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Maybe we'll make Fallout great again? (BDSM mod)


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AnimObCKj.jpg.3a70ad8809cfc66759c4b336ac71a90c.jpg

On 12/23/2023 at 5:40 PM, REB85 said:

Let's assume there are monitors and clothes for thAnimObCKj.jpg.3a70ad8809cfc66759c4b336ac71a90c.jpge faction. Something should make NPCs wear faction clothes, sit in monitors, something should make monitors float around the commonwealth, a gun barge attack enemies from a long distance, moor to the shore, attack enemies, capture women and put them in a cage on the monitor.
  Or there is a torture machine, but something must force the NPC to place the woman in this device and something must activate the device.
  There is furniture for settlements, but something must force settlers to use it as a bed, or something must allow a settler to be assigned to that furniture.
And so on and so forth. As far as I understand, these are all scripts. You also need to do quests, these are also scripts. Perks, changing the behavior of NPCs including partners - all these are scripts.

If we talk about placing objects in the game, let's say I created a model, an animator created animations. However, someone has to take the model, assign animations to it, assign various properties to it, add it to the construction menu or to the chemistry laboratory menu. If you open the CS and look at any object, you will see how many properties and accompanying files it has.

It is easy to make static furniture with one specialIdle sequence for example, or an autoplay series. Such furniture does not have sequence switching. It always plays the same animation loop. It is difficult to make furniture with multiple sequences. So that the necessary gamebryo sequences are included in sync with the havok animation. It's easy to make animations with animObject.

In the sense that any static (including animated) can be called using animObjLoad/Draw annotations. *name. For example, various grips on the arms and legs. Anything, really. Regular static furniture (without gamebryo-havok synchronization) is very easy to add to the game.

 

https://www.nexusmods.com/fallout4/mods/41209

Thus, the simplest way is to combine animated furniture and havok animObj annotations in one animation.

 

 

AnimObCKj.jpg

AnimObj.jpg

Edited by South8028
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On 12/26/2023 at 12:10 AM, Voidson22222 said:

It would be simplest not to change the skeleton. Unless the main focus is on Soviet military hardware and not porn. Also while we are waiting do you want to help me with a less ambitious NV mod's storyline? I have not been able to come up with a good one.

In any case, you need to make bases for the factions and give them weapons. And then the question arises: why not make it original? And when I think about originality, I look at user interest. The greatest interest I see is Soviet and Reich weapons and equipment. And if there is already pornography and stylistics, then why not explain it with a plot?

.........................
Yes, I could help you with the storyline. Write your criteria for the story in a private message. It seems to me that we both speak the same language and use Google translator)
 

10 hours ago, poblivion said:

I can think of some great mod authors who might be able to help. Have you tried reaching out @EgoBallistic @Gray User @JB. ?

I addressed the first two. Did not work out.

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9 hours ago, South8028 said:

AnimObCKj.jpg.3a70ad8809cfc66759c4b336ac71a90c.jpg

It is easy to make static furniture with one specialIdle sequence for example, or an autoplay series. Such furniture does not have sequence switching. It always plays the same animation loop. It is difficult to make furniture with multiple sequences. So that the necessary gamebryo sequences are included in sync with the havok animation. It's easy to make animations with animObject.

In the sense that any static (including animated) can be called using animObjLoad/Draw annotations. *name. For example, various grips on the arms and legs. Anything, really. Regular static furniture (without gamebryo-havok synchronization) is very easy to add to the game.

 

https://www.nexusmods.com/fallout4/mods/41209

Thus, the simplest way is to combine animated furniture and havok animObj annotations in one animation.

 

 

AnimObCKj.jpg

AnimObj.jpg

Thank you very much for your work. I'll definitely try...as soon as I figure out the modding programs. Unfortunately, problems always arise when using amateur software)

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On 12/27/2023 at 2:13 AM, REB85 said:

Thank you very much for your work. I'll definitely try...as soon as I figure out the modding programs. Unfortunately, problems always arise when using amateur software)

Now I’ll try to make a surgical robot. And other operating room equipment. Similar task. Synchronization between gamebryo and havok. Table - statics, statics robot body, animObject manipulators. I don't know if it will work or not. Before that, I tried to put clothes with gamebryo animation of a watch on my hand through NiStringExtraData. But the watch was not put on the hand. They floated next to the hand. Without problems with clothes, only uv animation and particles work. Perhaps everything will work fine with animObject. Don't know. If it works, I’ll write a small manual that will help you make your animations in a similar way without any problems.

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3 hours ago, South8028 said:

Now I’ll try to make a surgical robot. And other operating room equipment. Similar task. Synchronization between gamebryo and havok. Table - statics, statics robot body, animObject manipulators. I don't know if it will work or not. Before that, I tried to put clothes with gamebryo animation of a watch on my hand through NiStringExtraData. But the watch was not put on the hand. They floated next to the hand. Without problems with clothes, only uv animation and particles work. Perhaps everything will work fine with animObject. Don't know. If it works, I’ll write a small manual that will help you make your animations in a similar way without any problems.


My favorite!

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  • 1 month later...
On 1/3/2024 at 6:00 PM, South8028 said:

Now I’ll try to make a surgical robot. And other operating room equipment. Similar task. Synchronization between gamebryo and havok. Table - statics, statics robot body, animObject manipulators. I don't know if it will work or not. Before that, I tried to put clothes with gamebryo animation of a watch on my hand through NiStringExtraData. But the watch was not put on the hand. They floated next to the hand. Without problems with clothes, only uv animation and particles work. Perhaps everything will work fine with animObject. Don't know. If it works, I’ll write a small manual that will help you make your animations in a similar way without any problems.

Surgical robot? you can use my model, There are hand and foot holders and injectors (and dildos). If desired, you can attach a clamp and scalpel to one of the manipulators.

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5 hours ago, REB85 said:

Surgical robot? you can use my model, There are hand and foot holders and injectors (and dildos). If desired, you can attach a clamp and scalpel to one of the manipulators.

🙂Thank you. No, I'll make a regular Da Vinci or something like that. Surgical robots are laparoscopic instruments. They are used in surgery for operations without incisions. Tools and even manipulators enter the work area through small punctures. Externally, this does not require complex animation. Besides, I like to make models myself. Now I just don't have free time. I hope you were able to understand a little about the list of tools that I advised you to master in another topic?

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  • 3 weeks later...

In general, I experimented with synchronizing gamebryo and havok and I have a working method. It's simple. There are vanilla sequences for animObject. These are the three main sequences AutoPlay, AutoLoop, AutoFadeOut. If the number of frames in gamebryo animObj sequences is equal to the number of frames in havok animations (for example, Entry, Loop, Exit animations for furniture), then the hkx animation is automatically synchronized with the animated nif. This allows you to collect animations with characters and objects of any complexity. Moreover, it even allows you to make animated clothes with kinematic animation. nif AnimObject, or clothing, must contain a NiStringExtraData with the name of the bone this nif is attached to. Accordingly, do not forget to add bsBehaviorGraphExtraData to the nif with the vanilla Autoplay.hkx file.You can see examples in my nif.

https://disk.yandex.ru/d/YsKLUWSoaQSfLw

If something is not clear, I will explain in detail how to make any gamebryo-havok animation for aaf/naf or furniture animation.

https://disk.yandex.ru/d/t6HOkDTUARj1Fw

https://disk.yandex.ru/d/8emcFu1Chd_c1w

Edited by South8028
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