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
Callie Everly Posted June 3, 2023 Posted June 3, 2023 (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. Edited June 3, 2023 by Callie Everly
merryMalfunctioning Posted June 3, 2023 Posted June 3, 2023 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.
akssi Posted June 4, 2023 Posted June 4, 2023 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!
recentcabbage Posted June 8, 2023 Posted June 8, 2023 OAR is available in nexus now., and it looks compatible with old DAR animations
krzp Posted June 14, 2023 Posted June 14, 2023 (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 July 7, 2023 by krzp 7
andbgame Posted June 17, 2023 Posted June 17, 2023 (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 Edited June 17, 2023 by andbgame 1
krzp Posted June 17, 2023 Posted June 17, 2023 (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 June 17, 2023 by krzp 3
andbgame Posted June 17, 2023 Posted June 17, 2023 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 Spoiler
EccentricWizard Posted June 19, 2023 Posted June 19, 2023 (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 Spoiler Using FNIS Spoiler 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 Spoiler Edited June 20, 2023 by longsky
M. Fraise J. Posted June 20, 2023 Posted June 20, 2023 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
krzp Posted June 20, 2023 Posted June 20, 2023 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.
EccentricWizard Posted June 20, 2023 Posted June 20, 2023 (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 June 20, 2023 by longsky
krzp Posted June 20, 2023 Posted June 20, 2023 (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 June 20, 2023 by krzp
NeAist Posted June 20, 2023 Posted June 20, 2023 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
NeAist Posted June 20, 2023 Posted June 20, 2023 On 6/17/2023 at 12:45 PM, andbgame said: Thanks for lifehack!! Now I am satisfied Hide contents Can you share/explain this? Kind of new to dar and oar can't figure out which exact animations to copy etc
EccentricWizard Posted June 20, 2023 Posted June 20, 2023 (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 June 20, 2023 by EccentricWizard
krzp Posted June 20, 2023 Posted June 20, 2023 (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 June 20, 2023 by krzp
krzp Posted June 20, 2023 Posted June 20, 2023 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.
krzp Posted June 20, 2023 Posted June 20, 2023 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. 1
krzp Posted June 20, 2023 Posted June 20, 2023 (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 June 20, 2023 by krzp
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