Popular Post Snapdragon_ Posted February 1, 2023 Popular Post Posted February 1, 2023 Animated Tentacles View File Tentacles have invaded the Commonwealth! A Vault-Tec experiment gone wrong has unleashed 3 variants - "Aggressive", "Hypnotic" and "Passive" tentacles. - "Aggressive" tentacles grab any person that strays too close, forcing them into an animation. 1-4 additional tentacles have a chance to spawn and join in when a person is grabbed. - "Hypnotic" tentacles only work on the player, and will begin to drain your willpower if they enter the camera's view. If you look away before your willpower reaches 0%, you'll be fine. But if you stare for too long, you'll find yourself in an animation with it. - "Passive" tentacles do nothing on their own, simply swaying in the wind. They are good for thematic decoration or manually playing AAF animations. How to Use Currently, tentacles do not spawn naturally. To spawn them, first find their form ID by typing "help tentacle 4" into the game console. Any tentacle that is prefixed with "Aggressive", "Hypnotic", or "Passive" will work. Then, you can place one by entering "player.placeatme FORMID 1" in the console, replacing FORMID with the ID of the one you want to spawn. Note: Aggressive and Hypnotic tentacles have a 5-second effect cooldown on spawn & after ending an animation to avoid a stun-lock situation. After the 5 seconds has elapsed, their effects will work. Be careful spawning Hypnotic tentacles, as their effect will work at ANY distance. I will likely add a distance limit to the Hypnotic tentacles in a later update. Requirements F4SE Advanced Animation Framework Known Bugs - Tentacles' hitbox is buggy due to how they were implemented. It's near impossible to hit them with a gun. I would recommend using a flamer and spraying up and down. (We can just say they're only weak to fire. It's not a bug, it's a feature!) - The Hypnotic tentacle progress bar/screen effect can bug out if you spam pause/unpause while it's active. For Animators Want to make additional tentacle animations? You can download the animation kit here, which includes a rig + a 3ds max script to animate tentacle milking. Note: Do not check "No IK Chain" unless you've removed the IK chain from the rig. Credits @Kaoru Sato for the textures Yannis Valentine for testing TaeHyojin, IceStormNG, and VelvetGoat for New Creature Behavior and Implementation Tutorial Submitter Snapdragon_ Submitted 02/01/2023 Category Animation Requires F4SE, Advanced Animation Framework 25
lee3310 Posted February 1, 2023 Posted February 1, 2023 Thank you for introducing tentacles into Fallout 4 ?. The green tentacle would fit perfectly in Vault 22 (Fallout New vegas) 3
rubber_duck Posted February 1, 2023 Posted February 1, 2023 Really looking forward to this! I'll surely give it a shot once there's a proper mod that's using/requiring this. Outstanding work, keep this up! Also, any plans to implement those tentacles to TWOA? I think it'd fit in quite nicely! 2
Yannis Valentine Posted February 1, 2023 Posted February 1, 2023 Nice its always good to have tentacles 2
Miauzi Posted February 1, 2023 Posted February 1, 2023 So I have something in mind... ...because in my current run I'm running a kind of "Raider Reform Scholl" and I'm convincing the captured women to "change sides" by fulfilling their most secret desires... ...well - I recovered extensive research papers from Fort Hagen - from a group of "crazy" scientists (exiles from the institute). A raider had a wish -> "I want to be a dairy cow" ok - please here: Spoiler as a result, a high-security laboratory was built - since from now on you can also experiment with really dangerous things: Spoiler what is really dangerous? -> tentacles 3
Spaceguest991 Posted February 1, 2023 Posted February 1, 2023 (edited) I wonder if you could add them to the random encounter pool perhaps with hypno ones just like hanging you have to look away from and aggressive ones perhaps hiding until the player to close enough to catch and start a aaf scene and any female followers they have. Edited February 1, 2023 by Spaceguest991 5
spicydoritos Posted February 1, 2023 Posted February 1, 2023 Oooooh ??? I'm going to try these the very second I return home. Are you planning to add a spawning system yourself, or will you be leaving that for others to implement? 2
kdoggg1971 Posted February 1, 2023 Posted February 1, 2023 I'll give this a try, but hopefully we see a better system in the future to place them in the world. If I had the know how, I'd try it myself. A random enemy with a "special" grenade would be cool for combat. A mat trigger system for settlements would work. Random spawns like someone mentioned would be amazing as long as you keep them out of Boston area. FPS would drop so bad. If someone implements a spawn system, it should totally start at the alien crash site and branch out from there.
Snapdragon_ Posted February 1, 2023 Author Posted February 1, 2023 (edited) 2 hours ago, rubber_duck said: Really looking forward to this! I'll surely give it a shot once there's a proper mod that's using/requiring this. Outstanding work, keep this up! Also, any plans to implement those tentacles to TWOA? I think it'd fit in quite nicely! Yes, I plan on adding them in the next update. 1 hour ago, Spaceguest991 said: I wonder if you could like add them to the random encounter pool perhaps with hypno ones just like hanging you have to look away from and aggressive ones perhaps hiding until the player to lose enough to catch and start a aaf scene and any female followers they have. 25 minutes ago, spicydoritos said: Oooooh ??? I'm going to try these the very second I return home. Are you planning to add a spawning system yourself, or will you be leaving that for others to implement? I plan to leave it up to other modders. (I'm going to use the tentacles in some of my other mods as well.) This is more of a resource for other mods to use/expand on. I might change the plugin to .esm so that it's easier to use as a dependency. I originally planned to make a small quest for Animated Tentacles as a showcase of the tentacles, but motivation has eluded me and this mod has been pretty much untouched for the last month. So I decided to package up what I had finished and release it. You can go to the WIP quest cell with COC ATResearchInterior ,but just as a warning, this will start an incompletable quest. Edited February 1, 2023 by Snapdragon_ 8
Spaceguest991 Posted February 1, 2023 Posted February 1, 2023 7 minutes ago, Snapdragon_ said: Yes, I plan on adding them in the next update. I plan to leave it up to other modders. (I'm going to use the tentacles in some of my other mods as well.) This is more of a resource for other mods to use/expand on. I might change the plugin to .esm so that it's easier to use as a dependency. I originally planned to make a small quest for Animated Tentacles as a showcase of the tentacles, but motivation has eluded me and this mod has been pretty much untouched for the last month. So I decided to package up what I had finished and release it. You can go to the WIP quest cell with COC ATResearchInterior ,but just as a warning, this will start an incompletable quest. I lack the know how to really do any modding stuff so I was mostly just posting my ideas in case someone saw it and thought "hey that's a good idea" My other idea on what to do with some tricky tentacles like this is perhaps find a way to have spawn around harvestable crops as a surprise to unwary gardeners. The rads had a few interesting effects on the plants like pumpkins.
Miauzi Posted February 1, 2023 Posted February 1, 2023 something similar to placing mats or crosses would be ideal... 2
Dlinny_Lag Posted February 1, 2023 Posted February 1, 2023 Unfortunately, doesn't work. After this mod activation AAF becomes broken and doesn't show list of actors around player like it usually does. Usual animating icon is displayed and after couple of seconds breaks - no windows with actors is displayed. No errors in logs. So I just not able to start any animation. I use AAF 166 with your NativeSync. Along with SAM Enhanced Animations. And all works fine without tentacles.
vaultbait Posted February 1, 2023 Posted February 1, 2023 This seems like it could be integrated as a random occurrence when wearing the parasite monster tentacles from DD. Might also make a good prototype for Nuka World bloodworm animations... 2
Snapdragon_ Posted February 1, 2023 Author Posted February 1, 2023 (edited) 43 minutes ago, Dlinny_Lag said: Unfortunately, doesn't work. After this mod activation AAF becomes broken and doesn't show list of actors around player like it usually does. Usual animating icon is displayed and after couple of seconds breaks - no windows with actors is displayed. No errors in logs. So I just not able to start any animation. I use AAF 166 with your NativeSync. Along with SAM Enhanced Animations. And all works fine without tentacles. That's odd. Maybe it's a conflict with SAM Enhanced Animations/SAMFormer? Those are the only mods that I don't have installed. Perhaps it's trying to find a SAM skeleton and breaks because there's no SAM definition for the tentacles. Edited February 1, 2023 by Snapdragon_ 1
spicydoritos Posted February 1, 2023 Posted February 1, 2023 So far works fine for me with a full AAF loadout (also including SAM Enhanced Animations). ? Spoiler Spoiler 6
EngineGaming Posted February 1, 2023 Posted February 1, 2023 (edited) 6 minutes ago, spicydoritos said: So far works fine for me with a full AAF loadout (also including SAM Enhanced Animations). ? Hide contents Hide contents Perfect. That means that a custom behavior skeleton (tentacles) for aaf is possible, unlike vanilla ones. Nice nice. Edited February 1, 2023 by EngineGaming 3
Dlinny_Lag Posted February 2, 2023 Posted February 2, 2023 (edited) 3 hours ago, Snapdragon_ said: That's odd. Maybe it's a conflict with SAM Enhanced Animations/SAMFormer? I've found that AnimatedTentaclesMenu was not properly registered. I'm not sure why it was not registered, but suppose due to wrong combination of menu creation flags. I've changed AT:ui script to use default flags, menu can be displayed. But no UI is visible (except cursor) and it doesn't help with AAF. It looks like compiled AT:ui script doesn't match source code. I have no idea how zero flags (in source code) might give you correctly working menu. At least it is not possible to save game if MenuFlags hasn't 0x800. Menu Flags Extended Flags Scale mode (movie flags) Edited February 2, 2023 by Dlinny_Lag
Snapdragon_ Posted February 2, 2023 Author Posted February 2, 2023 (edited) 58 minutes ago, Dlinny_Lag said: I've found that AnimatedTentaclesMenu was not properly registered. I'm not sure why it was not registered, but suppose due to wrong combination of menu creation flags. I've changed AT:ui script to use default flags, menu can be displayed. But no UI is visible (except cursor) and it doesn't help with AAF. It looks like compiled AT:ui script doesn't match source code. I have no idea how zero flags (in source code) might give you correctly working menu. At least it is not possible to save game if MenuFlags hasn't 0x800. Menu Flags Extended Flags Scale mode (movie flags) MenuFlags being set to 0 is intentional, it's a valid flag value. I've found in my tests that if the game is saved while the menu is open, it causes issues. Thus, that flag was removed. I suspect the menu failing to register is likely a symptom of an issue higher up in the chain, rather than the issue itself. Edited February 2, 2023 by Snapdragon_
BraveNewWorld721 Posted February 2, 2023 Posted February 2, 2023 What an interesting way of adding it.
Arcticelf Posted February 2, 2023 Posted February 2, 2023 See, now I want to have a mod that gives a chance to summon them when picking plants or flowers like the comment above. . That or containers. In theory you should be able do it with a script that you drop in the parent object. This is just from a quick look at how things work. I am not a modder though. I just now scripting logic. assuming a 15% percent chance Something like this Int Tentspawn Int Tentype tenstpawn = utility.randomint (1,100) If Tentspawn <= 15 Tentype = Untility.randomint (1,3) if Tentype == 1 spawn aggressiv else if tentype == 2 spawn hypnotic elseif Tentype == 3 spawn Passive End else I'm certain I missed as I don't really know the language too much. I did look to see if they had CASE, which they don't. You could write something for MCM that would let you tweak the chances of them spawning or type. That is really beyond me though.
Krazyone Posted February 2, 2023 Posted February 2, 2023 Nice looking mod... Wishlist for when people start adding them to the world. 1. Corpses... Worm infested. 2. Freshly Killed... Chance for Corpses of killed creatures or enemies to be infested. 3. Implanters... Nora or other people can get Worm filled Pregnancies, drops Worm Infested Corpse. 4. Feral Ghoul Infested... Feral Ghouls infested with Worms, people get pregnant with Worms. Like Clickers, in The Last of Us... 5. Booby Traps... booby trapped chests, that are Mimic Chests, infesting Nora with Worms. Just some stuff I would like, when people start adding these to the world... 10
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