noptasis Posted June 15, 2016 Share Posted June 15, 2016 Alright, so I'm at my wit's end with this animationevent and animation behavior thing. I was wondering if someone could send me some insight. Or at the very least, I can share some insights working with this bullshit system. So I've been working on this godzilla mod for a few months now, https://i.4cdn.org/vg/1465783577437.webmhttps://a.pomf.cat/xntmlw.webmAnd things are coming along pretty well, aside from a skinning fix and some new textures, the model and assets are finished. Even made custom animations and all. Also working on a fire breath script, with some help. But the animations, my god, the animations. I asked around and figured out how to slow an animation down no problem, but now I'm stuck with trying to create a new behavior graph for CK. Or rather, a copy of the old one would be fine, if it just had different animations. I can't use the generic deathclaw one, since the moves would be too different, Lots more stomps, and a Deathclaw 10 stories high running moves really awkwardly. I've been toying with this using hkxpacker, and the architecture is super strange. Under races there's a location to specify behavior graph, which by default is DeathclawProject. Unpacking that shows it refers to character/deathclaw.hkx, which contains filepaths to all the animation files and another link to the Rootbehavior.hkx. Trying to change animation filepaths in deathclaw.hkx crashes the game, but not rootbehavior filepaths, which simply render the model without any animations. Trying to use an identical file, but with a different name like deathclaw2.hkx crashes the game. Using the same file is fine though, somehow. Must be an unique ID or keywords thing, I have no clue. Anyways, getting frustrated with that and figuring I'd leave it for later, I decided to try adjusting the Vanilla deathclaw in CK, to see if it was even possible. Under Gameplay - Characters There's an animation menu, and I opened up rootbehavior to try and adjust the animations for existing moves. It was pretty comprehensive, with actions for every move the actor had, but for some reason editing the animation file path didn't work. Maybe the existing Anim Event overrides any new Animation file? I have no clue. Maybe all this has to do with Subgraph data? Speaking of which, changing subgraph data ALSO CTD's for some reason. Honestly, this s#*! is driving me insane. So far as I know, this is the first time anyone's tried making new behavior graphs in FO4, though if someone had done it before please let me know so I can beg him for answers. s#*!, I've emailed and messaged literally a hundred people or so trying to figure this s#*! out. If anyone knows how all this behavior architecture and junk works, Lemme know. Link to comment Share on other sites More sharing options...
Di0nysys Posted June 15, 2016 Share Posted June 15, 2016 Bethesda has behaviours on lockdown. They gutted that part of the CK like they do for every game release. About the only way to introduce new creatures is skinning them to similar existing creature skeletons. Link to comment Share on other sites More sharing options...
noptasis Posted June 15, 2016 Author Share Posted June 15, 2016 Bethesda has behaviours on lockdown. They gutted that part of the CK like they do for every game release. About the only way to introduce new creatures is skinning them to similar existing creature skeletons. That's what I thought, but then why would they have an entire tab for the behavior graph in CK? Link to comment Share on other sites More sharing options...
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