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Skyrim SE - Devious Devices - MCO & Precision Patch (WIP) v0.1 (OAR)


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Posted (edited)

Skyrim SE - Devious Devices - MCO & Precision Patch (WIP) v0.1 (OAR)

View File


 

This is my first attempt at editing animation annotations to create a patch for MCO & Precision. I referenced other people's Kick Animation Precision Patch to create it, and I'm trying to find suitable consecutive animations and movement distances.

It includes 3 MCO combo attacks, right-click (left foot attack), power attack, weapon art, and NickaNak's Jumping Attack.

Due to real-life obligations and other tasks, I have currently only created animations for the Armbinder.

 

Requires:
Devious Devices 5.2

MCO 1.6

Precision 2.04

OAR

DD ORA Anims

Jumping Attack (option)

 

The tools used to create this patch are as follows:

Skyrim annotation tool

Show Animation Command

 

# numOriginalFrames: 36
# duration: 1.166667
# numAnnotationTracks: 242
# numAnnotations: 15
0.000000 Collision_AttackStart
0.613087 Collision_Add.node(NPC R Calf [RClf])|Scale(1)|ID(1)|
0.613087 Collision_Add.node(NPC R Foot [Rft ])|Scale(2)|ID(1)|
0.715182 Collision_AttackEnd
0.575182 preHitFrame
0.635182 HitFrame
0.715182 MCO_WinOpen
1.076655 MCO_WinClose
0.803325 MCO_PowerWinOpen
1.076655 MCO_PowerWinClose
1.132167 MCO_Recovery
0.060000 PIE.@SGVI|MCO_nextpowerattack|1
0.060000 PIE.@SGVI|MCO_nextattack|2
0.060000 PIE.@SGVF|MCO_AttackSpeed|1
0.635182 animmotion -10 12 0

 

Here is a rough outline of the process:

  1. Perform the attacking animation in the game.
  2. At the crucial moment of the attack, open the command console.
  3. Select the player character and enter "sa" command.
  4. Check the current timestamp and take note of it.
  5. Add the recorded timestamp to the animation annotation and include the following:
  6. Collision_Add.node(NPC R Calf [RClf])|Scale(1)|ID(1)|
  7. Collision_Add.node(NPC R Foot [Rft ])|Scale(2)|ID(1)|
  8. Note: "R" in "NPC R Calf" represents the right calf, and "L" represents the left calf, depending on which foot is used for the attack.
  9. Specify the HitFrame and related settings for combo attacks.


You can refer to my animation annotations for guidance.

 

 


  • Submitter
  • Submitted
    06/19/2023
  • Category
  • Requires
    Devious Devices 5.2, MCO 1.6, Precision 2.04, OAR 1.0, DD ORA Anims
  • Regular Edition Compatible
    No

 

Edited by longsky
Posted

Ok, this is neat. Any chance for you to take a stab at the ZAZ whipping animation too? Even after looking out the crop from all DAR/OAR animations the animation itself is still 'broken' with Attack/Precision installed as the whipper always seem to want to stand right inside the target.

Posted
On 6/19/2023 at 7:57 AM, EccentricWizard said:

You can modify the condition names in the dropdown menu below and then uncheck and recheck any item as you wish. Afterward, you can click "Save Config" below.

image.jpeg.add16165934cd0b8968b6b4bcac12b65.jpeg

I can't save author config for some reason...

  • 1 month later...
Posted (edited)
On 7/4/2023 at 7:22 PM, krzp said:

Grab an OAR conversion from this post, under DD SE 5.2.

Do you know how to install this MCO?

 

What I've done is I've installed the DD OAR conversion you linked. Then, I installed EccentricWizard's mod. Since EccentricWizard's mod uses an older "ORA [sic]" conversion, I had to rename "Armbinder or Straitjacket" as "10006" to match the folder from the old conversion to the newer conversion. After all that, I installed huangdm's mod for good measure. No idea if these were the right steps to take.

Edited by Gyra
Posted
5 minutes ago, Gyra said:

Do you know how to install this MCO?

Well, I don't use MCO myself, however I think I can help you.

 

The older OAR conversion that was linked in the file was a conversion someone else made using the older version of my DAR conversion, but it is a little outdated and it was made for a pre-release version of OAR, there is some incompatibility for the json's iirc.

 

I've linked to the one that I've made myself, however, there's a small difference between them - mine still uses numbers for folder names, and the linked one used human-readable names (i've left the number-like names so the previously released patches work without much renaming). So, if you'd like to integrate the MCO files into mine, just copy the new animation files for MCO from Eccentric'sWizard into the OpenAnimationReplacer/DD to OAR/100006 folder, as this is the folder for all arm binder things. ?

 

P.S. I've made a small update to the DAR/OAR's conversion script since then, you can grab it here.

Posted

Or, if you wish to do this elegantly instead of manual copying, in your mod organizer rename the OpenAnimationReplacer/Devious Devices/Armbinder or Straitjacket/ to OpenAnimationReplacer/DD to OAR/100006 so your mod organizer overwrites the correct directory. ?

  • 5 months later...
Posted
4 hours ago, Qliphotical said:

Well, after transferring DD into OAR through this, my save config button is still disabled, any suggestions plz?

QAQ

I'd recommend looking into DD NG, as it has the most updated version of all the DD-to-OAR's stuff.

https://www.loverslab.com/files/file/29779-devious-devices-ng/

 

If that doesn't interest you, the conversion that I've linked is a little outdated, but it should behave normally. 😊

Don't forget to remove the other one, though.

Posted
6 hours ago, krzp said:

I'd recommend looking into DD NG, as it has the most updated version of all the DD-to-OAR's stuff.

https://www.loverslab.com/files/file/29779-devious-devices-ng/

 

If that doesn't interest you, the conversion that I've linked is a little outdated, but it should behave normally. 😊

Don't forget to remove the other one, though.

Thanks for replying, I've installed DDNG already before I turned to Nemesis, but I am not sure why it just doesn't work when it comes to this motion's function.

Actually if I don't install DD OAR and that conversation file above, this mod seems not to be working alone with DDNG. 😔

But as I installed both of OAR and NG files, I started to have that saving issue, and adding that conversation file can't change the situation.

  • 3 months later...
Posted

Works great with Sexlab NG v0.2.9, except I wasn't able to get the jump attack animations to work correctly, seems to play H2H_Air_Attack.hkx or H2H_AttackRight.hkx and the arms go out of the armbinder. If anyone could give a tip on what to troubleshoot, that'd be great. I tried messing with priorities with Shift + O ingame, but I couldn't set air attacks a lower priority

All the other attack animations with armbinder/yoke work great though, for anyone that wants to implement this themselves, my sorted load order in terms of importance is this:
1. Devious Devices NG v0.2.9
2. Attack-MCO-DXP+v1.6.0.6
3. Jumping Attack
4. Jumping Attack Skating Fix - Stiffness Fix
5. DD NG MCO and precision patch

Btw, I also use a Pandora + Nemesis patches & FNIS for building animations every time I mess with animation mods.

  • 3 weeks later...
  • 1 year later...
Posted
On 6/19/2023 at 12:37 PM, Talesien said:

Ok, this is neat. Any chance for you to take a stab at the ZAZ whipping animation too? Even after looking out the crop from all DAR/OAR animations the animation itself is still 'broken' with Attack/Precision installed as the whipper always seem to want to stand right inside the target.

Didn't want to necro the topic but did you ever find a fix to this? 

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