Top of the page hijack:
I made a change to the armbinder NPC animation test mod to make it UFO friendly: http://www.loverslab...beta/?p=1749741
So you added ?
And ciceroHappy, and one other animation that was in that list he posted
I think it was just 4, the only in his list that still isn't in the test mod is the squat animation, so far I haven't seen that one used ever, much less in an armbinder.
I am still not sure if animations like IdleCiceroHappy need to be blogged at all because no npc would trigger that one randomly. In the CK animations window you can do rightclick>UseInfo and see which references use this animation. If it isn't used in any sandbox/master package or in an idlemarker no npc should play it while walking around skyrim. At the moment I don't see any problems with blocking these animations either, just saying we should decide which animations we really want to have blocked when this gets integrated.
I made a version without he CiceroHappy animation condition and it was firing on the NPC, then I tried manually testing that animation on the player with playidle and it was the exact same idle the NPC was using that I couldn't find earlier. If you still have that short video I posted earlier that showed the two animations I couldn't account for, the one where he looks like he's trying to hurry the player along, that's the happy animation.
Doesn't look "happy" to me, but then cicero was deranged...
Yes adding the heavybondage condition to the animations was all I did, I was a bit surprised too that the solution might be this easy and apparantly no one already did this.
That's also why I suspected to encounter problems like packages or scenes getting stuck. Has anyone of you encountered any issues yet ?
I haven't, but then I haven't played but with very few mods where this is likely to show up. Pretty sure we're worried about edge case conflicts here, hard to find.
I mean, the situation has to match: 1) NPC or follower can find themselves in an armbinder or a DD based item that has the keyword, 2) needs to use one of those animations you blocked to do something.
I don't think it's actually going to cause issues to other mods because that's pretty special breaking case. If one of the animations breaks it's probably going to be one where the NPC is inspecting something, or reading something in a scene, but the armbinder shouldn't be there in any vanilla/dlc case, exception: mod that adds random DD to various NPCs in the world, and I don't think any of them do that with armbinder/yoke anymore (FTM/DCL are fine I think)
I'm more concerned about problems the other way, ergo some other mod changes the same animations and now we have a conflict that causes these animations to work on NPCs again, but that sounds like a far smaller issue. It'll be a bigger issue if we merge these changes into DD proper because we can't move DDi in the load order very easily because its master file, but the test mod is a bit more flexible in load order position.