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Behaviours [FONV] - Idles, run, headtracking etc. v2.4 - Beta v2.5


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About This File

16/07/2016 - Uploaded Beta 2.5 READ INSTRUCTIONS ON BOTTOM, PLEASE

 

26/06/2016 - I manage to update a new version (2.4), this time on LL too

 

SHORT DESCRIPTION
This mod introduces some features for the character, all modular and singularly selectable via MCM. It started with idles, that was my main goal, then I added more features to handle better compatibility.
The actual features as for V2 are:
- Idles: activate and see the character animating when you're not doing anything
- Variable speed run: allows to run faster / slower depending by the angle of your camera. At min value (looking in the direction of your feet), you will walk
- Head-Tracking: passive behaviour of the character, sometimes it will turn the head looking at some npc - Experimental
- Sitting: you can sit down wherever you want. Look down and hold Activate (default E)

 

I'm working on this in parallel to the Staminamod, I'm focusing to make them work together and looking for some more realism and interactivity for my game. However it's important to know that I play in third person and this mod is designed with that in mind.

 

There's NO GENDER RESTRICTION, because the idles are pretty much neutral, however you can untick on MCM those you don't like

 

FAST START
Install it, go on MCM, click Import (if you have Lutana) and load my default settings. Alternatively, activate the features that interest you and play.

 

REQUIREMENTS
- Latest NVSE, alwaysMANDATORY in my mods
- MCMtoo, it is MANDATORY
- UIOis OPTIONAL: with it, you'll be able to see the widget showing the run speed
- Lutana is OPTIONAL: with it, you'll be able to save / restore your MCM settings (since there are many) and identify your skeleton
- A compatible skeleton, like Deedes' The Skeleton or Astymma
- Alternatively, Bodymorph / Sexout skeleton (any versions): it's the only skeleton that allows HxT (head-tracking)
- This skeleton, also, is specific for this mod since v2.5

 

Note: even if optional, these components are strongly recommended

 

INCOMPATIBILITIES
Behaviours will stop working when an animation is forced via script - this is a "feature" of the game engine. Anyway you can reset them sitting down. In short, scripted animations can still be viable, it all depends by the frequency you invoke them and if you're patient to reset after

 

DETAILED DESCRIPTION
Behaviours
They are what I call "passive animations"

 

- General Idles
A list of idles that can be played by the character under certain conditions. They can be singularly selected / deselected on the specific MCM sub-menu GENERAL IDLES. Actually there are 20 different idles.

 

- Primary Needs
These work only if Hardcore Mode is activated. Actually there are 2 different idles, they will play for a lack of food, lack of sleep or dehydration. They tend to block the player for a couple of seconds.

 

- On Hit Idles
They play if the player is injuried on body parts, there's one or more animations per body part. Also, the player will cry from time to time if the health is low. As for Primary Needs, these are slightly more invasive than General Idles.

 

- DN (Do Nothing)
These idles are not written inside the MCM. They will play everytime that another idle is not playing. They are subtle movements, the character will turn the head on right, or *sighs*, or look at left... etc.etc.
Actually there are 12 DN animations. The MCM option HIGH PRIORITY will allow DN animations to have twice the chances to be played - so General Idles will play half of the times

 

- HxT (Head-Tracking)
Head Tracking is not possible in Fallout, let's deal with it
I'm tweaking it the best I can, but it's always a workaround so it's not perfect. The range of the head is +-70 degrees. The distance necessary to acquire a possible target can be defined in MCM (HxT MAX DISTANCE on MCM). The player will "forget" about a target after a certain time (HxT REM TIME on MCM). It requires this skeleton to work.

 

There will be a cyclical attempt to play every kind of animation, every (x) seconds, where x is a random number between the 2 values MIN DELAY TIME and MAX DELAY TIME defined on MCM.
The way the character chooses animations depends by some factors and by a certain priority I gave inside the mod.

 



Actions
In the current version there are only 2 actions, I count (and hope) to increase them in the future. The problem with actions is that not everything can be scripted because many things can screw the Behaviours, and I wouldn't like that.

 


- Running
You can change the speed of your run, based by the X axis of the camera. Basically, if you look your feet (MCM option MAX ANGLE) you'll go slower and if you'll look the horizon (MCM option MIN ANGLE) you'll go faster. When your speed is at minimum, you'll start walking. If you have UIO installed, you can enable a small widget to show your actual run speed.

 

- Sitting down
Look at your feet, hold Activate (default E) for a couple of seconds, a red X will appear where you're going to sit and then you'll sit down. Simple as that. How much inclination the camera must have? How much you must look at your feet? MAX ANGLE, the angle defined under Running, even if you don't use that option. How much time you must hold E? it can be defined by the MCM option HOLD TIME.

 

FUTURE PLANS
- More animations
- Based by how it will go the next version of NVSE, I'd love to add a custom sprint
- Events (animations based by the surroundings)

 

CREDITS
hlp for NVSE
JIP for JIP NVSE and UIO
Luthien Anarion for Lutana
Pelinor for MCM
Nickolos1818for testing
Hitman for the roll animation
Xilandro for the lean concept and parameters

 

PERMISSIONS
My general rule on permissions - you can do whatever you want but not for commercial use; if it's marked as Beta/WIP, then do not use it, it's better if you contact me and we cooperate; if you use something from my mods, some credit would be nice, but if you can please inherit the permissions, so that others will be able to use your mod too, mods deserve to be spreaded.
Included assets can be used only in New Vegas

 

June 2016: this mod is still updated by me

 

 

BETA 2.5
List of changes:
> The speed bar widget now will fade out when not used
> Introduced hotkey to enable / disable progressive run, as per request
> First person Lean - you can poke your head out and shoot enemies while staying behind a wall. REQUIRES THIS SKELETON
> Third person Roll - when standing (not walking / running), you can roll left or right to avoid bullets. On MCM you can select how much DT buff you receive from rolling
Both these new functions are bound by default to Q and E keys, you can change them on MCM. Note that Q on vanilla is the key for autorun, so if you want to keep that key you should rebind.

 

This is classified as Beta because it will be completed with the next version of NVSE and Lutana
It changes some important scripts, so it would be better to make a clean save
It is a replacer for some animgroups - be careful to what it overwrites, do not hesitate to ask for help if something's not clear


What's New in Version v2.4 - Beta v2.5

Released

  • v2 14/06/2016 - Release
  • v2.1 15/06/2016 - Re-Uploaded including a small fix to BodyMorph's head. No need to update if you don't use BodyMorph. No need to do a clean save. Many *thanks* to 7keysCurtain to point me that issue.
  • v2.2 16/06/2016 - Changed a condition on animations. There should be less variety of General Idles when standing and not moving, but also less bad animations when running. Added an ITM on purpose.
  • v2.3 19/06/2016 - Included fix for stuck head during headtracking
  • v2.4 26/06/2016 - Added the ability to enable / disable via MCM the red X. Added the ability to re-bind the sitting hotkey (default Activate)
  • v2.5 BETA - Read instructions n bottom please


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