2022-04-17 - The experimental optional download to make rugs assignable doesn't seem to be working right. You can craft the rugs like normal, and if you look at them in workshop mode they have the assignable icon, but I don't think settlers will actually accept the assignment. I think this is because I'm missing a keyword, and I started a fix, but unfortunately my graphics driver, which I haven't updated for a couple of months and was working fine, has suddenly decided it doesn't want to play nice with FO4 anymore. Until I get that sorted out I can't get in game to test the fix to see if it works, but hopefully a new version of the assignable feature will be available and working correctly soon.
I've been looking for something like this to make the settlements more lively rather than most of the npc's just sitting around on chair props.
The only closest thing other than this was another mod few years ago involving a jukebox called Dance-Ola, but for some reason it's non-existent on nexus.
I built a nice big bar. I placed about half a dozen of these mats on the floor. When the raiders get to the bar, they will walk over to one of the mats and dance for about 10-15 seconds. Then they stop dancing and stand in place for 30-90 seconds. Then they might dance for another 15 seconds, or move. It's not totally unrealistic, but I wish they danced more and stood around doing nothing less.
Don't some objects loop animations until the NPC disengages with them?
Since I'm not an animator myself I have no way to make the animations longer. These are designed like idle markers and subject to vanilla game mechanics like other idle markers. No different than the vanilla markers that make settlers walk around and randomly start hammering on the sides of buildings.
I'm unaware of a way to loop animations at this point, and would want to proceed on that cautiously lest all settlers eventually get locked to the markers.
** updated.. these Dance Animation Rugs do not work whatsoever! anybody else seeking a solution just use: - Invisible Furniture mod (it has 2 Dance Animation matts which work flawlessly) and also - Settlement Activity Markers mod (it has 2 built in working Dance animation markers PLUS PLUS 3 customizable extra dance animation matts giving you a total of 5 dance animations) Neither Invisible Furniture, nor Settlement Activity Markers mods require either THIS mod nor Dancecylopedia to work but the Settlement Activity Markers mod ONLY needs the animation files from Dancecyclopedia and not the esp installed at all ("IF") you want the extra 3 custom dance markers, NEITHER do they need Niston's 2 AAF XML files to be placed in your AAF top directory (which CRIPPLED my AAF in other respects) ~ soon as i removed Niston's 2 xml files AAF worked like rocket science.
So did you actually read the installation instructions here?
I specified Invisible Furniture or BYOP, but clearly stated you didn't need the esp, only one particular script file. Same with Dancyclopedia, you need the animations, but not the esp for that either.
Not sure where you're bringing Niston's xml files into this.
Whatever. The mod does work. If you don't like it or it's not for you, you don't have to use it and that's fine, but please try to use factual information when posting.
This method didn't work as I wanted. I want something more like Raider Themed Workshop Add-on. It hard locks the npc to the rug and hard locks the animation. I will have to dig into that mod and see how it works. It will take some time. But I think its just about creating a FURN form for the Rugs.
[This would all be done under the ACTI form for each animation. Type in tmDance and double click on it to bring up the form for editing] everything will be edited on this one form, but each animation has its own form so you have to repeat this 79 times.
I think I may have found out the issue with the assignable version. I have quite a few other projects going on.... quite a few actually so I'm not sure how long it will take me to patch. [EDIT] no need to create the new form I just edited the ACTI forms to have the following 1 - add a second script workshopObject open the script select workshopParent and hit autofill on the right select bWork24Hours check the box then hit ok 2 - add to the keywords section on the ACTI form FurnitureSpecial & FurnitureScaleActorToOne (I think FurnitureSpecial might be used to help link it as a FURN form without having to make a FURN form or it could be totally useless) 3 - on the Actor Values I added WorkshopResourceObject and make the value to 1.0 and then saved and in game just deleted the mat from the ground and put down another one and it was now assignable. If you dont have a mat down the one you drop will work it just needs to be reset if they are already down before the fix.
if this makes you scratch your head just hop on kinggaths CK tutorials and dive in anyone can learn in just a few hours or days. Really the hardest part about CK is setting it up and making sure you save and make sure you dont delete things you aren't supposed to.
Therrrr is the method I'll upload a picture of the CK screen when I get a chance there are something like 70 or 80 ACTI forms that need those adjustments so yeah I'll get around to it eventually if the Mod Author or one of you doesn't beat me to it. Should only take a solid session or two though. Big Ups all!
[EDIT] Ok I did the thing with the stuff I will test them tonight.
damn that was a waist of a day I should have tested a small batch before doing them all. Got a little Over confident with that method. It worked for assigning but the animation activation was still behaving the same. It needs to be built as a FURN form in CK
f*#@ f*#@ b&@*$ f*#@ me a carpet for dancing I just want such a cool cover, give me just this cool rubber mat so that I can make normal decorations for my settlement!!!!!!!!!!!!!!!!!!!
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PS You really made my day by being the first one here to comment!
2022-04-17 - The experimental optional download to make rugs assignable doesn't seem to be working right. You can craft the rugs like normal, and if you look at them in workshop mode they have the assignable icon, but I don't think settlers will actually accept the assignment. I think this is because I'm missing a keyword, and I started a fix, but unfortunately my graphics driver, which I haven't updated for a couple of months and was working fine, has suddenly decided it doesn't want to play nice with FO4 anymore. Until I get that sorted out I can't get in game to test the fix to see if it works, but hopefully a new version of the assignable feature will be available and working correctly soon.
I haven't abandoned the idea, just need time to do more research.
The only closest thing other than this was another mod few years ago involving a jukebox called Dance-Ola, but for some reason it's non-existent on nexus.
https://www.nexusmods.com/fallout4/mods/69043
I built a nice big bar. I placed about half a dozen of these mats on the floor. When the raiders get to the bar, they will walk over to one of the mats and dance for about 10-15 seconds. Then they stop dancing and stand in place for 30-90 seconds. Then they might dance for another 15 seconds, or move. It's not totally unrealistic, but I wish they danced more and stood around doing nothing less.
Don't some objects loop animations until the NPC disengages with them?
I'm unaware of a way to loop animations at this point, and would want to proceed on that cautiously lest all settlers eventually get locked to the markers.
- Invisible Furniture mod (it has 2 Dance Animation matts which work flawlessly) and also
- Settlement Activity Markers mod (it has 2 built in working Dance animation markers PLUS PLUS 3 customizable extra dance animation matts giving you a total of 5 dance animations) Neither Invisible Furniture, nor Settlement Activity Markers mods require either THIS mod nor Dancecylopedia to work but the Settlement Activity Markers mod ONLY needs the animation files from Dancecyclopedia and not the esp installed at all ("IF") you want the extra 3 custom dance markers, NEITHER do they need Niston's 2 AAF XML files to be placed in your AAF top directory (which CRIPPLED my AAF in other respects) ~ soon as i removed Niston's 2 xml files AAF worked like rocket science.
I specified Invisible Furniture or BYOP, but clearly stated you didn't need the esp, only one particular script file. Same with Dancyclopedia, you need the animations, but not the esp for that either.
Not sure where you're bringing Niston's xml files into this.
Whatever. The mod does work. If you don't like it or it's not for you, you don't have to use it and that's fine, but please try to use factual information when posting.
[This would all be done under the ACTI form for each animation. Type in tmDance and double click on it to bring up the form for editing]everything will be edited on this one form, but each animation has its own form so you have to repeat this 79 times.I think I may have found out the issue with the assignable version. I have quite a few other projects going on.... quite a few actually so I'm not sure how long it will take me to patch.[EDIT] no need to create the new form I just edited the ACTI forms to have the following1 - add a secondscript workshopObjectopen the scriptselectworkshopParentand hitautofillon the rightselectbWork24Hours check the boxthen hit ok2 - add to thekeywords sectionon the ACTI formFurnitureSpecial&FurnitureScaleActorToOne(I think FurnitureSpecial might be used to help link it as a FURN form without having to make a FURN form or it could be totally useless)3 - on theActor ValuesI addedWorkshopResourceObjectand make the value to1.0and then saved and in game just deleted the mat from the ground and put down another one and it was now assignable.If you dont have a mat down the one you drop will work it just needs to be reset if they are already down before the fix.Therrrr is the method I'll upload a picture of the CK screen when I get a chance there are something like 70 or 80 ACTI forms that need those adjustments so yeah I'll get around to it eventually if the Mod Author or one of you doesn't beat me to it. Should only take a solid session or two though. Big Ups all!
damn that was a waist of a day I should have tested a small batch before doing them all. Got a little Over confident with that method. It worked for assigning but the animation activation was still behaving the same. It needs to be built as a FURN form in CK[EDIT] Ok I did the thing with the stuff I will test them tonight.