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DD 5.1 to DAR (Python script)


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Posted (edited)

Im having an issue in which the Python script is stating that many files weren't found (hkx). Could this just be because of a different format for this newest DD version? I believe it is at least finding some, all be it I don't know what a found file looks like for sure.image_2023-06-03_123256774.png.8ef26ecc96d9200b76cbf5e375d9eff2.png

 

Edited by Callie Everly
Posted
5 hours ago, akssi said:

Can you share your Devious Device restraint attack animation folder?

 

The files you need are:

mco_attack1.hkx
mco_attack2.hkx
mco_powerattack1.hkx
mco_powerattack2.hkx

 

Just copy and rename the existing h2h attacks.

Posted
14 小时前,markdf 说:

 

您需要的文件是:

 

只需要复制并重命名现在的 h2h 攻击。

It doesn't seem to work, I don't know if our files are the same, can you share yours?
please!

Posted (edited)

So, to collect everything current on the subject so you can modernize your DD with DAR in one easy post:

 

1. Updated script with h2h_corrected

2. Ready-made conversion for both DAR & OAR, install, run FNIS/Nemesis [SE] (under the DD 5.2 spoiler)

3. New petsuit animations by iivanv [SE]

4. Swimming animations by iivanv [SE/LE] [updated 20.06]

5. MCO compatible pack 

6. Ready-made conversion for LE, install, run FNIS

 

Enjoy, and don't forget to show the love to @Roggvir for the massive initial work on figuring this thing out.

 

P.S. I'll try update this post whenever me or someone adds new features to this branch.

Edited by krzp
Posted (edited)

By chance, no one did animations/patch for DAR, for animations like `npc_turn***.hkx` ? )

(P.S. maybe someone knows a good guide on how to import, edit, etc. animations in skyrim se... I've been tormented half the night, so far I haven't even managed to open these animations in blender)

 

Spoiler

Screenshot_10.pngScreenshot_9.pngScreenshot_1.png

Edited by andbgame
Posted (edited)
31 minutes ago, andbgame said:

By chance, no one did animations/patch for DAR, for animations like `npc_turn***.hkx` ? )

Easiest solution is to just copy the mt-idle one a few times, and rename it npc_turn***. Looks just a little janky, but hey, it's better than nothing. ?

 

If you are running low on animations count, I've made a esp to turn them off entirely here:

 

Edited by krzp
Posted
1 hour ago, krzp said:

Easiest solution is to just copy the mt-idle one a few times, and rename it npc_turn***. Looks just a little janky, but hey, it's better than nothing. ?

Thanks for lifehack!! Now I am satisfied :D 

 

Spoiler

image.png.fc85d9984b8a53d63b4df4aaf7fd7aff.png

 

Posted (edited)

I wanted to ask if anyone else has encountered the issue of missing locomotionpose.hkx for actor animations when using Nemesis, similar to what I'm experiencing? (This is also causing the issue of arms moving out of the Armbinder when using Bound Combat while moving.)

 

 I use the Show Animation Command to view the currently playing animation for the character.

 

Using Nemesis

Spoiler

image.jpeg.0270e5831c93735d6539185d6422d2b6.jpeg

Spoiler

 

 

 

Using FNIS

 

Spoiler

image.jpeg.0dc954bbb5a013933116b58a55a967ba.jpeg

Spoiler

 

 

 

My own fix method:
I attempted to use OAR to copy and replace all the normal walking animations starting with "mt_" with the Bound Combat animations starting with "1hm_".
However, the drawback of doing this is that it is not visually apparent during movement whether the character is in an "equip" or "unequip" state.

Spoiler

54330830_DDwithNemesisfix(OAR).jpg.d5ea31f84621f2f7e745ea5f7cc90273.jpg

Spoiler

 

 

Edited by longsky
Posted
On 5/18/2023 at 1:23 PM, 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.

DD ORA Anims.7z 8.65 MB · 167 downloads

So like, yeah. Excuse me, but i fixed a problem that happened with Stepping animations that caused errors in OAR. (just by adding 1 letter to CompareValue(s))

DD ORA Anims.7z

Posted
16 hours ago, longsky said:

I wanted to ask if anyone else has encountered the issue of missing locomotionpose.hkx for actor animations when using Nemesis, similar to what I'm experiencing? (This is also causing the issue of arms moving out of the Armbinder when using Bound Combat while moving.)

The latest conversion was supposed to fix that.

Posted (edited)
9 hours ago, krzp said:

The latest conversion was supposed to fix that.

Thank you, but after trying it out, I've confirmed that this conversion doesn't work for me.
I have another fix using the OAR method, but I'm not sure if everyone has this issue (or if people rarely use Bound Combat).
If necessary, I can share the modified DD ORA Anims file.

Edited by longsky
Posted (edited)
1 hour ago, EccentricWizard said:

Thank you, but after trying it out, I've confirmed that this conversion doesn't work for me.

I've looked at your screenshot, I don't know which version you are using, but your FNIS console SA shows, that your games calls for FNIS DD/ABC1_h2h_locomotion, which it isn't supposed to do if you are using a proper version of zadboundcomatscript.

 

This is what's being used:

akActor.SetAnimationVariableInt("FNIS_abc_h2h_LocomotionPose", animSet + 1)

Nemesis doesn't read on it, it has problems with this implementation, yeah.

 

You can leave your OAR config, but at least get the properly fixed version of combat script from the main archive.

 

Archives posted here use a older version of my script edits, I've fixed this since then, but I release the updates centrally, thru zarantha in the main topic, because we aren't really supposed to share assets of DD without permission...

 

P.S. if you are using Nemesis, check out this.

 

Edited by krzp
Posted
2 hours ago, EccentricWizard said:

Thank you, but after trying it out, I've confirmed that this conversion doesn't work for me.
I have another fix using the OAR method, but I'm not sure if everyone has this issue (or if people rarely use Bound Combat).
If necessary, I can share the modified DD ORA Anims file.

Please do. I have an issue when npc break out from restraints when turning and it's really annoying 

Posted
On 6/17/2023 at 12:45 PM, andbgame said:

Thanks for lifehack!! Now I am satisfied :D 

 

  Hide contents

image.png.fc85d9984b8a53d63b4df4aaf7fd7aff.png

 

Can you share/explain this? Kind of new to dar and oar can't figure out which exact animations to copy etc

 

Posted (edited)
1 hour ago, krzp said:

I've looked at your screenshot, I don't know which version you are using, but your FNIS console SA shows, that your games calls for FNIS DD/ABC1_h2h_locomotion, which it isn't supposed to do if you are using a proper version of zadboundcomatscript.

 

This is what's being used:

akActor.SetAnimationVariableInt("FNIS_abc_h2h_LocomotionPose", animSet + 1)

Nemesis doesn't read on it, it has problems with this implementation, yeah.

 

You can leave your OAR config, but at least get the properly fixed version of combat script from the main archive.

 

Archives posted here use a older version of my script edits, I've fixed this since then, but I release the updates centrally, thru zarantha in the main topic, because we aren't really supposed to share assets of DD without permission...

 

P.S. if you are using Nemesis, check out this.

 

Based on his description, it seems that he was unable to solve the issue of the arms coming out of the Armbinder (he didn't mention MCO).

From the screenshots I have seen on the console, it appears that FNIS uses a blend of locomotionpose (the pose with the arms inside the Armbinder) and 1hm_walk animation for Combat movement, while Nemesis uses separate 1hm_walk and 1hm_runstrafe animations without locomotionpose.

I believe a possible solution to the issue of the arms coming out of the Armbinder when using Nemesis is to create separate Combat movement animations that keep the arms inside the Armbinder.

I don't know how to create animations. Does anyone know of any Skyrim animation creation tutorials?

Edited by EccentricWizard
Posted (edited)
1 hour ago, EccentricWizard said:

From the screenshots I have seen on the console, it appears that FNIS uses a blend of locomotionpose (the pose with the arms inside the Armbinder) and 1hm_walk animation for Combat movement, while Nemesis uses separate 1hm_walk and 1hm_runstrafe animations without locomotionpose.

DD has all the needed combat animations.

 

If you are using a proper updated version of the movement script and proper folders, and don't have any other mods that override combat (MCO or something else), FNIS/Nemesis doesn't touch combat movements. DAR applies the h2h_locomotion pose, and everything goes well.

 

If your animations don't work, I'd wager either you don't have the correct animation in the correct folder (i.e. the script on the first page copied the wrong locomotion poses in the wrong folders, because it didn't account for the +1 naming scheme - the script since then has been updated), or you are using an outdated version of the script which used FNIS for combat poses (the implementation of which doesn't really work with nemesis, because it was coded in 2016 specifically for FNIS).

 

And did you re-run your FNIS/Nemesis after installing the conversions?

You'll need to do that for the first time you install the conversion, F/N needs to stop using the AA movement animations to let DAR/OAR handle them.

 

 

 

 

 

Edited by krzp
Posted
1 hour ago, NeAist said:

Can you share/explain this? Kind of new to dar and oar can't figure out which exact animations to copy etc

Copy mt_idle 8 times, and rename it each time with a new name - npc_turnleft90.hkx, then npc_turnleft180.hkx, etc.

 

Posted

Considering the last conversation here, I want to make a PSA

 

I can not recommend using the OAR conversion that was posted earlier, it was made for the pre-release version of OAR, it has an outdated version of the movement script and it misses a few important tweaks here and there that I've made to the DAR one since it has been posted.

 

If you wish to use DD with native OAR handling, consider doing the following:

- go grab the latest version of the DAR conversion from the troubleshooting post, DD to DAR_the big conversion_FOMOD.7z

- install, pick you animations choices

- run this tool on the installed folder with the conversion.

- check if the new meshes/actors/character/animations/OpenAnimationReplacer has the same folder structure as the DynamicAnimationReplacer one, and if it is, delete the DAR one.

 

^ I've done this, and it worked out nicely.

Perhaps, I'll send the native OAR version to zarantha later.

 

At least, with this way I can try to offer any help on the subject.

Otherwise, I don't see a point in troubleshooting stuff I already spent some time fixing.

Posted (edited)

Also, I don't wish to sound mean, but for those who posted the archives here, you do realize why Roggvir posted a script and a set of instructions instead of simply posting the archive with all the animations?

 

Go read the Devious Devices permissions and respect the mod authors team, if you want to post something containing their assets - do it through them.

 

If someone wants to create an OAR native conversion before I get around to it, that's awesome, I'd love for someone to also work on this, but go contact the mod team and release it through them, or ask for permission to post it separately.

Edited by krzp
Posted (edited)
On 6/20/2023 at 5:11 PM, krzp said:

Perhaps, I'll send the native OAR version to zarantha later.

The OAR native conversion is now up in the main thread.

 

The add-ons that I've posted earlier were made with DAR in mind, however, you can make them work with the OAR version yourselves - either rename the DynamicAnimationReplacer folder to OpenAnimationReplacer, and the _CustomConditions folder inside of that to DD to OAR, or just manually copy the animations from the patches to the corresponding folders in the OAR conversion. I've left the folder structure the same, so 100006 from the DAR add-on will correspond to the 100006 in the OAR one.

 

Maybe I'll try to re-upload the OAR structured patches at some point in the future ?

Edited by krzp
  • 3 weeks later...
Posted (edited)

ROGGVIR YOU SAINT! Such a shame you were beheaded, but your spirit lives on in the many-headed (heh) Talos!

 

Want to confirm: Works perfectly fine with DD 5.2 *IF* you rename the unpackaged folders

00 Base         -> 00 Core             

10 BunnyHop     -> 02 BunnyHop

10 Cedec0       -> 02 Cedec0
10 Feuertin Alt -> 02 Feuertin Alt
10 MaikCG       -> 02 MaikCG

 

No more handless arms! Thank you!

Edited by yaaboobaay
  • 1 month later...
Posted
On 2023/6/22 at PM3点16分, krzp said:

OAR 本机转换现在在主线程中 启动。

 

我之前发布的 附加组件是根据 DAR 制作的,但是,您可以自己让它们与 OAR 版本一起使用 - 将 DynamicAnimationReplacer 文件重命名为OpenAnimationReplacer,并将其中的_CustomConditions文件夹重命名为DD 到 OAR,或者只是手动将动画从补丁复制到 OAR 转换中的相应文件夹中。我保留了相同的文件夹结构,因此 DAR 附加组件中的 100006 将对应于 OAR 附加组件中的 100006。

 

也许我会在将来的某个时候尝试重新上传 OAR 结构化补丁?

When I wear a restraint, my arms are on either side of my body as usual (arms only, no hands)
Also, is this OAR conversion not compatible with the mod "Stances Dynamic Animation Sets"? My combat maneuvers don't change (also only arms, no hands).

Posted
1 hour ago, lihua QAQ said:

When I wear a restraint, my arms are on either side of my body as usual (arms only, no hands)
Also, is this OAR conversion not compatible with the mod "Stances Dynamic Animation Sets"? My combat maneuvers don't change (also only arms, no hands).

Check your animation priority list in OAR (shift + O by default, if i remember correctly), DD should be one of the higher numbers. For example, if you have anything higher than 100 000 for some other movement or combat animations, change the "DD to OAR" priority to be the highest, make it 1 000 000 or something like that, or 2 000 000 to be really sure ?. So, instead of 100 006, you're going to have 2 000 006.

 

I'm not sure about the "stances" mod, I've glanced at it's nexus page, and it's animation priority for the DAR version is at 40 000, so DD should play over it.

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