For the female gender you need to create a file "female" fallout4\Data\meshes\Actors\Character\Animations\MT\Neutral\female or Player\female for player only.
and copy all the animations .hkf of the mod according to the chosen motion 1 to 10 landing animation depends on jump height and if the landing is lower than the departure the ground animation does not work you will have the original very high landing. but at the same level and above yes you will have the superhero landing. and I like that ^^ so thank you
The landing animation is too fast like superheroes you should slow down the ground animation , 'the sound' , then raise your head ,make big eyes https://www.youtube.com/watch?v=64zEpGrN9sg you can copie JumpInPlaceLand.hkx and rename JumpImpactLand .hkx if you want the animation of this mod for higher ground receptions. and have legendary boots with reduced fall damage....
But it's already good like this :) little known mod but good. thx
Very nice mod! I am using however maybe you could give info on non weapon jump? Not everyone walks around the wasteland with baton or knife out... Still been looking for something like this for a while.
Edit: add files inside 1HM to Neutral (inside animations folder) - may have to create it - works perfectly without any problems - and you don't have to have a weapon in your hand...
in my environment, those file are move to data file as loose file because hkx of modifying were high rate, so it was not relation. but when use the manager tool, the condition are only 1hm, so I uploaded to change the from 1hm to Neutral path. thx.
I've been long wishing to ask about another mod of yours, the flying anims - but sadly, the discussions tab is disabled there. So I'll risk it here: -- Will those animations work with a jetpack (assuming jetpack is used outside of PA of course)? -- If not, is it possible to use the hkx from it with jetpack somehow?
Right now I'm using self-made jetpack with modified flying anims that reference unarmed PA anims to prevent T-posing when flying and so I wonder if it's possible to replace that with the one from your mod.
Of course, if there was a reason you disabled the discussions tab on that mod and you don't want to talk about it - feel free to ignore this one! Thanks in advance!
I hadn't know discussions is disable on flying animation page so I unlock this, thank you. about the flying animation, unfortunately, my motion are not support jetpack motion because my flying animation doesn't include jump motion. my flying motion are include each moving point or hit attack frame, so if you replace those as each jump motions, character location become incorrect. normally, jet pack motion mod that is no power armor is T-Pose unless use like "Jetpack Animation" mod. if use are using this, jet pack animation become "Jump". actually if character is static, run the "JumpInPlace.hkx", "JumpInPlaceFall.hkx" and "JumpInPlaceLand.hkx". If character moving each point, run the "JumpRun.hkx", "JumpRunFall.hkx" and "JumpRunLand.hkx". so as alternative solution, you can replace to those motion if use the my jump animations.
sadly none of these work for me. i tried all 4 variants, installed in MO2 and still have the same vanilla jump animations. i do use a custom race mod, so i don't know if that's the issue.
if you are installing the some mod that overwrite motion, you need search each mod folder whether exist the animation file of loose file or ba2 on mod organizer folder. Mo2 provide the virtual directory of data folder and create each mod folder, so data folder of fallout4 aren't used. for example case, if using Mo2, directory is "Fallout4\ModOrganizer2\Mods\[each mod folder]" if you are using the overwrite folder of mo2, you need check this too.
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fallout4\Data\meshes\Actors\Character\Animations\MT\Neutral\female
or Player\female for player only.
and copy all the animations .hkf of the mod according to the chosen motion 1 to 10
landing animation depends on jump height
and if the landing is lower than the departure the ground animation does not work you will have the original very high landing.
but at the same level and above yes you will have the superhero landing.
and I like that ^^ so thank you
The landing animation is too fast
like superheroes you should slow down the ground animation , 'the sound' , then raise your head ,make big eyes
https://www.youtube.com/watch?v=64zEpGrN9sg
you can copie JumpInPlaceLand.hkx and rename JumpImpactLand .hkx
if you want the animation of this mod for higher ground receptions.
and have legendary boots with reduced fall damage....
But it's already good like this :)
little known mod but good. thx
Edit: add files inside 1HM to Neutral (inside animations folder) - may have to create it - works perfectly without any problems - and you don't have to have a weapon in your hand...
but when use the manager tool, the condition are only 1hm, so I uploaded to change the from 1hm to Neutral path.
thx.
-- Will those animations work with a jetpack (assuming jetpack is used outside of PA of course)?
-- If not, is it possible to use the hkx from it with jetpack somehow?
Right now I'm using self-made jetpack with modified flying anims that reference unarmed PA anims to prevent T-posing when flying and so I wonder if it's possible to replace that with the one from your mod.
Of course, if there was a reason you disabled the discussions tab on that mod and you don't want to talk about it - feel free to ignore this one! Thanks in advance!
about the flying animation, unfortunately, my motion are not support jetpack motion because my flying animation doesn't include jump motion.
my flying motion are include each moving point or hit attack frame, so if you replace those as each jump motions, character location become incorrect.
normally, jet pack motion mod that is no power armor is T-Pose unless use like "Jetpack Animation" mod.
if use are using this, jet pack animation become "Jump".
actually if character is static, run the "JumpInPlace.hkx", "JumpInPlaceFall.hkx" and "JumpInPlaceLand.hkx".
If character moving each point, run the "JumpRun.hkx", "JumpRunFall.hkx" and "JumpRunLand.hkx".
so as alternative solution, you can replace to those motion if use the my jump animations.
Mo2 provide the virtual directory of data folder and create each mod folder, so data folder of fallout4 aren't used.
for example case, if using Mo2, directory is "Fallout4\ModOrganizer2\Mods\[each mod folder]"
if you are using the overwrite folder of mo2, you need check this too.
Especially the landing motion!