I noticed this mod has a fix for handmade rifle position in 3rd person power armor. Would it be possible to apply this to other weapon mods? (like the RU556) perhaps an explanation of how you did it so that we may do it ourselves?
You need to remove Actors\PowerArmor\Animations\Grips\RifleStraight path in PA subgraph data of the mod and re-generate anim text data. Open esp file of your mod in xEdit. Find power armor subgraph data and remove this path. Save esp. Extract somewhere everything from Main.BA2 file of the mod. Delete AnimTextData from meshes folder. Copy esp and meshes with only actor folder in it to Game Folder\Data. Install Creation Kit, if you don't have it. Copy AnimTextData.bat to game folder (not data). Edit bat file with esp name of your mod and run it. Wait until new animtextdata generates, it will appear in you game folder\data\meshes. Copy new animtextdata in the folder of the mod you extracted before and pack it with archive2 (located in gamefolder\tools). If your mod have sounds, choose compression - none in pop up menu. Name new archive same as original. Remove mod's esp and meshes from data folder.
I forgot to mention to extract animations from this mod to data folder before starting generation of animtextdata. This will fix wrong movement direction in PA when pressing back then right on the keyboard (character in ready state). Extract only meshes\actors, no need for animtextdata and delete after generation.
I followed the instructions correctly but the Animtextdata I got after generation were only a few empty ones, is there something wrong with the mod I am generating? or with my CK?
Hi, I think this animtextdata.bat doesn't work for the latest next gen version of creation kit, any ideas what new console commands are supposed to be ?
Plugin only for faster loading, there are no records. You can unpack ba2 and use without plugin, but it's messier and hundreds of text files will hit your loading times.
THANK YOU SO MUCH for making this mod! It solved an issue with Power Armor H2H sprinting that's been driving me NUTS! Your mod needs to be added to the UOF4P! I can't believe I haven't come across anyone complaining about this issue! I'd almost lost hope that people only cared about making furry ears and lingerie for their characters.
Hi, after several times of trying and experimenting, I've finally managed to generate new text data for modded weapons successfully,
but I noticed that some weapons still have the 3rd person grenade throwing bug that the gun breaks apart when throwing, is there anyway to fix this by using this mod ? I am curious that why do some weapon mods will appear to have this problem but some don't.
I've tried generating multiple times for those broken ones and they still seems to be broken, tho the backward movement issue and holding position problems are perfectly fixed.
Mods which using vanilla subgraphs will be fixed with this mod. Mods with custom, need edited animation with weapon bones position same as in assembly pose and placed in weapon animation folders before generating anim text data.
In the base game, Automatic Laser Muskets fire ridiculously fast when sneaking in third person, and slower than normal when standing up, and I was wondering if you could investigate why. To be clear, it's not an issue with this mod, but rather something that could be looked at.
Also, I think that the Shredder impact set tweak should be moved out of the base file, as it doesn't really belong there.
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The author has locked this comment topic for the time beingOpen esp file of your mod in xEdit. Find power armor subgraph data and remove this path.
Save esp. Extract somewhere everything from Main.BA2 file of the mod. Delete AnimTextData from meshes folder. Copy esp and meshes with only actor folder in it to Game Folder\Data.
Install Creation Kit, if you don't have it. Copy AnimTextData.bat to game folder (not data). Edit bat file with esp name of your mod and run it. Wait until new animtextdata generates, it will appear in you game folder\data\meshes. Copy new animtextdata in the folder of the mod you extracted before and pack it with archive2 (located in gamefolder\tools). If your mod have sounds, choose compression - none in pop up menu. Name new archive same as original. Remove mod's esp and meshes from data folder.
IT WORKS!
Thanks friend, you're the best!
I think this animtextdata.bat doesn't work for the latest next gen version of creation kit,
any ideas what new console commands are supposed to be ?
My question is, is it safe to use the following mods with your mod together or should I expect some incompatibilities?
Much Better 3rd Person Animations Tactics at Fallout 4 Nexus - Mods and community (nexusmods.com)
Reload Fix at Fallout 4 Nexus - Mods and community (nexusmods.com)
Unofficial Fallout 4 Patch - UFO4P at Fallout 4 Nexus - Mods and community (nexusmods.com)
Thanks in advance! ^^
This post may also be useful for those who will face a similar problem in the future.
Anyway, does this still work fine without using Tactical Reload?
These tweaks are seriously needed in my game as it drives me crazy with the vanilla lame anims.
but I noticed that some weapons still have the 3rd person grenade throwing bug that the gun breaks apart when throwing, is there anyway to fix this by using this mod ? I am curious that why do some weapon mods will appear to have this problem but some don't.
I've tried generating multiple times for those broken ones and they still seems to be broken, tho the backward movement issue and holding position problems are perfectly fixed.
Also, I think that the Shredder impact set tweak should be moved out of the base file, as it doesn't really belong there.