Releases: DCCStudios/F4-OpenAnimationReplacer
Release list
F4 OAR Conversion Tool v0.3.0 EXPERIMENTAL
F4 OAR Conversion Tool v0.3.0 (EXPERIMENTAL)
This is an experimental companion utility, not a game plugin. Expect rough edges, UI changes, and possible conversion bugs. Keep backups of any weapon mod folders / ESPs you run through it.
What it does
Converts weapon animation setups that use Tactical Reload into Open Animation Replacer (F4) submods / config files for runtime reload replacement, and can optionally clean Tactical Reload keywords / the master dependency out of a weapon's ESP.
Changes since v0.2.0
- Multi-weapon pack splitting. ESPs / BA2s with multiple WEAP forms (e.g. Ozzy M4 Platform) now produce a separate OAR SubMod per matched weapon, each with its own
IsEquippedcondition. Matching uses subgraph target keywords when present, and falls back toAnims*keyword-suffix heuristics when not. - OR-composited IsEquipped when a single animation folder is shared by more than one weapon form.
- GUI reflects the split without bloating the form. Weapon-folder checkboxes show the matched weapon EDID/FormID inline when 2+ weapons are detected; queue summaries show the SubMod fan-out count (e.g.
TR:... (5x SubMods)). Single-weapon jobs stay as compact as before. - Compacted UI. Fewer rows, tighter padding, Keep Output Location / Keep BA2 options moved onto existing rows, smaller default window.
How to use
- Unzip anywhere
- Run
F4OARConversionTool.exe - Add a source folder or BA2 archive, set options, Preview / Add to Queue, then convert
- Review the generated OAR folders / ESP output before deploying into a modlist
Logs are written next to the executable under logs/.
Notes
- Still EXPERIMENTAL.
- Requires a working F4 Open Animation Replacer install for the converted output to do anything in-game.
- Always keep originals; treat cleaned ESPs as needing a smoke-test in FO4Edit / in-game before shipping.
- BA2 archive support format re-derived from BSA Browser by AlexxEG (https://github.com/AlexxEG/BSA_Browser).
F4 OAR Conversion Tool v0.2.0 EXPERIMENTAL
F4 OAR Conversion Tool v0.2.0 (EXPERIMENTAL)
This is an experimental companion utility, not a game plugin. Expect rough edges, UI changes, and possible conversion bugs. Keep backups of any weapon mod folders / ESPs you run through it.
What it does
Converts weapon animation setups that use Tactical Reload into Open Animation Replacer (F4) submods / config files for runtime reload replacement, and can optionally clean Tactical Reload keywords / the master dependency out of a weapon's ESP.
Changes since v0.1.0
- Fixed broken weapon forms in patched ESPs. FormID remapping after removing the Tactical Reload master now rewrites every affected FormID inside opaque subrecords (
OBTS,APPR,WAMD, etc.), not just the ones with dedicated handling, and keyword stripping no longer reorders subrecords. Weapons no longer come out empty/broken after cleanup. - BA2 archives as a source. Point the tool at a
.ba2directly (in lieu of a source folder); it extractsmeshes\actors, runs the conversion, and lets you keep or discard the extracted files afterward. BA2 parsing/extraction is an independent Python re-implementation, format re-derived by reading (not linking against) BSA Browser by AlexxEG. - Selective Idle Empty files. Only copies
WPNIdleReady*,WPNEquip*, andWPNIdleSighted.hkxinto the OAR output when that exact file already exists in the matching source folder, instead of inventing a full set for every nested mag/attachment folder. WPNReloadTactical.hkxsupport. Some TR packs name the reserve-reload animationWPNReloadTactical.hkxinstead ofWPNReloadReserve.hkx; both are now treated identically for root discovery and conversion.- ESP autodetect + picker. The ESP in a source folder is found automatically; if more than one plugin is present, you pick which one from a small dialog.
- Auto-naming. Pack / TR SubMod / Idle SubMod names are filled in from the source folder, BA2, or ESP name as soon as you pick one (BA2 archive-role suffixes like "- Main" are trimmed sensibly).
- "Keep Output Location" option to hold the destination path steady across queued jobs instead of clearing it each time.
- UI and reliability fixes: the window fits its contents by default, Preview works and a persistent per-session log file is written under
logs/next to the executable, and the source-folder picker is now clearly labeled "Weapon folders to convert" instead of the unexplained "anim roots".
How to use
- Unzip anywhere
- Run
F4OARConversionTool.exe - Add source folder(s) or a BA2 archive to the queue, set options per entry, then convert
- Review the generated OAR folders / ESP output before deploying into a modlist
Logs are written next to the executable under logs/.
Notes
- Still EXPERIMENTAL: this is the first version with its source code committed to the repository (previously only the built executable had been published).
- Requires a working F4 Open Animation Replacer install for the converted output to do anything in-game.
- Always keep originals; treat cleaned ESPs as needing a smoke-test in FO4Edit / in-game before shipping.
Open Animation Replacer v1.1.2 ALPHA
v1.1.2
ALPHA build. Install by dropping the F4SE folder into Data (or the zip into your mod manager).
Fixed
- Mid-session save loads no longer leave orphaned replacement clones in animation bindings. Loading a save over an existing session was skipping every clip-keyed restore (clips already dead), so retired clones stayed in surviving engine bindings. After the load, fresh clips found those clones with no recoverable game original: wrong / original-mod annotations played, and
[OAR-RecoveryFail]spammed the log. - OAR now records an un-replace recipe keyed by the binding slot at swap time and restores game originals into surviving slots at
kPreLoadGame. Fresh clips then resolve normally and rebuild replacement clones (and their annotations) from a real original. - Safety-net orphan recovery: if a stuck clone is still found after a load, the cache can reverse-identify its suffix and owning submod so the correct annotations fire instead of the original mod file's.
Notes
- Includes the v1.1.1 cull delivery, direct-path binding identity, blend-out, and track-filter work.
- The
hkbClipGeneratorvfunc slot correction from issue #1 remains reverted in this build.
Open Animation Replacer v1.1.1 ALPHA
v1.1.1
ALPHA build. Install by dropping the F4SE folder into Data (or the zip into your mod manager).
Fixed
- CullBone / UncullBone now work on replaced animations. Manual annotation dispatch now splits dotted events into tag + payload (
CullBone/WeaponMagazine), matching the engine's native handler. Previously the full dotted text was sent as the tag with an empty payload, so bone cull handlers ignored every manually fired cull and magazine / attachment meshes stayed wrong during replaced reloads. - Annotation tracker no longer silently drops early bone-visibility annotations: nested graph updates are passive (no seek), hitch catch-up is more tolerant, and silent seeks still replay skipped
CullBone/UncullBoneannotations as state. - Direct path matching now remembers the authoritative real path per game animation binding, so recycled clip instances stop leaf-guessing the wrong attachment variant (for example
p890\fasthands\...instead ofp890\wpnreload). - Config reload ("Reload All Configs" and per-mod "Reload config") runs on the game thread instead of the render thread, fixing a use-after-free crash when reloading during gameplay.
- Submod priority edits take effect immediately instead of requiring a config reload.
- Track-filter pose sampling uses the correct Fallout 4
SampleTrackssignature; donor animations are excluded from file redirection so their sounds / annotations no longer leak; Replace Annotations is honored.
Added / restored
- Submod blend-out time (below blend-in) and submod-to-submod blend-out. Negative blend-out mirrors blend-in (previous default);
0is an instant snap back. - Track filter fixed-frame pose sampling (for example, building an idle-empty pose from one frame of a reload).
- Submod descriptions can be edited in the UI via double-click or right-click.
Notes
- The
hkbClipGeneratorvfunc slot correction from issue #1 remains reverted in this build. Shipping that correction still needs a broader redesign of the cull / annotation replay path; this release focuses on making cull delivery and path matching correct with the current lifecycle hooks.
Open Animation Replacer v1.1.0 ALPHA
Open Animation Replacer v1.1.0 ALPHA
Install like any F4SE plugin mod: the zip contains F4SE/Plugins/OpenAnimationReplacer.dll. Supports OG 1.10.163, NG 1.10.980/984, and AE 1.11.x.
New features
- Fixed-frame track sampling. Track filters can now take the filtered bones' pose from one specific frame of the replacement animation (30 fps frame numbers) instead of following playback time, giving a held static pose. Enable with "Sample Fixed Frame" in the track filter section, or
"sampleFrame"intrackFilterconfig. - Submod blend-out time. New "Blend out time" setting below "Blend time (interrupt)". Leave negative to mirror the blend-in duration (previous behavior), set 0 for an instant snap, or set an independent duration. Saved as
"customBlendOutTime". - Blend-out on submod-to-submod switches. When one replacement is superseded by another submod mid-clip, the transition now blends from the outgoing replacement's pose over at least the outgoing submod's blend-out time, instead of snapping through the vanilla original.
- Editable descriptions. Submod descriptions can be edited via double-click or right-click.
Fixes
- Corrected
hkbClipGeneratorvtable slots for Fallout 4's Havok 2014 layout (activate 7, update 8, deactivate 10; issue #1). Activation and deactivation bookkeeping now runs on the correct lifecycle events, with a startup string-anchor guard that aborts the hook install if the layout ever shifts. - Config reload made thread-safe. "Reload All Configs" now runs on the game thread outside the Havok update cycle, invalidates and rebuilds the lookup tables, and drops stale UI pointers (fixes a use-after-free crash when reloading during gameplay).
- Priority edits apply immediately without needing a config reload.
- Faster reloads. Unchanged animation files are re-bound by identity (path, size, mtime) instead of re-read from disk.
- Hardened file redirect matching (path-boundary suffix match, deterministic priority-based selection).
- Fixed a one-frame pop at the start of full-body blend-in and blend-out.
F4 OAR Conversion Tool v0.1.0 EXPERIMENTAL
F4 OAR Conversion Tool v0.1.0 (EXPERIMENTAL)
This is an experimental companion utility, not a game plugin. Expect rough edges, UI changes, and possible conversion bugs. Keep backups of any weapon mod folders / ESPs you run through it.
What it does
Converts weapon animation setups that use Tactical Reload into Open Animation Replacer (F4) submods / config files for runtime reload replacement.
- Accepts an ESP, a subgraph text file, or both (at least one required)
- Batch queue: configure options per source folder, then process multiple folders
- Autodetects ESP in the source folder when possible (picker when multiple are found)
- Can strip Tactical Reload keywords / master dependency from the ESP when an ESP is provided
- Writes OAR submod folders and
config.jsonfor tactical reload / idle empty style replacements - Portable Windows build (PyInstaller): no Python install required
How to use
- Unzip anywhere
- Run
F4OARConversionTool.exe - Add source folder(s) to the queue, set options per entry, then convert
- Review the generated OAR folders / ESP output before deploying into a modlist
Logs are written next to the executable under logs/.
Notes
- EXPERIMENTAL first public package from the conversion-tool workstream
- Requires a working F4 Open Animation Replacer install for the converted output to do anything in-game
- Always keep originals; treat cleaned ESPs as needing a smoke-test in FO4Edit / in-game before shipping
Open Animation Replacer v1.0.0 ALPHA
First public build of Open Animation Replacer for Fallout 4.
Compatibility
One DLL for all three runtimes (Address Library required):
- OG 1.10.163
- NG 1.10.980 / 1.10.984
- AE 1.11.x
Highlights
- Runtime animation replacement with conditions, variants, track filters, and annotation handling
- Direct path matching (default) with leaf-name fallback
- In-game ImGui overlay (toggle F2 by default; rebind in Settings)
- Clips API for other F4SE plugins
- Auto-reload modes: last round (default), fire when empty, or suppress (engine auto-reloads always suppressed so reloads play fully). Replaces any Manual Reload mods on nexus, they are no longer required.
- Optional dry-fire click when firing on empty
- AE-friendly D3D device capture (works with in-process upscaler/frame-gen proxies)
Known Issues
- Replacing Third Person and Creature animations should be supported but is untested
- Reloading while in Power armor with a weapon using OAR-replaced animations may trigger a crash or other such issues
Install
- Install F4SE + Address Library for your game version
- Extract the zip into your game
Datafolder (or as an MO2 mod) so you getData/F4SE/Plugins/OpenAnimationReplacer.dll(+.ini) - Place animation packs under
Data/Meshes/.../Animations/OpenAnimationReplacer/
See the README and QuickStart for authoring and settings.