merryMalfunctioning Posted April 2, 2023 Posted April 2, 2023 (edited) 2 hours ago, Roggvir said: btw. what is this talk i hear about a Open Animation Replacer? Did somebody tried it? Is it really happening? It's backwards compatible with DAR, it has more conditions, it's got an in-game menu (that allows editing conditions), and it supports more sophisticated replacers that can be grouped into mods and submods. The menu will even show you which animation replacement is active at any given time for any actor. Edited April 2, 2023 by markdf 1
Roggvir Posted April 2, 2023 Author Posted April 2, 2023 Ok, that sounds absolutely amazing. I hope we can all get an official release soon, i don't feel like messing with DAR anymore, knowing what's around the corner.
krzp Posted May 4, 2023 Posted May 4, 2023 On 4/2/2023 at 2:56 AM, Roggvir said: Ok, that sounds absolutely amazing. I hope we can all get an official release soon, i don't feel like messing with DAR anymore, knowing what's around the corner. I've been using it for a little while, and it's miles ahead of DAR. Aside from the backwards compatibility, Ersh has created his own Dar-like mod animation replacer structure. You can use actual readable names for the animations folders, and all the conditions and priorities are placed inside of json files. Plus, you can get submods - so, DD-wise, you can create an armbinder folder, and a hobbled subfolder inside of that, and then tweak the json's so it'll update the conditions (you can tweak them thru the in-game menu, but I haven't messed with that one too much). I was trying to make the DD animations using this method, but it's a WIP at the early stages at best. Plus, it caches the animations, so they aren't recalculated every time you launch, and it has the awesome function of loading behaviors in main menu, so you'll get correct animation on load. Highly recommend, well worth a small penny it costs for his Patreon. P.S. Thank you very much for bringing DD to 2023 with your DAR implementation!
OpheliaComplex Posted May 5, 2023 Posted May 5, 2023 (edited) Im hoping wish for a DAR/OAR DD animation mod separate from DD itself, so you have that as a dependency and use such animations for non-dd outfits. This mainly for me wanting to make hobble dresses and some pet suit stuff might take a look on this as well when OAR comes around publicly Edited May 5, 2023 by OpheliaComplex
Fart N. Posted May 18, 2023 Posted May 18, 2023 (edited) I did what can only be described as a gamer move and converted the latest DD DAR conversion (from the semi-official DD troubleshooting thread) into OAR's format. The actual program part of OAR appears to be finished, afaik the author's just working on getting the documentation and mod pages written up. This includes the animations and the combat script (from the same conversion in the troubleshooting thread) but this is just for testing so I hope it's all good. Also implemented an experimental animation switch between the hobble and hop based on the player's speedmult. It also checks whether the player is running, but I think that check isn't exactly accurate (I don't think it differentiates between walking and running). In any case, DD will need to be modified to allow the player to choose between walking and running, or just enable sprinting with hobble dresses. Now, I haven't had any issues with this myself but I haven't done any in-depth testing. If any OAR fellas could confirm this also runs well on their end of things, I'll see about using OAR's more advanced features, and also modifying the python script to convert to OAR instead of DAR. Also shouldn't be too difficult to implement male animations as well. EDIT: The good news is that you can pull speed directly from the graph vars and switch between hobbling and hopping just based on that. The bad news is that Skyrim interprets whether you're walking or running via this same speed and not your inputs, which means transitioning from running to standing still results in an abrupt full-body jerk. I'm looking for workarounds but there will come a time when such a workaround will end up less performant than just chucking it in a script. DD ORA Anims.7z Edited May 18, 2023 by Fart N. 9
Fart N. Posted May 18, 2023 Posted May 18, 2023 (edited) On 5/5/2023 at 2:34 PM, OpheliaComplex said: Im hoping wish for a DAR/OAR DD animation mod separate from DD itself, so you have that as a dependency and use such animations for non-dd outfits. This mainly for me wanting to make hobble dresses and some pet suit stuff might take a look on this as well when OAR comes around publicly As far as I know, the only real thing that's absolutely required on DD's part animation-wise are the combat scripts. It's likely that this could be redundified via nemesis (although I don't have the know-how as to how) and remove that requirement as well. Other than that, the DAR and OAR packs just look for keywords in equipped items. If you chuck the hobble dress keyword onto any ol' item and use just the DAR or OAR animation pack without DD, it should still play the corresponding animations - it just won't have the extra DD effects (e.g. slowdown). EDIT: looked through the code a bit and DD does a few other things to hobble dresses, namely body morph edits and such. Don't know exactly what. The combat script is still the real requirement, though. Edited May 18, 2023 by Fart N.
krzp Posted May 18, 2023 Posted May 18, 2023 12 hours ago, Fart N. said: I did what can only be described as a gamer move and converted the latest DD DAR conversion (from the semi-official DD troubleshooting thread) into OAR's format. The actual program part of OAR appears to be finished, afaik the author's just working on getting the documentation and mod pages written up. Oh, fantastic, I'll try it out soon - thank you! 10 hours ago, Fart N. said: EDIT: looked through the code a bit and DD does a few other things to hobble dresses, namely body morph edits and such. Don't know exactly what. The combat script is still the real requirement, though. This is the link for the modification of a script that does hobble dresses, to stop it from slapping a over-encumbered penalty whenever you equip one. I think this is the a good place to start for the implementation of the hop to sprint functionality.
Fart N. Posted May 19, 2023 Posted May 19, 2023 10 hours ago, krzzp said: Oh, fantastic, I'll try it out soon - thank you! This is the link for the modification of a script that does hobble dresses, to stop it from slapping a over-encumbered penalty whenever you equip one. I think this is the a good place to start for the implementation of the hop to sprint functionality. Oh awesome! I was trying so far to stick with the existing functionality (i.e. over-encumbered and no sprinting) cause making any changes like that was bound to cascade across the entire thing. But the more I think about it, the more this sprinting thing seems like a better implementation overall. Hobbling at full running speed will still look a bit wonky (I didn't get the same weird shakiness as roggivir, but it's still sped up), but that could be mitigated by further debuffing the player's speed to compensate for sprinting. Hopefully I'll get a bit of time to make that a reality.
finalfrog Posted May 20, 2023 Posted May 20, 2023 This sounds interesting! What are the advantages of handling the animations with DAR/OAR instead of FNIS/Nemesis? Does it just skip the generate animation step or does it have other benefits?
Fart N. Posted May 20, 2023 Posted May 20, 2023 1 hour ago, finalfrog said: This sounds interesting! What are the advantages of handling the animations with DAR/OAR instead of FNIS/Nemesis? Does it just skip the generate animation step or does it have other benefits? Biggest advantage for me was how easy it was to debug in OAR. I once had an issue where the armbinder fighting stance animation had the PC throw hands for the idle then put them back in the binder to kick. It took me thirty seconds to find the DAR mod overriding that particular animation and fix it. It also skips the generate animations step, yeah. For this reason and a bunch of others, DAR/OAR is (in my opinion) objectively superior to FNIS/Nemesis when it comes to replacing vanilla animations.
krzp Posted May 20, 2023 Posted May 20, 2023 4 hours ago, finalfrog said: This sounds interesting! What are the advantages of handling the animations with DAR/OAR instead of FNIS/Nemesis? Does it just skip the generate animation step or does it have other benefits? Zero script lag, it's 10x faster to apply them to the player - so no immersion breaking slow swapping of animation states, you can easily swap animations with a copy-paste, you can create new ones for different devices and conditions, (I've posted a few new ideas here), it lowers your fnis animation count by about a 1000 leaving more space for your regular dirty horse sexing animations... OAR is an upgrade on the DAR technology, but both are way superior and easier for the regular user than the current FNIS AA implementation. I mean, DD has a few standalone scripts specifically dedicated to achieve the functionality, that can now be done with an animation folder and a text file. 2
krzp Posted May 20, 2023 Posted May 20, 2023 On 5/18/2023 at 9:42 PM, Fart N. said: But the more I think about it, the more this sprinting thing seems like a better implementation overall. Hobbling at full running speed will still look a bit wonky (I didn't get the same weird shakiness as roggivir, but it's still sped up), but that could be mitigated by further debuffing the player's speed to compensate for sprinting. I've ran a quick test with your file and can confirm that it works, thanks for the conversion ? Even the hop-step movement change worked, however my Skyrim decided to be weird about it - it didn't change the speed if I tried doing by simply pressing Caps Lock, however, if I went to sneak mode, I was able to switch from running to walking, thus changing the animations after I went to regular walk back from sneak.
no_way Posted May 21, 2023 Posted May 21, 2023 So, ummm, is anyone still working with Kimy on this to just have it ported into DD? Rather than trying to slap it together over here and modding DD to get it to work?
krzp Posted May 23, 2023 Posted May 23, 2023 On 5/21/2023 at 11:57 AM, no_way said: So, ummm, is anyone still working with Kimy on this to just have it ported into DD? Rather than trying to slap it together over here and modding DD to get it to work? We are trying to make some progress on that front! 2
krzp Posted May 29, 2023 Posted May 29, 2023 (edited) So, I'm continuing to butcher the zadBoundCombat script (and learning how to Papyrus as I go). There is a function, called ClearAA. Spoiler Function ClearAA(actor akActor) ;This function forcibly reverts animations to the vanilla state ;On its own it is used in transitions between different animation sets ;In order to revert to animations from compatible AA mods, remember to use ResetExteralAA() afterwards FNIS_aa.SetAnimGroup(akActor, "_h2heqp", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_h2hidle", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_h2hatkpow", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_h2hatk", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_h2hstag", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_jump", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_sneakmt", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_sneakidle", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_sprint", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_shout", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_mtx", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_mt", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_mtturn", 0, 0, "DeviousDevices", Config.LogMessages) FNIS_aa.SetAnimGroup(akActor, "_mtidle", 0, 0, "DeviousDevices", Config.LogMessages) akActor.SetAnimationVariableInt("FNIS_abc_h2h_LocomotionPose", 0) if akActor != libs.PlayerRef && !akActor.isDead() akActor.EvaluatePackage() Debug.SendAnimationEvent(akActor, "IdleForceDefaultState") EndIf EndFunction Now, I roughly understand what it does, it gets called whenever we need to unequip something, and set the animations to their regular states. Why on earth should we leave it as it is, when reverting animations to defaults is being done by DAR is beyond me. More so, if you dare to use *gasp* Nemesis - this function stack dumps like there's no tomorrow. Spoiler [05/29/2023 - 04:08:03AM] Error: (00000014): cannot fetch variable named Nemesis_AA_Priority_h2hstag of type int, returning . stack: [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ? <unknown self>.nemesis_aa.SetAnimGroupCore() - "Nemesis_AA.psc" Line 56 <unknown self>.nemesis_aa.SetAnimGroupLoad() - "Nemesis_AA.psc" Line 28 <unknown self>.nemesis_aa.SetAnimGroupEX() - "Nemesis_AA.psc" Line 23 <unknown self>.fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line 4 [zadQuest (0800F624)].zadboundcombatscript.ClearAA() - "------------------------" Line 172 [zadQuest (0800F624)].zadBoundCombatScript_UDPatch.ClearAA() - "zadBoundCombatScript_UDPatch.psc" Line 103 [zadQuest (0800F624)].zadBoundCombatScript_UDPatch.EvaluateAA() - "zadBoundCombatScript_UDPatch.psc" Line 64 [zadQuest (0800F624)].zadbq00.Maintenance() - "zadBQ00.psc" Line 193 [alias Player on quest zadQuest (0800F624)].zadPlayerScript.OnPlayerLoadGame() - "zadPlayerScript.psc" Line 62 [05/29/2023 - 04:08:03AM] [Zad]: Set Device Hider slot to 41. [05/29/2023 - 04:08:03AM] [Zad]: RebuildSlotmask() [05/29/2023 - 04:08:03AM] ERROR: Unknown Nemesis AAgroupID. Failed to GetGroupOrder (AA Group ID: 68) [05/29/2023 - 04:08:03AM] Nemesis CompareAnimVar (AnimGroup: _h2hstag, Value: 0, Priority: 0, Mod: DeviousDevices, Group: -1 [05/29/2023 - 04:08:03AM] Error: (00000014): cannot fetch variable named Nemesis_AA_Priority_jump of type int, returning 0. stack: [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ? <unknown self>.nemesis_aa.SetAnimGroupCore() - "Nemesis_AA.psc" Line 56 <unknown self>.nemesis_aa.SetAnimGroupLoad() - "Nemesis_AA.psc" Line 28 <unknown self>.nemesis_aa.SetAnimGroupEX() - "Nemesis_AA.psc" Line 23 <unknown self>.fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line 4 [zadQuest (0800F624)].zadboundcombatscript.ClearAA() - "------------------------" Line 173 [zadQuest (0800F624)].zadBoundCombatScript_UDPatch.ClearAA() - "zadBoundCombatScript_UDPatch.psc" Line 103 [zadQuest (0800F624)].zadBoundCombatScript_UDPatch.EvaluateAA() - "zadBoundCombatScript_UDPatch.psc" Line 64 [zadQuest (0800F624)].zadbq00.Maintenance() - "zadBQ00.psc" Line 193 [alias Player on quest zadQuest (0800F624)].zadPlayerScript.OnPlayerLoadGame() - "zadPlayerScript.psc" Line 62 So, my proposition is to delete every mention of FNIS from that. Spoiler Function ClearAA(actor akActor) ;This function forcibly reverts animations to the vanilla state ;On its own it is used in transitions between different animation sets ;In order to revert to animations from compatible AA mods, remember to use ResetExteralAA() afterwards if akActor != libs.PlayerRef && !akActor.isDead() akActor.EvaluatePackage() Debug.SendAnimationEvent(akActor, "IdleForceDefaultState") EndIf EndFunction I've attached the updated file in case anyone wants to test it. The un-equipping seems a little faster, and the logs don't get bloated. I'll update the conversion if the tests go well. zadBoundCombatScript.pex zadBoundCombatScript.psc Edited May 29, 2023 by krzp
akssi Posted June 1, 2023 Posted June 1, 2023 I want to ask you gentlemen Do you guys have any MCO combat moves tied to Devious Devices?
krzp Posted June 1, 2023 Posted June 1, 2023 Aaaand here comes the good stuff: Open Animation Replacer 1
merryMalfunctioning Posted June 1, 2023 Posted June 1, 2023 11 hours ago, akssi said: I want to ask you gentlemen Do you guys have any MCO combat moves tied to Devious Devices? Just the normal bound-kicking moves.
akssi Posted June 3, 2023 Posted June 3, 2023 Gentlemen I would like to ask if there is a MOD where a Follower can cast spells after being bound by Devious Devices' shackles and handcuffs? Like bwitch, but bwitch is only useful for dragonborn
akssi Posted June 3, 2023 Posted June 3, 2023 On 6/2/2023 at 2:32 AM, markdf said: Just the normal bound-kicking moves. Those animations will be replaced by my MCO animations
Ikwydls Posted June 3, 2023 Posted June 3, 2023 (edited) 1 hour ago, akssi said: Those animations will be replaced by my MCO animations You will need to figure out how DAR/OAR priority and conditions work and make a few changes. As in bump up the DD kick priority until that overwrites MCO and try to overwrite MCO's attack animations that play with DD equivalents (see where renaming the attack animations to MCO attacks gets u). Edited June 3, 2023 by Ikwydls
akssi Posted June 3, 2023 Posted June 3, 2023 32 minutes ago, Ikwydls said: You will need to figure out how DAR/OAR priority and conditions work and make a few changes. As in bump up the DD kick priority until that overwrites MCO and try to overwrite MCO's attack animations that play with DD equivalents (see where renaming the attack animations to MCO attacks gets u). I know this, but attack animations have MCO animation files like "mco_attack" and "mco_powerattack", normal attack animations will be replaced by MCO animations, no matter how high your priority is I don't have Devious Devices restraint attack animations supported by MCO I don’t know where to download the kicking animation upstairs
Ikwydls Posted June 3, 2023 Posted June 3, 2023 By overwriting i meant u can try to rename the dd attacks to mco attacks and see if they play.
merryMalfunctioning Posted June 3, 2023 Posted June 3, 2023 6 hours ago, akssi said: Those animations will be replaced by my MCO animations You have to rename the files to use the MCO naming conventions, but then it works fine.
akssi Posted June 3, 2023 Posted June 3, 2023 (edited) 1 hour ago, markdf said: 您必须重命名文件才能使用 MCO 命名约定,但这样就可以正常工作了。 Can you share your Devious Device restraint attack animation folder? Edited June 3, 2023 by akssi
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