tw1st3dhell Posted December 17, 2022 Share Posted December 17, 2022 (edited) hello i am trying to locate in the creation kit where they have the ui perk animations for fallout 4. Like the little UI animation if idiot savant or critical hit happens. I know where they are in the fallout 4 folder, but not where they are in the creation kit. I made a new ui animation but i can not find where to change it in the CKany and all help is appreciated thanks in advance. Edited December 17, 2022 by tw1st3dhell Link to comment Share on other sites More sharing options...
RaidersClamoring Posted December 17, 2022 Share Posted December 17, 2022 You know this, but in the interest of completion if someone surfs in: They are located in a compressed archive called "Fallout4 - Interface.BA2" in Data. If you want to add to this collection, or override it, you recreate the same folder structure in Data and add your swf there. If there's already an "Interface" folder in Data you can just use that. It's Interface > Components, and then the structure splits into these alternatives, folders with asterisks have actual swfs in them. -- ConditionClips *-- Faction Vault Boys----------- Brotherhood of Steel *----------- Minutemen *----------- Railroad *----------- the Institute *-- Magazine perks *-- Quest Vault Boys----------- Act 1 Quest *----------- Act 2 Quest *----------- Miscellaneous Quests *-- VaultBoys----------- Perks * ----------- SPECIAL * You then create a Perk script that looks something like this:Event OnEntryRun(int auiEntryID, ObjectReference akTarget, Actor akOwner) Game.ShowPerkVaultBoyOnHUD("Components/VaultBoys/Perks/YourFilename.swf", aSoundDescriptor) ; sounddescr. can be 'None' endEvent Or use an equivalent Perk Fragment. There's probably one to use for exactly this. They are under "Perk Entries" > "Entry Point". But fragments are trash so better to use papyrus. Link to comment Share on other sites More sharing options...
tw1st3dhell Posted December 17, 2022 Author Share Posted December 17, 2022 (edited) Yes I have the interface file extracted from ba2. That's where I found the original swf file. I then made brand new ui perk clip that I want to replace an existing perk clip. The new clip is in swf format. I want to replace the current ui perk clip with new one in creation kit, but I cannot find where any of the perkclips are used in the creation kit. I haven't been able to find any link that references to the ui_perkclipxxxx.swf Edited December 17, 2022 by tw1st3dhell Link to comment Share on other sites More sharing options...
Blinxys Posted December 17, 2022 Share Posted December 17, 2022 RaidersClamoring just explained this to you explicitly. :no: The entire game works like CSS, it overwrites as it goes forward with priorities.One priority is (Loose Files Always Win).Meaning yours will be used from the "open" folder over the packed and archived file that came with the game. Therefore placing the replacer files into the corresponding folders (as outline above), you will succeed at what you are attempting without having to do anything in the CK. To further emphasize the point even if it involved an edit it would be stored in a script not the CK directly per se.As for how to find a script in CK... That is exactly why they invented YouTube, and Google, for this exact purpose- all the cute kittens are just a bonus. :wink: Link to comment Share on other sites More sharing options...
tw1st3dhell Posted December 17, 2022 Author Share Posted December 17, 2022 (edited) RaidersClamoring just explained this to you explicitly. :no: The entire game works like CSS, it overwrites as it goes forward with priorities.One priority is (Loose Files Always Win).Meaning yours will be used from the "open" folder over the packed and archived file that came with the game. Therefore placing the replacer files into the corresponding folders (as outline above), you will succeed at what you are attempting without having to do anything in the CK. To further emphasize the point even if it involved an edit it would be stored in a script not the CK directly per se.As for how to find a script in CK... That is exactly why they invented YouTube, and Google, for this exact purpose- all the cute kittens are just a bonus. :wink:ok yeah i have done that to make sure the new clip worked, But wouldnt that just fully change the base game file on my pc and not associate it with the mod im working on. unless i make a new script, sorry im new to scripting Edited December 17, 2022 by tw1st3dhell Link to comment Share on other sites More sharing options...
LarannKiar Posted December 17, 2022 Share Posted December 17, 2022 RaidersClamoring just explained this to you explicitly. :no: The entire game works like CSS, it overwrites as it goes forward with priorities.One priority is (Loose Files Always Win).Meaning yours will be used from the "open" folder over the packed and archived file that came with the game. Therefore placing the replacer files into the corresponding folders (as outline above), you will succeed at what you are attempting without having to do anything in the CK. To further emphasize the point even if it involved an edit it would be stored in a script not the CK directly per se.As for how to find a script in CK... That is exactly why they invented YouTube, and Google, for this exact purpose- all the cute kittens are just a bonus. :wink:ok yeah i have done that to make sure the new clip worked, But wouldnt that just fully change the base game file on my pc and not associate it with the mod im working on. unless i make a new script, sorry im new to scripting You can put the SWF into a BA2 if you like but it's not necessary. Doing so will make the SWF to load depending your load order. YourModName.esp (plugin file)YourModName - main.ba2 (archive file) To change the animation of the Idiot Savant perk: Creation Kit >> IdiotSavant01 [FormID: 1D245E] >> Papyrus Scripts >> IdiotSavantScript >> Properties >> property idiotSavantSwfName >> Change the String value to match your file path. Link to comment Share on other sites More sharing options...
RaidersClamoring Posted December 18, 2022 Share Posted December 18, 2022 RaidersClamoring just explained this to you explicitly. :no: The entire game works like CSS, it overwrites as it goes forward with priorities.One priority is (Loose Files Always Win).Meaning yours will be used from the "open" folder over the packed and archived file that came with the game. Therefore placing the replacer files into the corresponding folders (as outline above), you will succeed at what you are attempting without having to do anything in the CK. To further emphasize the point even if it involved an edit it would be stored in a script not the CK directly per se.As for how to find a script in CK... That is exactly why they invented YouTube, and Google, for this exact purpose- all the cute kittens are just a bonus. :wink:ok yeah i have done that to make sure the new clip worked, But wouldnt that just fully change the base game file on my pc and not associate it with the mod im working on. unless i make a new script, sorry im new to scripting I think I misunderstood you a bit. To replace an swf animation simply give it the same name as the one you want to replace and put it in a recreated folder structure in Data. Load order and the kindness of Bethesda makes sure your asset overrides the original. Since it fetches the resource using a link and not a FormID, there's no reason to tamper with anything in CK, HOWEVER the swf needs to contain all the code found in the original (I bet it's not much). Only the sprite can be different. To then deliver this in a package a mod manager will understand there are a few more steps, each manager has instructions on that. Link to comment Share on other sites More sharing options...
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