I've been getting asked these kinds of questions a lot, so I figured I'd answer them all here so that people can ignore me anyway. Jango Fett originally did fly like the First Order Jet Trooper in earlier versions of the project. This was changed because...
Thisguy446 already made his own Jango Fett hero like that. Between that and the Wrist Flamethrower, I wasn't going to just upload a mod that was mostly the same as his. Deggial and I wanted to contribute our own take on Jango Fett as a new hero without doing something I'd consider disrespectful to Thisguy446 and his work.
"Do you really want another Boba flying around?" As much fun as you think you'd be having as him on the Dark Side, try imagining how little you'd be having on the Light Side. Additionally, as with all my character mods, it was made with Battlefront Gameplay Rework in mind, so throw the flying aerials into the mix and you have an atrocity.
It was a request made by early private match testers during development for the above reasons.
Jango Fett is hard to play and the Saberdart is especially difficult to use, but that doesn't mean he sucks. Azzatru mopped the floor with us during the playtest event while playing as Jango, so to be quite frank, I think the majority of you just need to put more time into getting better through playing and less time asking me for a power fantasy.
A little bit of sorcery known as Frosty Editor The Battlefront Modding Discord probably has some info you can go off of as well, but I've not been in there a year or so now
Have one part of the mesh that hes not using, possibly even custom animation to go along with the preview screen so hes not holding his pistol with two hands
Ah well in that case, thank you for your expert opinion, I'd love to hear how you do it, seeing as the smartest people in the community for years have not been able to crack the case on importing custom animations.
Dual-wield pistol setup requires, among other things, changing the CharacterStateChannelValues. Do you know what that is and why it's important?
Yep because it would "interfere" Just create a pistol that Jango aint shooting in one hand while hes shooting the other one. It would be like the mp safe dual wielding saber skin mods for heros, it would look like the arc trooper if as hes shooting with only 1 of his pistols not both
Dual-saber mods work by adding extra Components and Connections to the Lightsaber FX blueprint to add new FX that are rigged to the left hand bone and adjusted, in their Transform values, to be properly positioned. Blasters DO NOT work like this at all. Instead, they have a dedicated SoldierWeaponBlueprint in which the weapon mesh (or meshes for the SocketData due to blaster attachments) and two animation AssetGuid entries are referenced. These can be changed while still remaining multiplayer safe, albeit with increased risk because it is a gameplay file, but those specific changes themselves are not affecting actual stats. Dual pistols require changing this, alongside two other things: the first is the VisualAntGameStates value inside the VUR or the bpb, which should be MP safe to edit. The thing after that is the CharacterStateChannelValues inside the Kit, which is a singular number that is directly connected to walk/run/crouch-walk speed, jump/fall/jetpack flight speed, and melee animations - all of which are actual gameplay elements. If you were to edit the CharacterStateChannelValues, you would be changing actual gameplay balance of the modified character, which would be cheating if brought into multiplayer and thus make you subject to getting banned from playing this game online. This would also make both pistols alternate firing, but there would be nothing to change where the FX for the muzzle flash and blaster bolt come from, thus you'd have to set up the Components and Connections to account for that and hope it works, assuming even that would be safe for multiplayer. The only way to get only one pistol to have the firing animation is by getting an identical setup for the abilities, blueprints, and weapons to the original ARC Trooper dual pistol setup, but that only allows the left pistol to have a firing animation, which would be on a whole bunch of completely new gameplay files, and thus would also very much not be safe for multiplayer, assuming you could even avoid a desync.
Nobody has figured out how to import custom animations for Battlefront 2 (I believe due to the format being unknown), nor has anybody determined the process for setting up a new animation set for a new CharacterStateChannelValues inside the DefaultSoldierStateMachine - a file which has thousands of indexes.
The absolute most you could do is have the normal, singular pistol animation and place a 2nd pistol in his left hand as part of the actual character model itself, or otherwise, an additional mesh under the VisualUnlockPartAssets, which would be perfectly safe for MP, but have none of the intended effect.
The last paragraph exactly goes over what I was mentioning, Its literally just like a better reskin version of boba fett using this dudes mp bossk jango
Hi, just a question not really a problem related with this mod in particular. Each new character i install makes a hero section image dissapear and unable to load, does anyone know why this happens?
Great mod, been enjoying the Jango Vibe gameplay. A great take, on adding a new Jetpack player. Although I have a question, I seem to only be able to play Jango Fett on Clone Wars maps. And I was wondering if it was due to a slot issue. I tried to see if it was some other villain slot. Although, after many reloads of my mods. My best guess that it was Dengar that was also made for Rework and IAO. So do Jango and Dengar use the same character slot? Because I am not sure, as the Dengar mod page does not specify. Sry, if it sounds redundant of me to ask. Instead of testing it myself, but it just takes awhile for me to reload the game with any mod changes. So I just wanted to know, if I could save myself some time or not. Please and thank you.
Nah he's just not loaded for eras outside of PT. The era options in IAO for autoplayers wouldn't work with new heroes. Plus between Kyber and IAO, I'd have to support 2 different versions of every hero I've made to have them cross-era available in the latter, which just isn't worth it for me. Glad you're enjoying him though!
So, I decided I was going to install the Initfs fix as a prerequisite to adding any new hero mods such as this one in order to prevent issues. However, I've recently come across a problem.
First, I install the fix and replace both the file in the game's Data folder and the one in ModData\Default\Data. Second, I launch the game through FMM, which opens the EA Desktop application. EA Desktop closes and then re-opens again after a few seconds, but Battlefront doesn't launch. Replacing the fix with the vanilla file solves the problem. I also tried to only replace the file in the Data folder with the fix, then delete ModData and finally launch the game through FMM, but I get the same result. In fact, it doesn't matter which mod replaces the file, whether it be the Better Anti Aliasing mod or Full SSR Reflections indicating that it's a problem with my own game.
If someone who managed to get the fix working could help me, that would be super appreciated. Thanks in advance.
122 comments
I've been getting asked these kinds of questions a lot, so I figured I'd answer them all here
so that people can ignore me anyway.Jango Fett originally did fly like the First Order Jet Trooper in earlier versions of the project. This was changed because...
- Thisguy446 already made his own Jango Fett hero like that. Between that and the Wrist Flamethrower, I wasn't going to just upload a mod that was mostly the same as his. Deggial and I wanted to contribute our own take on Jango Fett as a new hero without doing something I'd consider disrespectful to Thisguy446 and his work.
- "Do you really want another Boba flying around?" As much fun as you think you'd be having as him on the Dark Side, try imagining how little you'd be having on the Light Side. Additionally, as with all my character mods, it was made with Battlefront Gameplay Rework in mind, so throw the flying aerials into the mix and you have an atrocity.
- It was a request made by early private match testers during development for the above reasons.
Jango Fett is hard to play and the Saberdart is especially difficult to use, but that doesn't mean he sucks. Azzatru mopped the floor with us during the playtest event while playing as Jango, so to be quite frank, I think the majority of you just need to put more time into getting better through playing and less time asking me for a power fantasy.The Battlefront Modding Discord probably has some info you can go off of as well, but I've not been in there a year or so now
Custom animations aren't possible at all either.
Dual-wield pistol setup requires, among other things, changing the CharacterStateChannelValues. Do you know what that is and why it's important?
- I am not a cosmetic modder.
- I do not take requests.
- Dual-saber mods work by adding extra Components and Connections to the Lightsaber FX blueprint to add new FX that are rigged to the left hand bone and adjusted, in their Transform values, to be properly positioned. Blasters DO NOT work like this at all. Instead, they have a dedicated SoldierWeaponBlueprint in which the weapon mesh (or meshes for the SocketData due to blaster attachments) and two animation AssetGuid entries are referenced. These can be changed while still remaining multiplayer safe, albeit with increased risk because it is a gameplay file, but those specific changes themselves are not affecting actual stats. Dual pistols require changing this, alongside two other things: the first is the VisualAntGameStates value inside the VUR or the bpb, which should be MP safe to edit. The thing after that is the CharacterStateChannelValues inside the Kit, which is a singular number that is directly connected to walk/run/crouch-walk speed, jump/fall/jetpack flight speed, and melee animations - all of which are actual gameplay elements. If you were to edit the CharacterStateChannelValues, you would be changing actual gameplay balance of the modified character, which would be cheating if brought into multiplayer and thus make you subject to getting banned from playing this game online. This would also make both pistols alternate firing, but there would be nothing to change where the FX for the muzzle flash and blaster bolt come from, thus you'd have to set up the Components and Connections to account for that and hope it works, assuming even that would be safe for multiplayer. The only way to get only one pistol to have the firing animation is by getting an identical setup for the abilities, blueprints, and weapons to the original ARC Trooper dual pistol setup, but that only allows the left pistol to have a firing animation, which would be on a whole bunch of completely new gameplay files, and thus would also very much not be safe for multiplayer, assuming you could even avoid a desync.
- Nobody has figured out how to import custom animations for Battlefront 2 (I believe due to the format being unknown), nor has anybody determined the process for setting up a new animation set for a new CharacterStateChannelValues inside the DefaultSoldierStateMachine - a file which has thousands of indexes.
The absolute most you could do is have the normal, singular pistol animation and place a 2nd pistol in his left hand as part of the actual character model itself, or otherwise, an additional mesh under the VisualUnlockPartAssets, which would be perfectly safe for MP, but have none of the intended effect.So my answer is plainly: no.
The last paragraph exactly goes over what I was mentioning, Its literally just like a better reskin version of boba fett using this dudes mp bossk jango
https://www.nexusmods.com/starwarsbattlefront22017/mods/4083
In a way that involves his other/2nd webster pistol without it being used, Sorry and its my fault for any inconvenient complications
So, I decided I was going to install the Initfs fix as a prerequisite to adding any new hero mods such as this one in order to prevent issues. However, I've recently come across a problem.
First, I install the fix and replace both the file in the game's Data folder and the one in ModData\Default\Data. Second, I launch the game through FMM, which opens the EA Desktop application. EA Desktop closes and then re-opens again after a few seconds, but Battlefront doesn't launch. Replacing the fix with the vanilla file solves the problem. I also tried to only replace the file in the Data folder with the fix, then delete ModData and finally launch the game through FMM, but I get the same result. In fact, it doesn't matter which mod replaces the file, whether it be the Better Anti Aliasing mod or Full SSR Reflections indicating that it's a problem with my own game.
If someone who managed to get the fix working could help me, that would be super appreciated. Thanks in advance.