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boopi_mod REDUX — Mod Manager, Adult Animation Studio (G.A.M.), 3D & Textures (F.O.R.G.E.), AI Dialogue


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Posted

Привет! Мне стало интересно, планируется ли выпуск инструмента для конвертации из кастомного формата .gam в .hkx или .fbx? Очень хотелось бы иметь возможность импортировать их в Blender или 3ds Max для дальнейшего редактирования и доработки. Спасибо!"


Hello! I was wondering if there are any plans to release a tool to convert the custom .gam animation format to .hkx or .fbx? I would love to be able to import them into Blender or 3ds Max for further tweaking and editing. Thanks!"
 
 
Posted
1 hour ago, Holylokki said:

The animations are Havok, not AAF. They can be launched directly through the console or using other mods. AAF is a tool for launching and configuring animations, as well as a mod development framework.
Therefore, AAF does not hold any exclusive rights to the animations themselves.

And this is a serious drawback.
Because MO2 isn't just a mod launcher, it's a powerful mod development tool that offers effective version control, a secure environment for testing changes, and the ability to connect a wide variety of developer tools to the current build.

Unfortunately, the project's architecture didn't allow me to build everything on MO2, despite all its advantages — I used to run all my mods through it myself. And yes, the animations weren't made through AAF and belong to the modders who created them, but I don't have their permission either. If they want, they can adapt them to my engine, since it supports direct HKX import. However, the engine won't be tied to a single framework, because it's designed to be universal from the ground up: animations created in GAM will work in FO4, Skyrim, and The Sims 4 alike. That's why MO2 isn't the right fit in this case. That said, import support will be 100%, so existing working setups will be up and running right away. Those are the plans.

Posted
59 minutes ago, valentin13 said:

Привет! Мне стало интересно, планируется ли выпуск инструмента для конвертации из кастомного формата .gam в .hkx или .fbx? Очень хотелось бы иметь возможность импортировать их в Blender или 3ds Max для дальнейшего редактирования и доработки. Спасибо!"

 

Hello! I was wondering if there are any plans to release a tool to convert the custom .gam animation format to .hkx or .fbx? I would love to be able to import them into Blender or 3ds Max for further tweaking and editing. Thanks!"
 
 
 
 


Привет!
Анимации в .hkx уже можно импортировать без проблем, .fbx тоже, но пока только если анимация сделана на скелете FO или Skyrim. 3D-объекты уже можно импортировать. Экспорт будет работать в обратную сторону, но в будущем это, скорее всего, будет мой универсальный скелет, который я сейчас дорабатываю. Но экспорт да, будет, просто пока это точно не приоритет.


Hi!
HKX animations can already be imported without any issues, and FBX too — though for now only if the animation was made on the FO or Skyrim skeleton. 3D objects can already be imported as well. Export will work in the other direction, but in the future it will most likely be based on my universal skeleton, which I'm still refining. So yes, export is coming, it's just definitely not a priority right now.

Posted
2 hours ago, yokito78 said:

You can upload images so it can recognize the pose; gender isn't an issue, and you plan to add effects like liquids and other things.  

Yes, you're reading my mind. The release version will include pose recognition, video recognition, and animation conversion in GAM. This is one of the most complex tasks, which will be implemented last, when GAM is stable and has a finished concept and core.

Posted
44 minutes ago, boopi_coder said:

in FO4, Skyrim, and The Sims 4

Imho, this is the project’s weakest point. You might as well throw Cyberpunk and GTA into the mix, too. You’re attempting to build a universal tool for games that run on completely different engines, use different core programming languages, and rely on distinct modding principles. I can see the possibility of generating animations or even quests with voice acting. After all, construction kits exist for many things. But I would develop a separate tool for each individual game. Even Skyrim and Fallout 4, for instance, have a great many differences between them. But they are made on the same engine by the same studio. 

Posted (edited)
13 hours ago, na222222 said:

 brother you literally put hostile code in your mod to crash the game if some one is using naf 

 

[you mean that I added IP protection to my own mod. yes!] and i would do it again as i wasn't given any realistic alternatives. not sure what point you are making as it doesn't challenge my quote.

 

if that mods success was relying on my blessing or support, which is what you imply, there was a completely different way to approach that. i feel the op of this mod/thread gets that. i respect and am thankful for that.

Edited by dagobaking
Posted
2 hours ago, dagobaking said:

 

[you mean that I added IP protection to my own mod. yes!] and i would do it again as i wasn't given any realistic alternatives. not sure what point you are making as it doesn't challenge my quote.

 

if that mods success was relying on my blessing or support, which is what you imply, there was a completely different way to approach that. i feel the op of this mod/thread gets that. i respect and am thankful for that.

classic example of "the worse the thing you did, the more generic the description"

hmmmm today i think i shall "protect my ip"
**crashes everyone's computer with a virus**

Posted
2 minutes ago, na222222 said:

classic example of "the worse the thing you did, the more generic the description"

hmmmm today i think i shall "protect my ip"
**crashes everyone's computer with a virus**

 

sorry brother. drm is not and has never been considered a virus.

Posted
9 hours ago, boopi_coder said:

Sí, me has leído la mente. La versión final incluirá reconocimiento de poses, reconocimiento de vídeo y conversión de animaciones en GAM. Esta es una de las tareas más complejas, que se implementará al final, cuando GAM sea estable y tenga un concepto y un núcleo definidos.

Are you also planning to add more compatibility? I haven't been able to test it because I do have the game updated. 

Posted
18 hours ago, gamermk13 said:

Thanks for the logs — they helped. The app and its core run fine; the problem is the Play button: Windows answered “The requested operation requires elevation” (error 740). That means Fallout4.exe or f4se_loader.exe on your PC is set to always run as administrator, so the app can’t start it without admin rights.

Two ways to fix it — either one works:

1. Remove the admin flag (recommended)

  1. Go to your Fallout 4 folder.
  2. Right-click Fallout4.exe → Properties → Compatibility.
  3. Untick “Run this program as an administrator”. Also click “Change settings for all users” and untick it there too if it’s set.
  4. Click OK.
  5. Do the same for f4se_loader.exe.
  6. Press Play in boopi_mod again.

2. Or run boopi_mod itself as administrator
Close boopi_mod, then right-click boopi_mod.exe → Run as administrator. Then Play can start the game.

About Mod Organizer 2: if you normally play through MO2, keep launching the game from MO2. Mods that live only inside MO2 load only when the game is started from MO2.

 

Posted
1 hour ago, yokito78 said:

Are you also planning to add more compatibility? I haven't been able to test it because I do have the game updated. 

The release version will definitely support all Fallout versions. For now, I've chosen the most stable version so that errors are indepotent and easy to catch.

Posted (edited)
18 minutes ago, boopi_coder said:

La versión final será compatible con todas las versiones de Fallout. Por ahora, he elegido la versión más estable para que los errores sean independientes y fáciles de detectar.

Thanks for the info. Just one suggestion: when you post the animations, make sure to include one with BDSM and another with a creature. I'm sure that will win over a lot of people. Also, if you can, include a foot animation; that way, you'll make it clear that you can do *anything*. 

Edited by yokito78
Posted
7 hours ago, dagobaking said:

 

sorry brother. drm is not and has never been considered a virus.

it is cute that you nit-pick individual words rather then engage with the intent of the message, a sign  that you have very little valid arguments.

 

and yet their is so much wrong with this one sentence it is almost impressive

 

first it is cute that you think calling your **intentionally crashes your system code** DRM is some defense 


and on top of that what you have is not drm, it is hostile code meant to attack a specific other piece of software 

 

drm checks ownership rights to allow user access to software. what you have is not that.

and finally it is adorible that you think calling your **crashes your system code** drm gives you moral high ground as if drm is not universally hated in the gaming sphere.

sorry try again

Posted
48 minutes ago, na222222 said:

it is cute that you nit-pick individual words rather then engage with the intent of the message, a sign  that you have very little valid arguments.

 

and yet their is so much wrong with this one sentence it is almost impressive

 

first it is cute that you think calling your **intentionally crashes your system code** DRM is some defense 


and on top of that what you have is not drm, it is hostile code meant to attack a specific other piece of software 

 

drm checks ownership rights to allow user access to software. what you have is not that.

and finally it is adorible that you think calling your **crashes your system code** drm gives you moral high ground as if drm is not universally hated in the gaming sphere.

sorry try again

Dude, this topic has been discussed for years already. Maybe let’s not clutter the thread with off-topic chatter. This discussion has plenty of interesting things to cover as it is, without that.

Posted

I always hate doing this and wish that I didn't have to bother, but here it is.

 

Please stay on topic! This Thread is about an unique mod and all Posts on it should refer to that mod.

 

Please avoid name-calling! Not only is this Rude and Insulting (making it a violation of the Rules) but it is childish and demeans the speaker.

 

Any new posts in violation of the Rules will be removed. Egregious and/or repeated violations will result in additional sanctions. This Post is not about being the NEW source of discussion. Any Post referring to this one will be also removed.

 

Please enjoy the mod!

Posted
20 hours ago, Samhsay said:

Imho, this is the project’s weakest point. You might as well throw Cyberpunk and GTA into the mix, too. You’re attempting to build a universal tool for games that run on completely different engines, use different core programming languages, and rely on distinct modding principles. I can see the possibility of generating animations or even quests with voice acting. After all, construction kits exist for many things. But I would develop a separate tool for each individual game. Even Skyrim and Fallout 4, for instance, have a great many differences between them. But they are made on the same engine by the same studio. 

Ah, yes — that's a fair concern, and honestly it's the question I asked myself first. The trick is that boopi_mod isn't one tool stretched over different engines — it's a shared core plus a separate, game-specific layer for each game, which is pretty much what you're describing.

What is truly shared:

the animation data model (a canonical skeleton that each game's skeleton maps onto);

the editor, the AI animator and the polish tools;

the voice and lip-sync pipeline;

the dialogue and quest authoring logic;

the mod manager's journal (install / uninstall byte for byte).

None of that cares which engine runs it.

What is per game, written separately:

reading the game's own archives and files (BA2 for Fallout 4, BSA for Skyrim);

the skeleton, read from the player's own install;

the in-game player: GAM.dll on F4SE for Fallout 4, and a separate SKSE plugin for Skyrim;

the script / plugin builder for that game's way of modding.

A new game means a new adapter, not a rewrite.

Fallout 4 is and stays the main target — everything is built and tested there first. The Skyrim SE beta already has its own archive reader, takes the skeleton from the game, and has its own in-game player; it still needs proper in-game testing before I call it ready. Others (The Sims 4, Cyberpunk) will only come once there's a solid per-game layer for them, not before. So: one toolbox, but every game gets its own dedicated part — and if it can't be done well for a game, it won't be shipped for it.

Posted (edited)
On 10/12/2026 at 9:26 PM, boopi_coder said:

What's coming


The next release

  • Every Fallout 4 version: Old-Gen, Next-Gen and Anniversary — the app detects yours and picks the right plugins.

 

 

This is what I'm waiting for 👍

 

This project sounds to me like a little part of future AI gaming. Making and playing. Maybe I'm wrong because I know nothing about coding, just a regular player.

Edited by Cealapa
Posted (edited)

I think this is an insanely cool project and i think could be even great in the future, i know there is some issues with other stuff and controversy regarding some of the stuff, but honestly i think it would be cool if everyone would see the potential of the mod and how cool it would be for all users, i plan to get into but to be honest there is so much stuff i feel like i need to go through the whole list of features and stuff, thanks for the work man and keep it up! 

 

 

just curiosity it says you can imput your own text to talk to npc , would that be voiced as well ?

Edited by Error09072001
Posted
2 hours ago, Error09072001 said:

I think this is an insanely cool project and i think could be even great in the future, i know there is some issues with other stuff and controversy regarding some of the stuff, but honestly i think it would be cool if everyone would see the potential of the mod and how cool it would be for all users, i plan to get into but to be honest there is so much stuff i feel like i need to go through the whole list of features and stuff, thanks for the work man and keep it up! 

 

 

just curiosity it says you can imput your own text to talk to npc , would that be voiced as well ?

Thank you so much, that really means a lot!

To answer your question: yes. You can type your own lines or say them by voice, and starting with 0.2.2 the NPC’s reply will be voiced in real time. If you mean writing dialogues in the Script Studio, those can be fully voiced too.

As for getting into it, it’s easier than it looks. It’s much simpler than using the Creation Kit, Blender, BodySlide and Havok tools together, and there’s AI to help you along the way.

Once the features are stable and the full release is out, I’ll write and publish guides and documentation.

Thanks again for the support!

Posted

hello if this the mod manager itself would we need to plugin our existing mods list to this one? or how does that work? coz this is by far the key to my ultimate dream removing the main quest and combining different quest mods like NR CS PoS triggermen into one like an overhaul of some sort

Posted

I'm enjoying your mod so far my only issue is i cant get my piper voices to show up as an option,the vanilla ones I downloaded to confirm placement show as options but not the one's I transferred from Mantella ,they are of the same quality (low) as yours does your app create a marker for the one's downloaded?

It would be nice if your mod manager followed the same folder rule as MO2 that way we could just cut and past into your folder without having to add a Data folder first

Other than that it's working well I have a nice story building and my Ai is happy to use your API 👍

Posted
On 10/14/2026 at 12:40 AM, Pliny The Elder said:

Description and images look lazily ai prompted, like you just told the agent to make a good sales pitch and didn't even look it over afterward. the sort of description that uses many words but somehow lacking in detail, so I'm left wondering if its actually saying what I think it is or if my imagination is filling in the blanks. That combined with this being released out of nowhere yesterday and the absurd levels of scope creep right out of the gate. (Mod manager, animation editor, mod publisher, story mod, and in game ai chat integration if I'm reading that right?)

 

It has all the signs of being the sort of vibe coded "mega project"  that someone spends a bunch of tokens on to get into a pseudo-functional state. and then loses interest in after a few weeks when they remember that fixing bugs is boring and then they start vibing some other project. I know I sound hostile and possibly curmudgeonly but this smells sus!

 Dnt forget the guy is not a native english speaker. So of course all this descriptions will be AI-ish.

Posted

Tip: if you want character bio's go to the Fallout wiki and cut and past the ones's given there ,I just dragged mine from my Mantella character .csv and pasted them in the character editor which all came from there

Posted (edited)
1 hour ago, katrina.balanchuk said:

 Dnt forget the guy is not a native english speaker. So of course all this descriptions will be AI-ish.

To be fair, half of the modders on this site aren’t native English speakers. The downside of such descriptions is that they’re wordy, even though the same point could be expressed much more concisely. 

 

P.S. Such a description could well evoke skepticism, even among users who are otherwise interested in the tool.

Edited by Samhsay

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