Gray User Posted February 28, 2023 Author Posted February 28, 2023 On 2/20/2023 at 1:18 PM, Ferpman said: Were any animations removed in the last few years? I recall an animation on the impaling pole where the victim is getting pulled down on the pole by another NPC, if that is a different animation pack, please someone direct me to it, Just checking here since it was reliant on the Bad End furniture from this mod. No animations removed. But maybe you are thinking of a skyrim animation? I am pretty certain there is one for skyrim like that, but I have not made one for fallout.
Ancient Plague Posted June 30, 2023 Posted June 30, 2023 Is there ever gonna be an update where I can do this to random raiders that surrender? 1
cockroach666 Posted July 5, 2023 Posted July 5, 2023 it says 'you cannot use this right now', on everything except the gallows.
EgoBallistic Posted July 5, 2023 Posted July 5, 2023 8 hours ago, cockroach666 said: it says 'you cannot use this right now', on everything except the gallows. You can't enter these items like furniture. To use them, stand near one, start a new scene in AAF, and select it in the Location menu.
cockroach666 Posted July 6, 2023 Posted July 6, 2023 it says 'you cannot use this right now', on everything except the gallows. probs gonna sound like a dipshit, but what's the location menu?
steelpanther24 Posted July 7, 2023 Posted July 7, 2023 On 7/5/2023 at 9:39 PM, cockroach666 said: it says 'you cannot use this right now', on everything except the gallows. probs gonna sound like a dipshit, but what's the location menu? That is a reference to the AAF menu that pops up when you press the hot key. You set the hotkey in the MCM. If you need help with the AAF menu, the AAF forum here on LL has some tutorials, though they may be links to Youtube videos.
AAAA76 Posted August 9, 2023 Posted August 9, 2023 Will there be any non-furniture based bad ends in the future?
Gray User Posted August 15, 2023 Author Posted August 15, 2023 On 8/9/2023 at 10:58 AM, AAAA76 said: Will there be any non-furniture based bad ends in the future? It's not a bad idea, but probably not from me. One of my other packs (link below) has some solo bondage animations (could be asphyxation, if you equip a collar and do some rp). Given a little motivation, one could also rig up some kind of nasty thing slid into one or both holes in the bondage animations, but that's gonna be scripty. 1
poblivion Posted August 15, 2023 Posted August 15, 2023 (edited) @Gray UserI'm not sure if I already let you know, so just to be sure: Bad Dog is working on something you might be interested in. https://github.com/BadDogSkyrim/PyNifly/releases/tag/V10.2 Edited August 15, 2023 by poblivion
AAAA76 Posted August 15, 2023 Posted August 15, 2023 (edited) On 8/14/2023 at 10:48 PM, Gray User said: It's not a bad idea, but probably not from me. One of my other packs (link below) has some solo bondage animations (could be asphyxation, if you equip a collar and do some rp). Given a little motivation, one could also rig up some kind of nasty thing slid into one or both holes in the bondage animations, but that's gonna be scripty. I was thinking that since some of the animations I've seen allow one of the actors to hold a chosen weapon, that said weapon could be used for a bad end animation. It would be easier for creatures since they all already have some kind of built-in weapon to use like the Deathclaws' claws. Edited August 16, 2023 by AAAA76
Gray User Posted August 18, 2023 Author Posted August 18, 2023 On 8/15/2023 at 2:09 PM, AAAA76 said: I was thinking that since some of the animations I've seen allow one of the actors to hold a chosen weapon, that said weapon could be used for a bad end animation. It would be easier for creatures since they all already have some kind of built-in weapon to use like the Deathclaws' claws. I wonder, would the existing killmove animations do what you want? There is probably a way to incorporate those into an animation pack. I'd guess you could make new animation instances in the CK (that aren't set as killmoves) and then integrate those into an animation pack?
AAAA76 Posted August 21, 2023 Posted August 21, 2023 (edited) On 8/17/2023 at 9:40 PM, Gray User said: I wonder, would the existing killmove animations do what you want? There is probably a way to incorporate those into an animation pack. I'd guess you could make new animation instances in the CK (that aren't set as killmoves) and then integrate those into an animation pack? I don't know much about the technical side of things but maybe some of the existing kill moves could be added as end stages and then it would just force a game over screen like the furniture bad end anims. I don't know if ragdolling can be done as part of an animation but there'd probably also have to be an animation for the player death at the end. If I ever decide to try my hand at animating for AAF, maybe some new animations could be added but the vanilla kill animations are already pretty good. Edited August 21, 2023 by AAAA76
Justaguy0879 Posted September 22, 2023 Posted September 22, 2023 Are there supposed to be screaming/choking sounds? The only sounds I’m getting are the machine/impaling sound :/
gregaaz Posted September 26, 2023 Posted September 26, 2023 Hi @Gray User, hope you are having a good week so far. First let me thank you for creating this animation pack - its a staple of my Fallout 4 builds. Quote Future Plans, Notes: None really. I may add more ends if I get ideas. So I did read the above, but in case you do get ideas as you alluded to, I wanted to offer some feedback on ideas that came up in the course of planning scenarios for my blog. A thicker, round-sided impaling spike, in the style that appears in Dolcett's comics. Could probably use the existing impaling animation with some minor tweaks to ensure the stake stays within the confines of the victim's body, though a horizontal entry or diagonal down (victim doggy style, ass in the air, boot on her neck type thing) would probably look good also. Actor secured to a chair or post, legs drawn up (this posture, even if the furniture is different), with execution by strangulation, electrocution, or impaling Vault-Tec themed execution methods, even if its a reskin of the existing animation - clean metal or plastic parts instead of wood or rusted metal Burned alive over fire, with or without impaling first Anyway, if that tickles your imagination, that's excellent. If not, that's OK and I'm still incredibly grateful for your hard work on this project. Also, do you know if anyone else is working on complementing or expanding this pack? If there's a more appropriate person to reach out to about requests or ideas, please point me in the right direction 1
Gray User Posted September 26, 2023 Author Posted September 26, 2023 4 hours ago, gregaaz said: Hi @Gray User, hope you are having a good week so far. First let me thank you for creating this animation pack - its a staple of my Fallout 4 builds. So I did read the above, but in case you do get ideas as you alluded to, I wanted to offer some feedback on ideas that came up in the course of planning scenarios for my blog. A thicker, round-sided impaling spike, in the style that appears in Dolcett's comics. Could probably use the existing impaling animation with some minor tweaks to ensure the stake stays within the confines of the victim's body, though a horizontal entry or diagonal down (victim doggy style, ass in the air, boot on her neck type thing) would probably look good also. Actor secured to a chair or post, legs drawn up (this posture, even if the furniture is different), with execution by strangulation, electrocution, or impaling Vault-Tec themed execution methods, even if its a reskin of the existing animation - clean metal or plastic parts instead of wood or rusted metal Burned alive over fire, with or without impaling first Anyway, if that tickles your imagination, that's excellent. If not, that's OK and I'm still incredibly grateful for your hard work on this project. Also, do you know if anyone else is working on complementing or expanding this pack? If there's a more appropriate person to reach out to about requests or ideas, please point me in the right direction All good ideas. 1, 3, and 4 you could probably do with the existing animations (by which I also mean that an interested part could probably make that happen using the CK). I will definitely keep those in mind if I re-open this project, or once it becomes possible to animate for Starfield. 2
Gray User Posted September 26, 2023 Author Posted September 26, 2023 On 9/22/2023 at 2:10 PM, Justaguy0879 said: Are there supposed to be screaming/choking sounds? The only sounds I’m getting are the machine/impaling sound :/ That sounds like the NSFW sound pack is not installed. It should be listed under the mod dependencies. It isn't an esp or anything, just a collection of sounds that need to be copied to the sounds directory in FO4.
Gray User Posted September 26, 2023 Author Posted September 26, 2023 On 6/29/2023 at 5:51 PM, Ancient Plague said: Is there ever gonna be an update where I can do this to random raiders that surrender? That's not a bad idea, but it is something that the surrender framework would need to handle. This is just a package of the animations themselves and I am pretty set on not adding any kind of scripting to it in order to keep max compatibility. 1
eflat01 Posted September 26, 2023 Posted September 26, 2023 1 hour ago, Gray User said: That's not a bad idea, but it is something that the surrender framework would need to handle. This is just a package of the animations themselves and I am pretty set on not adding any kind of scripting to it in order to keep max compatibility. Right, Sounds more like a mod Violate could hand off to.
ManceCornel Posted October 8, 2023 Posted October 8, 2023 Hello ? If I combine AAF Violate with AAF Bad End Animation Pack ... does that mean that AAF Bad-End: Purgatory will ... not play or will it play after the PC has died using the AAF Bad End Animation Pack animations?
Just Checking Posted October 8, 2023 Posted October 8, 2023 12 hours ago, ManceCornel said: Hello ? If I combine AAF Violate with AAF Bad End Animation Pack ... does that mean that AAF Bad-End: Purgatory will ... not play or will it play after the PC has died using the AAF Bad End Animation Pack animations? 2 Purgatory is meant to pick you up after the Violate Bad End event. I don't actually know if Purgatory can trigger off of anything else, to be honest. But yeah, once the Bad End animation ends Purgatory will kick in. Don't know if it works with a non-lethal bad end, I believe there are settings in Violate to decide the lethality of the event (Never, only with stronger enemy, always). 2
Gray User Posted November 8, 2023 Author Posted November 8, 2023 Wanted to say that there is now an addon for creating bad end furnitures in the workshop that you can assign settlers to. It's beta, so let me know if it works or not. 2
destrux Posted November 18, 2023 Posted November 18, 2023 Settler furniture seems to work fine but is there a way to disable the controller vibrations when your player is in the area of the furniture when an NPC is using it?
vukovii Posted December 17, 2023 Posted December 17, 2023 I'm curious, currently using AAF to make people use the furniture, but obviously if I leave the area and come back/reload a save, they aren't using them anymore and need to be reassigned. Is there a way to make them keep using them, like an animation lock or something?
El_calebo Posted January 14, 2024 Posted January 14, 2024 I can see the furniture in the workshop menu, but they dont seem to have anything actually there? The mats are there, but i cant see the other furniture. Is anyone else having this issue?
Gray User Posted February 12, 2024 Author Posted February 12, 2024 On 12/17/2023 at 9:54 AM, vukovii said: I'm curious, currently using AAF to make people use the furniture, but obviously if I leave the area and come back/reload a save, they aren't using them anymore and need to be reassigned. Is there a way to make them keep using them, like an animation lock or something? That should not be happening. The furniture is set to force the npc to use it always, which for me works mostly. But as with so many AI settings, when it conflicts with other parts of the AI, who knows what will happen. Only thing I can think that might help this would be to make sure this is loading after any settler/AI changing mods in your load order.
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