tweakin_al Posted November 13, 2020 Share Posted November 13, 2020 How do you use animations through console command? Ive tried CAF animflavor KYWD and didn't work Link to comment
Vader666 Posted November 14, 2020 Share Posted November 14, 2020 On 11/13/2020 at 5:02 AM, tweakin_al said: How do you use animations through console command? "RefID".Playidle "AnimationID" Or click on any actor while in console an use playidle "animationID". Note that only idle animations can be played that way. Link to comment
tweakin_al Posted November 15, 2020 Share Posted November 15, 2020 Alright what about the bound and other ones like _TD_Crawl does that use AAF? Link to comment
Vader666 Posted November 15, 2020 Share Posted November 15, 2020 8 hours ago, tweakin_al said: Alright what about the bound and other ones You need to add the keywords for the animation you want followed by "changeanimarchetype" then "changeanimarchtype" <player>. ( for NPCs its "changeanimarchtype" <player> first, then "changeanimarchetype") But be careful with that, you can add keywords using console but can not remove these, once you started a bound type animation you can't revert to normal using the console. 1 Link to comment
requiredname65 Posted November 16, 2020 Share Posted November 16, 2020 15 hours ago, Vader666 said: But be careful with that, you can add keywords using console but can not remove these, once you started a bound type animation you can't revert to normal using the console. True since "RemoveKeyword" is not a valid console command. However we can use "CallFunction" to call functions from scripts for ref (get target id by clicking it in console, prid or some way) with following magic: <targetID>.cf "Actor.RemoveKeyword" "KYWD_EDITOR_ID_TO_REMOVE" Worked for me, when I needed to remove certain hardship keyword from npc. Sources: https://www.creationkit.com/fallout4/index.php?title=CallFunction https://fallout.fandom.com/wiki/Fallout_4_console_commands#Papyrus_scripts 1 Link to comment
tweakin_al Posted November 19, 2020 Share Posted November 19, 2020 So let me get this straight I put in the console command <clicked my character in this case player> changeanimarchetype _TD_Crawl didn't work said that keyword didn't exist it said that for all of the anim that aren't just playidle. I even tried doing Help _TD_Crawl 0 and using the number and no luck. Am I just dumb and missing a step or do I have to fix my game... the playidles work fine and the Torture Devices but anims no luck. I Also did _TD_Crawl changeanimarchtype and said script not found. Link to comment
Vader666 Posted November 20, 2020 Share Posted November 20, 2020 11 hours ago, tweakin_al said: put in the console command Player.addkeyword "_TD_Crawl" Player.addkeyword "_TD_BoundCollar" Player.Changeanimarchetype Player.Changeanimarchtype "player" // if used on an NPC Change to archtype "player" first then revert back by just changeanimarchtype Im not sure however if the Crawl animation is really tied to the _TD_BoundCollar keyword. If this doesn't work try the other Boundtype Keywords : Quote List of current(1.4) BoundTypes: Hide contents _TD_BoundCollar _TD_BoundFeet _TD_BoundFeetSolid _TD_BoundHands Link to comment
tweakin_al Posted November 21, 2020 Share Posted November 21, 2020 22 hours ago, Vader666 said: Player.addkeyword "_TD_Crawl" Player.addkeyword "_TD_BoundCollar" Player.Changeanimarchetype Player.Changeanimarchtype "player" // if used on an NPC Change to archtype "player" first then revert back by just changeanimarchtype Im not sure however if the Crawl animation is really tied to the _TD_BoundCollar keyword. If this doesn't work try the other Boundtype Keywords : I tried that still says _TD_Crawl is not a valid input for anim. I entered player.addkeyword "_TD_Crawl" and pressed enter then player.changeanimarchetype and pressed enter and it said player was changed to neutral anim archetype then I typed in player.changeanimarchetype "Player" and nothing happened it said player is not a valid anim archetype. Link to comment
Vader666 Posted November 21, 2020 Share Posted November 21, 2020 16 hours ago, tweakin_al said: I entered player.addkeyword "_TD_Crawl" and pressed enter then player.changeanimarchetype you missed a step inbetween... 16 hours ago, tweakin_al said: Player.addkeyword "_TD_BoundCollar" You need both keywords. 16 hours ago, tweakin_al said: typed in player.changeanimarchetype "Player" and nothing happened it said player is not a valid anim archetype. It might be "animarchetypeplayer" then instead of just player, however the second changearchtype isn't necessary for it work, its just for reverting camera angle back to normal. Link to comment
drake_hoard Posted January 30, 2021 Share Posted January 30, 2021 Hello Vader666, I hope you are able to help me. One of my companions (Eden from Depravity) is stuck in the animation used by the pillory. She is invincible and does noch fight. Is there a chance to "reset" her and dismiss the animations and statusflags? Thanks in advance Update: I tried 451E6D0E.cf "Actor.RemoveKeyword" "_TD_BoundCollar" , but I get invalif reference. Link to comment
ETSubmariner Posted January 30, 2021 Share Posted January 30, 2021 3 hours ago, drake_hoard said: Hello Vader666, I hope you are able to help me. One of my companions (Eden from Depravity) is stuck in the animation used by the pillory. She is invincible and does noch fight. Is there a chance to "reset" her and dismiss the animations and statusflags? Thanks in advance Update: I tried 451E6D0E.cf "Actor.RemoveKeyword" "_TD_BoundCollar" , but I get invalif reference. If she can move, and you can command her with the normal Interaction E) for example, maybe have her enter and exit Power Armor. That sort of resets weird animation problems. Link to comment
drake_hoard Posted January 31, 2021 Share Posted January 31, 2021 7 hours ago, ETSubmariner said: If she can move, and you can command her with the normal Interaction E) for example, maybe have her enter and exit Power Armor. That sort of resets weird animation problems. Thanks, unfortunately, I can't command her to anything, just ffollow and speak, no commandc Link to comment
ETSubmariner Posted January 31, 2021 Share Posted January 31, 2021 3 hours ago, drake_hoard said: Thanks, unfortunately, I can't command her to anything, just ffollow and speak, no commandc This has been known to work too I guess, copied text. Console fix from the Fallout 4 reddit, by BronzeIVScrub: 1. Select the NPC in console (or PRID <actor ID>) 2. Type either 'caf' or 'changeanimflavor' and hit enter Link to comment
Vader666 Posted January 31, 2021 Share Posted January 31, 2021 17 hours ago, drake_hoard said: One of my companions (Eden from Depravity) is stuck in the animation used by the pillory. The Pillory by itself does not use any functions to restrict the movement or controls of an Actor, do you have other mods installed that actually restrain actors in these furnitures ? You could try to select the NPC in console and use Callfuntion "actor.Setrestrained"false"" Besides that there could be something messing around with AiPackages or follower states... which would be a lot harder to track down. You could also try to use "resurrect" or "disable" followed by "enable" to see wether that resets the follower properly, hower its kinda a good idea to save before using these since things could get even more messy after that. Link to comment
drake_hoard Posted February 2, 2021 Share Posted February 2, 2021 On 1/31/2021 at 7:53 AM, Vader666 said: The Pillory by itself does not use any functions to restrict the movement or controls of an Actor, do you have other mods installed that actually restrain actors in these furnitures ? You could try to select the NPC in console and use Callfuntion "actor.Setrestrained"false"" Besides that there could be something messing around with AiPackages or follower states... which would be a lot harder to track down. You could also try to use "resurrect" or "disable" followed by "enable" to see wether that resets the follower properly, hower its kinda a good idea to save before using these since things could get even more messy after that. Thanks for the answer. Since I have finally killed the look of my character to make some restraints fit (without knowing, what I did ) Therefore, I started again and hope, she won't do it again Link to comment
kziitd Posted February 22, 2021 Share Posted February 22, 2021 Hello, vader666. I've been experimenting for a few days When I add "_TD_NoFightingSpell"this spell to a piece of equipment Residents wearing this equipment will put down their work and walk to the edge of the settlement. Followers from other places or people with names from other places (such as grandma Murphy, etc.) will also leave the area and go back to their original residence. When I take off this equipment when they are moving, they will turn back, As if they are working - putting on equipment - putting down their work and going home - taking off equipment - no more going home - coming back to work. Do you know what's going on? I'm using version 1.9. Link to comment
Vader666 Posted February 22, 2021 Share Posted February 22, 2021 1 hour ago, kziitd said: Do you know what's going on? The no fighting stuff messes with the ai packages of an NPC. Basically non followers are told to sandbox at home. Unfortunately "home" isn't always the location i expected when i made that ai package, which means some NPC wander off to their "origin". Link to comment
kziitd Posted February 23, 2021 Share Posted February 23, 2021 5 hours ago, Vader666 said: The no fighting stuff messes with the ai packages of an NPC. Basically non followers are told to sandbox at home. Unfortunately "home" isn't always the location i expected when i made that ai package, which means some NPC wander off to their "origin". Well, at least I know it's not the result of my other mods. Where can I change the "go home" code? I've got a lot of gear ready to give them wearability anywhere and no fighting. Link to comment
Vader666 Posted February 23, 2021 Share Posted February 23, 2021 6 hours ago, kziitd said: Where can I change the "go home" code? Its in the ai package, its pretty much just a dropdown menu so i wouldn't call it "code". Link to comment
kziitd Posted February 23, 2021 Share Posted February 23, 2021 1 hour ago, Vader666 said: Its in the ai package, its pretty much just a dropdown menu so i wouldn't call it "code". Sorry, I didn't make it clear. I mean, is it possible to cancel back to the original location by changing the content in “_TD_NoFightingScript”? In addition, where is the AI package? Does it come with the game? I haven't used CK, just do some simple things through fo4edit. Link to comment
Vader666 Posted February 25, 2021 Share Posted February 25, 2021 On 2/23/2021 at 12:52 PM, kziitd said: is it possible to cancel back to the original location by changing the content in “_TD_NoFightingScript”? You could tell the script to apply a different ai packe, or none at all, if i remeber correctly the ai packages are propertys of the script so you can easily change those in the CK per script instance. On 2/23/2021 at 12:52 PM, kziitd said: In addition, where is the AI package? Does it come with the game? Its one i did, you can make and edit these with the CK. On 2/23/2021 at 12:52 PM, kziitd said: I haven't used CK, just do some simple things through fo4edit. Should be possible to make those changes with Fo4Edit as well, however i don't really use FO4Edit so i can't tell you ho to do it there. Link to comment
Nebuchadnezzer2 Posted February 25, 2021 Share Posted February 25, 2021 On 2/23/2021 at 9:52 PM, kziitd said: Sorry, I didn't make it clear. I mean, is it possible to cancel back to the original location by changing the content in “_TD_NoFightingScript”? In addition, where is the AI package? Does it come with the game? I haven't used CK, just do some simple things through fo4edit. 1 hour ago, Vader666 said: Should be possible to make those changes with Fo4Edit as well, however i don't really use FO4Edit so i can't tell you ho to do it there. I'd use the CK for this, personally, and I avoid it like the plague wherever possible. Should be able to open up the CK, load TD's plugin (File -> Data... -> Mark TD as Active plugin -> OK, let it load and close the 'warnings' window when it's done), and poke the script/NPC AI packages. Not messed with 'em myself, so can't really be much more help than that, in this case. All else fails, you should be able to open up the Papyrus script manager, open up TD's one(s), and poke around until you find the properties you're tryina change, and swap em there. Good luck Link to comment
kziitd Posted February 25, 2021 Share Posted February 25, 2021 1 hour ago, Vader666 said: You could tell the script to apply a different ai packe, or none at all, if i remeber correctly the ai packages are propertys of the script so you can easily change those in the CK per script instance. Its one i did, you can make and edit these with the CK. Should be possible to make those changes with Fo4Edit as well, however i don't really use FO4Edit so i can't tell you ho to do it there. Thank you ~ I'm going to learn CK ~ Link to comment
kziitd Posted February 25, 2021 Share Posted February 25, 2021 3 minutes ago, Nebuchadnezzer2 said: I'd use the CK for this, personally, and I avoid it like the plague wherever possible. Should be able to open up the CK, load TD's plugin (File -> Data... -> Mark TD as Active plugin -> OK, let it load and close the 'warnings' window when it's done), and poke the script/NPC AI packages. Not messed with 'em myself, so can't really be much more help than that, in this case. All else fails, you should be able to open up the Papyrus script manager, open up TD's one(s), and poke around until you find the properties you're tryina change, and swap em there. Good luck Thank you for your tips. I was defeated by skyrim's CK a few years ago. Today I have to try Fo4. Link to comment
Nebuchadnezzer2 Posted February 25, 2021 Share Posted February 25, 2021 5 minutes ago, kziitd said: Thank you for your tips. I was defeated by skyrim's CK a few years ago. Today I have to try Fo4. No problem, I know the feeling. Spent a good day or more workin out why the fuck it'd CTD on me tryin to load certain plugins. Until I fucking came across the "bAllowMultipleMasterLoads=1"... Link to comment
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