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Posted

 

(1) So I read often that there is no need for FO4 FNIS...

But that lead me to the conclusion that it can only be possible to add "simple" idles.

 

(2) But the big wall seems to be the interface.

 

(3) Someone once provided me with an XML conversion of all FO4 behavior files. Not fully correct, and the format was different to hkxcmd. But I was asked not to make this public. I also read that since Havok is owned by Microsoft, the needed interfaces are not public any more. Is this true? Is this also the reason why DexesTTP has to write an HKXPack for animations? 

 

(4) ...animated objects.., custom animevents, furniture...

 

 

Hello @fore, meine Achtung.

 

1) Only basic animations are possible. Not paired, not killmoves. The behavior seems to be generated on the fly when the game loads.

 

2) 100% correct.

 

3) Was DexesTTP, if I remember correctly, or maybe fingment. Havok is no more public after Microsoft bought it. DexesTTP wrote a good tool (not yet completed) to replace hkxcmd

 

4) AnimObjects are OK, for furniture I have no official answers, custom animevents are possible by default, but only one animevent to start. Animation variables are not accessible (but are in the HKX files.)

Posted

 

 

 

 

attachicon.gif20161111091627_1.jpg

It'l be Buns, Buns, Buns till Daddy takes the T Bird away.

Just wanted to lighten the mood a dick, I mean bit.

what its dress mod?

 

Mostly:

HN66s EasyGirl Outfits for CBBE - Bodyslide at Fallout 4 Nexus - Mods and community

but Cait's wearing:

Daisy Nukes - Cutoff Jeans and much more - Craftable at Fallout 4 Nexus - Mods and community

 

 

thanks beautiful. on the photo you  Settlers npc? how you changed their hairstyle Settlers npc?

 

In the photo, those girls are some om my companions/followers. I'm using UCF

Unlimited Companion Framework at Fallout 4 Nexus - Mods and community

which lets me have up to 15 companions . Somehow I got 20 girls chasing me around the wasteland. Changing Companion/Follwers hair is easy using SLM (Looksmenu) , settlers I have to give them wigs.

There are other mods you can use to change the settlers;

Beautiful Female Settlers at Fallout 4 Nexus - Mods and community

 

Don't Call Me Settler(Names-Jobs-Tools) at Fallout 4 Nexus - Mods and community

 

Body Swap - Craftable Nude Armor Collection at Fallout 4 Nexus - Mods and community

I like using this too:

More Armor Slots at Fallout 4 Nexus - Mods and community

or if you have the caps, create your own custom companion/settler:

Construct a Custom Companion at Fallout 4 Nexus - Mods and community

Love those HOT Raider girls, try this:

Meet the New Raiderettes at Fallout 4 Nexus - Mods and community

 

 

thx bro)  С победой Трампа)

Posted

 

No, I won't come to FO4. I have completely stopped modding, as I have said long before FO4 was released. I have also tried find my own successor, introduce someone in time into my know-how. But the people I have asked just weren't interested. Or maybe afraid. :)

 

I don't even have FO4. So I'm following FO4 animation progress by searching through Nexus and Loverslab with keyword FNIS. And this way I found this thread. But although reading through these I can't get a clear picture what is possible and what not. A lot of comparison between the different Beth games. But hardly any technical background.

 

So I read often that there is no need for FO4 FNIS, since the FO4 CK can add animations. Really? He posted a picture of the relevant page in FO4 CK (or GECK?). But that lead me to the conclusion that it can only be possible to add "simple" idles. At most distinguished between cyclic and acyclic. Right? Looking into FO4 AP showed 3 custom animations. That is all by today? 

 

But the big wall seems to be the interface. After one good month of Skyrim we had hkxcmd. A tool which was imperative for FNIS. THat doesn't exist for FO4 after one year. Or only hidden???

 

Someone once provided me with an XML conversion of all FO4 behavior files. Not fully correct, and the format was different to hkxcmd. But I was asked not to make this public. I also read that since Havok is owned by Microsoft, the needed interfaces are not public any more. Is this true? Is this also the reason why DexesTTP has to write an HKXPack for animations? 

 

If this is true then you probably can forget any custom animations that require more than simple idles (animated objects, parameters, custom animevents, furniture, paired, alternate, ...)

 

 

About the technicality of FO4 animations/behaviors, although I can't compare with Skyrim (since I never modded for it) I can give you stuff that - if I understood correctly - FO4 supports :

- Animations and behaviors are handled by FO4 via Havok (the new version) and works basically like in Skyrim, just of course with a different set of behavior graphs, animations and skeletons.

- There is a way in Fallout 4 to partially modify behavior graphs - at mod creation time (although some of the possible modifications are simplified in the CK and only fully available via FO4Edit)

- There is a way in Fallout 4 to dynamically modify behavior graphs - at runtime (although it require a specific method not exposed in native Papyrus). This is how the above stuff is applied to the game.

- There is a way in Fallout 4 to launch animations in the behavior graph but without keywords (although it requires calling a specific method not exposed in native Papyrus) - I think this i similar to the Debug.SendAnimationEvent thingy.

 

All the specific methods above would be available via a F4SE plugin.

 

I believe stuff like furniture animations and such can be added via the CK too, but I don't have any idea about how yet. I was expecting to work on that this week-end, but didn't take the time I'd have needed - there is still maybe tomorrow. What is sure is that ZaP-like stuff is possible (as shown in TortureDevices) and that TortureDevices uses the dynamic behaviors features to do stuff like X-crosses. Asking Vader666 would be your best bet.

 

About killmoves, I have no idea but I wouldn't be surprised if it was available through the CK too. I don't know if the DLCs added new behaviors for humans, but they sure added some killmoves. I may check that too at some point.

 

 

About Havok XML conversion, well it's why I made HKXPack. It works 100% and give exactly what you had with HKXCmd, so in theory you could just port FNIS to FO4 by using HKXPack instead (in theory, because I'm sure that there is in practice a lot of logic to rewrite and values to change).

 

The reason it took like 6 months to make and 6 more to perfect it is because while Figment had the Havok API to hook with, I started from some dumps of the game code he made and had to rewrite the read/write logic.

 

I think it was Figment that originally gave the hkx file dumps too, but you can now remake them pretty easily with HKXPack.

Posted

 

 

No, I won't come to FO4. I have completely stopped modding, as I have said long before FO4 was released. I have also tried find my own successor, introduce someone in time into my know-how. But the people I have asked just weren't interested. Or maybe afraid. :)

 

I don't even have FO4. So I'm following FO4 animation progress by searching through Nexus and Loverslab with keyword FNIS. And this way I found this thread. But although reading through these I can't get a clear picture what is possible and what not. A lot of comparison between the different Beth games. But hardly any technical background.

 

So I read often that there is no need for FO4 FNIS, since the FO4 CK can add animations. Really? He posted a picture of the relevant page in FO4 CK (or GECK?). But that lead me to the conclusion that it can only be possible to add "simple" idles. At most distinguished between cyclic and acyclic. Right? Looking into FO4 AP showed 3 custom animations. That is all by today? 

 

But the big wall seems to be the interface. After one good month of Skyrim we had hkxcmd. A tool which was imperative for FNIS. THat doesn't exist for FO4 after one year. Or only hidden???

 

Someone once provided me with an XML conversion of all FO4 behavior files. Not fully correct, and the format was different to hkxcmd. But I was asked not to make this public. I also read that since Havok is owned by Microsoft, the needed interfaces are not public any more. Is this true? Is this also the reason why DexesTTP has to write an HKXPack for animations? 

 

If this is true then you probably can forget any custom animations that require more than simple idles (animated objects, parameters, custom animevents, furniture, paired, alternate, ...)

 

 

About the technicality of FO4 animations/behaviors, although I can't compare with Skyrim (since I never modded for it) I can give you stuff that - if I understood correctly - FO4 supports :

- Animations and behaviors are handled by FO4 via Havok (the new version) and works basically like in Skyrim, just of course with a different set of behavior graphs, animations and skeletons.

- There is a way in Fallout 4 to partially modify behavior graphs - at mod creation time (although some of the possible modifications are simplified in the CK and only fully available via FO4Edit)

- There is a way in Fallout 4 to dynamically modify behavior graphs - at runtime (although it require a specific method not exposed in native Papyrus). This is how the above stuff is applied to the game.

- There is a way in Fallout 4 to launch animations in the behavior graph but without keywords (although it requires calling a specific method not exposed in native Papyrus) - I think this i similar to the Debug.SendAnimationEvent thingy.

 

All the specific methods above would be available via a F4SE plugin.

 

I believe stuff like furniture animations and such can be added via the CK too, but I don't have any idea about how yet. I was expecting to work on that this week-end, but didn't take the time I'd have needed - there is still maybe tomorrow. What is sure is that ZaP-like stuff is possible (as shown in TortureDevices) and that TortureDevices uses the dynamic behaviors features to do stuff like X-crosses. Asking Vader666 would be your best bet.

 

About killmoves, I have no idea but I wouldn't be surprised if it was available through the CK too. I don't know if the DLCs added new behaviors for humans, but they sure added some killmoves. I may check that too at some point.

 

 

About Havok XML conversion, well it's why I made HKXPack. It works 100% and give exactly what you had with HKXCmd, so in theory you could just port FNIS to FO4 by using HKXPack instead (in theory, because I'm sure that there is in practice a lot of logic to rewrite and values to change).

 

The reason it took like 6 months to make and 6 more to perfect it is because while Figment had the Havok API to hook with, I started from some dumps of the game code he made and had to rewrite the read/write logic.

 

I think it was Figment that originally gave the hkx file dumps too, but you can now remake them pretty easily with HKXPack.

 

 

What you are doing when utilizing the SubGraphs is basically a dynamic overwrite of Animationfile(paths) when a Keyword condition set up in CK is met.

The Subgraphs contain any name of any Animation which are using that SubGraph.

So what you do is changing the filepath to the animation you want to use instead to the vanilla animation when your actor or your furniture has specified Keywords.

This means that the animationfile you want to add must be named exactly like the Vanilla one but is placed in a different file path

 

This SHOULD work with ANY type of animation but the only things i touched were Furniture, ArmOffsets and MT and these are working.

 

And according to the CK Wiki the Functions "PlayAnimation()" and "PlaySubGraphAnimation" are sending AnimEvents as String.

If that´s really working that way another option to add animation could be the Idle Window in CK.

But for that way we would have to be able to add custom AnimEvents to one of the Behaviors.

Posted

Someone once provided me with an XML conversion of all FO4 behavior files. Not fully correct, and the format was different to hkxcmd. But I was asked not to make this public. I also read that since Havok is owned by Microsoft, the needed interfaces are not public any more. Is this true? Is this also the reason why DexesTTP has to write an HKXPack for animations? 

 

If this is true then you probably can forget any custom animations that require more than simple idles (animated objects, parameters, custom animevents, furniture, paired, alternate, ...)

 

 

 

You mean they intentionnaly put licence on the way to introduce new codes in Havok ? It makes me laugh, it's a Billou's private Joke. Ok, so I get it, It's Microsoft and they always moved that way, just mind about Windows and certifications... Commands from a version to another are never exactly the same, even if process didn't change ; and that's only to force people to pass the new certifications. It's a compagny, they know how to make money.

 

Maybe it will take more to break it, but it won't stop the community, it never stops them. ^^

 

Edit: And there is another point. Projects and mods like that comes with a certain way of fame in the community. And there is a lot of new young coders who want to challenge this. (No, I'm not one of them, I'm just a fuckin' old man XD)

Posted

 

Its realy sad that we have to go to fallout nv to get the newest fallout sex . The lack of sex mods for fallout 4 has thoroughly killed fallout 4 for me. Saddens me greatly

 

This time frame was about the same for Skyrim as well, if memory serves.. as far as sex mods are concerned, at least.

 

 

Kinda irrelevant if there's different coders working on it with different availability.  

An amazing programmer can do something in 3 months that would take an average guy 2 years.  

It's also possible the average guy just never gets it done.  

 

It's best to not wait for this, and if it does eventually come then that's cool, but leave 0 expectations so you don't be disappointed.  

Coding is hard.

Posted

 

Its realy sad that we have to go to fallout nv to get the newest fallout sex . The lack of sex mods for fallout 4 has thoroughly killed fallout 4 for me. Saddens me greatly

 

This time frame was about the same for Skyrim as well, if memory serves.. as far as sex mods are concerned, at least.

 

 

No, back in Fall 2012, we had quite a few sex mods for Skyrim, including

 

On LL:

 

SexiS (the predecessor of SexLab)

Minilovers

Sex Addicts (Waxenfigure),

Sanguine's Debauchery (by jbezorg)

Dark Investigations (by Athstai)

Sexrim (DocClox)

 

http://web.archive.org/web/20120920081713/http://www.loverslab.com/Forum-Adult-Mods--39

http://web.archive.org/web/20120920075812/http://www.loverslab.com/Forum-Downloads--43

 

 

On the Nexus:

 

Adult Show XXX

Animated Prostitution

Niriun's Business Plan

 

 

Posted

So there really is a need for FO4 FNIS? Considering all that should be provided in the FO4 CK, then why aren't there much more (sex) animation mods available after one year of FO4? Just 3 meager AP animations is all?

 

You don't need much more than simple idles to make mods. Even 0Sex relies on them. All the other FNIS stuff is only an add-on, but you don't need it.

 

 

 

Hello @fore, meine Achtung.

 

1) Only basic animations are possible. Not paired, not killmoves. The behavior seems to be generated on the fly when the game loads.

 

2) 100% correct.

 

3) Was DexesTTP, if I remember correctly, or maybe fingment. Havok is no more public after Microsoft bought it. DexesTTP wrote a good tool (not yet completed) to replace hkxcmd

 

4) AnimObjects are OK, for furniture I have no official answers, custom animevents are possible by default, but only one animevent to start. Animation variables are not accessible (but are in the HKX files.)

 

 

Thanks for the confirmation.

 

Although AnimObjects are OK? How do you enter them? The picture I saw of the CK animation page didn't have any selection field for that. As far as I remember. (It was one year ago)

 

 

 

About the technicality of FO4 animations/behaviors, although I can't compare with Skyrim (since I never modded for it) I can give you stuff that - if I understood correctly - FO4 supports :

- Animations and behaviors are handled by FO4 via Havok (the new version) and works basically like in Skyrim, just of course with a different set of behavior graphs, animations and skeletons.

- There is a way in Fallout 4 to partially modify behavior graphs - at mod creation time (although some of the possible modifications are simplified in the CK and only fully available via FO4Edit)

- There is a way in Fallout 4 to dynamically modify behavior graphs - at runtime (although it require a specific method not exposed in native Papyrus). This is how the above stuff is applied to the game.

- There is a way in Fallout 4 to launch animations in the behavior graph but without keywords (although it requires calling a specific method not exposed in native Papyrus) - I think this i similar to the Debug.SendAnimationEvent thingy.

 

All the specific methods above would be available via a F4SE plugin.

 

I believe stuff like furniture animations and such can be added via the CK too, but I don't have any idea about how yet. I was expecting to work on that this week-end, but didn't take the time I'd have needed - there is still maybe tomorrow. What is sure is that ZaP-like stuff is possible (as shown in TortureDevices) and that TortureDevices uses the dynamic behaviors features to do stuff like X-crosses. Asking Vader666 would be your best bet.

 

About killmoves, I have no idea but I wouldn't be surprised if it was available through the CK too. I don't know if the DLCs added new behaviors for humans, but they sure added some killmoves. I may check that too at some point.

 

 

About Havok XML conversion, well it's why I made HKXPack. It works 100% and give exactly what you had with HKXCmd, so in theory you could just port FNIS to FO4 by using HKXPack instead (in theory, because I'm sure that there is in practice a lot of logic to rewrite and values to change).

 

The reason it took like 6 months to make and 6 more to perfect it is because while Figment had the Havok API to hook with, I started from some dumps of the game code he made and had to rewrite the read/write logic.

 

I think it was Figment that originally gave the hkx file dumps too, but you can now remake them pretty easily with HKXPack.

 

 

With all due respect, Dexes, but I doubt some of your statements. You certainly cannot modify behaviors with FO4Edit. All these xxxEdit tools are for modifying the esp/esm files. Behavior files are not part of them. Except for the link.

 

And even if there is a interface to dynamically modify behavior graphs: how are these modifications being created? It can't be that the engine has a behavior constructor based on it's programmatic interface. I can imagine this is done for simple idles, but nothing more. Everything else HAS to be created by a behavior tool (HBT), and that we will never get.

 

Furniture animation (as in Skyrim) exist of at least 3 animations, connected by several send and receive animation events, and additional events to indicate to the engine when certain states are achieved. That again would require a much more extensive interface in the CK.

 

But finally I always wanted to ask you about your progress on converting behaviors. Since you are doing all that you are working on dumps. Now I know from Skyrim and the FO4 xml files I once received (from you?) that behavior xml is at least 10 times more complex than animation or skeleton xml. From your tool description I understand that you concentrate on animation and skeleton. So your tool still works for behaviors? Did you try converting the game behaviors back and forth?

 

Sorry when I sound critical. Right now I'm just trying to match my Skyrim experience with some of the optimistic impression I'm getting from your explanations. Thank you for them btw.

 

 

 

What you are doing when utilizing the SubGraphs is basically a dynamic overwrite of Animationfile(paths) when a Keyword condition set up in CK is met.

The Subgraphs contain any name of any Animation which are using that SubGraph.

So what you do is changing the filepath to the animation you want to use instead to the vanilla animation when your actor or your furniture has specified Keywords.

This means that the animationfile you want to add must be named exactly like the Vanilla one but is placed in a different file path

 

This SHOULD work with ANY type of animation but the only things i touched were Furniture, ArmOffsets and MT and these are working.

 

And according to the CK Wiki the Functions "PlayAnimation()" and "PlaySubGraphAnimation" are sending AnimEvents as String.

If that´s really working that way another option to add animation could be the Idle Window in CK.

But for that way we would have to be able to add custom AnimEvents to one of the Behaviors.

 

So that's basically what you can do with FNIS Alternate animations. Like in Sexy Move, or XPMSE/Racemenu equip?

 

That certainly adds a lot of animation possibilities. Crawling on all 4, or something like that?

Posted

 

 

4) AnimObjects are OK, for furniture I have no official answers, custom animevents are possible by default, but only one animevent to start. Animation variables are not accessible (but are in the HKX files.)

 

 

Thanks for the confirmation.

 

Although AnimObjects are OK? How do you enter them? The picture I saw of the CK animation page didn't have any selection field for that. As far as I remember. (It was one year ago)

 

 

Somebody added an animation with an animobject. If I remember correctly was ShadeAnimator.

Just a test anim. But I don't know if the anim was loaded as replacement anim or as new anim.

Posted

 

 

With all due respect, Dexes, but I doubt some of your statements. You certainly cannot modify behaviors with FO4Edit. All these xxxEdit tools are for modifying the esp/esm files. Behavior files are not part of them. Except for the link.

 

And even if there is a interface to dynamically modify behavior graphs: how are these modifications being created? It can't be that the engine has a behavior constructor based on it's programmatic interface. I can imagine this is done for simple idles, but nothing more. Everything else HAS to be created by a behavior tool (HBT), and that we will never get.

 

Furniture animation (as in Skyrim) exist of at least 3 animations, connected by several send and receive animation events, and additional events to indicate to the engine when certain states are achieved. That again would require a much more extensive interface in the CK.

 

But finally I always wanted to ask you about your progress on converting behaviors. Since you are doing all that you are working on dumps. Now I know from Skyrim and the FO4 xml files I once received (from you?) that behavior xml is at least 10 times more complex than animation or skeleton xml. From your tool description I understand that you concentrate on animation and skeleton. So your tool still works for behaviors? Did you try converting the game behaviors back and forth?

 

Sorry when I sound critical. Right now I'm just trying to match my Skyrim experience with some of the optimistic impression I'm getting from your explanations. Thank you for them btw.

 

 

No problem, I get where you come from :)

 

You can indeed create new behaviors entries from the CK or FO4Edit directly. I know it's difficult to believe, but the best way for you to check would be to just open the TortureDevices archive, you'll see by yourself that there is NO .hkx files other than animations.

 

The engine indeed possess some dynamic interface on the behavior graphs. To be honest, I have no exact idea how it works - I believe CPU knows more about what happens under the hood. All I know is that it can be used either by creating a mod which contains the above entries in the .esp (in this case, the methods are called automatically when the mod is loaded for the first time in the session) or by calling the methods manually via hooks (for example via F4SE).

 

About the depth of the interface, I as well have no certainty. Animations based on interaction with objects can work through that (as shown in TD) and obviously simple idles can too. I believe that kill moves should work to, but I didn't have time to check yet.

 

I can't answer specifically for furniture animations because I actually have no idea what they really are - I thought they were just animations based on interactions with the environment, but maybe not.

 

 Vader666 explanation should give you some more info though. Remember that he did this with the CK only and without touching a single behavior file.

 

=======================

 

Finally, about HKXPack.

 

Easiest way would be to show some examples of what can HKXPack do :

Here is the Bloatfly idle behavior file and HKXPack : https://puu.sh/shnpZ/6758656877.zip (2.42Mb)

You'd need Java 8 if you want to convert the file, but there is already the before/after files if you don't have it.

 

You run :

java -jar hkxpack-cli.jar unpack IdleBehavior.hkx

You create the given xml file.

 

You run :

java -jar hkxpack-cli.jar pack IdleBehavior.xml

You get the hkx file back.

 

This is actually the only thing HKXPack can do, but it can do it for every type of HKX file there is out there in Fallout 4 (even the ones embedded in Nif files - a FO4 special).

 

This is actually available for behaviors since May or so.

 

The dumps I am using for building HKXPack are dumps of the HKX structure internals extracted from the engine, not of the HKX files themselves.

 

=================

 

Now, about your global remarks. I have no idea if FNIS is required. A lot of people think so apparently, but there has been cases about a lot of people being wrong too, and I have yet to see any evidence. I have yet to see any evidence of the contrary either, but I didn't see anyone hit a roadblock FNIS would have solved yet.

 

That's actually the problem I think. The reason there isn't many sex animations yet (there is a few more than just AP though) seems simply to be because nobody created any. I don't know how many people are trying exactly, but there definitely is not as many as in Skyrim. I know some people are waiting for HKXAnim (which would replace the need for 3DsMax) to start working, but I didn't make much progress on it either because I had some unexpected time-consuming problems with the implementation and didn't get the time to solve them.

 

So, it's difficult to have good feedback. As far as I know, there is 0 blocking issues that need to be resolved right away, so everything is available one way or another. We have 3DsMax + HCT for animation conversion, and the CK for behaviors modifications, and apparently that is enough.

 

Once again, I will reiterate what I said before. Someone give me a problem he can't solve with the available toolset and that would require a FNIS-like tool, and I'll reopen the AF4 project right away. But, for the past 6 months, no one came to me with this kind of issue and I haven't heard of anything similar.

Posted

...

Although AnimObjects are OK? How do you enter them?

...

 

AnimObjects are atleast possible in Idle Animations added with the Idle Wwindow in CK.

You just have to create an AnimObject Form for the Mesh you want to use and call it from an animations annotation.

 

 

So that's basically what you can do with FNIS Alternate animations. Like in Sexy Move, or XPMSE/Racemenu equip?

 

Im not Sure how your Alternate animations are working, but basically it should be quite similar.

But re-using BehaviorSubGraphs is not limited to MT, you can atleast do Idles and Furniture with it and Paired should be possible too.

 

 

 

That certainly adds a lot of animation possibilities. Crawling on all 4, or something like that?

 

exactly that is what im going to do next, if im able to get an Animation out of max thats not looking as horrible as my last ^^

Posted

Faith is not lost. It is just hard to advance.

Posted

Is it going to be easier when they stop updating? Are things looking bad?

 

 

For sure when updates will stop, then F4SE will be easier to build.

Keep in mind that after each update all hooks have to be re-pointed.

Posted

 

no. coding sucks.

 

https://www.youtube.com/watch?v=MticYPfFRp8

 

 

I was going to say "No, it doesn't" and expose my arguments for a while. Then, I listened to the video and I had a good laugh :) Then I remembered that I spent the last day struggling with a build stack, and I got sad a little.

 

Coding is fun though. Just do things as you want, and try not to aim for the best result but rather for either the easiest or the funniest. It's not like anyone will care if your Papyrus code takes 5 seconds to execute, especially if that's the first version. Just ask someone to fix it later if you don't enjoy coding.

 

And, to answer the original question. Yes, absolutely. Fallout 4 modding scene is starting to integrate really powerful tools and concepts into new mods, and I wouldn't be surprised if (after F4SE is stabilized) we have mods that do things Skyrim modders could only dream of. Or not, I actually don't care as long as the stuff here is good :P

Guest Katherlne
Posted

 

Is it going to be easier when they stop updating? Are things looking bad?

 

 

For sure when updates will stop, then F4SE will be easier to build.

Keep in mind that after each update all hooks have to be re-pointed.

 

 

If im not wrong, after bethesda integrated their "mod manager" into F4, updates will never ends.

Posted

 

 

Is it going to be easier when they stop updating? Are things looking bad?

 

For sure when updates will stop, then F4SE will be easier to build.

Keep in mind that after each update all hooks have to be re-pointed.

If im not wrong, after bethesda integrated their "mod manager" into F4, updates will never ends.

 

How exciting!

Posted

How is the progress?

Edit1: So not a positive outlook... So should I give up waiting?

 

Life is about waiting. Never give up on it.

 

Posted

How is the progress?

Edit1: So not a positive outlook... So should I give up waiting?

 

I would have to say based off what I have seen and have been keeping up with there has been a generally positive future for modding in Fallout 4, that being said though, it definitely will take some time but I can almost guarantee it will get there some day. If anything I would just say do your best to forget about this for a few months, then come back and check every couple months or so and you might just wind up with a pleasant surprise one day.  

Posted

Hey,I just found this sex-Tec.  So~are this mod still work?   or the team already give up?

They don't give up on the project. They need a fully working F4SE and a way to make custom animations work. Patience is needed now because F4SE team is now working on SKSE64 too, so a fully F4SE will take more time to be complete.

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