Fallout 4

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  1. robotized
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    This has been sitting in limbo for the last 6 months. It's about time to get the information out there. Hopefully it helps someone.
  2. robotized
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    I mentioned below, that for various reasons I decided to release this as resource. But the main file can be used as a mod. It will get rid of T-pose for all non-PA jetpacks and replace it with jump animations. At the same time PA jetpack animations and effects will work normally. Know that the visual effects of the non-PA jetpacks will then require patching - edits to the nifs and using a script to apply them through detection of jump animation events.

    If you want the same effect as the main file offers, but you have certain mods in your load order(such as CROSS Jetpack, Jetpacks FAO and others, which rely on Niero's scripts and overrides of animation events), then instead you should download my CROSS Jetpack - Animation Patch Variation1. Put the animation patch after the plugins of all non-PA jetpack mods in your load order.
  3. topz
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    worked like a charm. do you know how to add sound to jump animation?
    1. robotized
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      Sorry, I don't. Maybe research if script could be used to play sound on animation events, similar to how the visual effect is played. Although I can tell you it will not be very accurate. While JumpUp and JumpDown animation events are detected flawlessly for male character, for female character it's another story. That's why I used more animation events. JumpUp for females is detected when jumping in place, but when moving I rely on jumpFall, which is a different event than JumpUp and compared to it is a bit delayed in time(when the jump is at its peak and you are starting to fall or right before you start to fall).
  4. Vraixen
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    i tried patching the secret service armor but i wasn't able to get FX working..
    1. robotized
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      It was requested below by user DekennStrife. That's what I tried to explain to him and in the descriptions as a limitation. The vanilla visual effect is tied to the behavior of the jetpack. And by switching to jump animations, I'm guessing that behavior is changed, which leads to non working visual effect. I have no idea if it's possible to fix the visual effect and how. Editing the behavior in nifskope is too complicated, at least for me. Your other option is to use the script to attach other visual effect/s. But it will instead be applied on jump animation events.
    2. robotized
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      Ok, I think have a partial fix for the visual effect. It's partial, because you still need a script or other way to attach the visual effect when there is jump animation. But at least you won't be looking for alternative visual effect and save some trouble adjusting its meshes. Nifskope is needed to edit the nif file of the visual effect. Select the BSBehaviorGraphExtraData. Below in the Block Details, right click on Behaviour Graph File and select Edit String Text. Then replace:
      UniqueBehaviors\JetpackFX\Jetpack.hkx
      with this
      GenericBehaviors\CharFXAttachOnOff\CharFXAttachOnOff.hkx
      Confirm the change. Save the nif file.
      You have to remove the visual effect from the jetpack magic effect. Use it only in the script or in other magic effect with condition if you prefer my alternative to the script method.
    3. Vraixen
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      i made it work the effect but it is always visible even when im not jumping... probably because i haven't changed the condition (that i don't know how to do it)
    4. robotized
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      You have to remove the current(vanilla) scripts from the jetpack magic effect and add my script, then select the visual effect from the script properties. Adding the script is best done in the Creation Kit.
    5. robotized
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      I got it working on jump animation. But I realized the nif of the visual effect needs more editing. Currently the visual effect is attached to the bone of the back armor of PA. It needs to be attached to the chest rear skin bone of the human body. And it will require additional editing of the mesh. So this is getting a bit complicated. I'll see if I can manage to get it working properly.
    6. Vraixen
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      yeah but with xedit im unable to do it
    7. robotized
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      Ok, so to sum it up, if you change the behavior graph in Nifskope like I described, you can apply the visual effect by using my script. The flames will appear when jumping, but will not move properly with the jetpack. The reason is they are attached to the back armor bone of the PA. When I attach the flames to the chest rear skin bone of the human body(same bone weight as the one that the secret service jetpack is painted), the flames and the light are rotated from the jetpack. I've been trying for an hour non stop testing to find a way to rotate these flames, but I couldn't manage. Editing the visual effect in Nifskope is such a pain in the butt. Why aren't there any easier ways to edit the darn thing? You can transform nodes, but half the time there is no visual input to tell you what happened. You have to save the changes, go in the game, spawn the jetpack and see that little to nothing has changed. Then it's back to Nifskope to do more rotation and translation. And this can go on and on and on. I've been there before, it could get frustrating. Sorry, I really thought this fix could work. I'm leaving the experiments for now.
    8. robotized
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      @AleKMoDz Recently I got back to the visual effect of the SSJetpack. After some more struggle, this time I was successful to make it work attached to the Chest_Rear_Skin bone, same as the jetpack. And I got it applied with my script. However I reduced the size of the flames, because in my opinion they looked weirdly big when working on jump animation.
    9. robotized
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      I asked for permission and uploaded the patch.
      https://www.nexusmods.com/fallout4/mods/69056
  5. ID8879488948574
    ID8879488948574
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    At last. For someone like me who knows nothing about IDLE-s and animations, this is a boon. Finally the angel race I was working on for quite some time now flies without T-posing. Good stuff, I learned a lot, thanks for the articles.

    Question though - I tried to replace the animation when a character uses the jetpack (no melee, no weapons, default one), but that doesn't seem to trigger. What do I miss?

    Here's the ported version of the animation where I replaced the reference to vanilla flying IDLE:
    Spoiler:  
    Show



    And here is the IDLE that I'm referring to in this record:
    Spoiler:  
    Show



    Result: it still uses the vanilla one.
    1. robotized
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      Here is some more pieces of information. Except for the jetpack start idle animations, there are also ones for jetpack stop. But I found no difference if they are included or not, that's why I said in the description that changing the animation event for jetpack start to "JumpUp" is the key. The animation event can be changed to different one, if you find something more suitable to your needs. You'll have to dig around animations in the CK. But I don't think you can add new animation events. If you change the animation event for the idles and want to use the script, you have to change the animation event inside the script as well. Save the script under different name and compile it if you plan to release it with your mod.
    2. robotized
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      Didn't see your question when I wrote my first reply. Hmm, can't figure out what's the problem here.
    3. ID8879488948574
      ID8879488948574
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      I don't use any Papyrus scripts for this. I have a guess that because vanilla record shares the same animation group with the new one, the game engine is free to select whichever IDLE it wants and it's likely it goes for the first one in the list (which would be vanilla as it has lower FormID at the very least)

      Also, don't mind the Stop animation, these are left overs from the times I tried to play idle when reacting to animation graph events (which I abandoned as it was very inconsistent and jittery)

      EDIT: This in theory can be "patched" by overriding the vanilla record (making it refer the animation hkx I want), but that will utterly break PA jetpacks because they share that record, so it's not a proper solution.
    4. ID8879488948574
      ID8879488948574
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      (duplicate)
    5. robotized
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      Does the animation file have any influence at all? I think I tried that once before, but nothing happened. Or maybe same condition shouldn't be in the two idles. Condition to check if wearing PA should be in the parent idle(FlightStart) and the other condition in the child idle(FlightDefault). Animation events are responsible for changing the animation. Now I noticed that in the CK there is option to use NONE for it(equal to removing it in FO4Edit i think). So maybe the animation files work when you use this option? At this point I'm just guessing. There are a lot of things I don't know.
    6. ID8879488948574
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      No, I guess it doesn't. I played around a bit and it seems that the animation is hard-refenced in the behavior graph.
      I don't know how it is designated in CK since I never used it, but in FO4Edit this is the hkx part which doesn't seem to matter for certain animation events.
    7. robotized
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      Not sure if this will be of help to you. Some mods seem to apply idles through magic effect with script. Take a look at mods like "M84 FlashBang" or "Let's Dance"/"Let's Dance - NPC Version".
  6. Finzser99
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    I'm kinda confused here, which main file do I download? 

    Jetpack Animation no PA? Or Jetpack Animation no PA - Script?

    I'm unable to understand the difference.
    1. robotized
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      Although I believe I've said enough in the description, articles and comments, I'll try to explain it. I guess it depends on what you want this mod for. The main file I shared as modder resource, for easier copying of forms, to help when you are creating a non-PA jetpack mod. The purpose is to replace the T-pose with jump animation and with conditions, to keep the PA jetpack animations intact. However, changing the animation to jump will break the original PA jetpack visual effect. That's why I also shared the script. It will detect when the player is performing certain animation events(related to jumping) and play/stop a custom visual effect for the non-PA jetpack(like the Mr Handy booster), when these events occur. And finally with the Rocketeer Outfit I show how the main mod(or rather how the forms copied from the main mod)  and the script work.

      The main file can be used as a mod, it will change the T-pose to jump for non-PA jetpacks or if you apply jetpack spell to the player. But the visual effect will be broken. If you use mods like CROSS Jetpack or Jetpacks FAO, then you should rather take a look at my CROSS Jetpack Animation Patch. Variation 1 is recommended if you use both jetpack mods that I mentioned.
    2. Finzser99
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      Ok, I understand now, thank you so much for clearing that.
  7. elderout
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    New discovery! When I try to add jetpack effect to a new perk. I use effect from [SPEL:0012772C] and copy your animation to my mod without editing any condition, without adding keyword. It works very well.

    Or just install your mod, add effect to a perk and then FINISH!
    1. robotized
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      I was thinking of adding more info about this. The current one has stayed somewhat unchanged from when I wrote it around 6 moths ago. So yes, you could use this as a standalone mod, it will change T-pose to jump for all non-PA jetpacks. It will work even without adding a second keyword, the condition will do the job to separate PA and non-PA jetpack animations. When I started working on this, I initially thought of making it sort of a framework. But I moved from that to a modder resource for easy copying of forms, because of a few reasons:

      • The change from T-pose to jump breaks the visual effects if they are the same or based on the one from the PA jetpack.
      • I thought people who play the game would not like dependencies and rather want one less plugin to clutter their load order(even if it has ESL flag). The Rocketeer outfit is good example for standalone jetpack mod, it has the necessary animations and conditions in the plugin.
      • Also when the change of animation is tied with conditions to the outfit/jetpack, this gives opportunities to mod authors to experiment and use different animation events, than the one I decided upon. That way the change of animation will not affect other jetpacks.
      • And as I mentioned in the description, the mod is not compatible with others that override vanilla idle animations for the jetpack, like CROSS Jetpack.
  8. deunan2277
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    This is resource mod? After seeing this mod I tried using the jetpack armor enhancement from Crafting Framework on any armor together with the SF Combat Armor and Jetpack 2019 mod to have no T-posing in third person when flying without PA, both mods works together, without actually using the SF Jetpack. Just an alternative.
    1. robotized
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      Jetpacks from Crafting Framework would probably use jump animation even without my plugin, because SF Combat Armor and Jetpack mod includes the same overrides of vanilla jetpack idle animations, as Niero has done for CROSS Jetpack. Because of these overrides, the Power Armor uses jump animation as well and the visual effect of the jetpack is broken. So my mod will not fulfill one of its purposes - to keep animations for PA and non-PA jetpacks separated.
      Compatibility
      This mod is not compatible with others that override the vanilla jetpack idle animations.

      If you want, take a look at my CROSS Jetpack - Animation Patch. That is, if you care about the PA jetpack animations and its visual effect. Variation1 of the patch is aimed at CROSS Jetpack and all other mods, which use Niero's script and overrides of vanilla idle animations(SF Combat Armor and Jetpack, Jetpacks FAO, etc.).
    2. deunan2277
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      Thank you I'll check it out.
  9. IronClaw28
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    mostly coming here for the Rocketeer outfit, been waiting sooo long since new vegas days for an outfit that resembles the Rocketeer (from the movie of same name) awesome, now just need the helmet lol
    1. robotized
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      I gotta admit I haven't seen the movie. Will do when I have opportunity. "Resemble" is the right word. That's the best I could do with vanilla assets. I can't create new meshes and textures, and I'm not that great at editing too. Hopefully someday we will get e better and more accurate version with a helmet.
  10. BlasterMasterCaster
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    This is awesome! Hopefully someone who knows how to work with Jetpacks will make a patch for CROSS Jetpacks.

    My dream scenario: CROSS Jetpack animations and flame effects are different to vanilla Power Armor animations and flame effects.
    1. robotized
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      Doesn't CROSS Jetpack already have its own visual effect? The only issue is the override of vanilla idle animations, which changes the PA Jetpack animation. Making a patch to fix that is easy.
    2. robotized
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      Or rather "should be" easy, in theory.
    3. BlasterMasterCaster
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      That is what I meant. CROSS has its own animations and flames effects that override the player character both in personal jetpack and PA jetpacks. I understand that your mod separates both: personal jetpack from PA jetpack, right?

      I like the vanilla PA flames and animation better for Power Armors. The PA is supposed to be heavy so the trails of flames in vanilla PA look better for the PA compared to the small flames that CROSS adds.

      A patch for CROSS that would allow the vanilla Power Armor (flames + animations) would be amazing!
    4. robotized
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      Ok, now that I installed and checked the mod again, I understand. It has been a while since I used it. I was sure CROSS changes the PA Jetpack animation. But it also kinda breaks the visual effect. Yes, my mod shows a method to separate animations for PA and non-PA jetpacks. Maybe I'll do some tests for the CROSS Jetpack.
    5. DekennStrife
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      I understand that its probably one or the other but is it possible to please have an alternative patch for use with the 'secret service Armor' mod in addition to cross?
    6. robotized
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      My mod can't patch anything. The plugin is meant as a resource for mod authors, to easily create new forms by copying.

      I did a test on CROSS Jetpack. The attempt for patch is successful. I can't release anything before I ask for permission and respectively receive one.

      I can't say anything about Secret Service Armor, because I haven't downloaded and used the mod yet.
    7. robotized
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      Aaand after a quick test with Secret Service Armor, the visual effect they use for the jetpack is based on the vanilla one. This means that changing the animation event will break this visual effect. I won't say never, but a patch by me will not happen anytime soon.
    8. BlasterMasterCaster
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      robotized, really?!!!! You did the patch?! Do the vanilla PA animations + flames stay vanilla and the CROSS personal jetpack animation and flames work for personal jetpack? Am I getting this right? 
    9. DekennStrife
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      @roboticized

      Perhaps two separate mods? One for Cross and one for Secret Service? 
    10. robotized
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      @BlasterMasterCaster Yes. I asked Niero. He was kind and said I can release a patch. It will work for CROSS Jetpack. But Personal Jetpack has its own visual effect, like the Secret Service Armor, which is again based on the vanilla one. This means if I patch the animations, the visual effect will be broken.

      @DekennStrife I have the feeling I'm repeating myself. It's not a matter of one or the other. Biggest problem is if I switch the animation event to make the player use jump animation instead of the T-pose, this will break the visual effect - the flames will stop coming out of the jetpack. I have no idea how to edit the visual effect to make it work with the jump animation.
    11. BlasterMasterCaster
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      Niero is such a cool dude! xD Weirdly enough, I think I have experienced that "missing flames" bug before. The player character jumps but there are no flames. I've also experienced the "player character turns invisible" bug when jumping with these jetpacks mods. It's unfortunate. I always thought getting a mod that splits persona and PA jetpacks would be tricky and I guess that's the case. :(
    12. robotized
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  11. al10jake
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    im too dumb, would this work with the clone armory 4.0 jetpack too? 
    1. robotized
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      I don't know, sorry. I'm not familiar with modding on Xbox One.
  12. Marcurios
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    what's the makeshift jetpack you use there ?
    i want it too.
    1. robotized
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      It's right here, under optional files.
    2. Marcurios
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      Cool, thanks !!