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Google Hitman47101, find him on YouTube. You'll notice he makes custom made animations ported straight into New Vegas. New Vegas ran on the Gamebryo engine, which you could import first person behaviors properly into. Oblivion, running the same engine, also gave the ability to do so. You can find many mods that add a change in first person animations. Snapping your fingers to cast a spell, for example.
The Creation Engine provides no way to import first person behaviors, only third. There's a lot of third person animation mods for Skyrim, and even some for F4 already too. But no first person behavior changes, because the Creation Engine just doesn't allow it, and people don't have the tools to do so.
Animations for the Gamebryo engine and games running off of it were developed through a program called Blender, which is very outdated, but still works as you could see if you saw Hitman's animation work. There is no tool like that for the Creation Engine available to the public. It sucks and pisses of me and a lot of modders, I hope I cleared this up for you though.
It brings me to question though, the combat rifle animation would fit so many gun mods better than the SMG reload animation, for example, the standalone AK-47. It just confuses me, why use the SMG reload when it clips terribly?
I have been staying away from weapon mods for this exact reason.
In Skyrim they licensed use of Havok's products, which is why there was such a huge leap in animation quality, but modders quickly discovered that Havok's animation files and indexes were a pain in the ass to decompile - namely the only tool available to decompile the files were locked behind Havok's paywall - so it took a lot of trial and error before modders finally figured out how to append new animations to the indexes.
Now you'd think that it would be easier to do this in FO4 since we have all the lessons we learned from Skyrim, but that's only if there were no significant changes between the Havok Physics versions in these past few years - if there was, we're back to blindly poking at it and waiting for the Script Extender to have all the right functions before we can start adding new animations again.
tl;dr: making animations isn't any harder than back in Oblivions/FO3/FONV, the problem is there's a list in the game's files that tell it "animation number x is this file" and the only tool to decompile it costs several thousand dollars to get. You're stuck with default animations until someone figures out how to decompile it again like they did in Skyrim.
Edit: and upon further reading, I see that Skyrim had an advantage in the Havok used to have a free tool that helped with the whole decompiling issue, but that tool is no longer available. We're completely reliant on community programmers, so we're in for an even longer wait than it took for Skyrim to get new animations.
Actually alot of modders have made there own programs to help other people mod with easy. Your looking at an even shorter wait then it took for Skrim. Only on PC though, sorry console guys.
Actually that's awhole nother catagory of mods that have have been made.
It's called "Modders Resources & Tutorials".
Sorry, pal. A very outdated *******VERSION of blender.
2.49b to be exact.
Reading this guys work on it & he's using some programs from his work that his boss allowed him to use. Hopefully it mite lead to some stuff leaking out or more people getting on it, so stay viligant!
Even if it doesn't it's not like the game needs all the work like Skyrim & Fallout 3 needed (atleast not yet).