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AAF Creature Pack Animations - Release v03.01 (with sounds and facial expressions)

 

Credits:
The whole LL modding community, to whom I feel I owe something in return, but especially Kimy, Vader, Min, Guobu, Zaz, and all the other folks who have worked on Skyrim and FO4 mods here over the years. I would also particularly like to acknowledge EgoBallistic for continuing to work on key FO4 projects that would otherwise have died.

Shadeanimator, for the indispensible FO4 animation tutorials.

Dagobaking, for all his amazing work on AAF and for answering my many (many) questions about AAF functions.

Leito, for taking the time to teach me how to embed sounds and expressions in an animation and letting me use his sounds.

Ashal, for letting me use old sexlab sounds as the core of the audio for this mod.

 


Summary:

This is a pack of animations and the *esp and AAF xml files needed to play them in game. The original goal was to create at least one set of staged creature/human animations for most of the hostile creatures in Fallout 4. This pack can be used on its own, but my hope is that it will be used as a resource for other mods (*cough* violate *cough*).

This pack still has some technical issues (see below) that I hope to fix. When I have worked out solutions to those, I will post updated versions of the pack.


Requirements:

This pack requires AAF and Fallout 4 (surprise!).

If you want to have sounds, you must also download and install my NSFW sound pack.


Permissions:

You are free to use any of the animations and files in this pack, with the following conditions:
- Do not post them to sites outside of LL without asking me. Basically, don't be that person who puts this up on Nexus or Bethesda.net...
- You cannot charge for mods that contain these animations. If you have an optional payment, that's fine, as long as users who don't pay get the same functionality


The contents of this pack:
This pack contains sets of paired animations (one for the creature, one for the human) for the following creatures:
RadScorpion
Stingwing
Bloodbug
Bloatfly
Yao Guai
Mirelurk
Mirelurk Queen

Behemoths
Molerats
FEV hound
Mirelurk Hunters
Mirelurk Kings
Ghoul 1
Ghoul 2
Mutant 1
Mutant 2
Deathclaw

Each set includes four animation pairs, intended to as sequential stages. All animations are 300 frames long (which should be exactly 10 seconds). The animations are...not especially consensual. You've been warned.

**In the AAF files, I've set up the human as the first animation and the creature as the second. That means that when you select the animations through AAF, you select the human first and the creature second. Otherwise, the animations won't load.**


Install directions:

Copy the files into your /data/ folder. To uninstall, delete the files you copied. At present, the animation pack contains no scripts or anything else that should cause problems when added to or removed from an existing game.

If you have an earlier version of this pack, you can just overwrite everything.

 


Plans/Troubleshoot/Other Notes: (12/2018)

 - I haven't schlonged any of the creatures (bone weighting never seems to work out for me), so I've had to get a little creative. If someone has schlonged nifs for any of the creatures in FO4, I would be happy to make animation sets that take advantage of that at some point in the future.

 

 - The animations were positioned using the most common variant of each creature and the default CBBE body. They should work for other creature variants, and for other human bodies (male or female), but the positioning might be off, particularly if the scale of either one is altered. Also, even with CBBE, there is some clipping. Caveat Emptor. (Update - 12/2018: Because of the way I'm handling human vocalizations, a female character is assumed. If you want male vocalizations, you'll have to go into the NSFW sound files and replace them).

 

 - Some of the creatures may or may not advance correctly through the stages, some may reset to their idle for a second between stages. This has to do with how FO4 handles animations and behaviors...if you want to try and mess with the animation types in the CK, go for it. You're looking for something that includes the dynamic or dyn_ prefixes. Other than that...depends on the creature.

 

 - The Supermutant sounds only play some of the time. This is probably a format issue with the wav files I'm using, I just can't figure out which file is causing it or why (they all *should* work).

 

 - As in all things, some of these are better than others (I'm not a professional - just another random pervert). At some point I'll probably update some of the earlier animations, and maybe add some additional animation sets for some of the creatures.

 

**I'm having some trouble getting the supermutant (in stages 3 and 4 of the wheelbarrow/mutant 02 animations) and deathclaw penises to not clip through. If someone who is good at using the morph function in AAF can fix that, I'd be happy to give a credit and include the fixed version.

 


What's New in Version Version 3.01

Released

3.01

Removed old test entries for Yao Guai, Mirelurks Hunters, Mirelurk Kings. This may resolve some issues for some users with these races. 

 

 

3.00

Added animation sets for the following races:

Behemoths
Molerats
FEV hound
Mirelurk Hunters
Mirelurk Kings
Ghouls (2 animation sets)
Mutant (2 animation sets)
Deathclaw

 

Cleaned up AAF files (individual stages now have 'ishidden=true' so the only ones that will show up in the AAF UI are the staged versions.

 

 



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