Fallout 4

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Flip777

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  1. Flip777
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    Attention. After giving it some thought and talking with my friends in the community, I have decided to take the following course of action.

    Most of my mods have been unhidden for the time being. I have received an overwhelming amount of support from so many users who have sent well wishes, and I appreciate this more than you know. I will no longer be providing support or updates for my mods until Nexus issues can be resolved. Please do not pm me for info regarding this, I will provide more info as I have it. 

    -Flip
  2. Flip777
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    Version 1.1 fixes vertibird power armor etc issues with animations. Thank you D1v1ne122 for pointing me in the direction of the latest F4SE .dll which fixed what Bethesda broke. Thank you Neanka for adding proper camera state implementation to F4SE. Thank you Flip for coming out of retirement to update the mod after Bethesda broke it :)

    Download latest F4SE, update mod. Should fix all issues. And now back to retirement (which I was enjoying)
    1. Julian23561
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      Enjoy your retirement good lad. I hope Bethesda doesn't go messing around with stuff again.
    2. requested
      requested
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      Thank you and have fun :D
  3. Anchoran1947
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    does this actually require the high-res DLC? that dlc makes my game more laggy than playing Cyberpunk 2077 on a GForce 6200.
    1. Flip777
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      No
    2. Anchoran1947
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      Ok cool.
  4. MagisterOfAsariel
    MagisterOfAsariel
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    I noticed that after installing this mod, Radaway now also cures health in addition to rads. I tested it with and without this mod, and it definitely only does it with this mod installed. Does anyone else have this problem? I'm hoping this isn't just a feature of the mod, because I really don't want Radaway to cure health.
    1. Flip777
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      Nah
  5. superhatak
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    Does anybody know how to add these great animations to a custom chem from another mod? I know my way around CK and Edit (sort of), but can not figure this one out.
    1. mbrto1
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      all you need to do is add your chem to one of the 4 formid lists
      except its a jet chem, then you need to edit the script
    2. superhatak
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      Thx, much appreciated
    3. hepari1
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      Could anyone ever create a mod that can run animations in a lower f4se version?
    4. xToxicToasTx
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      @hepari1 why are you not updating it? You kind of have to.
    5. hepari1
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      I missed the opportunity while delaying the update. It is impossible to update because more than 100 mods are already installed.
  6. adi0d0dd
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    Does anyone know how to disable animations while in power armor?
  7. noahhuls
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    sometimes when using this mod you use jet, but the animation never shows and you dont get slow time (yes item gets consumed) 
    1. Flip777
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      Nah
    2. dwarano
      dwarano
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      That reply.
  8. xBrisLicKx
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    drink a pop is not working?
    1. MyLittleCreator
      MyLittleCreator
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      From the Description page, quote "Soda animations aren't included, I'll try my best to get to them someday...maybe".
  9. 1navyvet
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    Just a humorous note: I noticed when I clicked on this that it said, "Report all abuse..."

    Oh, the irony...
  10. ZeroNullZero
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    Can I overwrite some of the conflicts with UF4P fixes? For some reason I was led to believe not to touch any records because they are handled or fixed by scripts.
    1. mbrto1
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      i wouldnt overwrite any Jet entries in the ingestible section
      if you look at the ultra jet entry for example, the uf4p only adds the pick up sound (which animated chems does as well)

      uf4p sould be loaded directly after the official esms and before any other mod
  11. mbrto1
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    if anyone is interested, this is my version of the script i made a few months ago
    a small bugfix and its a bit cleaner

    prevents the animation in power armor and plays a sound instead

    its for horizon and a few other mods

    as im writing this i realized its pretty useless without my esp edits, since i made effect items for all the chems
    (so the effects and sounds only start after the animation played)

    nevertheless, maybe someone finds this useful

    Spoiler:  
    Show
    Scriptname AC_PlayerRefFunctionScript extends ReferenceAlias

    ;************************Properties**********************
    SoundCategory Property audioCategoryVoc Auto Mandatory

    ;Potion Property RadAway Auto Mandatory
    Potion Property MedX Auto Mandatory
    Potion Property Jet Auto Mandatory
    Potion Property UltraJet Auto Mandatory
    Potion Property BuffJet Auto Mandatory
    Potion Property JetFuel Auto Mandatory
    Potion Property PsychoJet Auto Mandatory
    Potion Property DLC04SmoothOperator Auto Mandatory
    Potion Property f3DNPC_JetFueled_UltraJet Auto Mandatory
    Potion Property DaddyO Auto Mandatory
    Potion Property DayTripper Auto Mandatory
    Potion Property Fury Auto Mandatory
    Potion Property Psycho Auto Mandatory
    Potion Property Psychobuff Auto Mandatory
    Potion Property Psychotats Auto Mandatory

    Potion Property AC_JetChemEffect Auto Mandatory
    Potion Property AC_UltraJet Auto Mandatory
    Potion Property AC_BuffJet Auto Mandatory
    Potion Property AC_JetFuel Auto Mandatory
    Potion Property AC_PsychoJet Auto Mandatory
    Potion Property AC_SmoothOperator Auto Mandatory
    Potion Property AC_f3DNPC_Bomber_EFFECT Auto Mandatory
    Potion Property AC_DaddyOEffect Auto Mandatory
    Potion Property AC_DayTripperEffect Auto Mandatory
    Potion Property AC_FuryEffect Auto Mandatory
    Potion Property AC_PsychoEffect Auto Mandatory
    Potion Property AC_PsychobuffEffect Auto Mandatory
    Potion Property AC_PsychotatsEffect Auto Mandatory

    Idle Property AC_Psycho1stP Auto Mandatory
    Idle Property AC_MedX1stP Auto Mandatory
    Idle Property AC_Jet1stP Auto Mandatory
    Idle Property AC_Pill1stP Auto Mandatory
    Idle Property AC_RADX1stP Auto Mandatory
    Idle Property AC_Radaway1stP Auto Mandatory

    Idle Property AC_Psycho3rdP Auto Mandatory
    Idle Property AC_MedX3rdP Auto Mandatory
    Idle Property AC_Jet3rdP Auto Mandatory
    Idle Property AC_Pill3rdP Auto Mandatory
    Idle Property AC_RADX3rdP Auto Mandatory
    Idle Property AC_Psycho2_3rdP Auto Mandatory
    Idle Property AC_Radaway3rdP Auto Mandatory

    ;Keyword Property PlayerConsumePsycho Auto Mandatory
    Keyword Property SlowTimeKeyword Auto Mandatory ;001D4AB6
    Keyword Property ArmorTypePower Auto Mandatory ;0004D8A1
    ;Keyword Property ArmorTypeFaceCover Auto Mandatory ;9400080C
    Keyword Property dn_armor_Hazmat Auto Mandatory
    Keyword Property dn_armor_GasMas Auto Mandatory ;7B121DBD

    FormList Property AC_PillList Auto Mandatory
    FormList Property AC_MedXList Auto Mandatory
    FormList Property AC_MentatsList Auto Mandatory
    FormList Property AC_PsychoList Auto Mandatory
    FormList Property AC_RadawayList Auto Mandatory
    FormList Property AC_StimpakList Auto Mandatory
    FormList Property AC_JetList_NoSlow Auto Mandatory

    Sound Property NPCHumanStimpakNPCB Auto Mandatory
    Sound Property NPCHumanChemsUseJet Auto Mandatory

    Sound Property AC_RadAway_Sound Auto Mandatory
    Sound Property AC_RadXFX_Sound Auto Mandatory
    Sound Property AC_PillFX_Sound Auto Mandatory
    Sound Property AC_Psycho_Sound Auto Mandatory

    ;MagicEffect Property SlowTimeJet Auto const

    ;Actor Property PlayerRef Auto

    ;***********************Variables************************

    Actor PlayerRef
    Bool Busy = False
    ;Bool WeaponWasOut

    ;***********************Events***************************

    Event OnInit()
    if PlayerRef == none
    PlayerRef = Game.getPlayer()
    EndIf

    ;AddInventoryEventFilter(Jet)
    EndEvent

    Event OnItemEquipped(Form akBaseObject, ObjectReference akReference)

    ;; TODO no pill or jet animation in hazmat

    ;;Stimpak Power armor
    if AC_StimpakList.HasForm(akBaseObject)
    if PlayerWearsPowerArmor()
    Utility.Wait(0.1)
    NPCHumanStimpakNPCB.Play(PlayerRef)
    EndIf
    ElseIf Busy == False
    ;;Jet====================================================================================================
    if akBaseObject == Jet

    if PlayerHasActiveSlowTimeEffect() == False
    PlayChemAnimation(AC_Jet1stP, AC_Jet3rdP, True)
    PlayerRef.EquipItem(AC_JetChemEffect, False, True)
    EndIf

    ;; Psycho Jet==================================================================================================
    ElseIf akBaseObject == PsychoJet

    if PlayerHasActiveSlowTimeEffect() == False
    PlayChemAnimation(AC_Psycho1stP, AC_Psycho3rdP, True)
    PlayerRef.EquipItem(AC_PsychoJet, False, True)
    EndIf

    ;;buffJet====================================================================================================
    ElseIf akBaseObject == BuffJet

    if PlayerHasActiveSlowTimeEffect() == False
    PlayChemAnimation(AC_RADX1stP, AC_RADX3rdP, False) ;gulp sound
    PlayerRef.EquipItem(AC_buffJet, False, True)
    EndIf

    ;;Jet Fuel====================================================================================================
    ElseIf akBaseObject == JetFuel

    if PlayerHasActiveSlowTimeEffect() == False
    PlayChemAnimation(AC_Jet1stP, AC_Jet3rdP, True)
    PlayerRef.EquipItem(AC_JetFuel, False, True)
    ;----PlayFallbackSound(NPCHumanChemsUseJet)
    EndIf

    ;;Ultra Jet====================================================================================================
    ElseIf akBaseObject == UltraJet

    if PlayerHasActiveSlowTimeEffect() == False
    PlayChemAnimation(AC_Jet1stP, AC_Jet3rdP, True)
    PlayerRef.EquipItem(AC_UltraJet, False, True)
    ;----PlayFallbackSound(NPCHumanChemsUseJet)
    EndIf

    ;;Jet Bomber Ultra (tales from the commonwealth)========================================================================
    ElseIf akBaseObject == f3DNPC_JetFueled_UltraJet

    if PlayerHasActiveSlowTimeEffect() == False
    PlayChemAnimation(AC_Jet1stP, AC_Jet3rdP, True)
    PlayerRef.EquipItem(AC_f3DNPC_Bomber_EFFECT, False, True)
    EndIf

    ;;Daddy-O====================================================================================================
    ElseIf akBaseObject == DaddyO

    PlayChemAnimation(AC_MedX1stP, AC_MedX3rdP, False)
    PlayerRef.EquipItem(AC_DaddyOEffect, False, True)

    ;;DayTripper====================================================================================================
    ElseIf akBaseObject == DayTripper

    PlayChemAnimation(AC_Pill1stP, AC_Pill3rdP, False)
    PlayerRef.EquipItem(AC_DayTripperEffect, False, True)

    ;;Fury====================================================================================================
    ElseIf akBaseObject == Fury

    PlayChemAnimation(AC_Psycho1stP, AC_Psycho3rdP, False)
    PlayerRef.EquipItem(AC_FuryEffect, False, True)

    ;;Psycho====================================================================================================
    ElseIf akBaseObject == Psycho

    PlayChemAnimation(AC_Psycho1stP, AC_Psycho3rdP, False)
    PlayerRef.EquipItem(AC_PsychoEffect, False, True)

    ;;Psychobuff====================================================================================================
    ElseIf akBaseObject == Psychobuff

    PlayChemAnimation(AC_Psycho1stP, AC_Psycho3rdP, False)
    PlayerRef.EquipItem(AC_PsychobuffEffect, False, True)

    ;;Psychotats====================================================================================================
    ElseIf akBaseObject == Psychotats

    PlayChemAnimation(AC_Pill1stP, AC_Pill3rdP, False)
    PlayerRef.EquipItem(AC_PsychotatsEffect, False, True)

    ;;Psycho LIST==================================================================================================
    ElseIf AC_PsychoList.HasForm(akBaseObject)

    PlayChemAnimation(AC_Psycho1stP, AC_Psycho3rdP, False)
    ;PlayerRef.SayCustom(PlayerConsumePsycho)

    ;;MedX LIST=====================================================================================================
    ElseIf AC_MedXList.HasForm(akBaseObject)

    PlayChemAnimation(AC_MedX1stP, AC_MedX3rdP, False)

    ;;RadAway LIST=====================================================================================================
    ElseIf AC_RadawayList.HasForm(akBaseObject)

    PlayChemAnimation(AC_Radaway1stP, AC_Radaway3rdP, False)

    ;;Pills LIST====================================================================================================
    ElseIf AC_PillList.HasForm(akBaseObject)

    PlayChemAnimation(AC_Pill1stP, AC_Pill3rdP, False) ;bite sound

    ;;Mentats LIST====================================================================================================
    ElseIf AC_MentatsList.HasForm(akBaseObject)

    PlayChemAnimation(AC_RADX1stP, AC_RADX3rdP, False) ;gulp sound ; 0.5
    ;PlayChemAnimation(AC_Pill1stP, AC_Pill3rdP, False)

    ;;Jet Chems without the time slower effect========================================================================
    ElseIf AC_JetList_NoSlow.HasForm(akBaseObject) ;|| akBaseObject == DLC04SmoothOperator

    PlayChemAnimation(AC_Jet1stP, AC_Jet3rdP, True)

    EndIf
    EndIf
    EndEvent

    Bool Function PlayerIsWearingFaceCover()
    Return False
    EndFunction

    Bool Function PlayerHasActiveSlowTimeEffect()
    ;Keyword SlowTimeKeyWord = Game.GetFormFromFile(0x001D4AB6, "Fallout4.esm") As Keyword
    Return PlayerRef.HasMagicEffectWithKeyWord(SlowTimeKeyWord)
    EndFunction

    Bool Function PlayerWearsPowerArmor()
    ;Keyword ArmorTypePower = Game.GetFormFromFile(0x0004D8A1, "Fallout4.esm") As Keyword
    Return Self.GetActorRef().WornHasKeyword(ArmorTypePower)
    EndFunction

    Bool Function PlayerWearsHazmat()
    Return Self.GetActorRef().WornHasKeyword(dn_armor_Hazmat)
    EndFunction

    Bool Function PlayerWearsGasMask()
    Return Self.GetActorRef().WornHasKeyword(dn_armor_GasMas)
    EndFunction

    Bool Function IsEligibleForAnimation(Idle animation)
    if PlayerWearsPowerArmor()
    Return False
    EndIf
    ;AC_Psycho1stP AC_MedX1stP AC_Jet1stP AC_Pill1stP AC_RADX1stP AC_Radaway1stP
    if animation == AC_Jet1stP || animation == AC_Pill1stP || animation == AC_RADX1stP
    Return (PlayerWearsHazmat() || PlayerWearsGasMask()) == False
    ;ElseIf animation == AC_MedX1stP || animation == AC_Psycho1stP || animation == AC_Radaway1stP
    ; Return True ; lets do syringe animations in hazmat for now
    EndIf
    Return True
    EndFunction

    Function PlayChemAnimation(Idle animation1stP, Idle animation3stP, Bool mute)
    if IsEligibleForAnimation(animation1stP)
    Busy = True
    if mute
    audioCategoryVoc.Mute()
    EndIf
    Utility.Wait(0.5)
    If Game.GetCameraState() == 0
    PlayerRef.PlayIdle(animation1stP)
    Else
    PlayerRef.PlayIdle(animation3stP)
    EndIf
    Utility.Wait(GetWaitAfter(animation1stP))
    if mute
    audioCategoryVoc.UnMute()
    EndIf
    Busy = False
    Else
    Sound FallbackSound = GetFallBackSound(animation1stP)
    PlayFallbackSound(FallbackSound)
    EndIf
    EndFunction

    Function PlayFallbackSound(Sound FallbackSound)
    if FallbackSound != none
    Utility.Wait(0.1)
    FallbackSound.Play(PlayerRef)
    Utility.Wait(0.4)
    EndIf
    EndFunction

    Sound Function GetFallBackSound(Idle animation)
    if animation == AC_Psycho1stP
    Return AC_Psycho_Sound
    ElseIf animation == AC_MedX1stP
    Return NPCHumanChemsUseJet
    ElseIf animation == AC_Jet1stP
    Return NPCHumanChemsUseJet
    ElseIf animation == AC_Pill1stP
    Return AC_PillFX_Sound
    ElseIf animation == AC_RADX1stP
    Return AC_RadXFX_Sound
    ElseIf animation == AC_Radaway1stP
    Return AC_RadAway_Sound
    EndIf
    Return none
    EndFunction

    float Function GetWaitAfter(Idle animation)
    if animation == AC_Pill1stP
    Return 2.5
    ElseIf animation == AC_RADX1stP ; aka mentats->buffout
    Return 2.2
    EndIf
    Return 2.0
    EndFunction
    1. hepari1
      hepari1
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      Is there any way to make the 3rd person animation appear in the old version?
    2. hepari1
      hepari1
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      Make this a mod and upload it.
    3. mbrto1
      mbrto1
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      what do you mean hepari1?
      please be more specific
    4. LX6R
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      He means you should upload your edits as a complete mod/patch that people can download and just activate.
    5. mbrto1
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      i was refering to the first comment "Is there any way to make the 3rd person animation appear in the old version?"

      idk i f i want to do that. horizon and tales from the commonwealth would be required and it wouldnt be compatible with anything that adds or changes chems.
    6. iSchokolade
      iSchokolade
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      Can you Upload a patch for Horizon v1.8? I've tried to unistall animated chem but I alwasy have a crash, so I'm hoping in a patch for horizon 
    7. mbrto1
      mbrto1
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      you need to be more specific with your crash problem.
      sounds like you are uninstalling mods mid playthough?

      i will probably not upload a patch due to laziness, but i can give you my esp and my script
      im pretty sure your crash issue will not be fixed with this.

      post your load order in a spoiler tag and describe when it crashes exactly
  12. mbrto1
    mbrto1
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    just wanted to say that i still enjoy this mod
    high quality animations and easily customizable behaviour
    thanks for releasing the source as well :)