akiras404 Posted April 16, 2018 Share Posted April 16, 2018 I need help for setting new "Behavior Path" for sub graph. I'm trying to make 1-hand/2-hands switching melee weapon. Problem in the behavior file is that newly added variables seems to not able to be bound. Other variables (which I didn't add) can be bound. What I did is below: Duplicated meshes/Actors/Character/Behavior/MeleeBehavior.hkx as MeleeBehavior1HM2HMSwitch.hkx , unpacked to xml using hkxpack, then edited. Following https://www.creationkit.com/fallout4/index.php?title=Subgraphs, set keyword, animation path, then set Behavior Path as "MeleeBehavior1HM2HMSwitch.hkx" . Under GamePlay>Animations, made Sibling of MeleeBehavior.hkx as MeleeBehavior1HM2HMSwitch.hkx, then copy all actions and idles. "Behavior Path" in https://www.creationkit.com/fallout4/index.php?title=Subgraphs says : For any project in the body data tab, if there is a behavior graph you'd like to use in the "Behavior Paths" for that project already, you're ok to use it. All others will not work properly. I'm not sure what this means. Should I add my behavior path to somewhere in the project data? Or, simply I cannot use new behavior file? What am I missing? Thank you for reading. Link to comment Share on other sites More sharing options...
kitcat81 Posted April 16, 2018 Share Posted April 16, 2018 (edited) To be honest , it's written in such way that I'm not sure what it means too.. Body Data is a tab in a race record that links to the main behavior file for the race. As I understand the sentence, if you want to edit some existing race behavior, you should use the existing path and file name(replace the existing file with your file). But if you create a new race, you can add a new file with another name. But that's just my guess and really not sure . Also wonder, what did you mean by "copy all actions and idles" ? I think it won't work if you used the same paths and file names. Each animations path should be unique and can be used only once. I used the page about subgraphs that you mentioned to generate anim text data files. It was for my furniture animation that I made by uniting "enter" and "exit" .hkx from one furniture animation and main idle .hkx from another furniture animation. And the way the page described it did not work for me. I had to google to find how to type it all in command line to make it work. Though I'm not a command line person and never had to use it in my life...so maybe I was just missing something obvious for others. But the example on the page was missing the CK path, quotes and it just looked not the same as the working example I found on Beth site. (my working example for Win10): cd C:\Windows\System32 "D:\Steam cat\steamapps\common\Fallout 4\CreationKit.exe" -GenerateAnimInfo:ModName.esp Data Data I also have a question for you . I can't find any guide on how to use the hkx pack. Could you please give me a real example of the command you type to convert hkx to xml? Edited April 16, 2018 by kitcat81 Link to comment Share on other sites More sharing options...
akiras404 Posted April 17, 2018 Author Share Posted April 17, 2018 Thank you for the reply! Also wonder, what did you mean by "copy all actions and idles" ?I mean this (image). https://ibb.co/kcH847I'm not sure what I did, but without this, any action doesn't work. (Not all actions works well even with this though.) How to type into command line depends on folder structure and environment variable (especially $PATH), so showing exact command is little difficult. Could you please give me a real example of the command you type to convert hkx to xml?Following https://github.com/Dexesttp/hkxpack , cd Desktop\hkxpack java -jar hkxpack-cli.jar unpack "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\meshes\Actors\Character\Behaviors\MeleeBehavior.hkx"You will need a Java Runtime Environement to use this tool. To check if Java has been installed, java -version Link to comment Share on other sites More sharing options...
kitcat81 Posted April 17, 2018 Share Posted April 17, 2018 (edited) That's interesting. Maybe it works differetnly depending on record type. I tried to copy some anims in the idle manager, wanted the idle to play without conditions and did not want to edit vanilla records. But it failed to work. Had to extract the idle from the Alimation BA2 , rename it and create a new path. But those idles that have no file path seem to work differently.Unfortunately, my knowledge on this is quite limited, I'm just interested in this subject and trying to collect different information. I also believe that the author of the Drivable Motorcycle mod mentioned here that he had created a new custom behavior for his mod. But it was for a new race record. Still, maybe checking his mod can help you in some way...Of course unless he has changed it since then. And great thanks for your example. I understand it depends on my path, but I have no clue about the synthax the command line uses so your example is very helpful. I just checked and it showed me the version of Java I have. :smile: Edited April 17, 2018 by kitcat81 Link to comment Share on other sites More sharing options...
ehtyeci Posted April 17, 2018 Share Posted April 17, 2018 Wish I could help, but unless something has changed, the content of FO4 behavior files are still unable to be roundtrip decoded completely using hkxcmd. There's simply too much truncated and ignored data in the xml/tagfile versions. CK being able to display (and edit?) indices of a behavior file is nothing short of amazing, but they are still just indices. There's a GUI frontend version of hkxpack included in the f4ak by shadeanimator on nexus. The GUI throws a runtime library exception on start, but works fine. Just drag and drop. Link to comment Share on other sites More sharing options...
kitcat81 Posted April 17, 2018 Share Posted April 17, 2018 Wish I could help, but unless something has changed, the content of FO4 behavior files are still unable to be roundtrip decoded completely using hkxcmd. There's simply too much truncated and ignored data in the xml/tagfile versions. CK being able to display (and edit?) indices of a behavior file is nothing short of amazing, but they are still just indices. There's a GUI frontend version of hkxpack included in the f4ak by shadeanimator on nexus. The GUI throws a runtime library exception on start, but works fine. Just drag and drop. That's awesome to know. Thank you! Just tried and it works great. At least we can get more info from this data that can help understand the mechanics. Link to comment Share on other sites More sharing options...
akiras404 Posted April 18, 2018 Author Share Posted April 18, 2018 Thank you.I'll take a look the Drivable Motorcycle mod, and try the f4ak. Link to comment Share on other sites More sharing options...
akiras404 Posted April 19, 2018 Author Share Posted April 19, 2018 It seems to be solved. It was .hkx problem.I had to add variable not only in the MeleeBehavior1HM2HMSwitch.hkx, also in the RaiderRootBehavior.hkx .I don't like editing RaiderRootBehavior for compatibility, but it works. Thank you for the help! Link to comment Share on other sites More sharing options...
kitcat81 Posted April 19, 2018 Share Posted April 19, 2018 Good to know you solved it. And your command line example works for me. Just for learning purpose I ran it from the command line a few times and it created the required xml files. Link to comment Share on other sites More sharing options...
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