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HKXPack/HKXAnim - Animations in FO4


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Posted

But only for standard Idles. I did not find a way to do "special" anims, like furniture or paired.

Have a look at the race records HumanRaceSubGraphData "Human" [RACE:00166729], DLC01HumanRaceAdditiveSubGraphData "Default" [RACE:01001F14] and DLC02HumanRaceSubGraphData "Human" [RACE:02000CD0] (better said at their subgraph tabs).

 

Judging from how the DLCs do it, new weapon/furniture/locomotion/paired animations can also be very easily added without modifying the behaviour master files.

Posted

 

...snip...

 

Judging from how the DLCs do it, new weapon/furniture/locomotion/paired animations can also be very easily added without modifying the behaviour master files.

 

 

Probably yes.

I did not had enough time yesterday night to explore everything.

Posted

I am just gonna sit back and try to wait patiently for you wizards to do your magic.  It's all beyond me.  My limits were with BASICA programming almost 30 years ago.  hahah

Posted

yeah, three hours of typing codes from a magazine into a zx80 to be rewarded with "syntax error line 10" ...happy days  :D

 

Hey!

That was me in mid 80's... (but on a C64.)

Posted

 

 

Who is "they"?

 

Bethesda.

 

Now in the CK you can directly create idles, associate a HKX file, and then call the idle. Probably the behavior is dynamic in memory,

But only for standard Idles. I did not find a way to do "special" anims, like furniture or paired.

 

Whow. Bethesda finally came out of their corner to make something special for modders? :)

 

Because such feature is certainly not necessary for the game itself.

 

It remains to be seen if this is all. Because it's not only paired and furniture. For example a mechanism to chain animations without overhead. Right now ther are more than 1000 FNIS sequenced animations in all of LL's mods. I can't believe that you want to go back and use timers in order to make sequences.

 

 

But only for standard Idles. I did not find a way to do "special" anims, like furniture or paired.

Have a look at the race records HumanRaceSubGraphData "Human" [RACE:00166729], DLC01HumanRaceAdditiveSubGraphData "Default" [RACE:01001F14] and DLC02HumanRaceSubGraphData "Human" [RACE:02000CD0] (better said at their subgraph tabs).

 

Judging from how the DLCs do it, new weapon/furniture/locomotion/paired animations can also be very easily added without modifying the behaviour master files.

 

 

I don't think that is an indication. No one ever made a new graph in Skyrim, even for the most simple creatures. These graphs or subgraphs need to be made, and for that you most likely still need HBT. And the project files in order to make a sub graph. And you certainly don't have the first, and most likely will not get the second..

Posted

 

I don't think that is an indication. No one ever made a new graph in Skyrim, even for the most simple creatures. These graphs or subgraphs need to be made, and for that you most likely still need HBT. And the project files in order to make a sub graph. And you certainly don't have the first, and most likely will not get the second..

 

 

Do you have the CK? It would be interesting to get your take on it.

 

As similar as it is to Skyrim, there is also a lot of new things. References to bone nodes, facial rig, cusomization morphs. It looks like they really went out of their way to add tools that had to be hacked together with custom tools before.

Posted

 

...fore...

 

Do you have the CK? It would be interesting to get your take on it.

 

As similar as it is to Skyrim, there is also a lot of new things. References to bone nodes, facial rig, cusomization morphs. It looks like they really went out of their way to add tools that had to be hacked together with custom tools before.

 

 

Not all the tools are available yet.

If you open the CK you find a bunch of interesting menu that right now do nothing.

Keep in mind that the one released is still a beta and not yet final.

Posted

 

Not all the tools are available yet.

If you open the CK you find a bunch of interesting menu that right now do nothing.

Keep in mind that the one released is still a beta and not yet final.

 

Hm. Which things don't work yet? I haven't made it to the point of using anything yet. Just going through and trying to account for the changes, setting up workspace, etc.

Posted

 

yeah, three hours of typing codes from a magazine into a zx80 to be rewarded with "syntax error line 10" ...happy days  :D

 

Hey!

That was me in mid 80's... (but on a C64.)

 

 

I used to do it on the C64 and the IBM...

 

I did BASICA and GWBASIC at school, and drove myself insane with POKE Statements at home.  

 

Got ahold of a program from MAD Magazine and spent a weekend entering in several thousand lines of code with a buddy.  Was supposed to be something cool, but turned out to only waste paper with my dot matrix printer churning out Alfred E Neuman's had saying "What, Me Worry?"  Typical MAD Magazine...I should have known...haha

Those were the days...Much simpler times...I miss my Commodore.  Guess I could pull out my emulator...

Posted

 

I used to do it on the C64 and the IBM...

 

I did BASICA and GWBASIC at school, and drove myself insane with POKE Statements at home.  

 

Got ahold of a program from MAD Magazine and spent a weekend entering in several thousand lines of code with a buddy.  Was supposed to be something cool, but turned out to only waste paper with my dot matrix printer churning out Alfred E Neuman's had saying "What, Me Worry?"  Typical MAD Magazine...I should have known...haha

Those were the days...Much simpler times...I miss my Commodore.  Guess I could pull out my emulator...

 

 

I can say only one thing:

 

 

 

SYS 64738

Ready.

screenshot.gif?w=1000

LOAD "*",8,1

RUN

gfs_124297_2_2.jpg

 

 

Posted

 

 

I used to do it on the C64 and the IBM...

 

I did BASICA and GWBASIC at school, and drove myself insane with POKE Statements at home.  

 

Got ahold of a program from MAD Magazine and spent a weekend entering in several thousand lines of code with a buddy.  Was supposed to be something cool, but turned out to only waste paper with my dot matrix printer churning out Alfred E Neuman's had saying "What, Me Worry?"  Typical MAD Magazine...I should have known...haha

Those were the days...Much simpler times...I miss my Commodore.  Guess I could pull out my emulator...

 

 

I can say only one thing:

 

 

 

SYS 64738

Ready.

screenshot.gif?w=1000

LOAD "*",8,1

RUN

gfs_124297_2_2.jpg

 

 

 

 

I got mine when I was 12, so I didn't have those games yet.  I had Bard's Tale 3, Wasteland, and other CRPGs  Graphics and sound were way better at the time.  Used to mock my friends who had IBM clones and Apples.  We all had Space Rogue.  Mine was the best looking and sounding of the 3 of us.

Posted

 

 

...fore...

 

Do you have the CK? It would be interesting to get your take on it.

 

As similar as it is to Skyrim, there is also a lot of new things. References to bone nodes, facial rig, cusomization morphs. It looks like they really went out of their way to add tools that had to be hacked together with custom tools before.

 

 

Not all the tools are available yet.

If you open the CK you find a bunch of interesting menu that right now do nothing.

Keep in mind that the one released is still a beta and not yet final.

 

 

Well that is not good so they can still switch stuff off if they feel like it.

Posted

 

yeah, three hours of typing codes from a magazine into a zx80 to be rewarded with "syntax error line 10" ...happy days  :D

 

Hey!

That was me in mid 80's... (but on a C64.)

 

 

But I doubt anybody can beat that: 

 

I wrote my first programs on a Zuse Z4, using punch tapes as medium. In a language called Algol 60. :)

 

 

I don't think that is an indication. No one ever made a new graph in Skyrim, even for the most simple creatures. These graphs or subgraphs need to be made, and for that you most likely still need HBT. And the project files in order to make a sub graph. And you certainly don't have the first, and most likely will not get the second..

 

 

Do you have the CK? It would be interesting to get your take on it.

 

As similar as it is to Skyrim, there is also a lot of new things. References to bone nodes, facial rig, cusomization morphs. It looks like they really went out of their way to add tools that had to be hacked together with custom tools before.

 

 

I don't even have FO4. Not my type of game. 

 

I have only looked into the FO4 behavior files someone has posted. And they show a lot of similarities to Skyrim. Which makes me be believe that animation availability will not change drastically. Yes, simple idles are a positive. But those are extremely easy (remember FNIS V1?). Everything else would certainly be a hack into the HBT created data. And I doubt Beth witll do that.

Posted

 

 

 

 

Do you have the CK? It would be interesting to get your take on it.

 

As similar as it is to Skyrim, there is also a lot of new things. References to bone nodes, facial rig, cusomization morphs. It looks like they really went out of their way to add tools that had to be hacked together with custom tools before.

 

 

I don't even have FO4. Not my type of game. 

 

I have only looked into the FO4 behavior files someone has posted. And they show a lot of similarities to Skyrim. Which makes me be believe that animation availability will not change drastically. Yes, simple idles are a positive. But those are extremely easy (remember FNIS V1?). Everything else would certainly be a hack into the HBT created data. And I doubt Beth witll do that.

 

 

Got it. I think you might be surprised. It looks like it's very opened up. It has the same Gameplay>Animations window that Skyrim CK had. But, now you can change the animation files and modify the behavior graphs with various commands (screenshot attached).

 

I could be misunderstanding the limitation you are referring to...

post-1002199-0-30892600-1461853250_thumb.jpg

Posted

 

I don't even have FO4. Not my type of game. ..

 

 

 

.. yet, I wonder how long it will take for someone to try and port the entirety of Skyrim into F4s CK. Worldspace should be a no-brainer.

 

.. those who own only one of the games would likely buy both, were this possible -- Bethesda may have just resurrected a profit margin for Skyrim, likewise selling more units of F4.

 

Imagine: Skyrim 64bit stability.  

Posted

 

 

I don't even have FO4. Not my type of game. ..

 

 

 

.. yet, I wonder how long it will take for someone to try and port the entirety of Skyrim into F4s CK. Worldspace should be a no-brainer.

 

.. those who own only one of the games would likely buy both, were this possible -- Bethesda may have just resurrecting a profit margin for Skyrim, likewise selling more units of F4.

 

Imagine: Skyrim 64bit stability.  

 

 

This makes a lot of sense given the way people play this type of game and the similarity/progression of the engines.

 

Imagine if all sequals were more like upgrades-plus-content. In other words, getting the next Skyrim attached a new worldspace, quests, etc. as expected. But, it also allowed you to play Skyrim with the models/textures/etc that were upgraded for the new worldspace.

 

I don't see any reason why they couldn't do the extra legwork to make things backward compatible like that. The value to players would be huge since so much has been invested in modding each version.

Posted

 

...snip...

 

This makes a lot of sense given the way people play this type of game and the similarity/progression of the engines.

 

Imagine if all sequals were more like upgrades-plus-content. In other words, getting the next Skyrim attached a new worldspace, quests, etc. as expected. But, it also allowed you to play Skyrim with the models/textures/etc that were upgraded for the new worldspace.

 

I don't see any reason why they couldn't do the extra legwork to make things backward compatible like that. The value to players would be huge since so much has been invested in modding each version.

 

 

Because it is actually forbidden by the legal terms you sign by installing the CK.

You can alter vanilla items to create your own.

But you cannot post items from other games (Bethesda or other developers) into FO4.

Posted

 

 

...snip...

 

This makes a lot of sense given the way people play this type of game and the similarity/progression of the engines.

 

Imagine if all sequals were more like upgrades-plus-content. In other words, getting the next Skyrim attached a new worldspace, quests, etc. as expected. But, it also allowed you to play Skyrim with the models/textures/etc that were upgraded for the new worldspace.

 

I don't see any reason why they couldn't do the extra legwork to make things backward compatible like that. The value to players would be huge since so much has been invested in modding each version.

 

 

Because it is actually forbidden by the legal terms you sign by installing the CK.

You can alter vanilla items to create your own.

But you cannot post items from other games (Bethesda or other developers) into FO4.

 

 

I was thinking more about the company setting it up this way themselves. Make each new engine update backward compatible (or make a means to transition old assets into the new engine) so that sequels just keep making a bigger, better game rather than turning the lights off on the old game completely.

 

[To clarify, not just importing an asset here or there. But, having the entire Skyrim game running on the new engine that the TES sequel will use. With the updated models, textures, etc. Presumably, there will be grass roofs and castle stone walls in the new version. Why not plan progression more carefully so that improvements on those assets can benefit the old versions?]

Posted

very grey area -- so much stuff from Witcher 3 was ported into Skyrim at Nexus. Again, the Invisible Hand of profitability -- always wins.  Easy to change legal mumbo-jumbo, sometimes even, beneficial. 

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