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AAF DLC Creature Animation Pack (Beta v0.1)


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AAF DLC Creature Animation Pack (Beta v0.1)

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First, credit where credit is due:

Dagobaking for all his work on AAF

EgoBallistic for beta testing and troubleshooting the AAF xmls 

 

This is a beta release. The way Fallout 4 runs creature animations (especially the new DLC creatures) was not created with this in mind, and there are still problems (see 'bad news').

 

Requires AAF

Recommended to have NSFW sound pack (for sounds)

Probably you should also have Violate or some other mod that triggers these animations immersively

 

The good news:

 

Creatures with creature/human animation sequences right now:

 

Gulpers (small and large)

Fog Crawlers

Hermits

Anglers

 

Each creature has 1 4-stage sequence, 300 frames (10 seconds) per animation, number of repeats at each stage set in the _animationGroupData xml. 

 

The bad news: 

The animation behaviors for the DLC creatures are half baked (not something I know how to fix), so the animation types that would normally work, kind of don't. Probably, all the animations for all the creatures will work (but they will stutter in between repeats). But they might not, and there might not be a way to fix it on any given system. 

 

Problems that came up during testing:

Hermit actor position breaks (think this is fixed, thanks to EgoBallistic)

Large or small gulper positions off (this should be accounted for the in AAF files, but seems to not always read correctly?)

Angler starts stuttering in and out of default idle, sometimes falls through ground (problem with anim types and anim/behavior interaction, can't be manually fixed but problem usually goes away)

Gulper only animates every other repeat, gets off sequence (see above - don't know if this can be fixed, but it seems to go away after a while). 

 

And as always, if you want to stop creatures from attacking you during testing, add yourself to their faction. Using tcai will probably break all the animations.  

 

 

 


 

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Suggestion - there are three ways, or more to sequence animations.  

50 shades uses direct calls.   ie the first animation three times, depending on the animation you might want the first animation once then repeating each animation x number of times so that it is to be called/played x number of times.   'Sigh' probably best to grab the three examples with snip it

 

image.png.24aaae92b673dd6ae81fc3710c12435f.png
_______________________________________________________________________________________________________________________________________________________
Then there is this way where the first is played, then it rotates between the 2'nd and 3'rd then plays the last once (correct me if I am wrong)

image.png.5cbf90486fc638631272d58e838fb7ae.png
_______________________________________________________________________________________________________________________________________________________
Leito's way calls for the each animation once then sequences between them.  Playing them just once before moving on, if the value of "frames" in the xml is the same amount of frames that make up that specific animation.  The sequence will play over and over in the same order, from start to finish until the scene timer calls for end.

image.png.7bc2c6c6d77e1f060947d999836ff17e.png
_______________________________________________________________________________________________________________________________________________________
For an example of frames not being the correct value there by causing the same animation to play multiple times before moving on to the next animation
image.png.98b1e3cba61cc444dcbf31353ccdf835.pngimage.png.47eaff6fae19c0bdb4a618798e4d8624.png

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The main issue is the scene timer.  As they vary from user to user not playing the first animation more then the desired number of times and always ending at the last animation can be a bit troublesome.  I for one am a firm believer that you can't please everyone and AAF hasn't been a simple plug and play.  If you want something perfect for yourself you must test then adjust over and over until it feels just right.  I for one adjusted the equipment xml so that the ring slot is never removed then added because for me that is how it should be.  I know you can change that in game, but for me I didn't want a duplicate wedding ring I wanted to keep the same ring because for me that was what felt just right.

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I absolutely love these creature packs and I have a suggestion for this pack and your other creature pack that I think would make them even more awesome: I can't imagine the poor girl being able to take ravaging like that for long so could it be possible to make her start losing consciousness in the latter stages and perhaps go completely limp in the last stage?

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11 hours ago, Lukum said:

I absolutely love these creature packs and I have a suggestion for this pack and your other creature pack that I think would make them even more awesome: I can't imagine the poor girl being able to take ravaging like that for long so could it be possible to make her start losing consciousness in the latter stages and perhaps go completely limp in the last stage?

Funny you should mention that. it's on my to do list, but probably not something to expect soon. The goal was to make an animation series for every critter first...

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36 minutes ago, Spectre5342 said:

The only real bug I see is that when one of the animation stages resets or loops the actors will reset position for .5 seconds the player will stand back up

This is also mentioned in the first post/file description under "the bad news" section.

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  • 4 weeks later...
On 10/26/2019 at 2:56 PM, Spectre5342 said:

The only real bug I see is that when one of the animation stages resets or loops the actors will reset position for .5 seconds the player will stand back up but this is acceptable honestly aside form that they all work perfectly. Can't wait to see what animations you'll do next. 

Right, but if you use older files like Cumnwealth or the patches, they just stand there indefinitely. Mine are doing that ATM, so I hafta figure out what patch or older file is responsible.

 

:cold_sweat:

 

 

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On 10/22/2019 at 12:04 AM, GoldenRain said:

Suggestion - there are three ways, or more to sequence animations.  

50 shades uses direct calls.   ie the first animation three times, depending on the animation you might want the first animation once then repeating each animation x number of times so that it is to be called/played x number of times.   'Sigh' probably best to grab the three examples with snip it

 

image.png.24aaae92b673dd6ae81fc3710c12435f.png
_______________________________________________________________________________________________________________________________________________________
Then there is this way where the first is played, then it rotates between the 2'nd and 3'rd then plays the last once (correct me if I am wrong)

image.png.5cbf90486fc638631272d58e838fb7ae.png
_______________________________________________________________________________________________________________________________________________________
Leito's way calls for the each animation once then sequences between them.  Playing them just once before moving on, if the value of "frames" in the xml is the same amount of frames that make up that specific animation.  The sequence will play over and over in the same order, from start to finish until the scene timer calls for end.

image.png.7bc2c6c6d77e1f060947d999836ff17e.png
_______________________________________________________________________________________________________________________________________________________
For an example of frames not being the correct value there by causing the same animation to play multiple times before moving on to the next animation
image.png.98b1e3cba61cc444dcbf31353ccdf835.pngimage.png.47eaff6fae19c0bdb4a618798e4d8624.png

Whichever one DOESN'T have them standing up between frames is the one I want......

 

:thumbsup:

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  • 2 months later...

I have a little problem with this mod, I have installed the AAF Creature Pack Release 3.00 and everything is working just fine. But today i tried to get some scenes with Gulpers or anglers or any creature from far harbor, and they just dont work. They show other animations i have installed, from leito and Atomic lust, but not the ones they should have.This results in the human npc doing the (for example)Leito animation and the Gulper does nothing at all, which is to be expected, since the correct set of animations is not available. I get only the Human to human animations in the selection screen and i dont get why. The maingame creatures like bloodbugs ect. still work perfectly fine though. Anyone an idea what is wrong here? Are the two creature packs not compatible to each other or did i miss some installation instructions?

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  • 2 weeks later...
On 2/11/2020 at 1:40 PM, Artorius01 said:

I have a little problem with this mod, I have installed the AAF Creature Pack Release 3.00 and everything is working just fine. But today i tried to get some scenes with Gulpers or anglers or any creature from far harbor, and they just dont work. They show other animations i have installed, from leito and Atomic lust, but not the ones they should have.This results in the human npc doing the (for example)Leito animation and the Gulper does nothing at all, which is to be expected, since the correct set of animations is not available. I get only the Human to human animations in the selection screen and i dont get why. The maingame creatures like bloodbugs ect. still work perfectly fine though. Anyone an idea what is wrong here? Are the two creature packs not compatible to each other or did i miss some installation instructions?

This sounds like maybe a problem with the AAF xml files? I would try re-copying the AAF files (IIRC, I put all the DLC stuff in the CreaturePack02....xml files) from the pack into data/aaf and then testing with a gulper or some such. Do any of the other animations from the creature pack show up? I think one or more of the 'master AAF' mods breaks this mod, or used to. 

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  • 3 weeks later...

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