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Agony - un-equip weapons during animations


LX6R

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Hey guys,

 

the mod "Agony" adds some cool animations to Fallout 4, but they are broken. When an animation from the mod is played, the equipped weapon is displayed ripped in it's seperate parts - that's ugly af.

 

Would it be possible to force the game to un-equip weapons during animations from Agony? Would anyone know how to do that and help me with it?

 

Also, can you speed up animations?

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@JohnnyTest91... What you been mentioning is something that bugged me for a while, since Agony is Essential for my LoadOrder.

 

I decided to write a "Fix" for it and one or two other things that bug me... I'm already playing my game with it.

 

1. Weapon get unequipped when something from the agony mod gets consumed.

2. Added Magic Effect to Painkillers so that the animation would run on them to.

3. Added craftable Empty Blood Packs to the Chemstation under Healing (needs Medic1)

 

Now the question... Do I need the permission of the Mod-Auther to pubilsh some fixes??

Edited by jags78
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@JohnnyTest91... What you been mentioning is something that bugged me for a while, since Agony is Essential for my LoadOrder.

 

I decided to write a "Fix" for it and one or two other things that bug me... I'm already playing my game with it.

 

1. Weapon get unequipped when something from the agony mod gets consumed.

2. Added Magic Effect to Painkillers so that the animation would run on them to.

3. Added craftable Empty Blood Packs to the Chemstation under Healing (needs Medic1)

 

Now the question... Do I need the permission of the Mod-Auther to pubilsh some fixes??

 

I would upload the fixes and share the link in the comment section of the mod. If he doesn't want it he will tell you.

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4. 20% change to get an empty blood pack back on consuming a blood pack or save blood pack

 

Sound like a plan... I'll do it as soon as i worked my head around creating a esl. Still got some problems there. Otherwise it's going to be an esp...

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Got another question about those esl files... i'm trying to overwrite an entry in agony with f04edit but when i load it up in the creation kit and convert it into a esl, the esp and esl lost their dependency to agony.

 

What am i doing wrong? I usually don't use creation kit for overwrites...

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Got another question about those esl files... i'm trying to overwrite an entry in agony with f04edit but when i load it up in the creation kit and convert it into a esl, the esp and esl lost their dependency to agony.

 

What am i doing wrong? I usually don't use creation kit for overwrites...

 

If I understood esl files right it's not possible to have an esp as a master for them (as they are always loaded first).

 

https://www.reddit.com/r/FalloutMods/comments/74e892/fo4_psa_tutorial_for_converting_small_mods_to_the/

Edited by JohnnyTest91
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dang it... esp it is... if the mod-author of agony gives his permission. i just asked a pretty awesome guy from the nexus staff about this, and i definitely need his permission. I'll keep you up to date.

Good luck, doesn't seem like he is active at all... sadly, because he has some cool mods that desperately need updates.

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YEESSS... I interpreted the nexus staff guy's message wrong. I don't need explicit permission, since im not using any of his assets or source-code (in other words, any of his self made stuff). Patches are a grey-area and get tolerated by Nexus policies. I only have to take down the mod in case the author doesn't want me to make changes on his original. Let's hope his a cool guy (must be, considering the awesome stuff he did)... I'll publish it as soon as it's ready.

 

It's actually not a big thing, but the explanations by a 'Community Manager' resolved many doubts i had on making mods and publishing them.... In other words, I'm happy :laugh:

Edited by jags78
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