jkruse05 Posted February 27, 2018 Share Posted February 27, 2018 A friend of mine was asking about trying to make a Swiss Vetterli rifle, which uses a tube and lever for the "magazine", but a bolt action to chamber each round. Since custom animations are outside my range I was thinking it may be possible to use the Far Harbor lever action's animations for reloading, but have it use the hunting rifle's bolt between each shot. I haven't messed with animations much, but my guess is that you'd have to write a new subgraph sheet that referenced the desired animations, then link it to a new animation set keyword for use in the CK. So, questions. 1. is it even possible, and 2. where would I find existing subgraph/animation reference info to edit and rename? I've been digging through the Fallout 4 archives and haven't found those documents. Link to comment Share on other sites More sharing options...
kitcat81 Posted February 28, 2018 Share Posted February 28, 2018 Adding new animations is not difficult. Copy human race and in Subgraph Data tab set it 'additive' . Then you can add animations without altering game files. It's possible to combine some certain animations when they are separate files. I.e. you can combine some furniture enter or exit animations with some idle from another furniture animation. But they must be compatible and fit along z axis. Some combinations just don't work. Then you also need to run Windows command line like this :C:\Windows\System32>"D:\Steam UserName\steamapps\common\Fallout 4\CreationKit.exe" -GenerateAnimInfo:ModName.esp Data Data(this is to generate Anim text data files). To find animations path find HumanRaceSubgraphData in the Ck and find there animations you want. Then find them in Fallout4 - Animations.Ba2 Link to comment Share on other sites More sharing options...
langnao Posted February 28, 2018 Share Posted February 28, 2018 You wanna combine 2 reload animation into 1? You will have to mess around the animation files under 3ds max. Link to comment Share on other sites More sharing options...
jkruse05 Posted February 28, 2018 Author Share Posted February 28, 2018 You wanna combine 2 reload animation into 1? You will have to mess around the animation files under 3ds max.Not exactly, just use animations made for two different weapons with a single one weapon, under separate conditions. Unless, of course, the bolt cycle animation and the lever cycle animation are somehow a part of their respective reloads, but I think they should be separate. So, basically, I want to use the Lever Action animations for everything EXCEPT cycling each individual shot, which would use the bolt action one. Not sure if that made sense, but if the animations are as separated as I hope nothing about them should need to be edited. Link to comment Share on other sites More sharing options...
kitcat81 Posted February 28, 2018 Share Posted February 28, 2018 You wanna combine 2 reload animation into 1? You will have to mess around the animation files under 3ds max.Not exactly, just use animations made for two different weapons with a single one weapon, under separate conditions. Unless, of course, the bolt cycle animation and the lever cycle animation are somehow a part of their respective reloads, but I think they should be separate. So, basically, I want to use the Lever Action animations for everything EXCEPT cycling each individual shot, which would use the bolt action one. Not sure if that made sense, but if the animations are as separated as I hope nothing about them should need to be edited. Does the weapon have a 'slot' for both? I mean do you want just to replace one of the realodiing animations for some weapon with an animation for another one? if so I believe this is possible. Though not 100% sure.Then it will require extracting all animations for some certain gun, replacing the required animation. Then creating new animation records with your custom Anims keyword. Then adding the keyword to your gun. I have not done anything like this...But I had some fun combining animations from different furniture and even adding non furniture animations to craftable markers...And suprisignly for me it worked.. Though the result was not always something I expected.:P The worst headache I had with creating the anim text data files...Took hours to figure it out. Link to comment Share on other sites More sharing options...
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