1450 comments

  1. DMagnus
    DMagnus
    • premium
    • 581 kudos
    Locked
    Sticky
    FORCE ABOVE, IT'S 3.9!


    **IMPORTANT - IMPORTANT - IMPORTANT**


    IF YOU ARE ON A GAME VERSION OLDER THAN 1.10.162, INSTALL THE PRE-1.10.162 FILE PROVIDED IN THE MAIN DOWNLOAD, OTHERWISE THE MOD WILL EITHER NOT WORK OR YOUR GAME WILL CRASH! THIS EXTENDS TO VR AS WELL, SO IF YOU INSTALLED THE MAIN FILE AND THE MOD DOESN'T WORK, TRY THE PRE-1.10.162 PLUGIN OR THE VR VERSION (EITHER SHOULD WORK FINE).

    DO NOT UNDER ANY CIRCUMSTANCES USE THE CUSTOM LIGHTSABER ANIMATIONS MOD FROM WER123456!! IT IS BUILT ON VERSION 3.1 OF THIS MOD AND IS NOT COMPATIBLE WITH ANY VERSION ABOVE 3.1! IF YOU WANT WHAT IT DELIVERS, USE MY ANIMATIONS PATCH INSTEAD!


    5/4/25 - Version 3.9

    • Added 3 new hilts: Fusion, Shadow, Rey (ROS)
    • Added descriptions to a majority of the sound options to help give an idea what the sounds are like.
    • Added two new Sith-style ignition sounds (E and F)
    • Split the Sith A ignition sound so you can pick between the slower or faster variants of the sound.
    • Added Rey ignition and retraction sounds.
    • Added the Igneous hilt into the rotation of hilts used by Coursers.
    • Fixed the lightsaber leveled-list for Coursers. It erroneously had a Chance None of 45 set on it, meaning that a Courser Blademaster could show up having forgotten his lightsaber at home.
    • 1-handed hilts now all have 1H in their names so they won't all sort below the 2H hilts in the weapon workbench.
  2. DMagnus
    DMagnus
    • premium
    • 581 kudos
  3. DMagnus
    DMagnus
    • premium
    • 581 kudos
    Locked
    Sticky
    Planned Hilts

    These are hilts I've got planned so far. Anything bolded in red with a tilde (~) by it means it's being worked on. Those that are green and struck through have been completed. This list doesn't cover designs of my own making; I keep those as surprises. ;)


    ::Original Trilogy::

    Obi-Wan (ANH)

    Luke (ANH)

    Luke (ROTJ)

    Darth Vader (ANH)

    Darth Vader (ROTJ)

    ::Sequels::

    Kylo Ren (TFA)

    Leia (ROS)

    Rey (ROS)

    ::Prequels::

    Anakin (AOTC)

    Anakin (ROTS)

    Yoda

    Dooku

    Darth Sidious (ROTS)

    Qui-Gon (TPM)

    Mace Windu (AOTC/ROTS)

    Obi-Wan (TPM/AOTC)

    Obi-Wan (ROTS)

    Darth Vader (ROTS)

    Darth Maul (Single/Double)

    Ki-Adi-Mundi

    Shaak Ti

    Kit Fisto

    Plo Koon

    ::TV Series::

    Ahsoka (Clone Wars)

    Ahsoka II (Rebels)

    Kanan (Rebels)

    Darksaber (CW/Rebels)

    Darksaber (The Mandalorian)

    Asajj Ventress

    Inquisitor

    Ancient Crossguard

    Ezra (both 1st and 2nd)

    Baylan

    Shin

    ::Games::

    Katarn (DFII)

    Katarn (JO)

    Jerec (DFII)

    Yun (DFII)


    Sariss (DFII)

    Gorc (DFII)

    Revan (KOTOR)

    Arbiter (JA)

    Starkiller (TFU)

    Sith Stalker

    Satele Shan

    Darth Malgus

    Darth Malak

    Cal Kestis

    Mara Jade (MOTS)

    First Blade (SWTOR)

    Ardent Defender (SWTOR)

    Imperial Shadow Guard (TFU)

    Kazdan Paratus

    ::Other::

    McQuarrie

    Leia EU

    McQuarrie Stormtrooper

    LEGO

    Imperial Knight (Legacy Comic)

    Mara Jade

    Exar Kun

    Village Bride

    Ninth Jedi

    Ronin

    Dark Woman

    Sifo-Dyas

    Stellan Gios

    Ulic Qel-Droma
  4. IsaiasJuan
    IsaiasJuan
    • member
    • 0 kudos
    The samurai mod and kenji mod collide with each other, so, does the kenji mod affect the double lightsabers or i can uninstall it?
    1. DMagnus
      DMagnus
      • premium
      • 581 kudos
      I'm not sure what the "Kenji" mod is, do you mean Kensei? If so, neither it nor the Samurai mods affect the double-bladed lightsabers, those are covered by The Staffmaster. All three are needed for the animations patch to work, so uninstalling one isn't exactly an option. Also, in what way are the Samurai mod and Kensei mod conflicting? As far as I know there aren't any hard conflicts between the two, the only thing would be animation text data.
    2. IsaiasJuan
      IsaiasJuan
      • member
      • 0 kudos
      First of all, sorry, i meant to say Kensei. Second, Vortex says that there are conflicts between the mods, also, not all lightsabers seem to be animated. some double sided ones still act with bat animations, and i thought the kensei mod would affect the one handed normal lightsaber to make them more dynamic, but they still have the vanilla animation.
    3. DMagnus
      DMagnus
      • premium
      • 581 kudos
      Vortex is likely complaining about the animation text data. To my recollection all three mods have said text data as loose files, so there'll be overlap. You'll either have to manually patch the text files with data from the other ones or simply let one of the mods be the conflict winner, it shouldn't affect things adversely.

      As for the other issues, the 1h katana animations only take effect if you have the Default Attack Style modification attached to the lightsaber. If that's not attached then the lightsabers will still use the vanilla animations. As for the staff animations, I checked over the patch and did find I had keyworded both Balor lightsabers incorrectly, so I'll fix that, but the Maul and Rive saber-staffs are correctly keyworded so they should work.

      EDIT: Uploaded a hotfix for the animations patch. Corrected the Balor hilts as well as the attachment points on a few others.
    4. IsaiasJuan
      IsaiasJuan
      • member
      • 0 kudos
      Thanks man, the mod is honestly one of the cooler ones of this platform
  5. lp8785
    lp8785
    • member
    • 36 kudos
    Can I translate your mod  into Chinese?
    1. DMagnus
      DMagnus
      • premium
      • 581 kudos
      Certainly!
  6. Lytos
    Lytos
    • member
    • 1 kudos
    Please excuse me if this is a stupid question:

    Do I still need the ‘Backported Archive2 Support System’ for the file ‘The Lightsaber 3.8 - Old Gen from 04 Aug 2024, 4:31PM’?

    From the title description it sounds like it's no longer necessary. But I'd better ask.

    And if it is necessary, would I be on the safe side with the 3.7 version of the light sabre mod for the Fallout 4 GOG version (1.10.163)?

    I would like to do without extra mods if possible. But your Star Wars mod is simply a must for me. On my old system I had 47 companions with extra enemies. It's just a sight to behold when 47 companions with light sabres in their hands pounce on your enemies like a wild swarm of hornets (That was still with mod version 1.4).
    1. DMagnus
      DMagnus
      • premium
      • 581 kudos
      No, you don't need BASS for the Old Gen file. With that I repackaged the BA2 archives to use the Old Gen BA2 header so that file is basically version-agnostic, it should work on both Old Gen and New Gen without any fuss.
    2. Lytos
      Lytos
      • member
      • 1 kudos
      Thank you very much. I would like to endorse and vote your mod again, but I already did that in 2016.
  7. Aztra
    Aztra
    • supporter
    • 18 kudos
    All other sabers are visible, yet the darksaber, is completely invisible..?
    1. DMagnus
      DMagnus
      • premium
      • 581 kudos
      Do you have a hilt assigned for the Darksaber? If so, which one?
  8. thewarbot
    thewarbot
    • member
    • 0 kudos
    I couldn't get the extra animations to work. It just used the cyber ones instead. Anyone know what outfit could go with this? Using cbbe/3BBB. Looking for something with a hood if possible.
    1. DMagnus
      DMagnus
      • premium
      • 581 kudos
      You need to make sure that in the Animation Variant slot, the saber is set to use the Standard Animation style and not any of the Katana styles, then the Attack Style slot has to be set to Default so the Kensei/Vault Samurai animations can apply. Also make sure you update the animations patch; from your download history I see you have the version for 3.6 but never got the version for 3.8. It doesn't really affect the animations but if you're using an older version of the patch, any of the new hilts added in 3.8 won't have the animation keywords applied from the patch.
  9. NicotineCaffeine
    NicotineCaffeine
    • member
    • 12 kudos
    Just for the record, but wasn't a little easier just having us to download the animatons from the kensei/samurai/staff mods, without their plugins and random katanas/clothes? Not that they aren't nice and all, but if someone is interested just in the lightsabers is a little useless to have also all the other stuff. (And we all know how FO4 is finicky with EACH small thing you drop in the data files)
    1. DMagnus
      DMagnus
      • premium
      • 581 kudos
      You don't need the animations patch and its requirements to run the mod, it's just there for those who want to use the Kensei, Samurai and Staffmaster animations with the lightsaber. If you don't want to bother with them you can either use the Cyberout patch or just stick with the vanilla animations. Part of the reason I made the patch at all was because people kept using a similar patch made by wer123456, which instead of being a patch was a direct edit of the 3.1 version of the mod, so I got many bug reports that were caused by using that patch on a newer version of the mod. I finally got sick of it and made my own version to maintain and host on the mod page (and plastered warnings everywhere not to use the old wer123456 patch).

      Beyond that, due to the permission arrangements on those three mods, I can't distribute the animation files directly without getting permission from the mod author, and even then the animation files can't do anything on their own, they have to be called to within a plugin; since they're all already set up within their relevant mods, it's simpler to make a patch that hooks into those mods, rather than make a new plugin, set up a race subgraph, assign the animations, assign an animation keyword and generate subgraph data so the animations work properly.
  10. valcurian
    valcurian
    • member
    • 0 kudos
    the darksaber does not have the cyber out anims option
    1. DMagnus
      DMagnus
      • premium
      • 581 kudos
      It should. I checked and it has all the proper keywords assigned to it, so either you have the patch placed incorrectly in your load order, you have another patch modifying the Darksaber loading after the Cyberout patch, or you're overlooking the Animation Variant attachment slot (which is where the animation options for Cyberout live).
    2. valcurian
      valcurian
      • member
      • 0 kudos
      i got it working now had something messing with the darksaber on my end
  11. Aezel
    Aezel
    • member
    • 0 kudos
    Hello sir ! Thanks a lot for your work ! I'm here to ask you about some missing hilts/sabers, like the "Rive" one does not appear in the crafting station or anywhere else (like many others), what did i do wrong please ? :)
    1. DMagnus
      DMagnus
      • premium
      • 581 kudos
      You may be using an unofficial patch or addon that's based on an older version of the mod, when those hilts weren't yet introduced. If you got the Custom Lightsaber Animations mod by wer123456, that'd be the cause of the issue right there.

      Also make sure your load order is correct. Any patches or addons to the lightsaber mod, if they don't overwrite it, should be made to load after the lightsaber mod and not before. If they load before, it could cause this issue.
    2. Aezel
      Aezel
      • member
      • 0 kudos
      Amazing men, may the force be with you forever
    3. Aezel
      Aezel
      • member
      • 0 kudos
      Any chance to see a dual wielding update ?? :D
    4. DMagnus
      DMagnus
      • premium
      • 581 kudos
      If and when I can get custom animations going. But even then it's no guarantee it'll be doable.
  12. MIKE20160236
    MIKE20160236
    • premium
    • 19 kudos
    i guess this doesn't work on London? i tried to craft it but the model is transparent
    1. DMagnus
      DMagnus
      • premium
      • 581 kudos
      It's likely due to the Next-Gen version header in the BA2 archives, since to my knowledge FOLON runs on 1.10.163. You'd need to either unpack the BA2 files or install BASS, if possible: https://www.nexusmods.com/fallout4/mods/81859
    2. MIKE20160236
      MIKE20160236
      • premium
      • 19 kudos
      it works now , thanks 
      
    3. Derek907
      Derek907
      • premium
      • 0 kudos
      What's that outfit your using in the image? Looks rad. 
    4. DarthWanderer32
      DarthWanderer32
      • supporter
      • 2 kudos
      its Quiet from Metal Gear Solid 4, id look through metal gear mods
  13. fumino
    fumino
    • member
    • 14 kudos
    A gun,  so uncivilized : )