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Requesting Animators for New Alternative Framework


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Posted

Hello.

 

I am [very close to finishing] the first version of an alternative animation framework for Fallout 4. I'm building it so that it can be interchangeable with 4Play. So, it should work with 4Play dependent mods while also adding some of its own features (like accepting additional animation packs).

 

The problem is that I am just not much of an animator and am focused on development. So, I am looking for anyone interested in helping to put together packs of animations.

 

Anyone interested?

Posted

4P is not in great shape and has been stale for a loooong while (I can't even say if it's even still in active development, but I don't think so), but it sorta works. With a bit of TLC it might be easier to polish it rather than starting from scratch? Honestly, with the few animators around making FO4 animations, I am not even sure if an animation loader is -really- needed. Shipping the animations with the framework is probably sufficient, really. 4P's biggest problem is that it's a PITA to install, and that it lacks a ton of features, which is why I never added support for it to my own mods. I guess that stuff needs tackling first, IMHO

 

My 2 cents only! :smile:

 

 

Posted

well I've managed to get some anims to work in fallout so I might but works been a bitch lately so I dnt know when I may have more free time. but I could still try and do some more

Posted

Please do everyone a favor and don't do this...

We just don't need yet another  mod that tries to handle this kind of stuff.

 

In fact @jaam is active and @vinfamy is at least around quite regulary so i'm guessing they do talk to each other.

So it appears to me that FP development is NOT halted.

 

2 hours ago, Kimy said:

with the few animators around making FO4 animations, I am not even sure if an animation loader is -really- needed.

Its not the ultimate-key-feature FP just needs to have, but there are quite a lot of people who would start doing stuff once its a thing, myself included.

Posted
3 hours ago, Kimy said:

4P is not in great shape and has been stale for a loooong while (I can't even say if it's even still in active development, but I don't think so), but it sorta works. With a bit of TLC it might be easier to polish it rather than starting from scratch? Honestly, with the few animators around making FO4 animations, I am not even sure if an animation loader is -really- needed. Shipping the animations with the framework is probably sufficient, really. 4P's biggest problem is that it's a PITA to install, and that it lacks a ton of features, which is why I never added support for it to my own mods. I guess that stuff needs tackling first, IMHO

 

My 2 cents only! :smile:

 

 

Fair points.

 

This is a different coding strategy than 4P. So, it was easier to build from scratch. I have many ideas for additional features down the road. But, most of the core is already finished.

 

I agree that there are probably animators and other modders waiting for certain features before contributing themselves. I'm hoping that this encourages some of them to pitch in.

1 hour ago, blankproject said:

well I've managed to get some anims to work in fallout so I might but works been a bitch lately so I dnt know when I may have more free time. but I could still try and do some more

I like those odds! ;)

 

Hit me up in messaging if/when you have time and I can break down what is needed. The whole thing is designed to be as flexible as possible for adding animations.

44 minutes ago, Vader666 said:

Please do everyone a favor and don't do this...

We just don't need yet another  mod that tries to handle this kind of stuff.

 

In fact @jaam is active and @vinfamy is at least around quite regulary so i'm guessing they do talk to each other.

So it appears to me that FP development is NOT halted.

 

Its not the ultimate-key-feature FP just needs to have, but there are quite a lot of people who would start doing stuff once its a thing, myself included.

 

I'm not making it because 4P hasn't been updated lately or anything like that. I actually started working on this before 4P was made. It's just my take on a framework with some features I've wanted to see since Skyrim.

 

I think that there are some others who would also like the options/features. And if not, nothing about it gets in the way of people using 4P or the authors of 4P doing their great work.

 

I hope you come around to considering the value of it.

Posted

I could see this being beneficial if mods using fourplay can easily swap between fourplay and this. If not, then it may hurt us more having two competing frameworks. 

 

I just desparately want a feature where the sex framework tells me if sex acts were consensual or aggressive. That would go a long way for my mods :smile:

Posted
21 minutes ago, twistedtrebla said:

I could see this being beneficial if mods using fourplay can easily swap between fourplay and this. If not, then it may hurt us more having two competing frameworks. 

 

I just desparately want a feature where the sex framework tells me if sex acts were consensual or aggressive. That would go a long way for my mods :smile:

I'm looking through what it will take to make them interchangeable.

 

In one of your mod descriptions, you mention this:

Quote

This mod is heavily integrated with Four-Play Attributes (a hard requirement). As such, you don't need to manually select sex type (consensual vs aggressive) for sex triggered by this mod. This mod communicates with FP Attributes to relay that info, so no need for manual selection!

Can you elaborate a bit on what this means technically? Are there functions for getting and setting attributes somewhere?

 

Also, how would the sex act info you need work exactly? I thought that fourplay allowed designating consensual or aggressive animations. So, if you designated that in your mod, wouldn't you already have that info? I'm just trying to understand what aspect is missing for you so I can set up a good solution.

Posted
25 minutes ago, dagobaking said:

I'm looking through what it will take to make them interchangeable.

 

In one of your mod descriptions, you mention this:

Can you elaborate a bit on what this means technically? Are there functions for getting and setting attributes somewhere?

 

Also, how would the sex act info you need work exactly? I thought that fourplay allowed designating consensual or aggressive animations. So, if you designated that in your mod, wouldn't you already have that info? I'm just trying to understand what aspect is missing for you so I can set up a good solution.

When you call a fourplay function to start sex, you give it a boolean value indicating whether or not the sex act is consensual or aggressive. That's how the framework knows what type of animation to play. When the sex act is over, the framework sends an event notifying all listeners that a sex act has finished. The problem is, that custom event doesn't include info for whether or not that sex event was consensual. (that's my understanding, I could be wrong!) 

 

In my FP Attributes mod, I listen to the sex finish event. Problem is, the mod doesn't know if the player indulged in consensual sex, or rape if the sex was triggered by another mod. So the mod needs user input for that contextual data. Not ideal by any means... 

 

In my FP harassment mod, it calls some function in FP attributes to feed that much needed contextual information, so it doesn't need to rely on user input. This is what it does, in plain english:

"hey FP attributes, treat the next sex act as consensual (or aggressive in the case of aggressive sex) " 

"hey fourplay, play a consensual sex animation" 

*animation finishes*

In FP attributes, "somebody told me this sex act should be treated as consensual, so I will do so" 

 

All of that headache wouldn't be needed if the framework passed a simple boolean for sex end event indicating the type of sex. But right now, since it doesn't, my FP attributes mod either needs the user to tell the mod, or the mod that triggered the sex act (like FP harassment) to tell it. 

Posted

Got it. Thank you for clarifying. I'll look into ways to address that. I want to use a tag system. So, the tags would be sent back with any animation related events. Then you could see if certain tags are present and react accordingly. This might fit into that system.

Posted
2 hours ago, SavageCabbage said:

I've been sitting on a bunch of animations. Do you want the .max files or the .hkx files?

Very cool! .hkx would be great.

 

I'll follow up in messaging.

Posted
17 hours ago, twistedtrebla said:

When you call a fourplay function to start sex, you give it a boolean value indicating whether or not the sex act is consensual or aggressive.

Almost finished with the proxy. Where is this consensual boolean set?

 

I don't see it in the main entry point functions. I see a mention on the fourplay download page about a "happy" setting. But, I don't see that reflected in the actual source code function.

Posted
18 minutes ago, dagobaking said:

Almost finished with the proxy. Where is this consensual boolean set?

 

I don't see it in the main entry point functions. I see a mention on the fourplay download page about a "happy" setting. But, I don't see that reflected in the actual source code function.

    Quest Main = Game.GetFormFromFile(0x00002679, "four_play.esp") as quest
 
    ScriptObject four_play_script = Main.CastAs("four_play:Main")
    If four_play_script
        Var[] params = new Var[5]
        params[0] = Stalker0
        params[1] = PlayerREF
        params[2] = Bed
        params[3] = PlayerREF
        params[4] = Duration
        four_play_script.CallFunction("four_play", params)
    Endif

 

This is how we call fourplay sex scenes. Param[3] is what determines if it is a consensual act or rape act. value = None, consensual. Value = NPC name = that NPC is being raped. In my example above, the Stalker is raping the player.

 

And really, all Param[3] does is determine if the 'aggressive' rapey animations are used and the named NPC has a different facialanimarchetype applied.

Posted
23 hours ago, Flashy (JoeR) said:

    Quest Main = Game.GetFormFromFile(0x00002679, "four_play.esp") as quest
 
    ScriptObject four_play_script = Main.CastAs("four_play:Main")
    If four_play_script
        Var[] params = new Var[5]
        params[0] = Stalker0
        params[1] = PlayerREF
        params[2] = Bed
        params[3] = PlayerREF
        params[4] = Duration
        four_play_script.CallFunction("four_play", params)
    Endif

 

This is how we call fourplay sex scenes. Param[3] is what determines if it is a consensual act or rape act. value = None, consensual. Value = NPC name = that NPC is being raped. In my example above, the Stalker is raping the player.

 

And really, all Param[3] does is determine if the 'aggressive' rapey animations are used and the named NPC has a different facialanimarchetype applied.

Aha. Ok. I have that param in there. I was thrown off because I was looking for a boolean. Thank you.

 

That function is pretty easy to apply already. The "deeper" one is a little trickier because it can call specific idles. I already have a system that expects animations to be packaged with certain data. So, I will need to add a routine that builds one of those packages up on the fly and plugs idles in. Does anyone actually use that deeper function?

 

For param[3], I think I will basically ignore the actual actor and [have that trigger a subset of animations that are defined through tags by the mod creator].

 

In terms of the face archetypes, I'm working to have those controlled based on what is happening to the characters. A lot of things are tracked like type of sex occurring, speed of it, depth. So, facial expressions don't need to be defined by the call. They will happen in reaction to the animations that are created (and modders will be able to add their own expression packs/overrides that customize the expressions that happen at different times). I'm still thinking through how that part will work. [I'm thinking of ways to have tags on animations paired with expressions that defined by the modders so that the framework remains content neutral.]

Posted
14 hours ago, Flashy (JoeR) said:

And really, all Param[3] does ...

 

I'm now live testing the proxy with FP dependent mods. Figured that I would try RSE. When it first loads, it gives a message saying that FP is not installed. So, I must have missed some function or file that you are checking for to confirm installation?

Posted
2 hours ago, dagobaking said:

 

I'm now live testing the proxy with FP dependent mods. Figured that I would try RSE. When it first loads, it gives a message saying that FP is not installed. So, I must have missed some function or file that you are checking for to confirm installation?

Very much waiting for the public beta, because 4Play in general is not good at all

Posted
41 minutes ago, vjnmrf said:

Very much waiting for the public beta, because 4Play in general is not good at all

Wrong thread I know but you are wrong! FourPlay mite be a bit hard for some to install but it dose exactly what it's suppose to do and it dose it well.

Posted
6 hours ago, dagobaking said:

 

I'm now live testing the proxy with FP dependent mods. Figured that I would try RSE. When it first loads, it gives a message saying that FP is not installed. So, I must have missed some function or file that you are checking for to confirm installation?

Did it say Four Play not found or Family Planning not found?

 

"Can't find Four-Play."

 

Or

 

"RSE: Family Planning Enhanced not installed."

Posted
7 hours ago, vjnmrf said:

Very much waiting for the public beta, because 4Play in general is not good at all

I appreciate the enthusiasm. But, not looking to be negative about other work.

2 hours ago, Flashy (JoeR) said:

Did it say Four Play not found or Family Planning not found?

 

"Can't find Four-Play."

 

Or

 

"RSE: Family Planning Enhanced not installed."

It says both.

Posted
2 minutes ago, dagobaking said:

It says both.

Are you using a custom NameSpace for your mod's scripts? Im not entirely certain, but if it does, it could be that it cannot find what it needs due to folder nesting...

Posted
15 minutes ago, Flashy (JoeR) said:

Are you using a custom NameSpace for your mod's scripts? Im not entirely certain, but if it does, it could be that it cannot find what it needs due to folder nesting...

The main framework has a custom namespace. But, unless I made a typo mistake, I put the 4P proxy in the exact same namespace as 4P so that dependent mods would see it as 4P.

 

What specific file/function does RSE look for to determine if it can find 4P?

 

[I also didn't install RSE entirely correctly. Missing some of its required mods (MCM and familyplanning). So, that could be an issue. Working on that now.]

Posted

All four play enabled mods use this:

 

four_play:Main four_play_event

 

Function LoadFP()

    Quest Main = Game.GetFormFromFile(0x00002679, "four_play.esp") as quest
    If Main
        four_play_event = Main as four_play:Main
        RegisterForCustomEvent(four_play_event, "animation_start")
        RegisterForCustomEvent(four_play_event, "animation_over")
    Else
        debug.notification("Can't find Four-Play.")
        utility.wait(0.1)
    Endif
EndFunction

 

And we call this function OnInit and OnPlayerLoadGame.

Posted

Aha! That is the issue then.

 

I looked at the 4P download page to gather info for what API methods are needed. But, I didn't see this function mentioned. Is there another guide somewhere that everyone is getting that from? (Want to make sure there aren't other support functions like this that I missed.)

 

[Hmmm. On second look, this should work already... Still, I should be able to test this in a dummy mod to see what is happening. Thank you.]

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