I can try, but I'm currently preoccupied with other stuff. Editing these effects in NifSkope is a pain in the rear and drain a lot of time and energy. Whenever I get the chance to do it, if I'm successful, I'll upload it.
Ok, and only half an hour later I may have a working jetpack flame with smoke. Wasn't that hard, because I have edited the effects once before, so I had the coordinates for all the necessary nodes inside the nif. I didn't realize this at first. Before I posted, I did at least one attempt, but it was messy. Expect an update soon.
I wonder if there is any way to apply your fix to other jetpacks when using the mod jetpacks FAO v5.
Same old problem - it replaces the stiff jetpack movement animations (for every jetpack, Power Armor or not) for the cost of the flame/smoke animation.
Jetpacks FAO uses the same jump animation event and script from CROSS Jetpack. But this also makes Power Armor use jump animation and breaks the flame+smoke visual effect. Download my CROSS Jetpack - Animation Patch Variation1 and put the plugin after/below Jetpacks FAO. The non-PA jetpacks will continue using jump animation, PA jetpack animation and visual effect will be back to normal. Edit: But this patch just separates PA and non-PA jetpacks. T-pose is still replaced with jump for all non-PA jetpacks. Maybe check the mod page of Jetpacks FAO, the mod author has patches for the visual effects of other non-PA jetpack mods.
Jumping animation functions perfectly, but the flame effect doesn't work properly for me. Flame only appears once I release the jump button not when I press/hold the jump button, and it disappears like a flash. Not sure whether it's only me or a general issue. Could you plz look into it?
I downloaded the patch and I'm getting the same result. I barely have any mods installed, so it's not only you, there is a problem. Maybe I shouldn't have used the script in the same magic effect, which is for the jetpack effect. Will get back to work and testing as soon as I can. Thank you for reporting this issue.
Ok, I'm really stupid. The edited version of the visual effect was in the wrong folder in the archive. New version is being uploaded as I write this, it should be fixed. I'll be happy to hear from you again, if things are ok on your end.
Edit: Just a reminder that the visual effect is triggered on jump, so it will appear even if you don't use the jetpack effect. That's how things work for now, same as my other jetpack mod, also Niero's CROSS Jetpack and so on. Someday, maybe we'll have proper non-PA jetpack animations, and the flame will only work when the jetpack flight is triggered, not on jump. Well, who knows, maybe that won't happen. Thanks again for reporting the issue, I've already sent a kudos point to you.
Thanks a lot for the update. Now the flame effect appears at the right moment, and I don't think it's a big deal that the effect is triggered on jump. But there's another issue now, flame doesn't align with the nozzles.
Edit: Does the Secret Service Armor in FO76 already have 'proper' non-PA jetpack animation? I don't own 76 but from video I saw the flame only triggered on flight. Maybe you could use files from 76 as a reference if you also play 76.
I don't own FO76 either. I will test again after work, although I haven't noticed such displacement of the flame. Few things come to mind - could be if you use custom skeleton or if you use the SSA with BodySlide, or both. Or maybe it's just the weight triangle, affecting only the jetpack, since it has bone weights.
I do use Skeletal Adjustments by SQr17 and Bodyslides for SSA, but I tested it with removing all those loose-file meshes, and it made no difference, flame was still not aligning.
Yes, you are right. It seems the offset of the flame is different, depending on gender and preset. It may look good on one male preset, but be a little bit off for other male preset or female preset. Maybe something related to weights, although changing the weight triangle doesn't seem to create this kind of offset. I had similar issue with my rocketpack, when changing the weight triangle or using mods for switching between outfits. The fix for my mod was simple, re-equipping of the rocketpack aligned everything again. But here this fix does not work. Hopefully I can figure out some solution.
Edit: And another weird thing I noticed, it also matters what else you are wearing(like underarmor, etc.). It's getting more difficult to find a solution. Edit2: I could make the SSA jetpack without a body slot, like my rocketpack. If there's ever any offset of the flame, because of weights, re-equipping the jetpack will fix it. The problem is however, the nif can't be made into bodyslide-able, because of the edits. Shouldn't be a problem for jetpacks in particular, unless using some extreme body presets. I don't know, should I go for it, what do you think?
I have uploaded a new version, made some edits to the visual effect. I'm guessing it still won't be aligned with the nozzles. I made some edits to the jetpack model in order to get it attached to the player without a body slot, so stay tuned for next version... after I get some sleep.
Thanks for the update. I didn't realize the issue is from the origin SSA not your mod, but it'll be fantastic if you can finally fix it. Frankly I prefer it to use a body slot, since the jetpack is not attached to the chest armor like it in 76; maybe that's how this issue is overcome in 76. BTW have you tried to replace the flame FX model to one from your rocketpack or CROSS Jetpack or Jetpacks FAO?
I wouldn't say it's an issue with the mod, rather the developers have not implemented the use of jetpack outside of PA in FO4. Even if I had 76, I'm not sure that would have changed anything, because it could be something on a "game engine" level, I don't understand these kind of things. It doesn't matter what visual effect I use, it will be the same - body weight affects the jetpack and the flame will have offset from the nozzles. CROSS Jetpack does not have that problem, but things are different there. The mod has a small bracket, which is painted with bone weights. The jetpack itself doesn't have bone weights, it is attached to the bracket with the so called "connect points"(parent and children) in the nif files. Since the jetpack doesn't have bone weights, it can't be used with bodyslide. If I make SSA jetpack without slot, it can't be used with bodyslide. Thats how my rocketpack works as well. But the body weights will affect it only while equipped. Re-equipping the jetpack will fix the misalignment with the flame(also should fix any disappearance or persistence of the flame). That's my idea for a remedy. Plus I figure lack of bodyslide shouldn't be a big problem, unless going for extreme presets, but I hope it's going to look okay most of the time.
The new version works perfectly. Thank you! I also tried adding body slot back and haven't seen any issue; it seems body slot doesn't matter as long as the jetpack doesn't have bone weight.
The bone weight of the jetpack isn't removed, it's the way it is attached on the character. I'm using the armor enchantment, a magic effect is applying the model as an Art Object. You could say it's something similar as the flame, because the visual effect form has an art object inside. I'm guessing it's because of this way of applying the model, that the body weight only has influences while you are wearing it, but after you unequip and then equip it again, this process resets the model and everything is properly aligned. Well, until next time you switch to a different face preset or mess around with the body weight triangle or something else. Then re-equip the jetpack again. I'm not sure how bringing the slot back will influence things, but if it's working for now. You can always remove it, if you notice something's not right. Bringing the slot back doesn't mean you can use bodyslide on the jetpack though, the nif still has edits for different kind of attachment, like I explained in this article. For body slot and bodyslide use, try with the previous patch version, only if the misalignment between nozzles and flame is not big and you are not bothered by it.
Get it. To be clear, I don't need bodyslide at all for the jetpack, since it doesn't make any noticeable difference with my preset. I added body slot back only for balancing purpose. And due to Workshop Plus, I have to often re-equip jetpack anyway, so your latest update works like a charm for me. Thanks.
I encountered a new issue with this jetpack animation recently. The the art object model gets stuck in its position and doesn't sync with the jetpack armor model anymore, so I always see duplicated models for the jetpack. After some testing, removing the jetpack models from the art objects resolves the issue and I haven't seen any downside so far.
I'm thinking duplicated models could be side effect from bringing back the body slot. One of the models you see is from the armor addon and the other is from the art object. I used the same file path for both. Having model file path in the armor addon is mandatory for working upgrade menus on the armor workbench(edit: I can't remember if SSA Jetpack had any upgrades, but I'm talking in general). If removing the path from the art object fixes duplicates and works for you, that's great. If it turns out that it doesn't work, then you'll have to bring back the path in the art object and disable the body slots(or otherwise, reinstall the latest version).
Thank you for replying. The problem for me is the art object model keeps freezing in the upright prosition and floating on the character's back no matter body slot is enabled on not. I don't know why this suddenly happened. The duplicated models from art object and body slot had never been an issue for me when everything worked as normal before, since the 2 models were always completely overlapped with each other.
I still can't exclude "adding the body slot back" as a source for the issue, because I have a rocketpack mod without body slot, and no one ever complained about the model going upside down. But I can't prove this either, unless doing some extensive testing, for which I don't have time. And then, there could also be the possibility of some weird influence of another mod - it doesn't make any sense and you don't know how, but it does stuff to other stuff. Problem could be from the game itself, we all know that the engine is buggy and could act at any time for no reason. So, I guess this can go under the "known issues" rug, for this particular patch though. Thanks for reporting.
I was curious so I gave it a quick test at the beginning, after exiting the vault. I spawned the SSA with commands. Sooo... I really don't see what's the compatibility issue with the Classic Holstered Weapons System. I had a double barrel and a pipe rifle and they seemed to work okay with SSA. Sure, there's clipping with the jetpack, but that's what it says in the description of CHWS mod page, and that's what I actually expected it to be. Also, from the articles of CHWS I see there's some sort of ingame positioning tool, which I haven't tried, but it's there as an option. I tested with and without my patch and nothing changed regarding the holstered weapons. If this issue you talk about is "clipping", then either ignore it or try the positioning tool.
I was talking about the jetpack flames. I know the jetpack flames don't align correctly when pairing the secret service with CHWS (not game breaking, just look off); but I see the flames aligned correctly on your image so I asked.
I'm sorry, I haven't noticed if there's any change to the flame, I thought it was related to the holstered weapons. You can try the latest version of my patch. I did what I could regarding the alignment of the flame.
Aaand I gave it a quick test again, with my patch. I equipped pipe rifle, double barrel and laser musket. Holstered and unholstered the weapons, did not see any offset of the flame from the nozzles. Still, you should try it for yourself.
30 comments
Really happy to have this mod.
Expect an update soon.
I wonder if there is any way to apply your fix to other jetpacks when using the mod jetpacks FAO v5.
Same old problem - it replaces the stiff jetpack movement animations (for every jetpack, Power Armor or not) for the cost of the flame/smoke animation.
Edit: But this patch just separates PA and non-PA jetpacks. T-pose is still replaced with jump for all non-PA jetpacks. Maybe check the mod page of Jetpacks FAO, the mod author has patches for the visual effects of other non-PA jetpack mods.
I dont even use any other jetpack than the secret service one, always used the FAO for the animation though.
And ECO comes with a feature to make armor pieces into jetpacks so its convenient for that one too.
Edit: Just a reminder that the visual effect is triggered on jump, so it will appear even if you don't use the jetpack effect. That's how things work for now, same as my other jetpack mod, also Niero's CROSS Jetpack and so on. Someday, maybe we'll have proper non-PA jetpack animations, and the flame will only work when the jetpack flight is triggered, not on jump. Well, who knows, maybe that won't happen. Thanks again for reporting the issue, I've already sent a kudos point to you.
Edit: Does the Secret Service Armor in FO76 already have 'proper' non-PA jetpack animation? I don't own 76 but from video I saw the flame only triggered on flight. Maybe you could use files from 76 as a reference if you also play 76.
Edit: And another weird thing I noticed, it also matters what else you are wearing(like underarmor, etc.). It's getting more difficult to find a solution.
Edit2: I could make the SSA jetpack without a body slot, like my rocketpack. If there's ever any offset of the flame, because of weights, re-equipping the jetpack will fix it. The problem is however, the nif can't be made into bodyslide-able, because of the edits. Shouldn't be a problem for jetpacks in particular, unless using some extreme body presets. I don't know, should I go for it, what do you think?
Edit: The new version without slots is uploaded.
I'm not sure how bringing the slot back will influence things, but if it's working for now. You can always remove it, if you notice something's not right. Bringing the slot back doesn't mean you can use bodyslide on the jetpack though, the nif still has edits for different kind of attachment, like I explained in this article. For body slot and bodyslide use, try with the previous patch version, only if the misalignment between nozzles and flame is not big and you are not bothered by it.