Cookiemonsta234 Posted March 20 Posted March 20 13 hours ago, NCK30 said: Some were downright different characters. Bland AI crap with fake skin. Definitely not for everyone but I guess they have to start somewhere 1 hour ago, dagobaking said: A) How much of this feature will be open to modification? If it's changeable by the public like an ENB... It will end up being quite popular. Players could control the characteristics of an entire game in one place. Which is a large part of what modding as an entire activity tries to do. Yeah, I see what you mean. The hardware requirements alone make it feel like it's aimed at a future that hasn't arrived yet. And even when it does, it sounds more like a visual polish layer than something that changes how modding works. Still interesting to watch, though. I found an article that said it will be able to work on all RTX 50 series GPU's but I am not sure how accurate that information is.
Franco Cozzo Posted March 21 Posted March 21 16 hours ago, dagobaking said: It would be pretty cool if they just made a tool that players could adjust directly if/when they turn it on. But, given that nVidia is one of the least cool and greediest companies on earth... I don't see them doing anything like that, sadly. I think if it could work with custom models like comfy/stable diffusion do it could be an amazing piece of tech in the future, that way you could do a cartoon overlay or a realistic overaly or an anime one or make it psychadelic or 16-bit or whatever else people wanted. But Jensen kept talking about "the model" which made me a bit concerned that not only will it be stuck to a single model, it would be stuck to a single nvidia-controlled one, or only ones nvidia directly support. Here's hoping AMD start a new open source venture and get enough help from people to make their own version of the tech, since it seems like nvidia just like to release technology to patent it and copyright the name to maximise control instead of trying to make things better for everyone as a whole. They were running two 5090s in the demo I believe but even that looked a bit "bad" whenever movement was happening, and there was mention of developers being able to mask areas instead of entire screens, which could let them just target NPC faces or specific items/shapes instead of doing an entire scene, which with upscaling could perform "ok" since then its a lower amount of pixels needed to generate, but we porbably will need to wait til the 6xxxti series for it to be playable and not-shit at 4k.
Pfiffy Posted March 23 Posted March 23 On 3/17/2026 at 10:25 AM, dagobaking said: This a good question. I'm not sure what the answer is. It even seemed to confuse ChatGPT. It might be something that hasn't been tested legally before. So, it remains in a limbo depending on what the community tolerates. Being in the middle, I can only advise steering toward caution and getting permission first. But, maybe someone else has a different view, knowledge on that one. From my expierince it will depend on the original creator. Some will give the permission, some will not and some will not answer at all. When I was working on the conversions from Skyrim LE to SE one of them got really upset just for asking. You have to keep in mind, that some of them earn money with their work. I'm also not sure if it is possible to convert the anim objects used in most of the packs can be converted so easily. I haven't seen any anim objects in FO4 anims so far. Just to say it: the conversion of ZAZ will be a nightmare...
Pfiffy Posted March 23 Posted March 23 On 3/17/2026 at 8:35 PM, Allnarta said: That's great news actually, his animations are really solid and there's plenty of them. Republishing as is would not make a lot of sense as most need arms adjusement, but having open permission is a very good thing. Please be careful: I had the permission to release some of Anubs packs in the beginning, but as things settled down in SE modding Anub took control over the SE version again. In some cases The authors might be interested to release the ports themself.
Allnarta Posted March 24 Posted March 24 Ugh. Well, in worst case scenarios, it's always easy to just release SAM adjusements pack + XML's (those cannot be controlled by animation files author in any way) that would require user to manually perform conversion process (luckily, it's easy) prior.
dagobaking Posted March 24 Author Posted March 24 12 hours ago, Pfiffy said: I'm also not sure if it is possible to convert the anim objects used in most of the packs can be converted so easily. I haven't seen any anim objects in FO4 anims so far. Just to say it: the conversion of ZAZ will be a nightmare... The conversion process should retain the annotations that handle anim objects. So, the timing and placement should all be there. I think it would be relatively easy to create versions of objects in either game. But, you would probably have to update the annotations to point to newly created or replacement objects. This isn't really difficult either (you can unpack to XML, edit, repack). But, tedious if you have to do it many times.
leking Posted March 26 Posted March 26 (edited) On 3/23/2026 at 11:17 PM, Pfiffy said: Please be careful: I had the permission to release some of Anubs packs in the beginning, but as things settled down in SE modding Anub took control over the SE version again. In some cases The authors might be interested to release the ports themself. I have contacted anub and billy ont the converting subject last year. Both pretty much answered the same as they will not make conversion simply because they don"t play fallout 4 at all. I fully understand your point. A creator can change his mind and after all it is his work. Here they seem to just do not care about fallout 4. I suppose if they give permission they won't suddenly change their mind. But that is just my personal intuition. I might be wrong. Edited March 26 by leking 1
MadMansGun Posted March 29 Posted March 29 On 3/24/2026 at 3:20 AM, dagobaking said: The conversion process should retain the annotations that handle anim objects. So, the timing and placement should all be there. in other words not there at all, we only use annotations for sound effects (and rarely at that), objects are added with the fnis list txt file. On 3/23/2026 at 2:54 PM, Pfiffy said: the conversion of ZAZ will be a nightmare... that's a understatement, some of those are not just animations with objects attached, they have objects that are animated themselves. 2
kasensama Posted March 30 Posted March 30 First of all, thank you so much for creating this mod. Thanks to your work, I’ve finally been able to use Skyrim animation mods in Fallout 4, something I’ve always been curious about. I tested it by converting an animation mod by billyy, and all 120 animations were converted successfully. Everything works perfectly, aside from some minor alignment issues with the arms and legs. I also have a question that might sound a bit clumsy or difficult to understand, as I don't have much technical knowledge in this area, so I hope you can bear with me. Is it possible to include or write additional data like morph IDs or action IDs during the conversion process? Currently, since only the animations are converted, features like facial expressions, sound effects, and ejaculation effects are missing, so I was wondering if that could be implemented. 1
DDDAMMM Posted March 30 Posted March 30 Thank you for the tools, but I didn't fully understand how correctly convert the animations? I've converted some, but then AAF (1.1.5) didn't load. Errors are on attached screensot. Without converted anims, AAF loading correctly. Maybe I forgot something?
dagobaking Posted March 30 Author Posted March 30 14 hours ago, kasensama said: First of all, thank you so much for creating this mod. Thanks to your work, I’ve finally been able to use Skyrim animation mods in Fallout 4, something I’ve always been curious about. I tested it by converting an animation mod by billyy, and all 120 animations were converted successfully. Everything works perfectly, aside from some minor alignment issues with the arms and legs. I also have a question that might sound a bit clumsy or difficult to understand, as I don't have much technical knowledge in this area, so I hope you can bear with me. Is it possible to include or write additional data like morph IDs or action IDs during the conversion process? Currently, since only the animations are converted, features like facial expressions, sound effects, and ejaculation effects are missing, so I was wondering if that could be implemented. Fallout 4 has those features. And AAF has ways of applying them that authors have used. But, the implementation is quite a bit different than Skyrim. Even just the way animations are run/handled is different. So, you can add those aspects in the game. But, I probably won't try to automate that. 11 hours ago, DDDAMMM said: Thank you for the tools, but I didn't fully understand how correctly convert the animations? I've converted some, but then AAF (1.1.5) didn't load. Errors are on attached screensot. Without converted anims, AAF loading correctly. Maybe I forgot something? This looks like an issue that doesn't have to do with the converted files.
kasensama Posted March 31 Posted March 31 6 hours ago, dagobaking said: Fallout 4 has those features. And AAF has ways of applying them that authors have used. But, the implementation is quite a bit different than Skyrim. Even just the way animations are run/handled is different. So, you can add those aspects in the game. But, I probably won't try to automate that. This looks like an issue that doesn't have to do with the converted files. I see. Thanks for letting me know. I hope this mod plays an even bigger role in the future. Thanks again! 1
DDDAMMM Posted March 31 Posted March 31 6 hours ago, dagobaking said: Fallout 4 has those features. And AAF has ways of applying them that authors have used. But, the implementation is quite a bit different than Skyrim. Even just the way animations are run/handled is different. So, you can add those aspects in the game. But, I probably won't try to automate that. This looks like an issue that doesn't have to do with the converted files. Ok, then I'll search an issue in the modlist. But what's interesting is that the issue appears only when I enable converted anims. Thx for the reply
dagobaking Posted March 31 Author Posted March 31 54 minutes ago, DDDAMMM said: Ok, then I'll search an issue in the modlist. But what's interesting is that the issue appears only when I enable converted anims. Thx for the reply It's possible too that the generated AAF XML needs a newer version of AAF to run correctly. 1
DDDAMMM Posted March 31 Posted March 31 4 hours ago, dagobaking said: It's possible too that the generated AAF XML needs a newer version of AAF to run correctly. Noted! I'll try to reinstal AAF 1.1.5 (as I understand it's the latest version at this moment) and try to convert a few animations once again. Thx for the help
dagobaking Posted March 31 Author Posted March 31 9 hours ago, DDDAMMM said: Noted! I'll try to reinstal AAF 1.1.5 (as I understand it's the latest version at this moment) and try to convert a few animations once again. Thx for the help The newest is 1.5.2. But, its not a public release one. It may need that for the animation grouping XML.
DDDAMMM Posted March 31 Posted March 31 (edited) 6 minutes ago, dagobaking said: The newest is 1.5.2. But, its not a public release one. It may need that for the animation grouping XML. I understand, since I don't have newest version is there any tips for generating correct xml files? Because AAF is loading normally, but the animations didn't appear in the list Edited March 31 by DDDAMMM
dagobaking Posted March 31 Author Posted March 31 9 minutes ago, DDDAMMM said: I understand, since I don't have newest version is there any tips for generating correct xml files? Because AAF is loading normally, but the animations didn't appear in the list It generates single and group XML. So, you could just delete and not use the group ones. The single animation XML should work fine on 1.1.5.
DDDAMMM Posted April 1 Posted April 1 15 hours ago, dagobaking said: It generates single and group XML. So, you could just delete and not use the group ones. The single animation XML should work fine on 1.1.5. No, still the same problem)) Alright I'm tired of this. Thx for the instruments, but I don't know how to create necessary xml files. Good luck in your development
Holylokki Posted April 1 Posted April 1 5 hours ago, DDDAMMM said: No, still the same problem)) Alright I'm tired of this. Thx for the instruments, but I don't know how to create necessary xml files. Good luck in your development UAP's Edge150 error prevents other error messages from being displayed. If the problem is in specific xml files, the debugger should point to them.
DDDAMMM Posted April 1 Posted April 1 (edited) 3 hours ago, Holylokki said: UAP's Edge150 error prevents other error messages from being displayed. If the problem is in specific xml files, the debugger should point to them. Ok, some errors I have resolved, but converted animations not appearing in AAF scene list Edited April 1 by DDDAMMM
dagobaking Posted April 6 Author Posted April 6 On 4/1/2026 at 2:11 PM, DDDAMMM said: Ok, some errors I have resolved, but converted animations not appearing in AAF scene list This has been made more as an advanced tool. If AAF XML and install issues are tripping you up, time will be better spent becoming more familiar with that system first before trying to use the converter.
friendlygaint Posted April 6 Posted April 6 Cheers for the mod, it's cool to see some more animations being provided for the game 1
travelmedic Posted April 9 Posted April 9 Apologies in advance if my question(s) touch the third rail, it's certainly not my intent to open up any old wounds. Having said that... Would this tool also work for converting animations to other BGS games, specifically Starfield? I suspect Starfield will get some renewed interest now with the recent Free Lanes update. The current animation framework for Starfield right now is SAF, which is apparently at least partly based on NAF, but by a completely different author. I'm not a coder, I don't know enough to understand the differences between AAF/NAF/SAF. I'm also well aware of the controversy surrounding NAF, and how you won't offer any support for it and I totally understand your reasons. Is the new code by the new author still considered to be a derivative of your original intellectual property, or is it far enough removed to be something completely different? Again, not trying to cause any ill-will, just hoping that there's a chance to bring new content to another game. If it's not something you're interested in, then so be it.
dagobaking Posted April 10 Author Posted April 10 (edited) On 4/9/2026 at 11:29 AM, travelmedic said: Apologies in advance if my question(s) touch the third rail, it's certainly not my intent to open up any old wounds. Having said that... Would this tool also work for converting animations to other BGS games, specifically Starfield? I suspect Starfield will get some renewed interest now with the recent Free Lanes update. The current animation framework for Starfield right now is SAF, which is apparently at least partly based on NAF, but by a completely different author. I'm not a coder, I don't know enough to understand the differences between AAF/NAF/SAF. I'm also well aware of the controversy surrounding NAF, and how you won't offer any support for it and I totally understand your reasons. Is the new code by the new author still considered to be a derivative of your original intellectual property, or is it far enough removed to be something completely different? Again, not trying to cause any ill-will, just hoping that there's a chance to bring new content to another game. If it's not something you're interested in, then so be it. I'm not really sure if the Starfield version is a derivative or not. I haven't even played Starfield past the first 10-15 minutes, let alone examined mods and the Starfield NAF. In any case, I wouldn't let the existence of that prevent me from making a tool that I felt like making that was above board by itself. I did some initial looking at converting animations to Starfield. Never say never. It's likely possible. But, its pretty challenging due to the differences in skeletons. The skeleton differences between Skyrim and FO4 are relative subtle, imo. But, even those changes cause alignment issues that often need some manual correction. To end up with something useful going into Starfield I believe would require a more sophisticated mapping system. Probably unique-per-bone calculations. This tool is a decent head start on that. I welcome it if someone wants to fork it and try to make a to-Starfield extension (of course while respecting animators, not trying to monetize the tool, etc). For me, it probably is too much work for a game that I don't play. Edited April 10 by dagobaking 1
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