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Adding alternative animations for furniture, rather than replacing vanilla animations?


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Posted

tl;dr: I have a few replacement animations, but I want to make them into alternative ones that are played when a female actor has a specific keyword.

 

Animations in question: https://www.nexusmods.com/fallout4/mods/22351/?

 

For the backstory, I noticed that one thing that's completely lacking in Fallout 4 is the seedy side of it all. New Vegas captured it perfectly, with Vegas having a red light district, as well as prostitution having more of a presence than just this one lady in a single bar in a single town (a la Fallout 3).

 

The way to go about this, is to add a prostitution job to the workshop. That in and of itself is easy enough; create a sandbox package for furniture with a specific keyword, add package condition checking for an actor keyword, add package to the workshop quest's settler alias, and then add the keyword to the actor in-game.

 

The next step, is to make them actually do prostitute-y stuff. Walking differently from normal settlers, sitting differently from normal settlers, small-scale stuff really. But I can't find any guides on how to do this. At best, there is an article on the Creation Kit laying out how the animation system works, but not on actually adding animations.

 

 

Do any of you know how to do this? I understand the concept of subgraphs, them being a top-bottom tree checking keyword conditions for specific animations when certain events are called, but I don't understand how to actually work with them.

Posted

In what format are the animation files? hkx?

Posted

Cool thanks I'll take a look at those later. Currently in a 12 hour shift at work

 

Do you know how to add animations? Not necessarily to the markers but adding them in general.

Posted

Cool thanks I'll take a look at those later. Currently in a 12 hour shift at work

 

Do you know how to add animations? Not necessarily to the markers but adding them in general.

 

I've got the first two steps down. You create a blank race, set it's subgraph to "additive", and then you select the HumanRace race as the destination subgraph.

 

The part where I'm having trouble, is adding in the animations. As an example, there is a replacer for the stool sitting animation: "Meshes\Actors\Character\animations\AAAFyTy\SittingFemaleAnimReplacer\BarStool\PoseA_Idle.hkx". I need to somehow associate this animation with the same game event as the original, so that it replaces it just for NPCs that have my new keyword.

 

The actual replacing should just be doable by having one more keyword than the original, as actors are matched to animations that they have the most associated keywords for. But the part before that? No idea.

Posted

Okay to add just the pure animations I suggest watching this video, that way you at least can assign a unique formID for the animations so that you can at least recall them using console commands without having to replace any vanilla animation:

 

 

I know the video says it's for poses but idle poses and non-idle poses are handled similarly when adding to the CK.

Posted

Okay to add just the pure animations I suggest watching this video, that way you at least can assign a unique formID for the animations so that you can at least recall them using console commands without having to replace any vanilla animation:

 

I know the video says it's for poses but idle poses and non-idle poses are handled similarly when adding to the CK.

 

The animations do play when called from the console, so that's something at least. But I'm looking to do something more comprehensive; replacing animations just for the prostitute NPCs, and adding other animations to idle markers. For that, the Subgraph looks like the ticket, but I don't know how to work with it.

Posted

Same here, I was searching,testing yesterday all day on how to add new anim. to the game with new race subgraphs etc. no luck so far.

i duplicated a chair changed the model to shack floor, changed the marker, changed the keyword etc. made a new race, added the path to

FurnitureBehavior.hkx added the path to my anim, added my keyword. and it dosen't work, when i try to use the furniture i get the msg: "you can't use this at this time" or something like that, if i replace a vanila anim. is working.

 

i know that we also need to make txt file add the path like in this: https://www.creationkit.com/fallout4/index.php?title=Subgraphs

then change the extension to bat then run, it does nothing for me

(Note: you need to change the esp extension to esm to run the bat)

 

i'm sure Leito86 or other modders know how to do this.

 

Let me Know if you find the solution.

 

here is the only video that i found, but is for wep. reload

 

https://www.youtube.com/watch?v=sCpLQOTA0MU&t=188s

 

 

Posted

I swear, these youtube tutorials are so unnecessarily long. Maybe a minute's worth of information stretched into a fifteen minute video. So here's a quick note down of what he did:

 

 

Duplicate the human race subgraph

 

Race -> Subgraph Data -> Change the Template drop-down to Additive

 

Race -> Subgraph Data -> Change the drop-down next to template to HumanRaceSubGraphData

 

In original human race subgraph, identify the original animations we want to supersede. We need to copy the type, keywords, folder paths, .hkx behaviour files

 

Ensure that the original anim's behaviour file and path is present in your data folder

 

Ensure that the original anim's subfolder paths are in your data folder. No need to replicate the files inside them, just need the folder structure.

 

Once the original animation has been replicated, add a new keyword and the new animation file path. The new animation path must be at the top of the list.

 

Animations are picked depending on how many of the keywords an actor has. If one animation has one keyword, and another has two, with the Actor having all of them, the latter animation will be picked.

 

 

 

Right. Time to see if it works.

Posted

Just finished punting the anims into the subgraph, and will test in a minute. But I came across another animations-related problem.

 

I've these idles that I'd also like to add for the NPCs. I added them to the subgraph as idles, as well as to the animations list. The subgraph idles are sorted into different subfolders due to the different anim archtypes, whereas for the animations list I renamed them all to PoseA_IdleFlavor:

 

 

B5Q8x0.jpg

 

3Gq5Kp.jpg

 

 

 

Am I missing something with the idles here?

 

 

Edit: Nope, the animations won't play.

 

I also followed that guide on adding animations to the LOOSE category, in the animations menu. Calling the idle from the console doesn't do anything; the NPC just continues doing whatever they were doing.

 

Edit2: Here's an archive with the current .esp and animation files: https://mega.nz/#!H48UQSDI!zzYeIlANRymWzT3RnIP1CynZDufDgHR5KfKcx05LDRY

 

Edit3: The animations work fine when being previewed in an Actor's window. They're all listed, and the actor plays them properly. So the .hkx files are okay. But getting them called by the game? That ain't working.

Posted

my first attempt was to replicate Dave's gun and ring for my (animation mod)

 

so i tested the idle method, adding the idle animation to the Loose category it should work (its working for me)

 

but i noticed that not all the anim event in the drop down menu will play your animation

try selecting to the anim event in the drop down menu  dyn_Activation or dyn_ActivationLoop

for this method the name of the .hkx and the ID are not important

for ex: if yor ID is "dance" and your anim path file is "mynewdance" it will still play the anim.

but in console type the ID

 

Playidle dance

 

of course you need an NPC ref to play that idle

Posted

 

I swear, these youtube tutorials are so unnecessarily long. Maybe a minute's worth of information stretched into a fifteen minute video. So here's a quick note down of what he did:

 

 

Duplicate the human race subgraph

 

Race -> Subgraph Data -> Change the Template drop-down to Additive

 

Race -> Subgraph Data -> Change the drop-down next to template to HumanRaceSubGraphData

 

In original human race subgraph, identify the original animations we want to supersede. We need to copy the type, keywords, folder paths, .hkx behaviour files

 

Ensure that the original anim's behaviour file and path is present in your data folder

 

Ensure that the original anim's subfolder paths are in your data folder. No need to replicate the files inside them, just need the folder structure.

 

Once the original animation has been replicated, add a new keyword and the new animation file path. The new animation path must be at the top of the list.

 

Animations are picked depending on how many of the keywords an actor has. If one animation has one keyword, and another has two, with the Actor having all of them, the latter animation will be picked.

 

 

 

Right. Time to see if it works.

 

 

some ppl say you don't have to duplicate HumanRaceSubGraphData just make a new race then add the anim. path/keyword etc.

expect more brain, i'm missing something i don't know.

 

Posted

For the furniture idles you just need to do a new entry in your SubGraph, set the role to furniture, put the filepath to your new idle at top and the vanilla filepath at 2nd.

Now add the keywords the furniture needs to have and, if needed, add keywords the actor needs to have.

Once an actor that has the needed keywords is using a furniture with the needed keywords the actor will use the vanilla entry and exit animations bur your idle anim.

  • 2 weeks later...
Posted

Still not figured out how to get this to work; the NPCs will not play the new idles.

 

upload your mod with all the files, i can take a look if you want.

Posted

 

 

upload your mod with all the files, i can take a look if you want.

 

 

'Ere we are, attached them to the post.attachicon.gifData.7z

 

 

 

well, you have alot of folders/animations, but if you just want to replace an animation like sitting etc. you need to make a folder paths like vanila has when

you extract the animation from game, and then copy your new animation there with the same name, "exittostand etc."

For ex: sitting animation, make folders ->

data-meshes-actors-character-animations-furniture-chair-female(then put your hkx file) like: PoseA_Idle1 and PoseA_IdleFlavor1

 

-But if you want to add new animation like i was trying to, you need to make the subgraphs thing (if you don't know how to i can explain)

i also followed some instruction from vader on how to make the metadata.

-But again if you add new animation you sill need something that triggers your new animation and then you can add a custom folders path,

(of course if you know scripting i believe you can do that)

so in my case i triggre my custom animation with furniture, so instead of "sitting" they(NPC/Player) will play my new animation.

 

i did not checked your .esp yet ...

but maybe i'm wrong, and yes my english is terrible :)

Posted

The problem is that I'm making these replacer animations into non-replacers, so I gave them new file paths. Made sure to point to them on the Subgraph and the Idle Animations. They still don't play.

Posted

The problem is that I'm making these replacer animations into non-replacers, so I gave them new file paths. Made sure to point to them on the Subgraph and the Idle Animations. They still don't play.

 

ok but how do you triggre your new animation? you use a script? a furniture?

also you don't have the folders path to the new generated metadata.

 

ex: data-meshes-AnimTextData

 

and you don't need to duplicate the HumanRaceSubGraphData race

make a new race then add all the path/keyword etc.

 

after you added all the stuffs anim. etc. make a shortcut copy of the CreationKit.exe on your desktop (right click send to desktop)

 

and add this line in file path under properties :

 

-GenerateAnimInfo:AAAFyTy - Prostitution.esp Data Data         

 

leave a space and paste that after for ex: "C:\Program Files\Fallout 4\CreationKit.exe"   so it should look like this:

 

"C:\Program Files\Fallout 4\CreationKit.exe" -GenerateAnimInfo:AAAFyTy - Prostitution.esp Data Data

 

then run the shortcut to generate the metadata after that the new metadata should be in:  data-meshes-AnimTextData

 

Vader666 posted a tutorial here

 

also for the furniture you just need the FurnitureBehavior.hkx for the Behavior path (i'm not 100% sure depends on your anim.)

and for the animation path you add only your animation path, and for the keywords you need to make new and unique keywords for

all your animation, and for actor keyword not really necessary to add them but in some cases it might needs.

Posted

 

ok but how do you triggre your new animation? you use a script? a furniture?

also you don't have the folders path to the new generated metadata.

 

ex: data-meshes-AnimTextData

 

and you don't need to duplicate the HumanRaceSubGraphData race

make a new race then add all the path/keyword etc.

 

after you added all the stuffs anim. etc. make a shortcut copy of the CreationKit.exe on your desktop (right click send to desktop)

 

and add this line in file path under properties :

 

-GenerateAnimInfo:AAAFyTy - Prostitution.esp Data Data         

 

leave a space and paste that after for ex: "C:\Program Files\Fallout 4\CreationKit.exe"   so it should look like this:

 

"C:\Program Files\Fallout 4\CreationKit.exe" -GenerateAnimInfo:AAAFyTy - Prostitution.esp Data Data

 

then run the shortcut to generate the metadata after that the new metadata should be in:  data-meshes-AnimTextData

 

Vader666 posted a tutorial here

 

also for the furniture you just need the FurnitureBehavior.hkx for the Behavior path (i'm not 100% sure depends on your anim.)

and for the animation path you add only your animation path, and for the keywords you need to make new and unique keywords for

all your animation, and for actor keyword not really necessary to add them but in some cases it might needs.

 

 

The animations are to be triggered when an NPC, with the AAAFyTy_Keyword_WorkshopProstitute and female keywords, sits on a chair, couch, or stool. I've added the animations for the stool so far, and they don't play with an actor that has all the proper keywords.

 

I'll try generating the metadata, but shouldn't the animations work without that, since they aren't locomotion animations?

Posted

 

 

I'll try generating the metadata, but shouldn't the animations work without that, since they aren't locomotion animations?

 

 

 

no it will not work without the metadata, it will play the vanila, because you added new animation to the subgraphs

it needs to sync your animation via metadata, but a new idle will work without metadata with console cmd.or spels,scripts etc

 

Posted

 

 

 

no it will not work without the metadata, it will play the vanila, because you added new animation to the subgraphs

it needs to sync your animation via metadata, but a new idle will work without metadata with console cmd.or spels,scripts etc

 

 

 

So I added the vanilla animations, sans the ones being replaced, to the new animation folders. Generated the metadata, and now NPCs with the prostitute keyword shuffle their feet around the stools, chairs and couches instead of using them. Just like when you command an NPC through the workshop menu to use a piece of furniture.

 

Added the keyword to the player, to see what would happen, and it disables the player from using the furniture as well, with a message prompt that says "You cannot use that at this time" appearing.

Posted

 

 

 

 

no it will not work without the metadata, it will play the vanila, because you added new animation to the subgraphs

it needs to sync your animation via metadata, but a new idle will work without metadata with console cmd.or spels,scripts etc

 

 

 

So I added the vanilla animations, sans the ones being replaced, to the new animation folders. Generated the metadata, and now NPCs with the prostitute keyword shuffle their feet around the stools, chairs and couches instead of using them. Just like when you command an NPC through the workshop menu to use a piece of furniture.

 

Added the keyword to the player, to see what would happen, and it disables the player from using the furniture as well, with a message prompt that says "You cannot use that at this time" appearing.

 

 

Start with only one animation, make a mod that has only one, this way if one is working adding more will be more like copy/duplicate etc. after is done attach her so can test it.

follow my previous post , also you can download my anim. mod and compare it with your mod ( esp/path/keyword etc. )

 

For making an NPC doing stuffs watch this video

 

https://www.youtube.com/watch?v=hr2hCaroYnk&list=PL5juwHEkZXm8X0mgdbp-GgRq7cMKWXCDI&index=104

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