kNVSE Animation Plugin

Autor:korri123Last updated:12/11/2024 23:39:313.2M2.3MB

Fallout: New Vegas kNVSE Animation Plugin-1-lagofast mod master
Fallout: New Vegas kNVSE Animation Plugin-2-lagofast mod master
Fallout: New Vegas kNVSE Animation Plugin-3-lagofast mod master
Fallout: New Vegas kNVSE Animation Plugin-1-lagofast mod master
Fallout: New Vegas kNVSE Animation Plugin-2-lagofast mod master
Fallout: New Vegas kNVSE Animation Plugin-3-lagofast mod master

Mod Introduction

xNVSE plugin that enables custom animations for weapons and actors. Fixes the engine-bound animation group limit issue.
Enables support in the engine for custom weapon animations, custom walking animations, and much more. Now you can finally have weapons with new animations without overwriting animations for other weapons. You will most likely install this plugin as a requirement for other mods that, for example, add new weapons, features, and animations to the game.

Installation
  • **MO2/Vortex:** Either use the Vortex button or load the 7z file in the mod manager like any other mod.
  • **Manual:** Extract into Fallout New Vegas\Data\

UPDATING TO kNVSE 3X
kNVSE 30 is a cumulative update built from over three years of development. Some issues may arise, especially from mods that depend on faulty behaviors in earlier kNVSE versions. There will also be actual bugs — if you find any, please provide as much detail as possible, including the affected mods that use kNVSE, and ideally videos of the bug. If you encounter crashes, post the logs from yvile's Crash Logger.

Mods that use kNVSE
See the Requirements section for a list of mods that use kNVSE.

Background

Did you know that this game only has a limited number of weapon animation slots? When Bethesda built this engine, they designed it so that all weapons share a fixed set of slots called anim groups. Each anim group slot holds an animation that weapons can use for actions like firing, aiming, and reloading. This was probably fine during development—if someone wanted to add support for rocket launcher weapons, they could just ask a programmer to add a new anim group slot specifically for all rocket launcher weapons. The only problem is that there are No way for modders to create new anim groups. They are completely hardcoded inside the engine.

This effectively means that adding new weapon types into the game is impossible. Want to mod in Crossbows? Sure, but they'll need to use the same reload animations and sounds as the Plasma Pistol, which makes them feel less like a realistic crossbow. Want to make a shotgun that's a bit smaller than usual? You might notice the player character now holds it awkwardly, with a gap between the grip and the weapon. In fact, several vanilla weapons have poor hand placement because of the one-size-fits-all animation group system.

If only there were a way to override these animation groups, so you could have custom animations per weapon. Custom hand grips. Custom anything. Or even custom animation groups for characters, since they share the same animation group system for walking, running, jumping, and so on.

Introducing...

kNVSE Animation Plugin
  • Override anim group animations per weapon and per actor.
  • 可与脚本、纯表单ID命名文件夹或JSON配合使用
  • Solves all your animation engine limitation problems

Usage Guide for Animators or Mod Creators

Folder Usage Guide
First, inside the Fallout New Vegas\Data\Meshes folder, make a folder named AnimGroupOverride. Or do it inside a MO2/Vortex mod folder (Meshes\AnimGroupOverride), your choice, really.

Overriding animations for a single weapon or actor reference
  • Inside the AnimGroupOverride Create a folder with the same name as the .esp or .esm file that contains the form you are overwriting, e.g. TestMod.esp.
  • Then inside that folder create a folder with the form ID in hexadecimal without the mod index, e.g. 80ADE.
  • Drop your files into that folder. _male AND _first person Folders containing the .KF animation files to override with.

Tip: You can also use the Form ID of a form list that contains multiple weapon or actor forms to be overridden.  
Tip 2: You can have multiple animation variants that are selected randomly. Simply add an underscore and a few letters after the variant name to differentiate the file names. To play variants in sequence, name the files ending with _order_[NUMBER].kf.
Tip 3: Folders named with form IDs can be used for kNVSE. weapons, actors, races, form lists and creatures.

Examples
  • Data\Meshes\AnimGroupOverride\FalloutNV.esm\8ED0B\_1stperson\ I'm a professional game localization translator. Auto-detect source language and translate the following text into 【English】. Requirements: - Output must be in 【English】 only, without mixing other languages - Fit game context (UI, dialogue, quests, system text, etc.) - Natural expression, adhering to player habits, avoiding literal translation - Do not add explanations or notes Text: <- Animations here override first-person anims for the FNV Hunting Shotgun.
  • Data\Meshes\AnimGroupOverride\MyWeaponMod.esp\_1stperson\ I'm a professional game localization translator. Automatically identify the source language and translate the following text into 【English】. Requirements: - The output must be only and exclusively in 【English】, with no mixing of other languages - Must fit the game context (UI, dialogue, quests, system text, etc.) - Natural phrasing, following player conventions, avoiding literal translation - Do not add explanations or notes Text: <- Animations here override. all First person weapon and actor animation groups included in MyWeaponMod.esp except those that have their own form id folders. This means you can have base animations that are only applied for that mod and then on top of that custom animations for selected weapons of your choice.
  • Data\Meshes\AnimGroupOverride\FalloutNV.esm\14\_male\ Please provide the text you want me to translate. I'm ready. Animations here override the player in third-person view.

Overriding animations for multiple weapon or actor references with JSON
If you have animations you want to apply to multiple weapons, but don’t want to wastefully copy entire animation folders just to give them different form ID names, there is a second option using JSON.

Inside AnimGroupOverride, create a JSON file with a unique name and a folder with a unique name that contains the animations. Build a JSON array, and inside it, place objects with three string fields: `mod` (the name of the ESM/ESP file), `form` (the hex form ID without the mod index), and `folder` (the folder name you just created). The `form` field can be either a JSON string or a JSON array containing multiple strings (folders). If the `mod` and `form` fields are omitted, the animations will apply globally to all forms.

Example
  • Create folder Data\Meshes\AnimGroupOverride\My Example Animations\... which contains the _first person and/or _male Folders
  • Create file Data\Meshes\AnimGroupOverride\TestAnimations.json

  • Inside the JSON file, we are going to make both the hunting shotgun and Dinner Bell use animations from MyExampleAnimations folder:
[
{
"mod": "FalloutNV.esm"
"form": ["8ED0B", "F0B12"]
"MyExampleAnimations"
}
]


JSON Conditions
An optional field in JSON is "condition" (a script line that evaluates to a boolean to determine whether the animation plays).


[
{
"mod": "FalloutNV.esm"
"form": ["8ED0B", "F0B12"]
"MyExampleAnimations"
"condition": "GetActorValue Strength > 5"
}
]

By default, the condition is evaluated before an animation is overridden. If you need the condition to be evaluated constantly, then the "pollCondition" JSON field will do that for you:

[
{
"mod": "FalloutNV.esm"
"form": "14"
"SprintAnimations"
"condition": "IsKeyPressed 42 && GetAV ActionPoints > 0 && (SetAV ActionPoints ((GetAV ActionPoints) - 4))"
"pollCondition": true
}
]


In this example, the sprint animation stops as soon as the Shift key is released or AP drops to 0, since the condition is checked every frame.

Context-specific animations
Animations can only override within specific contexts or conditions.
  • Weapon mods: In a weapon animation folder as described above, place the animations into a folder named Mod1, Mod2, or Mod3. These mod animations will only override when the corresponding mod slots are in use.
  • Gender specific: inside an actor folder, place the animations into either a folder named Male or Female.
  • Crippled legs: inside an actor folder, place the animations into a folder named Hurt
  • Human: Only human actors will use the animations in a folder named Human.

Examples
  • Data\Meshes\AnimGroupOverride\FalloutNV.esm\8ED0B\_1stperson\Mod1 Can contain animations that will only override if the weapon has Mod Slot 1 enabled.

Scripting


kNVSE also includes scripting commands to swap animations on the fly using scripts. 

For a list of functions, see GECK Wiki.




KF Animation Text Keys
kNVSE adds support for new text keys that can be placed on KF files in NifSkope to modify animation behavior. For a list of text keys, see **GECK Wiki**.
Bug Fixes
  • **Looping reload:** kNVSE includes an engine fix for the infamous looping reload bug.
  • Diagonal idle movement: You can now move diagonally during idle animations.
  • **Duplicated 1st person animations on high speed mults:** kNVSE fixes first-person animations from playing twice when speed multipliers are high (e.g., due to high agility).
  • Blend issues: kNVSE fixes several blending issues, including odd problems like spider hands, flickering animations, and more.

Videos




Beginner tutorial on how to make kNVSE sets by Xolerys (thanks!)


Blender kNVSE Animation Tutorial by Xolerys

Source code

Available Here

Thanks

  • **lStewieAl** for doing much of the decoding work in IDA so this could happen.
  • Hitman47101, Fallout 2AMAsurah, Johnson99, Ha_Ru, and Rockbiter68 For testing
  • youngyone01 for the mod page icon
This tool is provided by the third party [bufftool]Attention icon

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