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Idles and behaviours - Fallout New Vegas


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14/06/2016 - Instead that correct the issues and make an update, I rewrote the entire plugin from scratch. So, THIS VERSION WILL BE DEPRECATED.
The new version can be found at this link: http://www.loverslab.com/files/file/2973-behaviours-fonv-idles-run-headtracking-etc/

 

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Idles and behaviours - W.I.P.
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This is my attempt to bring some more life to my character.
The idles trigger on their own following certain conditions.
There's a MCM which allows to enable / disable the ones we don't like and some other categories.
Some functions inside the MCM won't work (you click and nothing happens) because I ripped the code before the upload. This because the idles are just a small part of a bigger project, but in the meantime I wanted to see if the idles are appreciated and if they work fine with other people.
I tweaked every file to reach my goals (idle + movement together), but I'm using this as reference. I never tested with vanilla walk, but since vanilla is less animated, it should even give less problems.
THE IDLES ARE MADE FOR FEM CHARACTERS: however, you can play them as male character too. The mod tricks you because when you load the game as female it will automatically enable the idles, vice-versa as male it will disable them. But all you need is going on the MCM and re-enable them, if you want.

 

Actions are another thing I'm trying to script. Actually they are not enabled in the ESP, the only one is "Pinching the pipboy": when you are in third person, instead of opening the pipboy you will trigger an animation, and it will open only at the end of it (see second video on bottom of the page)

 

I ADMIT IT IS A PREMATURE UPLOAD, but I don't deny I would love some feedback and that's why I'm putting it online.

 


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Requirements
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- BNB compatible skeleton, i.e. Deedes, Thaunx or Astymma.
- NVSE 4.6b1 or superior

 


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Installation
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Unzip the content under Data and tick the ESP.

 


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Uninstall
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.PSE eht kcit dna ataD rednu tnetnoc eht piznU

 


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Incompatibilities
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Can't think to anything right now.

 

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Small video of few idles
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[FLASH]


[/FLASH]

 

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My ingame escape plan
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The idles have some main conditions. First person won't work. Sneaking won't work. So, one of these two conditions can be used as your ingame fast escape plan when you're tired of them. OR simply disable them on the MCM :) Also, in combat they won't work. IsRunning: only 6 of the 21 general idles will work, the ones which are less invasive, you won't have any issues with them.
Last, equipping or unequipping a weapon should break momentary their execution.

 

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Few more in-depth details
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Between an idle and another, there's a certain delay before the engine will pick a new one. The time is == to the delay you set on MCM (10 seconds default) + 1-6 second/s, after that it will have a window of 3 seconds to pick an idle. If the previous animation is still running and the timer expires, it will await the next cicle.
Every idle has a certain percentage to trigger, tweaked with my taste. This means that you could even not see a certain idle for a long time. The priority is, as always in vanilla, from top to bottom, it means the first idles will have more probability to trigger anyway.

 

> Primary Needs animations
They trigger only in Hardcore mode. Hunger triggers a stomach ache animation, sleep deprivation triggers a rubbing eyes animation. There are 4 stages of hunger and 4 of sleep deprivation, which correspond to more probability to trigger these animations.
When triggered, these animations won't allow the player to attack and move. They least very little time, but it's good to know.

 

> Hit animations
They have their own group and it can be activated via MCM. They trigger an animation under certain conditions of the player, of her injuries. If one of the two legs is broken, they won't work anymore.
--- Hit Head: < 60% head condition
--- Hit Leg: <60% mobility (3 different idles, for left and right leg condition) - THEY WILL STOP YOU FROM MOVING
--- Hit Torso: <60% torso condition
--- Pain: two different cry animations when the health is < 25%

 

> Standing Idles
--- No walk
No walk idles will trigger when the player is not moving. Also, they have a low priority, so if you move they will interrupt momentary, then they will continue if you stop (if they were still running, of course)
------ Swat
------ Hands on Hips
------ Hands Behind
------ Single Hand on Hip
------ Crossed Arms custom 01
------ Breathing

 

--- Walk
Walk idles will trigger if the player is moving. THEY WON'T TRIGGER IF THE PLAYER IS RUNNING. IsRunning condition doesn't mean if you are actually running... it means if you have Caps Lock inserted (so if you would move, you would run), or if you have Caps Lock not inserted but you are holding the Shift key.
TL;DR if you are walking, you will trigger these ones. Also, due to the tweaked priority, they will continue even if you move, i.e. you can smoke a cigarette while walking etc.etc.
------ (16 different idles)
------ The only 2 ones which have different conditions are Smoking (it wants Cigarette or Packet of cigarette in inventory, it won't work with Carton of cigarette) and Scared (it can trigger in the wastes - not interiors - from 22 PM to 5 AM - idle and priority tested, not the condition itself.

 


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W.I.P.
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This is a W.I.P. , the idles are just a small part of what I'm trying to achieve. Here's a video that shows a couple more idles (not interesting) and introduces Actions. The "pinching the pipboy" is already active in the ESP I uploaded, you can disable it via MCM if it annoys you. The other scripts should be disabled.

 

[FLASH]


[/FLASH]

 

The nice part of this is it doesn't touch vanilla, so it doesn't create incompatibilities or potential conflicts with other mods.
I don't have a long time to script and test this, and due to the original approach of the scripting I can't really foresee unexpected results, that's why I won't upload these Actions until they will be tested properly.

 


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Permission
------------------

 

This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.


  • Submitter
  • Submitted
    12/26/2014
  • Category
  • Requires
    NVSE 4.6b, BnB Skeleton

 

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well I don't recall a walk animation, I admit. But about idles, there's few of them on nexus, but they have a pretty different approach. Mine is more invasive, because I think it can give more benefits. However it's a pretty unexplored land, especially if you check the second video, so it needs some work and some feedback before I can really say "yes, it's 100% doable and fully reliable"

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  • 2 months later...

I can only remember a few animations like that for New Vegas. The main one i've been using for years is just a conversion of the original FO3 mod with nothing added, so it's nice to see someone taking a stab at new ones. Is there an issue with turning on the pipboy light? as i'm unable to do so, it just triggers the animation and then the pipboy screen.

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oh you wouldn't believe, I take me as comparison most of the times, when I do things. Well, not for picking nose animation...

 

@incida yes the pipboy light is disabled in third person. It would be re-enabled in the updated version I have on my hd, I would love to test it few more days before uploading it, it has some kind of headtracking which is tricky

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I had a big problem with htis mod, that leaded me to unistall it.

The settings I've made in the MCM (those availables) are ALWAYS reset to default on a new game session load.

 

Btw, the PipBoy animation, before the PB screen appears, makes my toon to "sink" inside the terrain. My toon returns above the ground only after I closed the PB.

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I had a big problem with htis mod, that leaded me to unistall it.

The settings I've made in the MCM (those availables) are ALWAYS reset to default on a new game session load.

 

Btw, the PipBoy animation, before the PB screen appears, makes my toon to "sink" inside the terrain. My toon returns above the ground only after I closed the PB.

 

A.J. will release the fixed version soon.

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It's almost almost almost ready, the updated-less-clunky version! is that I had to make a big work on it, so it still requires some test time unfortunately.

 

Maybe it wasn't a super idea putting online this clunky version, but I hope someone still appreciated it

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Still loving this mod, eagerly awaiting the update.

 

Somehow my issue with the sinking character when using the pipboy, and the activation of the light with the pipboy seem to have disappeared. Did you release an update and I forgot installing it?

 

Would it be possible to include static idles as well, or maybe allow the user to include/define some of their own favorite idles?

 

I would like to disable the nose picking, but other than that, this mod is awesome, even in its W.I.P. state. Haing the ability to add in your own idles would(including static ones) would make this the ultimate immersion mod for me. Thanks for your hard work A.J.!

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unfortunately you can't add your own idles. Or at least, theoretically it would be possible, like I did on AnT, but it requires too much work from the user, I think a mod should be easier for users

 

However every idle which is present can be disabled via MCM.

 

The new features on the update iclude a small subtle headtracking effect for the player and specific idles dependent by events, i.e. your head is hurt and your player will touch the head sometimes, or you are in hardcore mode and you are sleepy and your character will rub the eyes. What I'm finishing now is the animations to the ingestibles (you drink a nuka and your character will be animated with it, or you inject stimpaks, etc.), these scripts are the ones who require more work for now

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It would be interesting for all drugs to have their own animation, although that would be daunting indeed. I think I have seen an animation for jet somewhere,  and saw an immersion mod that had a hip injection for stimpacks, but not sure how you could do hydra, psycho, radaway, or doctors kits.

RadX and Mentats would just be normal consumables.

 

So, this is in no way a specific request, but some idles I would love to see some day would be:

stretching( arms up or back arch stretch)

hitching up pants

wiping hands on shirt or pant leg

wiping sweat from brow

middle finger salute (not even sure if the fingers can do this)

flicking cigarette after smoking

discarding consumable containers after eating (the wastelands didn't get so trashed from people being enviro-friendly)

 

The reason I asked about adding user defined was because I was considering trying to create some idles (possibly using mocaps), and this seemed like a great way to be able to add them in. I always liked some of Umpa's Oblivion idles, and wanted to try something similar, but wasn't sure how to implement. I am going to try playing with your animation mod, and see if this might be just what I need today.

 

 

EDIT: I keep getting errors trying to download your small animator, same errors that I receive when trying to download any of Kendo2's mods. Wierd and annoying.

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well many drugs I think are inaled or injected, some animations would need to be tweaked but in general everything's possible to be done. Same for the idles you requested, nothing impossible but there's a good work to be done behind it. Actually I'm more spending my time in scripting because I would like to release first some stable thing. I also would have a ton of animations to finish, with higher priority than idles. Unfortunately I'm alone in doing all these works so it requires a lot of time, as you can figure.

 

Don't worry about the small animator, probably there's some temporary problem on the website, just retry tomorrow and I'm sure it will be solved

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I know all these mods, they all tend to touch vanilla IDs. All these mods which involve ingestibles are not compatible each other, unless you don't put a specific patch. What I'm doing, instead, is a script which is compatible with everything.

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I'd love to be able to help with the animations, but my understanding is that it is very tough to do with 3ds (which I have), easier with Blender (which I can't seem to get to run properly on windows), and switching back and forth between linux and windows to test sounds very cumbersome. That is why I was hoping to find some mocaps to speed up the process. Unfortunately I can't find a good tutorial on using the mocaps, since nexus seems to have lost the one good resource they had on the subject.

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I don't think you'll speed up, with mocaps.Most of the times you won't be able to use many bones, the animation will result unuseful. Unless you have devices / technology to create brand new mocaps from scratch... if you have something like that, you probably could adapt the sensors to your vanilla skeleton and everything would be easier.

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 I didn't find that some of the idles were a good fit for my female character, they were too 'girly'.

 Putting the hands behind the back felt very unnatural, because I think she would always be

ready to draw her weapon at a moment's notice. Don't let me stop you, though. I'm sure many

people will appreciate them. My character is just a 'tomboy', I think.

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