A console tool to generate .json files for kNVSE based on weapons parameters. Define weapons "types", choose "types" to use, mass-generate for all plugins, one plugin, or one weapon.
Used to make JSON files for the weapon mods. PLEASE FOLLOW ITS INSTRUCTIONS.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Kormakur for kNVSE xNVSE team for the Greater Good Yvileapsis for the iteration example for xNVSE code ElminsterAU for tes5edit Obsidian for Fallout New Vegas
Donation Points system
This mod is not opted-in to receive Donation Points
-new, better matching folders system - random choices should work properly, also faster.
-temporarily reduced threads usage in deepscan for stability. knvse_deepscan is slower, but shouldn't crash the game.
Version 0.257
Fixed conditions generation for a single mod, should resolve conditions+properties now;
Updated Clean animation _types and _weapons (Hunting Rifle, Chinese Assault Rifle and new melee animations).
Version 0.244
Fixed randomization
Added grouping for forms (without conditions) per animation folder in generated files.
Version 0.243
Fixed "knvse_generateone" checking folders in _types instead of all existing animations folders.
Version 0.24
"knvse_generateone" now checks if a folder exists instead of blindly creating a .json file. If there's no folder with such name, the first matching folder will be chosen for the weapon.
Fixed random choice not always working for multiple folder per one weapon.
Version 0.23
-Fixed properties not working for different animations on one same weapon.
-Added simple logics (&& and ||) to use in properties.
-Updated _weapons_agenerated_Hit_season_3.json with logics (as examples)
Version 0.22
Experimental:
-new command: knvse_auto *autogen file name*, works like knvse_generated, but with all function arguments in a .json file. See autogenHit.json, autogenJohnsonn.json and autogenRock.json as examples. Yes, I got lazy.
-added weapon properties as ""filters" in generation. See _weapons_agenerated_Hit_season_3.json for example and the article.
Version 0.21
Experimental:
-Added conditions support, put them into _weapons lists inside the folder name, examples:
-Keep in mind, that not all additional animation folders will be added to generated _types lists - you will need to make sure they are there or add manually
-Updated Hitman's Season 3 _types and _weapons lists with conditioned folders.
Version 0.2
New functions:
knvse_scan *folder name* - scans a folder for possible parameters combinations;
knvse_deepscan *optional: type of match* *optional: 4 parameters* - gives a list of animation folders you have that match the equipped weapon or 4 parameters; f is full match only, a is matching attacks, r is reloads.
knvse_generatetypes *folder name* *optional: 1 for all folders* - generate a _types file with all possible parameters combinations for a folder or all folders that have that name (i.e. "knvse_generatetypes Hit 1" for all Hit's anims);
knvse_generatelist *folder name* *optional: mod loadorder ID* - generate a _weapons file for all folders that have that name (i.e. "knvse_generatetypes Hit 1" for all Hit's anims) for global use or for one mod;
Added files for Hit's Anims - Season 3 and FNV Clean Animations.
Version 0.1
Initial release
A console-only tool that allows you to create .json files for kNVSE (and get some relevant info) based on weapon parameters.
kNVSE allows to set animation folders to individual weapons, but since there are lots of mods with lots of weapons I decided to make a tool that scans plugins for weapons and sets folders according to specific rules. Comes with rules for Hit's Anims - Season 1 and Season 2, as well as Dedicated Weapon Animations
WARNING!
There's no guarantee that animations will 100% fit custom weapons - it all depends on their meshes. However, animations will usually fit if parameters are matching (see below). In case of ironsights problems, don't forget to use ISControl Enabler
Install all the required mods first Put the contents of the mod archive into your Fallout New Vegas "Data" folder. You can also configure _types, _weapons and _exclude files to add new types, include new folders and ignore certain plugins (see below).
How to use
TL:DR open console and type " knvse_generate aaa_ ", which will generate you files for all the weapons in all plugins (see exceptions below). Don't forget to restart the game after generation!
The rules consist of "types" that you can define in separate .json files inside "Data/meshes/AnimGroupOverride/_Types" folder. You can then use these "types" globally or per-mod and generate all .json files for kNVSE.
Weapon "types" are based on 4 weapon parameters:
Animation types
Grip Animation
Reload animations
Attack Animation
These are generally enough to separate weapons from each other, so you can "bind" any kNVSE-ready folder with animations to an array of these parameters:
In the example above, we defined that any weapon with these parameters will get animations from "Hit_10mmSMG" folder (i.e. all weapons that use 10mm SMG animations). Use -1 instead of any parameter as "any number" if you need. This applies to all the console commands below.
Now all left is to list folders you want to use in generation:
Now all left is to launch the game and run a console command: knvse_generate aaa_ , which will generate you files for all the weapons you have (see exceptions below). The command is:
Everything after prefix is optional, but allows more precise generation. If you want to skip folders, use _ (underscore) as "any folder". If there's more that one folder defined for the same array of parameters, one will be chosen randomly for the weapon.
The numbers in weapons parameters can be decoded through a reference in Articles (credits to tes5edit source code), or you can get that info for your currently equipped weapon with knvse_getfolderscommand, which will print these numbers into console, along with any folders that match them. You can also add same four parameters in the same order to get defined folders that match these parameters: knvse_getfolders 3 255 6 74
Lastly, if you want to write a .json file for the equipped weapon only, you can use command: knvse_generateone aaa_ , which will create one file for this weapon only. Additionally, pass knvse_generateone aaa_ Hit_10mmSMG 1 to write a file with this exact folder (last number is reversed name as in the image above).
Additional info
Prefixes are used as a "load order", since kNVSE will read files alphabetically. You are limited by 4 characters, which is more than enough. Keep in mind that processing tons of files will take time, so you game will start slower the more files you generate. You can add plugin names to ignore into a separate section:
"Options" section lets you define naming order (see image above) once and ignore it in console commands. Passing it in console will be prioritized. { "options": [ "reversed" ] }
Credits
Kormakur for kNVSE xNVSE team for the Greater Good Yvileapsis for the iteration example for xNVSE code ElminsterAU for tes5edit Obsidian for Fallout New Vegas