Seems that some people don't quite understand what the mod does. This is an override of falling animations. They will be replaced, regardless of what mods you have. Since the replacement animations will look a bit awkward on their own, the mod is meant for players, who prefer having non-PA jetpacks on their characters most of the time - CROSS Jetpack, Crude Rocketpack, Jetpacks FAO and others which use jump animations. This mod will not get rid of the T-pose.
It's great to see more additions for the non-PA jetpacks. Thanks.
CROSS Jetpack, Jetpacks FAO include override of 6 idle animations(as in forms/records in a plugin), in order to make the jetpacks use jump animation and get rid of T-pose. However this also changes PA jetpack animation to jump and breaks the flame and smoke visual effect. For these jetpack mods, consider using this patch (Variation 1), which separates non-PA and PA jetpack animations and makes the visual effect work again. Crude Rocketpack already has such patch integrated.
playing football with jetpacks, that would be crazy dangerous but very entertaining assuming they could get the jetpacks to be modified to fly with a lot more controllability lol.
i have this question as well, i personally don't think it's needed, but i also haven't tried this yet, but now i'm considering using it because i'm sick of the stupid looking T pose.
Hi thanks a bunch for this! Im using the cross jetpack patch, great stuff.
I had an idea for an improvement, maybe. Would it be possible to make the falling animation be longer, more seconds long? So the first part of the falling is a regular vanilla falling animation, and then after maybe 3 seconds it transitions to your jetpack falling animation? That way normal jumps might like alright again, while yours will work too during flight :-)
It would make sense to have the "tilted forward" flying animations when player is wielding a heavy weapon (2H weapon) while wearing a jetpack (or suit with hidden jetpack). And the "vanilla falling" flying animation when player is wielding a lightweight weapon (1H weapon, such as a pistol) while wearing a jetpack (or suit with hidden jetpack). And if no jetpack equipped (hidden or otherwise), then vanilla falling animations. It would be awesome if this mod had an MCM menu to toggle the mod, and to change between the animation styles. Or at least a hotkey to toggle off the mod when player is not wearing a jetpack (or suit with hidden jetpack).
Yeah i get that, but its cumbersome having to exit fallout 4 to toggle the mod, then wait another 5 mintues for fallout 4 to boot up again When I could just go into misc, toggle a holotape or mcm ingame
We'd probably need something like Dynamic Animation Replacer or Open Animation Replacer for Skyrim to be made for Fo4 to do something like this. With DAR/OAR you can add multiple conditions to an animation for it to play, so it could be based on a keyword (such as 'Jetpack', formIDs that fit certain popular jetpack mods, or other things) and that would leave the 'regular' falling animations alone, for example.
Well, scripting in Papyrus as I understand it (the scripting language) isn't quite the same as for many other languages, and the engine (and thus how you use the scripting language) does change with each game, so one command might do [x] in Skyrim will do [x], [y] instead, or a slightly different way of [x] - it's not just a copy-paste or 15 minute 'proofread' kind of thing, unfortunately.
Are you serious? DAR/OAR was a mountain of work that was really difficult to make. It's not that simple, man. If you think it's that easy, try it and let us know how it goes.
Not going to lie I actually quite like them accidental pistol animations you left in, where are they from or are they your own? Nice work by the way the animations look really nice
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The author has locked this comment topic for the time beingIt's great to see more additions for the non-PA jetpacks. Thanks.
- CROSS Jetpack
- Jetpacks FAO or other similar mods and patches by Murielkai
- Crude Rockepack
CROSS Jetpack, Jetpacks FAO include override of 6 idle animations(as in forms/records in a plugin), in order to make the jetpacks use jump animation and get rid of T-pose. However this also changes PA jetpack animation to jump and breaks the flame and smoke visual effect. For these jetpack mods, consider using this patch (Variation 1), which separates non-PA and PA jetpack animations and makes the visual effect work again. Crude Rocketpack already has such patch integrated.I had an idea for an improvement, maybe. Would it be possible to make the falling animation be longer, more seconds long? So the first part of the falling is a regular vanilla falling animation, and then after maybe 3 seconds it transitions to your jetpack falling animation?
That way normal jumps might like alright again, while yours will work too during flight :-)
We can now consider Fallout 4 as a 2024 game from Bethesda's perspective.
Great job. Cheers
And the "vanilla falling" flying animation when player is wielding a lightweight weapon (1H weapon, such as a pistol) while wearing a jetpack (or suit with hidden jetpack).
And if no jetpack equipped (hidden or otherwise), then vanilla falling animations.
It would be awesome if this mod had an MCM menu to toggle the mod, and to change between the animation styles. Or at least a hotkey to toggle off the mod when player is not wearing a jetpack (or suit with hidden jetpack).
When I could just go into misc, toggle a holotape or mcm ingame
Something tells me it wouldn't be too hard to figure out. It just needs it's own version
I wait [weapon standard jump]..