no_way Posted October 26, 2022 Posted October 26, 2022 Can we not just get Kimy's permission to put up the compiled PEX for testing until the patch comes out? ? I can't figure out how to compile this damn modified psc after 2 hours of looking around so I'm gonna give up if not.
Kallaru Posted November 2, 2022 Posted November 2, 2022 (edited) On 9/23/2022 at 5:00 AM, Roggvir said: Aha, luckily, that script is really simple. Create a new file called "consoleUtil.psc", and paste this in: scriptName ConsoleUtil function ExecuteCommand(string a_command) global native objectReference function GetSelectedReference() global native function SetSelectedReference(objectReference a_reference) global native string function ReadMessage() global native function PrintMessage(string a_message) global native int function GetVersion() global native btw. i realized i can actually post all the source files that you need to compile that DD script, without needing anybody's permissions. The trick is not to post the scripts at all. Papyrus Compiler only needs the structure, it doesn't care about the actual code. So, later today, after i get back to my computer, i will upload a complete package with a batchfile and everything that is needed to recompile that one DD script. You will still need to edit the DD script yourself, but you won't need to mess with any other script sources and just run the included batch file. Currently pulling out hairs trying to get this to compile, is there any chance you will be uploading the stuff needed for compiling it? Been a month or so since last mention. (For the record, getting a lot of "argument X is not specified and has no default value" errors. Most say "level" instead of X but it varies. Got some to go away with edits to the SkyUI source files after seeing it on a russian site, but the rest are a mystery rip.) Edited November 2, 2022 by Panvi
sidfu1 Posted November 2, 2022 Posted November 2, 2022 (edited) On 11/1/2022 at 9:27 PM, Panvi said: Currently pulling out hairs trying to get this to compile, is there any chance you will be uploading the stuff needed for compiling it? Been a month or so since last mention. (For the record, getting a lot of "argument X is not specified and has no default value" errors. Most say "level" instead of X but it varies. Got some to go away with edits to the SkyUI source files after seeing it on a russian site, but the rest are a mystery rip.) that means you uudont have all the source files. i just want hin to provide the orginal modifed file then i can compile. his directions on what otmodify are to ambigous to follow here is the source file modifed for Devious Devices [SE][AE][VR] 5.2 Beta 9 and the modifed copy file for the new DD file paths zadBoundCombatScript.psc _copy_DD_files.py Edited November 5, 2022 by sidfu1
no_way Posted November 10, 2022 Posted November 10, 2022 if anyone got the pex file converted and would like to share for testing that would be great. Kimy is fine with it.
no_way Posted November 18, 2022 Posted November 18, 2022 (edited) Ok I finally got this to compile and I’ll share the pex later (got permission from Kimy) Of note, I used DD 5.2 beta 9 and Baka SLA source scripts, not sure if that has any effect on the outcome. I’m using 360 movement behaviour, realistic human movement speed, and underdogs animations as other things that affect movement. 1) all the restraint movement anims i tested work in 360 when weapon sheathed (yay). Haven’t tested hobble dress as the mesh is invisible, gotta sort that. 2) the yokes all erroneously use the armbinder animations when your weapon is drawn (kicking) and you move. 3) the bunny hop animation slows down movement speed when moving backwards (toward the screen), which does NOT occur with my anims unbound. 4) the elbow chains break the ability to draw your weapon permanent once removed (not sure if coming from this mod or from DD) If anyone has any insight into where these issues are coming from please let me know. Edited November 18, 2022 by no_way
no_way Posted November 18, 2022 Posted November 18, 2022 Ok there's the pex as promised zadBoundCombatScript.pex 5
Guest Posted December 20, 2022 Posted December 20, 2022 (edited) Thank you, works really well! And thanks no_way for saving us time. Not sure if you were able to figure it out but I'm assuming this issue has something to do with the conditionals used. Not an expert at DAR but I'll give it a look. Edited December 20, 2022 by thepsychologist
Guest Posted December 20, 2022 Posted December 20, 2022 (edited) Okay, it's a bit more complicated than I originally thought but I think I've arrived at a solution for the broken combat animations problem. This is an explanation for replication purposes, if you wanna try fixing it skip to installation. I tried a minimal installation just consisting of DD + its requirements along with this patch. Running sidfu's version of the script worked perfectly. After running FNIS once, it continued to work. Then I did one run of FNIS and then one run of Nemesis and this is where the combat movement broke. The animation file actually in charge of movement when in unarmed combat is called h2h_locomotion.hkx I noticed this in the original combat script: if animSet != 6 ; We don't set locomotion for pet suit akActor.SetAnimationVariableInt("FNIS_abc_h2h_LocomotionPose", animSet + 1) EndIf The locomotion pose's set needs to be incremented by 1 to be valid. If you look at the original files in animations/DD there is no abc0_h2h_locomotionpose.hkx but there is abc1_h2h_locomotionpose.hkx - abc7_h2h_locomotionpose.hkx. So I'm assuming this basically means each restraint is actually associated with the incremented locomotion pose. For example, yoke corresponds to abc1 and its locomotion pose should actually be abc2_h2h_locomotionpose.hkx. However the patcher isn't incrementing this which leads to misplaced animation files. Instead the yoke gets abc1_h2h_locomotionpose.hkx which actually corresponds to the armbinder hence the broken combat animations. Fixing this problem is as simple as copying the h2h_locomotionpose.hkx file from each folder into the next one or in the patcher incrementing the number if locomotion is in the path. I tried this manually and that seemed to work so I made some changes to the patcher to automate this process. Changes: Modified the makeAnimset function to change ddFilePrefix to the correct incremented version if the line contains 'locomotion' or keep it the same if not Modified 100006 [abc0] - Armbinder or Straitjacket.txt to include h2h_locomotionpose.hkx as one of the files to be transfered Installation: Uninstall the old patch which you've hopefully added using a mod manager, you need to ensure all animations created using this patcher are removed from the DAR folder Use Roggvir's instructions to generate the meshes again Copy these meshes into a new folder Copy no_way/sidfu's compiled file (with the .pex extension) into a new folder called scripts Move the new scripts folder into the same folder with meshes Make a mod from this (for me on Vortex this just means zipping this file) Install this archive using your mod manager @no_way Did Kimy only give permissions to upload the script or were they okay with everything including the meshes? EDIT: FYI, the animation folder names in the patcher correspond to the folder structure for DD 5.2 BETA, you'll need to rename to what the original looked like in order for it to work with 5.1. DD5.1_to_DAR 20220702-1911.zip Edited January 8, 2023 by thepsychologist
palracz Posted January 19, 2023 Posted January 19, 2023 On 7/3/2022 at 2:23 AM, syrenundine said: Amazing and worked like a charm thanks! it worked for me. I just had to update the folder names in the script to reflect the 5.2 FOMOD. 00 Base 10 Feuertin Alt 10 Cedec0 10 MaikCG 11 BunnyHop Sorry for my lame question.... but when I unpack DD5.2 beta 10 RC1 (Not necessary because Vortex did it) I can't see this folder structure instead it looks more like it: DD DD2 DD3 DDC DDSL in meshes\actors\character\animations folder sooo somebody can help me a little (I totally confused)
VAAAAAAAAAAAAAAAAAAAAAAAAV Posted January 20, 2023 Posted January 20, 2023 (edited) 16 hours ago, palracz said: Sorry for my lame question.... but when I unpack DD5.2 beta 10 RC1 (Not necessary because Vortex did it) I can't see this folder structure instead it looks more like it: DD DD2 DD3 DDC DDSL in meshes\actors\character\animations folder sooo somebody can help me a little (I totally confused) You just have to open Zip file that downloaded from LL not folder from MO2/Vortex. then you can look these. these folders are required to DAR conversion. Edited January 20, 2023 by VAAAAAAAAAAAAAAAAAAAAAAAAV 1
palracz Posted January 20, 2023 Posted January 20, 2023 5 hours ago, VAAAAAAAAAAAAAAAAAAAAAAAAV said: You just have to open Zip file that downloaded from LL not folder from MO2/Vortex. then you can look these. these folders are required to DAR conversion. uuuuu thaks
palracz Posted January 22, 2023 Posted January 22, 2023 On 1/20/2023 at 2:24 PM, palracz said: uuuuu thaks There is an another problem.... so if u have ZAZ 8+ (master of lot of mods) it contains more than 1000 complex animation and of course DD it has more than 600 animations and few DAR animations. this method add more than 600 animations for DD and there are others animation mods and Sexlab itself. This is really too much animations and DAR has stopped in game. maybe I know there is no patch or bridge between DD and DAR (btw thanks for your hard work Roggvir) any DAR animation has own custom _conditions.txt and just add a new line for it, like something similar: NOT IsWornHasKeyword("Devious Devices - Integration.esm")? (I don't know this is a correct form, I'm not a modder) and it would be prohibit this DAR mods to break DD animation? is it a good idea?
Maldr Posted January 25, 2023 Posted January 25, 2023 (edited) On 12/20/2022 at 8:29 AM, ponzipyramid said: EDIT: FYI, the animation folder names in the patcher correspond to the folder structure for DD 5.2 BETA, you'll need to rename to what the original looked like in order for it to work with 5.1. So to make it work with 5.1 i just have to change these to the corresponding folder name in 5.1 The corresponding equivalent for 5.1 is '02 Feuertin Alt' , '02 Cedec0', '02 MaikCG', '02 BunnyHop' i am dumb and sorry for the noob question Edited January 25, 2023 by Maldr forgot to put image
no_way Posted January 28, 2023 Posted January 28, 2023 Ok, the new challenge. Ive installed Nemesis in order to use MCO and true directional movement. How to get DAR to work with the bound combat? It reverts to coming out of restraints and punching for example when in a yoke
VAAAAAAAAAAAAAAAAAAAAAAAAV Posted January 31, 2023 Posted January 31, 2023 On 1/29/2023 at 8:44 AM, no_way said: Ok, the new challenge. Ive installed Nemesis in order to use MCO and true directional movement. How to get DAR to work with the bound combat? It reverts to coming out of restraints and punching for example when in a yoke can't. just disable bound combat. or make MCO compatible bound combat animation. (because MCO changes Skyrim's combat mechanism, so bound combat doesn't work with it)
no_way Posted January 31, 2023 Posted January 31, 2023 How do I do option 2? I’ll look through mco file structure later but I suspect it’s not as simple as overwriting unarmed combat animations cause then you’re end up with bound for unarmed in general
eldr3d Posted February 2, 2023 Posted February 2, 2023 (edited) I've updated the script a tiny bit. It now works with both 5.1 and 5.2, and you don't have to set your source folder manually anymore, as long as you put the files in the instructed folder. Edit: Just in case, I've also added a compiled version of the DD 5.1 zadBoundCombatScript (as opposed to the 5.2 binary in this thread) DD to DAR 5.1 and 5.2.7z DD 5.1 DAR Conversion zadBoundCombatScript modified and compiled.zip Edited April 19, 2023 by eldr3d 2
applesandmayo Posted February 8, 2023 Posted February 8, 2023 On 2/1/2023 at 7:55 PM, eldr3d said: I've updated the script a tiny bit. It now works with both 5.1 and 5.2, and you don't have to set your source folder manually anymore, as long as you put the files in the instructed folder. Edit: Just in case, I've also added a compiled version of the DD 5.1 scripts (as opposed to the 5.2 binary in this thread) DD to DAR 5.1 and 5.2.7z 7.32 kB · 11 downloads DD 5.1 DAR Conversion Script only.zip 8.21 kB · 7 downloads Am I able to just drop in the 5.1 conversion script into my load order? Not sure how that one works, or if there is more I need to do with it.
tamai Posted February 13, 2023 Posted February 13, 2023 I think i installed this correctly but using both FNIS and Nemesis it seems to work correctly however if i have an armbinder on and equip my fists (so i can use kicking attacks) my arms pop out when i move, not when i sprint or stand still though. And when i put my fists down my arms also dont pop out anyone know why its just those certain ones?
Roggvir Posted February 13, 2023 Author Posted February 13, 2023 9 hours ago, tamai said: I think i installed this correctly but using both FNIS and Nemesis it seems to work correctly however if i have an armbinder on and equip my fists (so i can use kicking attacks) my arms pop out when i move, not when i sprint or stand still though. And when i put my fists down my arms also dont pop out anyone know why its just those certain ones? Not your fault. I didn't impement the bound combat. It should be of course implemented, and i intended to, but only for the optional package that was supposed to be included in DD, and i didn't have time to finish it (yet). 1
tamai Posted February 13, 2023 Posted February 13, 2023 1 hour ago, Roggvir said: Not your fault. I didn't impement the bound combat. It should be of course implemented, and i intended to, but only for the optional package that was supposed to be included in DD, and i didn't have time to finish it (yet). thank you for such a quick response ^^ and also for the hard work on this mod, looking forward to that update~
no_way Posted February 13, 2023 Posted February 13, 2023 (edited) interesting development. using this with MCO, if I attack with my right hand the bound combat gets broken, but if I attack with my left hand, it is using the bound combat animations correctly. Gonna try and figure out why and make an MCO moveset. Also, the yoke and armbinder from DD Assets esp don't even apply the basic bound animations, not sure why. Edited February 13, 2023 by no_way
no_way Posted February 13, 2023 Posted February 13, 2023 On 12/20/2022 at 3:29 AM, ponzipyramid said: Okay, it's a bit more complicated than I originally thought but I think I've arrived at a solution for the broken combat animations problem. This is an explanation for replication purposes, if you wanna try fixing it skip to installation. I tried a minimal installation just consisting of DD + its requirements along with this patch. Running sidfu's version of the script worked perfectly. After running FNIS once, it continued to work. Then I did one run of FNIS and then one run of Nemesis and this is where the combat movement broke. The animation file actually in charge of movement when in unarmed combat is called h2h_locomotion.hkx I noticed this in the original combat script: if animSet != 6 ; We don't set locomotion for pet suit akActor.SetAnimationVariableInt("FNIS_abc_h2h_LocomotionPose", animSet + 1) EndIf The locomotion pose's set needs to be incremented by 1 to be valid. If you look at the original files in animations/DD there is no abc0_h2h_locomotionpose.hkx but there is abc1_h2h_locomotionpose.hkx - abc7_h2h_locomotionpose.hkx. So I'm assuming this basically means each restraint is actually associated with the incremented locomotion pose. For example, yoke corresponds to abc1 and its locomotion pose should actually be abc2_h2h_locomotionpose.hkx. However the patcher isn't incrementing this which leads to misplaced animation files. Instead the yoke gets abc1_h2h_locomotionpose.hkx which actually corresponds to the armbinder hence the broken combat animations. Fixing this problem is as simple as copying the h2h_locomotionpose.hkx file from each folder into the next one or in the patcher incrementing the number if locomotion is in the path. I tried this manually and that seemed to work so I made some changes to the patcher to automate this process. Changes: Modified the makeAnimset function to change ddFilePrefix to the correct incremented version if the line contains 'locomotion' or keep it the same if not Modified 100006 [abc0] - Armbinder or Straitjacket.txt to include h2h_locomotionpose.hkx as one of the files to be transfered Installation: Uninstall the old patch which you've hopefully added using a mod manager, you need to ensure all animations created using this patcher are removed from the DAR folder Use Roggvir's instructions to generate the meshes again Copy these meshes into a new folder Copy no_way/sidfu's compiled file (with the .pex extension) into a new folder called scripts Move the new scripts folder into the same folder with meshes Make a mod from this (for me on Vortex this just means zipping this file) Install this archive using your mod manager @no_way Did Kimy only give permissions to upload the script or were they okay with everything including the meshes? EDIT: FYI, the animation folder names in the patcher correspond to the folder structure for DD 5.2 BETA, you'll need to rename to what the original looked like in order for it to work with 5.1. DD5.1_to_DAR 20220702-1911.zip 41.13 kB · 96 downloads For some reason I'm getting yoke anims with the elbow shackles when i use this
no_way Posted February 14, 2023 Posted February 14, 2023 20 hours ago, no_way said: For some reason I'm getting yoke anims with the elbow shackles when i use this And even weirder, trying abcX_h2h_locomotionpose.hkx 1 through 6 there is no elbowbinder animations... :S @ponzipyramid where did you find a abc7?
merryMalfunctioning Posted February 15, 2023 Posted February 15, 2023 For MCO, you need to copy some files. Unarmed blocking and bashing still wont work properly though since there are no animations to use. h2h_attackright.hkx => mco_attack1.hkx h2h_attackleft.hkx => mco_attack2.hkx h2h_attackrightpowerforward => mco_powerattack1.hkx 1
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