necrofire0 Posted November 30, 2016 Share Posted November 30, 2016 (edited) Tryin to think up mod ideas for an animation mod, I've noticed there's lack of immersion animation mods(aside from see yourself drink, sleep, use chems, and bathe) any good ideas floating around? Edited November 30, 2016 by necrofire0 Link to comment Share on other sites More sharing options...
Athanasa Posted November 30, 2016 Share Posted November 30, 2016 (edited) Oooh, I'll jump right in! Although it's more animation RESOURCES than a mod on its own. Each of these ideas I can see as being the key part in a mod, but not the mod themselves. 1. More sleeping idles / animations.Why does everyone sleep on their side curved like that? I guess easy reference sources would be various /lie animations from MMOs etc. I imagine the current sleep animations are especially jarring if you make "bunk houses" for your Settlers, with everyone lying down like some weird Ctrl-V pattern. Not sure HOW you'd make the game pick a random animation, but I'm sure someone would work with you on that.Reason: Immersion, really. Who not some 'relaxing' animations? Arms behind the head, watching the ceiling. Front sleeping, back sleeping, starfish-stealing-the-entire-bed sleeping... 2. Shameless Plug - More 'Wounded' Animations[Linky] The vanilla 'bleedout' animation is okay. Sort of. Except it's an animation you might see a LOT with your companions. And with the progress of modding and survival style mods, it's something we're probably going to see more of. I think Rhys has a similar animation he uses outside Cambridge, though... Aside from that, good quality "I'm dying, help me!" animations would be great for quest makers. An good animation can instantly set the scene and flavour of an entire quest and interactions with a character. Let's face it, you're more likely to give someone a Stimpak or purified water if they look like they genuinely need it, or heed their dying wish and look for their pet hamster. 3. Survival Mode Related AnimationsExtra idle animations that play based on your Survival mode wellness stats.Tired? Overtired? Start yawning. Weary, exhausted? Character occasionally slouches a bit before jerking themselves awake. (Also I guess Fatigue and Lethargy?)Hungry/thirsty? I guess holding their stomach a bit (although stomach growl SFX is probably more appropriate here).Infection / Fatigue (Lethargy?) - Character occasionally hugs their arms to themselves, shivering? 4. Looking Ahead - Other Immersion / Realism Mods - BandagingAt some point I can imagine (or hope...) someone makes a mod that gives you a way of treating crippled limbs through bandages and time spent not fighting. Something other than Stim-Paks, anyway. (I imagine bandages being equipped like limb-specific armor, taking the slot too - you're not exactly going out fighting in it... but I digress).Some sort of "self-bandaging" animation? If you've played ARMA, something like the bandage animation in there. Yes, it locks your character into the animation. And IMO that's fine, because if you're stopping to carefully apply bandages in a firefight you're an idiot. Heck, you could make it an ongoing project - a modders resource. You throw all your animations (maybe make it a team thing? A giant animation store?) into a mod on Nexus which other mod makers can hook THEIR mod into as a master file. Edited November 30, 2016 by Athanasa Link to comment Share on other sites More sharing options...
necrofire0 Posted November 30, 2016 Author Share Posted November 30, 2016 Very good ideas, no lie, ive never modded but i plan to start modding and tbh I have no interest in meshing and modeling and creating weapons/items things. I plan to sink some time into learning animations and creating them. So having said that the sleeping animation is something I could do sounds simple, and im sure if I contact flipdeezy with the sleeping animations they could help me. With all of that said my end game idea is a Immersive Crippling Overhaul where it keeps the same system but when your legs are both crippled you will be forced to crawl, as a person with a boner for survival play I'd love to implement that so if these sleep anims work out ill try to move on to that...any more anims recommendation or feedback is appreciated:) Link to comment Share on other sites More sharing options...
Athanasa Posted November 30, 2016 Share Posted November 30, 2016 ...as a person with a boner for survival play I'd love to implement that so if these sleep anims work out ill try to move on to that...any more anims recommendation or feedback is appreciated:)... Good to know I'm in the right thread. Out of interest, have you ever played ARMA2 with the ACE mod? Specifically the ACE medical system. Worth looking into if you have a survival-boner, plus there's some interesting stuff hidden in the coding and how it works. (Measured blood-loss and pain values... But I won't disappear down that rabbit warren yet.) It's a pipe-dream of mine to mod something similar into FO4. But first! You'd need a Death Alternative style mod (probably a requirement, actually) for it to piggyback onto the framework as it would KO you. A lot. Link to comment Share on other sites More sharing options...
necrofire0 Posted November 30, 2016 Author Share Posted November 30, 2016 I've actually never played Arma but I've heard people mention that mechanic before, but what exactly do you mean by death alternative? I was just thinking using the in game sys just change the anim that plays when both legs are crippled. Link to comment Share on other sites More sharing options...
Athanasa Posted November 30, 2016 Share Posted November 30, 2016 (edited) I've actually never played Arma but I've heard people mention that mechanic before, but what exactly do you mean by death alternative? I was just thinking using the in game sys just change the anim that plays when both legs are crippled.The Pain/Bloodloss mechanics were (I believe) unique to the ACE mod in ARMA, although the vanilla game had locational damage and limb-crippling as standard (too much damage to the legs and you were stuck crawling until you bandaged yourself). It did the same to vehicles - helicopters don't land very will with 'crippled' tail rotors. Skyrim had a mod (not mine, but the maker said he wasn't going to mod for FO4) that basically prevented you from dying. Instead, it put you into bleedout state. Once the bleedout state expired it would run a script/event. Basically you'd wake up somewhere nearby / in an inn few hours later. Sometimes Bandits would loot your body so you'd have to go back to get your gear back. Sometimes a friendly faction would appear and start beating on the enemy NPCs in your defense. I believe Frostfall had similar events for if you 'died' from exposure. You'd wake up by a fire with a pop-up telling you that your companion had saved you, or had been carried to an inn. It then slapped you with the "frostbite" debuff for a while. For Fallout it'd basically do the same, rescue chances / events determined by your faction relations, current companion and nearby settlements. Any crippled limbs acquired before your 'death' would remain (or you might wake up more crippled than you started). By having such a mechanic you can then play the game with less forgiving / more challenging mods and options without spending the entire time reloading your last save. Edited November 30, 2016 by Athanasa Link to comment Share on other sites More sharing options...
necrofire0 Posted November 30, 2016 Author Share Posted November 30, 2016 Solid idea but sounds very script heavy...maybe a toggle feature or a lite version and full version. Also...I often feel that Skyrim/Fallout is big and sandboxy but doesn't have alot to interact with, like aside from side quest there's not to much of a reason to go into bars. Any ideas that could make u interact with the town and just make the world more interactive like GTA,how u can smoke a bong, or get on the webz. Maybe playin a card game in the bars or something? Link to comment Share on other sites More sharing options...
Athanasa Posted November 30, 2016 Share Posted November 30, 2016 ACE/ARMA explanation post, because I can't help myself. It is worth noting that ACE:ARMA (with medical system activated) is almost always played in clans, not solo. ... When hit in ACE:ARMA (excluding blunt trauma damage from buggy collision or being hit by vehicles) added a 'bleed' affect to you, as well as a flat amount of "blood loss". The base bleed amount was affected by the calibre of bullet that hit you / shrapnet / whatnot. More hits mean more bleeding, which increase your "blood loss" score. Remaining still slowed blood loss, and could actually stop it in mild cases. Crawling slowly was neutral. Anything faster increased your rate of blood loss, as would be expected with resulting heart rate. After raising your blood loss speed from sprinting it would remain high - going prone would not return it to pre-sprint levels. This was shown by an increasingly large and dark red blood haze around your screen. Bandage items can be consumed to slow and halt blood loss. Sometimes multiple bandages were needed. Once your blood loss reached a certain threshold your character would fall unconcious. You would then count as stationary, and potentially (rarely) stop bleeding to death. In this state (if the appropriate audio mod, ACRE, was installed) you could not use voice chat or hear voice chat. You'd better hope you had a friend nearby to notice you drop, or you'd likely slowly bleed out and die. Depending on the severity of your condition you night wake up again, but you would drop again if you didn't get treatment. Secondly there was the Pain mechanic. The above mentioned events caused pain, as well as some others. These included being in a vehicle that had crashed in some way (not necessarily wrecking the vehicle - I guess ultra whiplash?) or getting damaged by the crazy buggy clipping of ARMA. Over time pain would increase, exacerbated by excessive movement. It was shown by a pulsing white overlay at the edges of your screen. The frequency and extent of the white showed how much pain your character was in. It also caused scope sway. After passing a certain pain threshold you would start blacking out, as mentioned above, but without the bleeding. As above, you'd wake up again occasionally. The fix for pain was sweet, sweet morphine. To treat a character that kept going unconscious you need to (in this order) treat the bleeding, treat the pain, then stab them with an Epi pen. That was painful to type on the phone. Anyway, I was thinking model FO4 Pain & Misery (random title pulled out of the air) similarly in ACE:ARMA, but have adrenaline keep you going in combat (shock is one hell of a drug). Then check if there are enemies nearby and have your character come down with a thump. Link to comment Share on other sites More sharing options...
Athanasa Posted November 30, 2016 Share Posted November 30, 2016 Solid idea but sounds very script heavy...maybe a toggle feature or a lite version and full version.Very D: Not sure what a lite version would be, honestly. Under the hood the calculations I've worked out so far are relatively simple, so shouldn't give much of a performance hit. I'm not sure what a lite version could lose from the full version. I guess the bonus of the full version would be the spliced voice files to accompany the events? Link to comment Share on other sites More sharing options...
necrofire0 Posted November 30, 2016 Author Share Posted November 30, 2016 Hmmm interesting, if this mod were to go through some of those could be implemented depending on how much I get into scripts most interestingly the blood loss mechanic and if u had lost alot of blood you could use the useless blood packs to keep the bleed out on the dl lol on the go blood transfusion. Do you have any mod experiance? Link to comment Share on other sites More sharing options...
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