Required Tools:
- Jet Pack Subgraph Generation Kit (can be found on the mod page of the Secret Service Armor)
- FO4 Creation Kit (Stock version you get directly from Steam, the creation kit fixes version tends to break the subgraph generation)
- Archive2 or any other Ba2 archive extractor.
First why do you even need to patch weapon mods to work with the jet pack?
When comparing the animations of power armor and human characters, it quickly becomes apparent that the human character is missing three important animations for the jet pack. The fact that they are missing is the reason why the player character T-poses while using a jet pack. The problem is that simply putting the animations in the correct folders isn't enough. You must regenerate the subgraphs for each weapon that comes with custom animations.
I know there are many hardliners out there that only use FO4 Edit and that's fine. But there is absolutely no way around using the unpatched Creation Kit for the subgraph generation. For this tutorial, I'm assuming you already have the Creation Kit installed and know how it works.
Step 1
Download the "Jet Pack Subgraph Generation Kit" from the armors mod page and copy the contents to the game folder.
Step 2
Copy the esp from the mod you want to patch to the data folder and extract the meshes/actors folders from the main ba2 of the mod (meshes ba2 for some DLC sized mods) into the data folder.
Step 3
Delete the AnimTextData folder from the meshes folder, these are the old subgraphs, they get overwritten anyway but I usually delete them to make sure the Creation Kit actually generates them new.
Step 4
Open the included WeaponIdleStance.bat file with a text editor and change YourModName.esp to the name of your esp (The file extension can be changed to esl, esm if necessary). Now execute the bat file, it will launch the Creation kit and tells it to generate the subgraphs, don't worry, it will just show the white Creation Kit logo while generating the subgraphs, it will close once its done. There should now be a new AnimTextdata folder inside the meshes folder with a bunch of text files. Typically you will get around 200-300 text files per weapon/animation set.
Step 5
Now make an folder called "Patched Subgraphs" or something like that. Now copy the meshes folder that contains the new subgraphs into the patched subgraphs folder and delete the actors folder. Install the "Patched Subgraphs" folder like any other mod. After you patched all your weapon mods delete everything inside the AnimTextData folder except the AnimationFileData folder. The subgraph text files can reach really high numbers, I recommend packing them into Ba2 archives and loading them by a dummy esp once all your weapons are patched.
Extra Info
- For mod authors: You can generate your subgraphs with the steps mentioned above and delete the actual jet pack animations from your finished mod. By doing that your weapon automatically works with jet packs and it has zero negative effects if no jet pack mod is installed.
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