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Posted
10 hours ago, RaijinJolt said:

how the heck do i get the animations to start? i can't use my character as a actor

 

You mean in AAF's on-screen scene set-up interface you get to by pressing the Home key? Can you explain your problem in more detail? Does it list your character in the actor selection list? Are you maybe using an alternative player race?

  • 3 weeks later...
Posted

Hi first I just wanted to say I love this pack and the animation work you put into it. Hopefully I can get a reply from someone in this thread. Have you or anyone else managed to find a fix to the creatures randomly going idle mid animation? Its one of the possible issues listed in your FAQ, but basically for anyone who doesnt know a few select creatures will start the animation, then go to the idle pose for a second and then back to the animation over and over again. Its really immersion breaking and I want to keep using this mod pack as its one of my favorites. A few things to note are that I used to not have this problem, and it also only effects a few creatures. I think it has something to do with the morphs causing it, as the only creatures ive noticed that it breaks are Deathclaws, Mutants and Ghouls. Ive tried disabling morphs but the issues still persist so Im not sure what to do. Any help would be greatly appreaciated.

  • 2 weeks later...
Posted

I wanted a behemoth to follow me around. i thought it would be fun to raid camps with a behemoth follower that will assault any surrendered survivors. so far i recruited strong and  used command (setrace supermutantbehemothrace) while he followed me as main companion. the model changed but the animations stayed for super mutants. saved and reloaded and the proper behemoth animations were assigned. voice lines and companion dialogue still works but only if recruited before changing race. with creatures able to do knockouts, he doesn't kill instead knocks out enemies for fun after.  i believe strong retains his stats so he's not as overpowered as regular behemoths. 

Screenshot behemoth.png

Posted
3 hours ago, vaca64x said:

I wanted a behemoth to follow me around. i thought it would be fun to raid camps with a behemoth follower that will assault any surrendered survivors. so far i recruited strong and  used command (setrace supermutantbehemothrace) while he followed me as main companion. the model changed but the animations stayed for super mutants. saved and reloaded and the proper behemoth animations were assigned. voice lines and companion dialogue still works but only if recruited before changing race. with creatures able to do knockouts, he doesn't kill instead knocks out enemies for fun after.  i believe strong retains his stats so he's not as overpowered as regular behemoths. 

 

That's a great idea! I've been manually spawning behemoths and then adding them to friendly (player, settler) factions for my settlements, but I'll try changing a settler's race instead (I use a mod which can spawn super mutant settlers, so would likely convert one of them to a behemoth).

Posted
On 9/10/2021 at 3:21 PM, kakkaohjus said:

@Gray User If Ulf does equip the creatures would you be willing to do some quick and dirty animations or copy-pasting suitable ones when possible for these mods?

 

 

I'm not familiar with those, but glancing through them, the creatures look like they probably use existing skeleton? If that is true, they should already work (the animations should, anyway). I'm pretty sure AAF detects race based on skeleton - anyone remember for sure?

Posted
On 8/31/2021 at 12:20 PM, BrofessorOak said:

Hi first I just wanted to say I love this pack and the animation work you put into it. Hopefully I can get a reply from someone in this thread. Have you or anyone else managed to find a fix to the creatures randomly going idle mid animation? Its one of the possible issues listed in your FAQ, but basically for anyone who doesnt know a few select creatures will start the animation, then go to the idle pose for a second and then back to the animation over and over again. Its really immersion breaking and I want to keep using this mod pack as its one of my favorites. A few things to note are that I used to not have this problem, and it also only effects a few creatures. I think it has something to do with the morphs causing it, as the only creatures ive noticed that it breaks are Deathclaws, Mutants and Ghouls. Ive tried disabling morphs but the issues still persist so Im not sure what to do. Any help would be greatly appreaciated.

 

Ah. Fixing this is beyond me. Something to do with the way animations for those creatures are coded (perhaps in the behavior subgraphs). BGS never really meant for people to add in more animations for most creatures, and there isn't a smooth/reliable way to do it for non-humans that seems to work for everyone. 

 

You can go in a mess around with it on your own though. It's in the CK under animations (which are under gameplay I think). Basically, you need to have the type set to dyn_xxxx or whatever the closest option is (otherwise it can't be called through AAF, seems like). There's usually a _loop and a normal option. The loop is smoother sometimes (won't cut back to standing idle every time the anim cycles), but some creatures will get stuck and fail to progress to the next anim or stop animating at the end of the scene. The normal (non-loop) usually has more reliable staging and ends more cleanly, but usually stutters back to standing idle through the animation. 

 

Which one works better seems to vary from user to user, but I have no clue why (like - even vanilla dog animations for me are crapped, but some of the creatures work for me but hang for other people, and which creatures is not consistent). 

 

I think one of the other animators came up with a solution for ghouls, but I couldn't get it to work for me. I think the other solution for deathclaws was just to make one really long animation, so it doesn't have to cycle, but I didn't go that road. 

Posted (edited)
20 hours ago, Gray User said:

 

I'm not familiar with those, but glancing through them, the creatures look like they probably use existing skeleton? If that is true, they should already work (the animations should, anyway). I'm pretty sure AAF detects race based on skeleton - anyone remember for sure?

 

The short answer is no, even if the race uses the same skeleton as another race already supported by AAF, it won't automatically work with animations.  You will need to create a RaceData file for those new races to tell AAF what skeleton they use.

 

The long answer:

 

AAF does use a notion of a skeleton, but it's not the real skeleton from the race, it's just a tag internal to AAF.

 

Animation XML have a skeleton name, e.g.:

<animation id="vad_Ghoul02"  time="120">
    <actor gender="M" skeleton="FeralGhoul">
        <idle form="0100173B" id="vad_Ghoul02_Ghoul01"/>
    </actor>
</animation>

 

AAF will only let actors with that skeleton name play that animation.  To determine an actor's skeleton name, AAF has a mapping between races and skeletons.  It allows for many-to-one relationships, e.g. multiple races having the same skeleton.

 

These mappings are defined in a RaceData XML file.  E.g., in AAF_raceData_Fallout4.xml, you have lines like these:

    <race id="FeralGhoulGlowing" form="A96BF" skeleton="FeralGhoul"/>
    <race id="FeralGhoul" form="6B4EC" skeleton="FeralGhoul"/>

 

These lines indicate that Feral Ghouls and Glowing Feral Ghouls have the same skeleton.

 

When AAF processes an actor, it gets the actor's race (akActor.GetLeveledActorBase().GetRace()) then uses the above data to map the race to a skeleton name.  So when AAF looks for an animation to match a Glowing Feral Ghoul, it finds that it has a Skeleton type "FeralGhoul", then looks for Animations with that same skeleton type.

 

To add support for a new race, you would need to make a RaceData file that maps the race to a Skeleton tag.  Then AAF will know what to do with those types of NPCs.

 

Edited by EgoBallistic
reword for clarity
  • 2 weeks later...
Posted

Is there any plan to make the DLC monster for Nuka Cola? like Radrat, giant Ant, Gatorclaw, Bloodworm, Cricket

 

Anyway thanks for the creature animations.

  • 4 weeks later...
Posted
On 9/26/2021 at 7:24 AM, razzor69 said:

Is there any plan to make the DLC monster for Nuka Cola? like Radrat, giant Ant, Gatorclaw, Bloodworm, Cricket

 

Anyway thanks for the creature animations.

 

There was. But I never got around to it, and I lost access to 3ds (also, I think I had trouble rigging bloodworms and crickets). Maybe in the future, but not too likely. 

Posted (edited)
17 hours ago, Gray User said:

 

There was. But I never got around to it, and I lost access to 3ds (also, I think I had trouble rigging bloodworms and crickets). Maybe in the future, but not too likely. 

Ah i see that's too bad though, also Leito abandon the bloatfly project, the radrat is using the same skeleton with molerat, gatorclaw also sharing the same skeleton with normal deathclaw, crickets is pretty similar to ash hopper from skyrim, but if you eventually can continue the project, Fallout4 needs more monster animations

Edited by razzor69
Posted

Hey @Gray User this might be a major dumb question however I felt I needed to ask this because I cant seem to find a solution anywhere I search. Where can I find the AAF RSE.esp file ive downloaded both available versions but it only contains the esm for me. You might have addressed this already however I have yet to find a post or comment about it.

 

https://prnt.sc/1x57qnq

Have a good day

Posted
15 hours ago, DRomHawr said:

Hey @Gray User this might be a major dumb question however I felt I needed to ask this because I cant seem to find a solution anywhere I search. Where can I find the AAF RSE.esp file ive downloaded both available versions but it only contains the esm for me. You might have addressed this already however I have yet to find a post or comment about it.

 

https://prnt.sc/1x57qnq

Have a good day

 

I think you're looking for Flashy's RSE mod (circa 2018), before it was split into elements and subsequently redone as RSE II.

Posted
6 hours ago, vaultbait said:

 

I think you're looking for Flashy's RSE mod (circa 2018), before it was split into elements and subsequently redone as RSE II.

So would it be okay to just grab the ESP file from that mod or would I need the whole mod?

Posted
16 hours ago, DRomHawr said:

So would it be okay to just grab the ESP file from that mod or would I need the whole mod?

 

I don't understand why you're looking for that, so it's hard to say what wouid be okay for you. Are you confused into thinking Creature Pack requires that plugin? Did you maybe accidentally turn on support for a mod you're not using?

  • 2 weeks later...
Posted
On 10/24/2021 at 11:05 AM, vaultbait said:

 

I don't understand why you're looking for that, so it's hard to say what wouid be okay for you. Are you confused into thinking Creature Pack requires that plugin? Did you maybe accidentally turn on support for a mod you're not using?

Maybe it is because I am using vortex? (I still for the life of me cant understand how Mo2 works) It gave me a warning saying that the creature pack required the ESP file I was able to find a version of AAF RSE.esp and it seems to be working fine.

Posted

i need help. it seems that i dont know what im doing. how do i start a scene with somthing. and how do i even get a companion to do the scene with? whenever i try to add one it says none in scan range. so i assume im doning somthing wrong

Posted
On 11/13/2021 at 6:52 PM, Retrowave_dmc said:

i need help. it seems that i dont know what im doing. how do i start a scene with somthing. and how do i even get a companion to do the scene with? whenever i try to add one it says none in scan range. so i assume im doning somthing wrong

 

This sounds like an AAF problem. I would go to the help threads for AAF and try to get a scene working in AAF with another human. If that works, then install this and try it with an animal.

Posted
On 9/15/2021 at 4:52 AM, EgoBallistic said:

 

The short answer is no, even if the race uses the same skeleton as another race already supported by AAF, it won't automatically work with animations.  You will need to create a RaceData file for those new races to tell AAF what skeleton they use.

 

The long answer:

 

AAF does use a notion of a skeleton, but it's not the real skeleton from the race, it's just a tag internal to AAF.

 

 Animation XML have a skeleton name, e.g.:

<animation id="vad_Ghoul02"  time="120">
    <actor gender="M" skeleton="FeralGhoul">
        <idle form="0100173B" id="vad_Ghoul02_Ghoul01"/>
    </actor>
</animation>

 

AAF will only let actors with that skeleton name play that animation.  To determine an actor's skeleton name, AAF has a mapping between races and skeletons.  It allows for many-to-one relationships, e.g. multiple races having the same skeleton.

 

These mappings are defined in a RaceData XML file.  E.g., in AAF_raceData_Fallout4.xml, you have lines like these:

    <race id="FeralGhoulGlowing" form="A96BF" skeleton="FeralGhoul"/>
    <race id="FeralGhoul" form="6B4EC" skeleton="FeralGhoul"/>

 

These lines indicate that Feral Ghouls and Glowing Feral Ghouls have the same skeleton.

 

When AAF processes an actor, it gets the actor's race (akActor.GetLeveledActorBase().GetRace()) then uses the above data to map the race to a skeleton name.  So when AAF looks for an animation to match a Glowing Feral Ghoul, it finds that it has a Skeleton type "FeralGhoul", then looks for Animations with that same skeleton type.

 

To add support for a new race, you would need to make a RaceData file that maps the race to a Skeleton tag.  Then AAF will know what to do with those types of NPCs.

 

 

Makes sense. Thanks for the clarification - it is good to have someone who actually knows that they are talking about (as in 'not me') on this thread.  :)

 

@kakkaohjus

 

 

If I am understanding this correctly, it means you could pretty easily set up a couple of additional text files that tell AAF to use existing animations for the new creatures. I don't have the mods installed, so I would not be able to do it (or test it) though. 

  • 3 weeks later...
Posted

Any chance for female creatures allow the player to perhaps tame creatures in a more primal way?

Defeat a radscorpian, radroach, deathclaw or hound and tame them?

  • 2 months later...
Posted
1 hour ago, Lord_Kaine said:

i can't attack after going through an animation, does anyone else have this problem

 

You've posted your question to the support thread for the Creature Pack animations, so does that mean you only see this problem after a creature animation provided by this pack? Does it happen after every animation from this pack, or only certain ones? Have you reproduced the problem by manually initiating and ending an animation with the AAF scene interface, or do you only see it when other mods start these animations?

 

You haven't really provided enough detail for anyone to be likely to help you, nor made any indication that you've attempted to find a correlation which might lead you to discover the cause yourself (critical thought and experimentation, often referred to as "troubleshooting").

  • 3 weeks later...

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