's not 0 i mean), and there's two extra values at the end of an array. I can't say for sure why, but it is consistent with RAM leftovers. I believe most of the hkx file contents are memory dumps from the Havok tools. Let me know if it keeps happening after I update the tool. I believe it's not the cause of the problem though, as missing data should result in an instant crash while non-written data is more prone to dragged out crashes. The reason I believe the crash was taking its time to happen is because it may have accumulated errors in the calculated movements due to the transform being 0 where it shouldn't have been. This simply stacks the wrong data until it's so blatantly wrong it makes the game crash. Another reason may be because you didn't meet Sturges until the actual crash, therefore it didn't happen until then. But I believe you actually tested that around him, or you put the .hkx file in another nif. I'm currently finishing handling skeleton data, which I finally decoded, and I'd rather not do a build in between when I'm potentially hours away of a new feature release. So, if you want a debugged version now, hit me up on IRC and I'll dump one from the dev branch :) -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
No, it currently doesn't. The reason is simple : we have no idea how to extract this data from the HKX file. Concerning my method, there isn't even a way to extract the animation data from a file using this tool yet. To explain it more in depth. The animation data is stored as NURBS, which are basically curves defined in several points : one at the beginning, one at the end and the rest to define the transition. We are currently only able to extract the begin/end data from the file, using the Havok library. The algorithm to get the intermediate frames isn't known yet. Several people (including myself) are looking through research papers/code about this and trying to find matches for the algorithm. Worst case scenario, the algorithm would have to be reverse-engineered. In any case, it will take time - we may be talking years - to find it. If we have any updates about ways to solve this, we'll let you know. -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
New version is out ! here It mostly fixes issue about data read wrong and padding, and it added support for dirarrays. I have 100% reproduction on Clothdata/physics data and Behaviors, as well as padding removal from animation files (with the file working in-game). That means that if I convert an original file to XML then back to HKX, all the data is exactly the same. Needless to say, that is really really promising. I'll next work on solving the problem with skeletons. I still can't read the data. I'll get back to you when I have results ofc, until then... Have fun :) -
I just don't see any drawback for people (other than the actual modder who do it) to begin modding before the GECK is released. If their mod get broken by an update, it's on them. If the mod becomes a part of the game core, it's on them too. If, finally, a better mod is released when the GECK comes out, it just means that their mod they worked for will be forgotten. So what's the problem ? It doesn't actually hurt anyone.
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Actually, a lot of stuff added by these "small" DLCs seems to be content we can't produce with the GECK (alone), namely new animations/models/etc... So even if we had it day 1 mods would be nowhere as complete as the DLCs they intend to release... at least, I hope so. I don't deny the possibility that they hope to make money off the DLC after the GECK release by hoping that modders add the DLC as requirement. But I think you're a little bit too confident in the modding community ability to create DLC-sized content in a few months, even for DLCs as "small" as Automatron/Wasteland Workshop.
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[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
Thank you ^^ This tool requires Java 8 (I personally use the Oracle jre 1.8.0_71 for Windows). -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
The best you can do as of now is to change the values inside the files. For animations, it's kind of pointless (as the data is stored in big data blobs that I can barely begin to understand). However, all physics files should be accessible - I'm thinking cloth data and such. The contents of these files should be mostly bones and weights, so you may be able to chnage thesevalues and have "good" results in game. To be honest, all of that is still heavily experimental and as of now it might lead to nowhere. Just some infos about animations specifically : the "data" in the animations files is stored in blocs of what I assume are transformations on bones. Each bloc contains several frames (about 256 usually, but it's defined in the file). However, the bloc contains data for a specific skeleton, so to edit it via a animation software we need to also read skeletons... you can see above for that. I'm working with another person (CPU) on decrypting these blocs of data. This will be handle by a special tool on the side of the HKXPack core (i'm thinking about simply calling it "anim" but we'll see). There will be special commands and of course an option using the GUI to use the animation converter. -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
Ok, so I released a version that supports packing : here. Use the "pack" option to go from XML to HKX. There's still two problems the tool can't handle : one thing called "arrsize", which is a value I don't consider while reading/writing the file and therefore I am not reading some values (they don't show up in the XML and are set to 0 in the output file). This will be my main focus for the next release, as I have some good ideas about how to make it work.Another thing called RelArray, which is the main data structure for skeletons. I have no idea how it works, so I'll tinker with it later and try to solve it. Basically, it makes the tool unable to read the skeleton data (you'll see a bunch of errors while using the tool as well as a lot of "error" comments in the output XML).If you compile a XML file and you don't manage to make the output work in-game, please consider giving me the file name so that i can see what is happening exactly. There's some error messages scattered through the tool but I don't think it would be enough to understand the cause of the bug directly. As always, I won't yet give support for the tool, as it is still an alpha version. If you don't understand how to use it after reading the instructions, the tool is probably not ready for you yet. A GUI [Graphical User Interface] will come eventually (once all the bugs are ironed out). edit : just in case, the how-to. edit 2 : there was a bug where MATRIX_4 throwed errors. It was fixed in the latest patch. Please re-download the tool to fix it. -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
Actually, you will be able to modify almost every Havok file, except for the Skeletons (which have an unknown data structure in them). Of course I intend to solve this down the line, and hopefully all havok files and embedded files will be packable and unpackable. Jut a quick update, I have results repacking files (meaning I can repack and then unpack the created hkx files) but it crashes in game. I have some ideas why and I'll try to fix it later this week. -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
The Jar file is a command-line tool. You should just be able to type java -jar hkxpack-cli.jar unpack <path/to/your/file>/<your file name>.hkxin the Windows console. It will give you a XML describing what data is in the HKX file. If any of the above instructions seems too difficult, then you won't need the tool. I'll add a graphical interface later when there is useful stuff to be done. That's it. I'm working at this moment on a way to do the operation the other way (give a XML and get a valid HKX) but I'm not finished yet. Then, useful things can begin to be done with the tool. -
Possible Creation Kit Certified Branding
DexesTTP replied to Moksha8088's topic in Fallout 4's Discussion
You're right, but having this kind of verification for these mods would be difficult - and definitely time-consuming - for mods to ensure, and I don't believe they would accept if we ask them to do it. Some kind of automatic verification is also probably not possible. Just using or having used both the CK and FO4Edit doesn't ensure by itself that the mod will be stable (e.g. a heavily scripted mod, created by the CK, can corrupt a save file). I'm not against some kind of peer-reviewed stability insurance, but this too would be something difficult to do, especially given the fact that this would require people to evaluate mods, and that it would devaluate non-reviewed mods. This would also be sensible to someone brigading their mod, who could "approve" an unsafe mod. One other idea would be to have a tag to "warn" mods that can cause problems, with a "strike" system e.g. to put an "unsafe" mention on the mod. The mod-based version could work, with mods reviewing a "possibly unsafe" mod and putting the mention if necessary. The community-based version, however, would too have problems with brigading, with people "striking" a mod they don't like as unsafe. My point is, any evaluation of a mod that isn't purely based on its gameplay/in-game quality (endorses, votes, etc) can be hard to ensure at it require specialized skill. As such, any "official" way would require too much time IMO for unpaid people, and any "community-based" review could be drowned in possible brigading, thus striking or endorsing mods in a wrongly fashion. -
If I'm not mistaken, this refers to the "ADD-ON" menu option in the game's main screen. It now shows a list of all installed ESPs, and I don't remember seeing it before. It might also refer to some internal work made to facilitate integration and launch of mods.