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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Animations
Assigned To: Nobody
Platform: All
Severity: Normal
Votes: 1
Watching: N/A
Opened By deadlemon on Nov 13, 2018 5:47 am
Closed By Arthmoor on Mar 13, 2025 12:40 am
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.8.

Issue #25326: No crippled limbs animation

 
Okay, this is a weird bug ... But whenever I get one of my limbs crippled, it will not show the animation unless my weapon is unsheathed. If it is sheathed, then the character will walk normally.
Now, if the leg is crippled, then my character will walk at the speed it's supposed to, but the character will not limp at all unless my weapon is unsheathed.
If my arm is injured, then there's no animation at all. My aim is off, but my character does not look hurt. Also...I've noticed that this animation is only broken for female players character. any other NPCs are crippled/animated.
i assume there are missing animations for Nora but was wondering if regular npc or Nate damage limb animation can replace on what's happening.

Comments

2 comment(s) [Closed]
evan555alpha said:
 
Noticed this issue semi-recently and thought that it was just an issue with an animation replacer mod. Using MO2 v2.4.2, I am able to confirm that this bug exists in Vanilla (1.10.163.0) even with/out xSE (F4SE v0.0.6.21)

Didn't think it was missing animation files, since those missing would probably cause A-posing, or other weirdness. Checked the animation subgraph on HumanRaceSubGraphData [00166729] and noticed that some of the relevant entries on it (or whatever they're called) for crippled limbs had near-identical ones that also had the "AnimArchetypePlayer" keyword added to them.
I created a test file with a new additive subgraph race, added in the relevant entries and appended them all with aforementioned keyword, and can confirm that the animations now get used by a female player character. See attached plugin.
I'm not too sure if it's better to edit the Vanilla record, or to keep this as a new one, but I figure that either would work.

I'm not going to pretend I know why Bethesda felt the urge to use additional subgraph entries for these particular animations that are specific to the player, but hey, it just works.



Attached Files:

SubgraphFixTest.esp

Comment #1 Oct 2, 2021 8:36 am  Edited by evan555alpha on Oct 2, 2021 8:38 am
Arthmoor said:
 
IT looks like Bethesda themselves used a similar solution when adding subgraphdata for one of the DLCs, so if this works, then why not? At least with it being a separate record it'll be much easier to remove if something goes wrong.

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