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[AAF] FO4 Animations by Leito - 21/09/06 - v2.1b


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Hello Leito and hello to all

 

I can ask you for help about your animations
Because I just realized that your animations are not working properly.
Indeed some of your animations do not trigger and others are incomplete.
To be more precise it is the animations "vanilla" that do not work the others are OK.
I use the excellent RSE Mods 3.2.5 and FPE 2,101 and so I disabled your ESP, as requested when installing RSE.
I also tried leaving your ESP activated but no effects.

 

FO4 is in version 1.10.64.0 and F4SE 0.6.5

 

Can you help me?

 

Sorry if the question has already been asked but I do not understand English very well and I may have missed the information!

 

Edit:

I just noticed that the animations that do not work are related to your pistol.
Is there a way to make these animations work otherwise because CSR requires you to disable your ESP?

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1 hour ago, hkheung said:

Hello Leito and hello to all

 

I can ask you for help about your animations
Because I just realized that your animations are not working properly.
Indeed some of your animations do not trigger and others are incomplete.
To be more precise it is the animations "vanilla" that do not work the others are OK.
I use the excellent RSE Mods 3.2.5 and FPE 2,101 and so I disabled your ESP, as requested when installing RSE.
I also tried leaving your ESP activated but no effects.

 

FO4 is in version 1.10.64.0 and F4SE 0.6.5

 

Can you help me?

 

Sorry if the question has already been asked but I do not understand English very well and I may have missed the information!

 

Edit:

I just noticed that the animations that do not work are related to your pistol.
Is there a way to make these animations work otherwise because CSR requires you to disable your ESP?

The animation that you found not working are the multi stage animations and they will only work with the Gun at the moment until FourPlay v1.0 is released (I'm 99% sure)

It is advised in RSE to deactivate Leito86 ESP so you can leave it activated and use the gun but expect to have a glitch or two but nothing major. :smile:

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Ok thanks for your answer mashup.:smile:

 

I am looking forward to the new version of fourplay because in my humble opinion these animations deserve that we use them.

 

cordially

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1 hour ago, mashup47 said:

The animation that you found not working are the multi stage animations and they will only work with the Gun at the moment until FourPlay v1.0 is released (I'm 99% sure)

It is advised in RSE to deactivate Leito86 ESP so you can leave it activated and use the gun but expect to have a glitch or two but nothing major. :smile:

I dont say to deactivate the esp. RSE cares not one way or the other. Fourplay installation guide I believe is what mentions disabling the esp... just for point of clarification. ;)

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3 hours ago, hkheung said:

@ Flashy

 

Indeed your mod does not say to disable the ESP animations leito.

 

please forgive my mistake.

6 hours ago, Flashy (JoeR) said:

I dont say to deactivate the esp. RSE cares not one way or the other. Fourplay installation guide I believe is what mentions disabling the esp... just for point of clarification. ;)

 

 

Oops my bag. Thanks for putting me right :smile:   I should of said "Mite be advised ". but still my mistake. So Sorry hkheung for that but I am right about the animations being multi stage and can only be activated by leito gun :smile:

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3 hours ago, mauricioik said:

It looks great, but does anyone know how to move the camera during the act? in some animations they do not appreciate much

You can use console commands to fly around the performance.

 

Open the console and type in tfc

 

Type that command again to move the camera back to the character.

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Hi  Installed your mod as standalone, everything works except on two stage. Female PC with male Npc vanilla two stage PC goes through Two stage animation just fine, as the male seems stuck in the first stage the entire animation, any ideas what may cause this?

 

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1 hour ago, Dark Ti said:

Hi  Installed your mod as standalone, everything works except on two stage. Female PC with male Npc vanilla two stage PC goes through Two stage animation just fine, as the male seems stuck in the first stage the entire animation, any ideas what may cause this?

 

Which animation?

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Releasing a mod soon which will make use of Leito's wonderful animation mod. It will be a soft dependency, meaning you can use the mod without it (but you'll miss out on the client interaction system), add it later, remove it etc. Project Z will adapt (to it and other mods) providing additional functionality only if they are present. Thank you Leito.


 

Spoiler

 

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3 hours ago, Dark Ti said:

Hi  Installed your mod as standalone, everything works except on two stage. Female PC with male Npc vanilla two stage PC goes through Two stage animation just fine, as the male seems stuck in the first stage the entire animation, any ideas what may cause this?

 

Does it always happen? I know it happens if the actor has a package active with weapon drawn flag (ie. Diamond City guards, patrolling raiders etc). It's probably a bit beyond the scope of this mod but I guess it could be covered by putting the secondary actor in an alias with a dummy package so that covers the default stack temporarily.

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4 hours ago, Merope said:

Releasing a mod soon which will make use of Leito's wonderful animation mod. It will be a soft dependency, meaning you can use the mod without it (but you'll miss out on the client interaction system), add it later, remove it etc. Project Z will adapt (to it and other mods) providing additional functionality only if they are present. Thank you Leito.


 

  Reveal hidden contents

 

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So what is this exactly?... I don't get it.

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5 hours ago, Merope said:

Does it always happen? I know it happens if the actor has a package active with weapon drawn flag (ie. Diamond City guards, patrolling raiders etc). It's probably a bit beyond the scope of this mod but I guess it could be covered by putting the secondary actor in an alias with a dummy package so that covers the default stack temporarily.

Ya know< was a guard when I tested, Come to think of it weapon was drawn On npc  each time I tested It well I'll have to reinstall and test More thoroughly...

 

Thanks Ill let reply back later....

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2 hours ago, Z0mBieP00Nani said:

Oh, that's pretty cool! Will it be compatible with RSE?

Project Z only has Fallout4.esm and XDI as dependencies.

 

It looks for and uses assets from some mods at run time if it finds them. RSE is not one of them nor is Four-Play. It makes no edits to other mods, it doesn't even edit a single vanilla form. I don't mean it's cleaned, I mean it can't be cleaned. That was a goal for version 1.0.

 

If it finds mods that it has a use for it will temporarily grab assets from them to use in its own scripts. This has no effect on the originating mod.

 

So I guess the answer is, probably?

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