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Power Armor Animation Changes

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These mods change the power armors empty idle stance and/or the enter and exit animations. All files are optional so pick and choose as you please!

Power Armor “Heroic” Empty Stance
This will change the power armors empty stand idle to something more “Heroic”.

Power Armor Quick Enter and Exit
Changes the out of combat exit animation for both the player and power armor to be the same as the in combat one which is much quicker.

Changes the out of combat enter animation for the power armor to be the same as the in combat one but the player animation doesn’t work properly so i changed it to something a bit less jarring than the vanilla one. (Still working on this, any replacement animation recommendations are welcome.)

Power Armor Instant Enter and Exit
This removes almost all animations associated with entering and exiting power armor except the player exit animation is more of a backwards eject, It’s still almost instant and much faster than the others.

Installation

Install with your preferred mod manager and select the changes you want.

Changelog
0.2 – Added optional “in combat” versions for the instant enter and exit animations.

The post Power Armor Animation Changes appeared first on Fallout 4 mods.


Controllable Lowered Weapons

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Have your weapons lowered or raised whenever you want.

From my gameplay mod, ARBITRATION.

From a post of mine clearing up a thing or two about Fallout 4’s cover system that nobody knows about:
QUOTE

Fallout 4 has a cover system. A lot of people aren’t even aware of this. You can walk up to a corner, face the wall, and it’ll go into cover and your weapon will lower. Then you can right click and you’ll peek around the corner and fire, just like the npcs do.

The thing is, you go into cover no matter what object you face, even the ground or an NPC. I’ve set it so that the lowered weapon stays lower, and you can right click to raise it up. With the right combination of distance and amount of time it takes for the weapon to lower you can make sure this is only done if you absolutely want it to (get real close to something and wait for half a sec or so) or you can make it super easy to happen.

It feels pretty natural IMO, and your weapon will lower in a lot of cases you want it to without having to even think about it (especially with the 2x cover distance I provide).
To lower your weapon, look near enough at an object or NPC to go into cover – or just look down at the ground. Configurable cover distance included – the 2x version is perfect range for lowering the weapon when talking to NPCs.
Aim your weapon and let go to have your weapon raised again (you can just barely tap rightclick)
Done with game settings only.
No uninstallation issues
Configurable (FOMod installer) distance and delay for weapon lowering
Easier than pressing a button (with the 2x modded distance, it’s automatic when talking to an npc or interacting with an object) and faster than holding the holster button to put your weapon away

QUOTE
KNOWN ISSUE:

tldr: If you are walking, and your weapon is lowered, rightclick so it doesn’t play the goofy fast walk animation.

Walking uses the running speed animation, because there is no walking speed weapon lowered animation. The other mod replaces the running speed weapon up animation with the running speed weapon lowered animation (by renaming) which apparently blends to provide a normal walking speed weapon lowered animation, but removes the running speed weapon up animation altogether. I cannot fix the animation as I do not have Havok Content Tools, which Havok removed from their website and is apparently unavailable on the Internet now, which is required to use an alpha conversion tool someone created, which might or might not work anyway. So if Havok Content Tools were to magically appear on the Internet I could maybe solve this.


Manual Installation (Installation with NMM is recommended):

Choose One:
2x distance (recommended): Arbitration – Controllable Lowered Weapons
1.5x distance: Arbitration – Controllable Lowered Weapons (1.5x Distance)
Vanilla distance:Arbitration – Controllable Lowered Weapons (Vanilla Distance)

Choose One or None (None is Recommended) :
Instant weapon lowering: Arbitration – Instant Weapon Lowering
Slower weapon lowering: Arbitration – Delayed Weapon Lowering

Gameplay of Controllable Lowered Weapons:

Q: How did you do this?
A: Adjusted a game setting for how long it takes you to raise your weapon after cover. From 0.1 second to 600 seconds. It was an accidental find while I was testing my mod Arbitration. I then changed two other settings (optional) so people can configure how far away it works and how long the delay for lowering is.

Q: How did you get the gun to raise back up?
A: Aiming your gun raises it back up out of the box, I didn’t have to do anything.

Q: Do I need the farther cover distance?
A: The vanilla cover distance is very close – it’s your call – but the 2x distance is about the exact distance at which you can interact with npcs. It also helps to glance down at the ground instead of having to stare at your shoes to get it to work when you aren’t around any NPCs or objects or cover.

Q: So for real this is just a gameplay setting and it won’t conflict with anything and I can uninstall it if I want with no issues?
A: Yes.

The post Controllable Lowered Weapons appeared first on Fallout 4 mods.

Stop Fidgeting – Pipboy Animation Swap

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The charm of my character not standing still when looking at their Pipboy wore off quickly.

This mod swaps out the various Pipboy idles for the default one. That means they won’t bang on it anymore, won’t look at their wrist, and won’t tilt the screen when you’re trying to find something. Now they just hold their arm still. This also has the side effect of some of the animations being slightly less jerky when your character goes to change the page.

The following files have been replaced:
..\meshes\actors\character\_1stperson\animations\pipboy\pipboyIdle_AdditivePoseA.hkx
..\meshes\actors\character\_1stperson\animations\pipboy\pipboyIdle_AdditivePoseB.hkx
..\meshes\actors\character\_1stperson\animations\pipboy\pipboyIdle_AdditivePoseC.hkx
..\meshes\actors\character\_1stperson\animations\pipboy\pipboyIdle_AdditivePoseD.hkx
..\meshes\actors\character\_1stperson\animations\pipboy\pipboySpecialIdle1.hkx
..\meshes\actors\character\_1stperson\animations\pipboy\pipboySpecialIdle2.hkx
..\meshes\actors\character\_1stperson\animations\pipboy\pipboySpecialIdle3.hkx

Drop a line in the comments section if you have any issues. I don’t really anticipate them, though.

The post Stop Fidgeting – Pipboy Animation Swap appeared first on Fallout 4 mods.

Lazy Dogmeat

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Dog lovers rejoice! With this mod you will never have to see Dogmeat in pain again.

He’s a bit more lazy now though…

This mod changes Dogmeats “Downed” animations from the painful to watch suffering of a beautiful creature too the lazy lounging of a majestic canine.

Installation
Install with a mod manager or move files into your “Data” folder.

The post Lazy Dogmeat appeared first on Fallout 4 mods.

New TV – New Video

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New TV
Squeaky Clean TV texture & Video Animation

Details:
I decided to modify one of the TV models by replacing it with it’s pre-war counterpart which looks quite nice.

Current Notes:

1. The TV only plays about 1 second of PC master race steam sale nonsense. I am looking to fix this very shortly.

2. After I fix (1.) I will add a detailed tutorial for changing the animations on the TV so you can put whatever you like on it!

3. The TV completely replaces it’s run-down counterpart in the workshop. The other 2 TV models are still there for you to use.

4. Here is my updated thread which I discussed (with myself) the process I took to get this mod to where it is: Forum Post!

5. I am planning for an open source TV show of some sort to play as well as synchronized audio which could immerse the player massively.

The post New TV – New Video appeared first on Fallout 4 mods.

Idle Hands – Female Idle Customization

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Idle Hands – Female Idle Customization v0.1

Version Change Log

v0.1 – Release! 8 female idle flavor positions with 19 animation variations (8 vanilla, 11 new)

Background & Goal

I started playing with the idle animations to find a way to incorporate smoking as an idle. After finding out smoking is actually
(at least) 2 separate animations, a base idle pose and a flavor (see What is a Flavor? below) I moved on… (kinda…)

I looked into other singular animations, but, in some cases, it wasn’t overly clear which animations did what. So I started a
personal reference project. Mainly an excuse to take some cool screenshots… Well, why not share it?

So the goal became…
To release an idle animation (flavor) replacer that is fully customizable, and above all, very user friendly.

(see Questions, and Future Goals for more info)
P.S. I’m a long time modder, first time mod poster… Be kind :)

Description

A very simple mod that allows you to replace the 8 FEMALE idle flavors (see What is a Flavor? below) with those
of your choice (currently 19 animations, 8 vanilla, 11 new). It is quite simply a file swap with a rename.
However, by using NMM to install, it offers a huge amount of possible combinations. (currently 75,582 if I worked that out right!)

In relation to the reference images…
I have tried to take a screenshot at a moment in the animation that best represents it. Obviously being an animation, it is
best experienced in motion. This mod is safe to uninstall and reinstall, so feel free to play around to find the ones you want.

(see Installation for tips on viewing the one you want)

What is a Flavor?

** This is not required reading, but will (hopefully) give you a better idea how this mod works.**

This is purely hypothetical, but I think I’ve got it…
There is a difference between an Idle Animation (base animation pose, standing still, no weapon out) and an Idle Flavor
(“Flavor” taken from the animation’s file name). From what I’ve gathered, the Idle Flavor plays at random intervals during
the Idle Animation. (Think of it like ice cream… the Idle Animation is the base (the ice cream) and the Idle Flavors (ice
cream flavoring) add variation… that works right..? Maybe I’m hungry.)

More Info…
A good example uses the mod by CharacterCreator – Idles and Flavors. My mod is incompatible with the Flavor optional files,
but is compatible with the Idle Animation main files he offers. (see Compatibility for more info)

The Idle Animation, itself, also contains idle animations… Simply put, your character will still make subtle movements, like
shifting from one foot to the other, or the female vanilla Idle Animation, which contains a “right hand on hip” pose
(see image Vanilla06) that my mod does NOT override.

Installation (NMM) *Highly Recommended*

1. Download with NMM
2. Activate “Idle Hands – Female Idle Customization”
3. Choose which animation you want for each Idle Flavor position
4. Done! It’s time to stand around and do nothing!

Some tips for picking your 8 Idle Flavors…
At this moment, there are 8 Idle Flavor positions you can fill with one of 19 animations (8 vanilla, 11 new)… That’s a lot of potential combinations.

So what to do with them?

** You can install the SAME animation in EVERY Idle Flavor position**
– this is a great way to check out a particular animation for yourself, or have your favourite animation play every time.

** You can install ANY other possible combination… :) **
– an example would be if you wanted a full Pipboy Idle.
Selecting Pipboy01 for Idle Flavor positions 01-03,
Selecting Pipboy02 for Idle Flavor positions 04-06,
Selecting Pipboy03 for Idle Flavor positions 07 & 08.

**Remember, “Flavors” are added to the base Idle Animation (see What is a Flavor?) so installing the same animation in
every Idle Flavor position will NOT just loop the same animation constantly. Your character will make the selected
movement quite often, but it doesn’t look as odd as you might think. **

** If you install a different animation for each Idle Flavor position, it may take a long time to actually see one particular
animation. They seem to cycle randomly and occur at random time intervals. **

Installation (MANUAL)

1. Unzip the “Idle Hands – Female Idle Customization vX.X” file into a temp folder.

2. You’ll notice a HEAP of folders. This lets NMM order everything nicely.
– there might have been a better way but I am very new to this

3. At the top of the list should be a folder named “000 IF Renamed”.
– this contains all the idle flavor animations, renamed to match my reference pics
– all other folders just contain renamed duplicates
– Copy “000 IF Renamed” folder somewhere safe and delete temp folder

4. Select the animation you want and copy it into:
…Fallout4/Data/Meshes/Actors/Characters/Animations/MT/Player/female
– create these folders if they don’t already exist

5. Rename the copied file to:
– PoseA_IdleFlavor1.hkx

6. Rinse and Repeat for each animation, naming the copied files sequentially:
– ie.
second file copied – PoseA_IdleFlavor2.hkx
third file copied – PoseA_IdleFlavor3.hkx
ETC…
– this can be done 8 times (up to PoseA_IdleFlavor8.hkx)

** As a side note, male characters seem to have 9 Idle Flavor positions… I’ve been using PoseA_IdleFlavor9.hkx
for my female character, but have yet to see the specific idle play. This needs more testing, but I will release
a 9th IF position for females if I confirm it works. **

Compatibility

My mod alters these files
…Fallout4/Data/Meshes/Actors/Characters/Animations/MT/Player/female
– PoseA_IdleFlavor1.hkx
– PoseA_IdleFlavor2.hkx
– PoseA_IdleFlavor3.hkx
– PoseA_IdleFlavor4.hkx
– PoseA_IdleFlavor5.hkx
– PoseA_IdleFlavor6.hkx
– PoseA_IdleFlavor7.hkx
– PoseA_IdleFlavor8.hkx

It will be compatible with any animation mod that doesn’t use these. Just like textures, you will have to pick and choose
the ones that are best for you.

As of writing (15-Dec-2015)

Compatible with all current animation mods*

*Partial-Compatibility with CharacterCreator’s – Idles and Flavors
-My apologies for releasing a mod that partially conflicts with yours CharacterCreator.
-Very simply, my mod is (currently) compatible with all of this mods main files, but not with any of the optional ones.
-Here is where I recommend you read the “What is a Flavor?” section. Understanding my description will help you
replace your character’s Idle Animation (base animation pose, standing still, no weapon out) with one from the
above mod. Currently “Tough” and “Military”, male and female available.
-This is also where I suggest you look into a replacement sound for the “WhistleDog” Flavor. (I may include a fix
for this in the future, but for now it is low priority until male idles are done…)

Future Mod Plans

*** Add male version – High Priority – In Progress… Please Stand By…
** Add more interesting anim, male&female – Mid Priority – In Progress… … …
* Continue looking at smoking anim – Low Priority – … Progress… Stalled… …

** A Side Note: I only really have plans to support this mod up until the release of the G.E.C.K. (maybe…) It’ll be a real game
changer in what can be done with animations (and everything else! *tingle*), so I will leave the cooler stuff in the hands of
professionals. :) At very least I hope this mod will provide a reference to some of the nicer animations (and some of the
really nice, but really buggy ones)**

Questions

Can you add “X” animation?

– Maybe… I’ll take requests, but no promises. Like the smoking animations I mentioned at the start, some are multi-part that
don’t work with a single file rename. Some, like the KnifePlay animation, Valentine’s SelfTuneUp, among others, are just too
buggy. If a fix is found I will definitely release them.

– If you really must smoke, try another of CharacterCreators mods – Smoking in Fallout 4. It comes with a few drawbacks, like no
unarmed combat for one, and I only recommend it to advanced users. But I personally still use it though. It is a very creative
way of adding active smoking to the game without the need for creation tools.

Can you change “X” animation?

– Nope. All my mod does is rename existing animations. I don’t know nearly enough to begin tinkering with the animations
themselves. (I will be leaving that to other, more talented, people on the Nexus)

Can you change how often they play?

– No again, sorry. I have played in FO4Edit, and have found some promising leads, but it’s way over my head at the moment. And
in all likelihood, with the release of the G.E.C.K. around the corner *fingers crossed*, its not worth the effort.

Why no Hancock knife play/Valentine tune up/other animation??

– I’m divided on whether I should release this in the main NMM installer or not… It is a really buggy animation when the player
character uses it. But it’s also really good! I had multiple camera locks trying to get a screenshot, and the knife will stick out
of your wrist if the animation doesn’t end properly (for example if you move!) If I get enough requests I will add it, with a big
fat “DO NOT USE” warning or perhaps in a separate folder (with other buggy, but good animations) for manual installation/reference only.

** EDIT: I have done just that… The bugged animations I hope to use are in the “000 IF Renamed/bugged” folder.
– These are 100% USE AT YOUR OWN RISK. Manual installation ONLY and I will not support them in the Bugs tab or comments.
I release them in the hopes some talented person can help me fix the problem, or at least, release their own mod that I could
make compatible with mine.
– They include Hancock’s knife play, Valentine’s tune up, Psycho injecting and a map reading one. They all suffer from the same
camera lock and persistent item bugs. Again… I highly recommend NOT using these.

** And just to clarify… Although I’m calling them “bugged”, these animations are perfectly fine, they’re just glitchy when used as Idle Flavors **

Tools, Credits and Thanks

GIMP – For great free image manipulation program
Fraps – For great [mostly] free screen capture program
NMM tutorial by ShinraStrife – For an amazing, easy to follow, tutorial for the NMM installer
E.B.T – For unknowingly assisting in my NMM installer tweaking
B.A.E. – For giving me access to the animation files
Bethesda – For once again releasing a brilliant game
The Nexus Community – For making a brilliant game truly shine
and if you read this far, to you too!

The post Idle Hands – Female Idle Customization appeared first on Fallout 4 mods.

Button Lowered Weapons – First and Third Person

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Press sheathe to lower your weapon. If your weapon is already lowered, press it again to sheathe. Aim to raise your weapon. Unsheathe as normal.

Works in 1st and 3rd person.

All actions that require sheathing (accessing certain workshops, terminals, power armor) work correctly.

The lowered animation plays correctly when you walk. This was not easy to do, but it’s done.

Originally from Controllable Lowered Weapons in my AI/Stealth/gameplay mod, ARBITRATION. Uploading separately after a week of research and testing. Having this file there was confusing for everyone. Do not use with Controllable lowered weapons.

Two versions:

1. Button Lowered Weapons.esp – Weapons stay lowered when you leave cover. No issues.
2. Button Lowered Weapons – Auto Raise from Cover.esp – Weapons raise back up when you leave cover. I had to use movement conditions to get this to work properly (or once you lowered your weapon you’d go into cover and it would raise back up). So if you run into a wall and keep running for a second your weapon may raise up. Aim out of cover once and it’ll go back properly. If you are in cover and then spin around while otherwise standing still (without moving) your weapon won’t raise – I had this fixed but then spinning into cover would raise the weapon, so I picked the lesser of two evils.

Installation – Install the .esp you want along with the .esm file that comes with it into your data folder. Make sure they are both activated. The master file is called Arbitration – Resources.esm – I plan to use it for aspects of my gameplay mod. It works here to add the walk speed fix as well as keep you from having trouble if you switch from one .esp file to the other, or if you decide to remove the mod. It is a required file, and your game will not start without it enabled as a master.

Gameplay Vid:

Ok my bad that was me after I fixed the walk speed bug. Struttin’ ALL THE WAY TO THE MAILBOX. That’s how I do it. Then I disappear like a ghost and words come up from the ground.

Q: You make mention of walk speed bugs and such that weren’t ever in this mod. Wassup?
A: There was once a mod that I just killed called Controllable Lowered Weapons. It was my mod. I shot it in the face with this mod. I had planned to keep the two separate but even though I used different functionality (just a game setting in the prior mod) the main file in this mod replaced that mod by being more better. I realized this when I went to upload the 2x cover distance – there wasn’t a slight yet perceptible difference, they were one and the same.

Q: I was mostly wondering about the walk speed bug, not so much about your life story. WTF was with the walk speed bug?
A: I was all happy and superexcited when I figured out a way to keep a weapon lowered based on where a player was looking (prior mod). It wasn’t long until some people came along asking about why the player character looked like he/she was on amphetamines while walking with the weapon lowered.

Q: But walking with the weapon lowered works for the superfamous lowered weapons mod! Why were you so incompetent?
A: I went to look and sure enough Bethesda had no modifier for the lowered animation at walk speed. Having tried the superfamous lowered weapons mod I figured it would work fine. But the superfamous mod had simply renamed the lowered animations to the raised animation names so that the game thought it was playing these animations – and you never had any raised animations, but the lowered animations got the reduced animation speed that was being applied to the raised animations. Actually having the animations lowered resulted in an animation that played too fast to be the animation of a person holding a lowered weapon while walking.

Q: So why didn’t you just learn to be an animator-person?
A: I delved into trying to modify 64-bit Havok animation files. Even with the right tools, handed out freely by Havok before they decided not to hand them out any more, the behavior files could not be edited since Bethesda had altered them for their own needs and all tools from Skyrim that had dealt with this (just one tool, really) were 32 bit.

Q: So you fixed this how?
A: After a stupid amount of time that one wouldn’t think necessary, I stumbled across the animation speed modifier in Fallout4.exe (was looking in the .esm the whole time). This doesn’t show up in FO4Edit when you’re looking for things to mod since it’s not in the .esm file. I had, in the meantime, figured out how to adjust modifiers like this based on certain game settings, so I figured out how to slow the animation down when you’re walking with your weapon lowered. So now, in spite of the fact that the game sometimes takes half a second to figure out what you’re doing, the walk speed bug is fixed. So now I strut to the mailbox in the afternoon when the mail comes, and my mailperson has no idea why.

Q: Do you really look like John Travolta?
A: No. My ass looks way better than his.

The post Button Lowered Weapons – First and Third Person appeared first on Fallout 4 mods.

1h Sword and Bare Fists Animation replacers

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Replases 1H Sword and bare fists animations by other existing in game.

for the moment, there is unfortunately no way to create your own animations.
(I do not know) so it’s an attempt to make something of my own, I have adapted this mod for myself. but I think some people will have fun with this mod.

The pugilists among you. Look here

How To install

Best way to install with Nexus Mod Manager.

The post 1h Sword and Bare Fists Animation replacers appeared first on Fallout 4 mods.


Quick Draw – Faster Draw Animations for All Weapons

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Tired of flicking the switch on the laser rifle, spinning the chamber on the .44, pulling the slide on the Deliverer, the 10mm, EVERY time you draw them, usually when you need them to come out at their quickest?

Well, here’s a mod that covers ALL weapons in the game so that they all use their EquipFast animations in place of their normal equip animations.

If you’d like to make a video for this mod, please do! No verification needed c:

The post Quick Draw – Faster Draw Animations for All Weapons appeared first on Fallout 4 mods.

idle animations

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This mod replaces the standing idle animation for females and males (soon)
with modified flavors to work as a main idle (took me 1 month to figure it out)

100% compatible with :

Idle Hands – Male and Female Idle Customization

Idles and Flavors-NEW Custom voiced flavor

no camera bugs anymore

The post idle animations appeared first on Fallout 4 mods.

Skyrim Dance Animations

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I should make this two months ago, right after my pose mod published. The only reason why it is so late is because I never use Blender to make an animation until yesterday…. (The animation conversion can only be done with a Blender tool “pose converter” made by gerra6 in LL.)

[Description]
This mod currently has few dance ported from a skyrim mod “Dance Animation Modder Resource” by umpa, and I will append more when I feel it’s time.

**Note: All the animation is converted by programs automatically, so they may look weird due to transformation among various skeletons.

[HOW TO INSTALL]
1) use NMM , or download manually.
2) activating the mod in NMM or extracting the archive to the FO4 data folder.
3) make sure you have the following lines to your “Fallout4Custom.ini”

[Archive] bInvalidateOlderFiles=1
sResourceDataDirsFinal=

PS1: there is a good tutorial about FO4 mod installation, checking it if you don’t know how.

[HOW TO USE IT]
1) in console, select the desired actor, and then type the following code for the specified dance

“playidle IdleOutroPlayerWalk” dance in the beginning of the video
“playidle idleclapping” ass shaking
“playidle idlepointing” model walking (girl walk in the last of the video)

[Credits]
1) Dance Animation Modder Resource by umap
2) Pose converter by gerra6
3) Canderes509@youtube, your Skyrim animation tutorial video is awesome.

The post Skyrim Dance Animations appeared first on Fallout 4 mods.

Pain-Train Shoulder-Bash Animation Disabler

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Have you ever wanted to run into people with your face instead of your arm? Look like you’re going somewhere instead of playing football when not in combat? Want more immersion since first-person doesn’t change animation-wise when third-person does? Well, here you go!

This is a pretty simple mod which, again, I made for myself because I got kinda tired of looking like a quarterback every time I sprinted in power armor. So, what this does is it makes it so you still have functionality of the Pain-Train perk, but not the animation change.

The post Pain-Train Shoulder-Bash Animation Disabler appeared first on Fallout 4 mods.

A trifle from Hiro (Manysee Menu) or the Journey begins

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Good day to All who play Fallout 4!
Recently you asked if I should make a new menu for Fallout…
I have carefully thought it over and decided to try.

And the result came out exactly as I hoped!
The video displayed the beautiful scenery of the Badlands and a variety of places.
Tried to glue the cutting to the beat of the music!
In General, watch the video, judge for yourself!

ACCEPT ANONYMOUS THANKS R290038896002
As there is a kiwi wallet and Yandex money.

THANK you all and have fun!

__________________________________________
Доброго времени суток Всем, кто играет в Fallout 4!
Недавно вы спрашивали, не стоит ли мне сделать новое меню для Fallout…
Я внимательно обдумал это и решил попытаться.
И результат вышел именно таким, как я и задумывал!
В ролике отображены прекрасные пейзажи пустошей и разнообразные места.
Старался клеить нарезку в такт музыке!
В общем, смотрите видео, судите сами!
ПРИНИМАЮТСЯ АНОНИМНЫЕ БЛАГОДАРНОСТИ: R290038896002
Так же есть киви кошелек и яндекс мани.
Всем СПАСИБО и ПРИЯТНОЙ Игры!

The post A trifle from Hiro (Manysee Menu) or the Journey begins appeared first on Fallout 4 mods.

Tactical Animations

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Have you ever felt dumb when going around with your character? With even dumber animations that made you feel sometime like a complete idiot?
I mean.. Who aims like that ?
Well.. No more!

This mod makes you use the NPC 3rd Person animations you see them using, giving you more tactical movements when moving with your weapons equipped.

QUOTE

This was originally made by L0rdOfWar, but it was lying in his B-90 mod (Which i completely recommend) in the optional file section… Which was not giving as much justice as it should have been. This modification deserves to be a complete standalone mod, since it does so much to the immersion that it should be a must have mod. SO, all kudos to him. This upload has been made to giving the praise it should have had in the first place.

I Also managed to fix a few issues, and improved upon the original mod.
Installation
FIRST OF ALL: you need to edit your Fallout4.ini file in your documentsby adding this line “bApplyCameraNodeAnimations=0” under [camera] (without the “” marks). If you don’t have [Camera], then don’t worry. Just add that in!
Also, you might want to have the [camera] settings setup like this if you don’t want centered camera:
[Camera] f3rdPersonAimFOV=70.0000
fVanityModeMaxDist=300.0000
fVanityModeMinDist=85.0000
fPitchZoomOutMaxDist=000.0000
fMinCurrentZoom=0.0000
fMouseWheelZoomSpeed=1.0000
fMouseWheelZoomIncrement=0.2000
f3rdPersonPowerArmorCameraAdjust=30.0000
fOverShoulderMeleeCombatAddY=0.0000
fOverShoulderMeleeCombatPosZ=0.0000
fOverShoulderMeleeCombatPosX=30.0000
fOverShoulderCombatAddY=0.0000
fOverShoulderCombatPosZ=0.0000
fOverShoulderCombatPosX=30.0000
fOverShoulderPosZ=0.0000
fOverShoulderPosX=30.0000
bApplyCameraNodeAnimations=0

REMEMBER: WHEN YOU INSTALL A NEW VERSION, REMEMBER TO DELETE THE OLDER ONE FIRST.

Thanks and kudos to Hodilton for doing a Comparison Video. Check it out! (Lacks 3.2 update comparison for the new Pistol anims.)

AND HERE ARE MOAAAAAR! Thank you all and kudos to you guys!!!

Automatic: NMM
Manually: Download the rar, then unpack and drop the files in your Fallout4/Data folder. If asked to overwrite, do it when prompted. (It shoudlnt be overwriting anything, except if you installed another mod that alters those animations (Check compatibility Below)

Uninstall: automatically by using NMM, or simply delete the files you installed manually. nothing will be broken after it.

COMPATIBILITY

Compatible with all mods, except the ones altering 3rd person movement animations. This means this is perfectly COMPATIBLE with Idle animations like Idle Hands – Male and Female, but not compatible with mods like Alternate 3rd Person ANimation. I hope the difference is clear. This mod won’t break anything and won’t mess with any other interactions with objects or whatever.

some of the animations will slow your character by 5-10% because of how the animation plays. Nothing major tbh, it actually looks better and more immersive this way anyway, original animations made you like a cheetah when sprinting.
The Optional Sneak animations are working correctly except for the camera, which is not adjusting, meaning it will be up like if you’re standing up instead of lowering when crouched… Nothing we can do at the moment, but it’s optional.
The SMG-reloading animation is bugged since Vanilla. the NPC animation has no reloading sound, and can’t be fixed without animation tools. THis is why i didn’t change the SMG animation and had it use the Vanilla default animation, so you can still hear the reloading sounds, but your character will retain your normal pose when reloading and after that return to the Tactical one.
Hunting Rifle reloading animation has a sound problem aswell, the first aprt of the reloading has no sound, while the bolt handling does. I decided to keep this animation because it’s not so bad.
DOUBLEBARREL SHOTGUN AND HUNTING RIFLE Had Weird Holding animations when in sneak mode, so i reverted them back to vanilla. They will point slighy down when standing in the Ready-stance, but in sneak mode they will stand centered correctly. Tbh, it looks quite good this way, since u dont go around hip-shooting with the sniper rifle, and the double barrelshotgun pointing down slightly is not a big deal, it’s a shotgun.
(When they fire while Standing Up, the barrels will correctly move up , pointing where you aimed at, then go back down.)

GAS MASK IN THE SCREENSHOTS IS A PERSONAL PORT OF THE FAMOUS GAS MASKS OF THE WORLD MOD FROM NV.
IF Lozza gives permission, i will upload the port containing all gas masks.

Credits: L0rdOfWar for making this mod. Amoveve for improving on it.
Bethesda for Fallout4

The post Tactical Animations appeared first on Fallout 4 mods.

Smoking Script for AHK

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After how much attention the Smoking Mod thread received (and thanks to author Evermarch for blasting the console command via comments), I’ve been looking into ways to implement this idea. Ideally I’d like to create a cigarette ‘chem’ as suggested by the OP of that thread, however I’m still investigating how exactly to go about that.

In the meantime; here’s a script I wrote for AHK that utilizes the console command for a hotkey toggle function. After doing some research and tinkering it finally works and is currently set to use the F8 key. So press F8 to toggle on, press again to toggle off. Shazam! You’re now smoking like a boss. No side effects, no special circumstances required to use it. 100% shenanigans free or your money back!

Oh, one thing you can’t do for some reason is activate smoking while your weapon is out (will make the script seem broken). Just holster your weapon beforehand, no need to unequip. However, you can walk around (and even sit, which temporarily turns the idle flavor off but will resume upon standing again) without cancelling the smoke.

Full Instructions (for those new to AHK) :
Install AHK from their official site at https://autohotkey.com/
Download this script and extract it using your favored zip utility
Doubleclick the script to run it (you’ll see a green H icon in the system tray)
Press F8 while in-game to toggle smoking idle on/off (ignore the console window briefly appearing on your screen, that’s normal for this script)
Rock out with your cigarette out

Note – If your console key is something other than ` (such as for some non-English users) you’ll need to modify the script accordingly. On all lines that start with send {“ you’ll need to change “ to your personal console key. Keep in mind the double “ is due to the escape char use, use this list (and this list) to determine whether your console key requires an escape char.
Example keys –
If your console opens with the % key, you will need an escape char, i.e. send {`% down} and send {`% up}
If your console opens with the Ö character, you won’t need an escape char, i.e. send {Ö down} and send {Ö up}

The post Smoking Script for AHK appeared first on Fallout 4 mods.


Celebration time – Victory animation

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Ever felt like a certain moment needed to be celebrated with a little more style? Well worry no more Celebration time is here!

Crafted in the Chemstation under the Utillity section. (you only need 1)
Found in Aid section.

You have to asign and use celebration from your favorites for it to work. Quit the animation any time by going to 1st person.

The post Celebration time – Victory animation appeared first on Fallout 4 mods.

Submachine Gun 1st Animation Adjust

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This mod adjusts submachine gun first person animation to make some mod weapons look more comfortable in first person view. See screenshots for comparison.

This mod is a simple animation adjust for submachine gun first person animations.

There are 3 versions of different angles. Version 2 is my favourite choice. Choose what you like. See comparison in screenshots .

I make this change because I think some old weapon mods that use the submachine gun animation set are very strange in first person view. These guns are just too far away from face.

The normal reload animation is based on Grab the Damn Mag. The rest are based on vanilla animations.

Vanilla submachine gun will looks a bit too close to face so I recommend using the amazing Thompson SMG Replacer mod since it uses standalone animation file and will not conflict with this mod.

The tool I use is hkxPoser.

*Sorry for my poor English. Let me know if there are problems or suggestions.

The post Submachine Gun 1st Animation Adjust appeared first on Fallout 4 Mods.

Butt Idles

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Idle animations to emphasize your character’s butts and breasts
Work great as intended for bouncing and collision effects

This includes 6 of mine. After numerous attempt to make dancing emote i gave up
So the last 3 are from SavageCabbage

Be patient and wait for each idle to come up, as they are randomly generated
Be aware headtracking will tamper the process
Clipping or bouncing effects may vary on your body size

How to have BBPC (boucing and collision effect)
-Download CBBE
-Download OCBPC Physics (Large option)

The post Butt Idles appeared first on Fallout 4 Mods.

Human Grab Attacks

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80+ kinds of grab attacks for fun.

Features
Changes all human killmoves to normal combat skills. Including all weapons and H2H.
All Non-killmoves are also included.
NPCs will use them randomly in melee combat. For player character, use power attack button.
These grab attacks won’t kill targets instantly. They do standard melee damage.
Removes some restrictions of weapons, angles, races, and stealth conditions for animations. All actions have chance to be triggered.
The trigger chance of each attack is carefully adjusted to ensure that they are triggered evenly.
Hit events are added to some animations to make them cause damage.
Restored some cut animations.
A total of 80+ kinds of attack moves. Including new moves from DLC.
Works on all humanoid NPCs and player character.

Safety and compatibility
Completely safe to install/uninstall at anytime as it doesn’t contain any quest and script.
No performance loss.
Won’t conflict with any mod unless it changes the same records.

About gameplay
This MOD is designed to show richer combat actions.
It also makes melee attacks become more tactical skills. Not only for damages.
Watch out melee enemies.
Recommended to use optional files to increase melee combat scenes.

The post Human Grab Attacks appeared first on Fallout 4 Mods.

Russian Stimpack Replacer

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Replace the boring stimpak for something a little more cheeki breeki, Comes with four different color variations, Orange, Blue, Green and Red. First person only, Third person will use the vanilla animation and model.

The post Russian Stimpack Replacer appeared first on Fallout 4 Mods.

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