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Posted

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

Posted

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

 

A user earlier identified YPS Immersive Fashion as the source of this problem in their specific setup. Updating to the latest version fixed it for them.

Posted

 

Would any of the animators who worked on the new animations be willing to release their animation project files? My reason being so that we can tweak the animations more to individual likes both for personal use and for sharing here with the LL community.

 

I had my crack at doing movement animations but struggled with both the offsets for devious equipment and getting a movement quality that didn't look robotic. And ofcourse importing another mods .hkx into 3d software (max for me) ends badly so ideally you'd need the original project files to make tweaks/ alterations.

 

Cheers

 

~ Dark

 

Are you know Motionbuilder? :)

 

 

I've used it a little in the past, didn't find it difficult. Is that what you guys used?

 

Posted

 

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

 

A user earlier identified YPS Immersive Fashion as the source of this problem in their specific setup. Updating to the latest version fixed it for them.

 

 

Thanks for the info, but I don't have this mod. I will try to see if I have something similar.

Posted

Would it be possible to install all 3 armbinder animation variants at once and then chose which one you currently want to use via ingame MCM commands without much extra coding effort in a future update?

Posted

Could I request you guys do something with the hands in the new armbinder animation, to accommodate binders that don't hide the hands? I used to be quite fond of Cursed Loot's Steel Shackles item, but ever since DDi's change to the new animation instead of a refreshing offset they've looked quite odd as the bound subject now has her hands flat together behind her back, instead of in a more natural clenched fist pose like ZAP's cuffs or a splayed hands pose like the struggle animation has.

Posted

Would it be possible to install all 3 armbinder animation variants at once and then chose which one you currently want to use via ingame MCM commands without much extra coding effort in a future update?

 

You can manually copy files over from the optional installation folders. Yes, it's less convenient than MCM but it's the easiest and most efficient way ^^

 

Adding MCM selections would not only require a lot of coding for relatively little gain (once again, users can easily do that by mixing and matching the files) but would also take up a lot of FNIS alternate animations real estate. There's only a limited number of sets that FNIS can handle. It has a limit of 128 sets and DD already takes up 28 of those (14 each for yoke and armbinder). We have to be considerate of FNIS limits and other mods acting within its confines as well as the capacity of users' machines. DD should not have monopoly on alternate animations.

 

So while it's certainly possible, the costs would outweigh the benefits.

Posted

Could I request you guys do something with the hands in the new armbinder animation, to accommodate binders that don't hide the hands? I used to be quite fond of Cursed Loot's Steel Shackles item, but ever since DDi's change to the new animation instead of a refreshing offset they've looked quite odd as the bound subject now has her hands flat together behind her back, instead of in a more natural clenched fist pose like ZAP's cuffs or a splayed hands pose like the struggle animation has.

 

Cuffs are not a core item so it's not afforded priority. That said there was some discussion regarding adding core support for cuffs, including animations, but no work has begun on it yet as far as I'm aware.

Posted

 

Would it be possible to install all 3 armbinder animation variants at once and then chose which one you currently want to use via ingame MCM commands without much extra coding effort in a future update?

 

You can manually copy files over from the optional installation folders. Yes, it's less convenient than MCM but it's the easiest and most efficient way ^^

 

Adding MCM selections would not only require a lot of coding for relatively little gain (once again, users can easily do that by mixing and matching the files) but would also take up a lot of FNIS alternate animations real estate. There's only a limited number of sets that FNIS can handle. It has a limit of 128 sets and DD already takes up 28 of those (14 each for yoke and armbinder). We have to be considerate of FNIS limits and other mods acting within its confines as well as the capacity of users' machines. DD should not have monopoly on alternate animations.

 

So while it's certainly possible, the costs would outweigh the benefits.

 

 

Thanks for the detailed explanation, didn't know about the FNIS animation limit. I'll stick to de- and reinstall then to try all of the animations.

 

Posted

 

Would it be possible to install all 3 armbinder animation variants at once and then chose which one you currently want to use via ingame MCM commands without much extra coding effort in a future update?

 

You can manually copy files over from the optional installation folders. Yes, it's less convenient than MCM but it's the easiest and most efficient way ^^

 

Adding MCM selections would not only require a lot of coding for relatively little gain (once again, users can easily do that by mixing and matching the files) but would also take up a lot of FNIS alternate animations real estate. There's only a limited number of sets that FNIS can handle. It has a limit of 128 sets and DD already takes up 28 of those (14 each for yoke and armbinder). We have to be considerate of FNIS limits and other mods acting within its confines as well as the capacity of users' machines. DD should not have monopoly on alternate animations.

 

So while it's certainly possible, the costs would outweigh the benefits.

 

Are you sure DD uses 28 sets, ands not only 14?   :)

 

I didn't look into the implementation, but each set can have up to 10 alternates per mod, and it still counts as 1. So it wouldn't matter if one mod has 2 or 3 alternates in a set.

Posted

 

 

Also, might have discovered a bug in DDx. Quoting myself from EDD thread: 

 

 

 

By that I mean that it's not EDD that's actually equipping stacking items on you (but it is EDDs fault). It's DDi that's doing the equipping. EDD only unequips/equips once you leave the inventory menu. 

 

Case in point I've discovered the same bug in DD expansion. 

 

1. Console yourself RD-Blindfold (xx011110) AND RD-Custom Blindfold (xx013354)

2. Open inventory and equip RD-Custom Blindfold and close inventory.

3. Try to stash RD-Blindfold into a container.

4. You're now wearing two blindfolds  :P

 

Because (I think) they both share the "deviceRendered" property it causes DDi some trouble internally and you end up with both equipped. 

 

 

Oddly doesn't happen if you equip RD-Blindfold first. 

 

I noticed this the first time around while building EDD but didn't think much of it at the time. WT-Blindfold & WT-Custom Blindfold also share a deviceRendered property. 

Additionally, RD-Custom Blindfold and WT-Custom Blindfold have "deviceInventory" property set as a script instance ARMO form which is different from all the other DDs which usually reference their own formid. 

 

 

Same problem with xx0110E6 & xx013345

and

xx00EFFE & xx013341

Posted

 

 

Would it be possible to install all 3 armbinder animation variants at once and then chose which one you currently want to use via ingame MCM commands without much extra coding effort in a future update?

 

You can manually copy files over from the optional installation folders. Yes, it's less convenient than MCM but it's the easiest and most efficient way ^^

 

Adding MCM selections would not only require a lot of coding for relatively little gain (once again, users can easily do that by mixing and matching the files) but would also take up a lot of FNIS alternate animations real estate. There's only a limited number of sets that FNIS can handle. It has a limit of 128 sets and DD already takes up 28 of those (14 each for yoke and armbinder). We have to be considerate of FNIS limits and other mods acting within its confines as well as the capacity of users' machines. DD should not have monopoly on alternate animations.

 

So while it's certainly possible, the costs would outweigh the benefits.

 

Are you sure DD uses 28 sets, ands not only 14?   :)

 

I didn't look into the implementation, but each set can have up to 10 alternates per mod, and it still counts as 1. So it wouldn't matter if one mod has 2 or 3 alternates in a set.

 

 

Oh? I must have misread it ^^ There's 14 sets for each device so I thought it counts as 28.

Posted

I've noticed a couple of things about the "manipulate the locks" feature on armbinders.

First if I get the tighten binder event from talking with a gag, it seems weird that the person would not notice that the locks have been tampered with.

 

And second, when a mod (like cursed loot or dd equip) equips an armbinder on my character, the equipped armbinder will keep the manipulated state from the last one she was wearing.

Posted

For the past few versions I've been having an issue with armbinder animations. My character simply loses her hands and runs with her arms as usual. If I restore and older version of DDi this fixes the issue. Does anyone else have this problem, or know a fix for it?

Posted

For the past few versions I've been having an issue with armbinder animations. My character simply loses her hands and runs with her arms as usual. If I restore and older version of DDi this fixes the issue. Does anyone else have this problem, or know a fix for it?

 

Did you run FNIS for users? And is your FNIS up to date?

Posted

Guys how do I permanently disable armbinder? I hate is so much... is it possible to replace it with shackles or something else? The animations are terrible and I can't seem to get rid of it even if I disable it.

Posted

Guys how do I permanently disable armbinder? I hate is so much... is it possible to replace it with shackles or something else? The animations are terrible and I can't seem to get rid of it even if I disable it.

 

Depends on how you get your armbinders.

If it is a mod that is giving you the armbinder, see if you can disable armbinders in that mods MCM.

 

You can also change the armbinder animations now.

Posted

 

 

 

Would it be possible to install all 3 armbinder animation variants at once and then chose which one you currently want to use via ingame MCM commands without much extra coding effort in a future update?

 

You can manually copy files over from the optional installation folders. Yes, it's less convenient than MCM but it's the easiest and most efficient way ^^

 

Adding MCM selections would not only require a lot of coding for relatively little gain (once again, users can easily do that by mixing and matching the files) but would also take up a lot of FNIS alternate animations real estate. There's only a limited number of sets that FNIS can handle. It has a limit of 128 sets and DD already takes up 28 of those (14 each for yoke and armbinder). We have to be considerate of FNIS limits and other mods acting within its confines as well as the capacity of users' machines. DD should not have monopoly on alternate animations.

 

So while it's certainly possible, the costs would outweigh the benefits.

 

Are you sure DD uses 28 sets, ands not only 14?   :)

 

I didn't look into the implementation, but each set can have up to 10 alternates per mod, and it still counts as 1. So it wouldn't matter if one mod has 2 or 3 alternates in a set.

 

 

Oh? I must have misread it ^^ There's 14 sets for each device so I thought it counts as 28.

 

 

You have 14 lines like

AAset _h2heqp 2

No problem to change the number of possible alternates from 2 to 3. What counts against this 128 limit is the total number of AAset lines in all of the user's mods.  

 

The reason behind that 128 restriction is the usual Papyrus array limitation. FNIS has to keep track of the number of alternates per set for each and every group. So the necessary animation variables can be calculated. Not only for the current run, but also between different saves in case the installation has changed. And since this interface was already rather tricky, I didn't want to make it too complicated by using 2 or more arrays for each array that is indexed with the set number.

Posted

Hello, during the forbidden tome quest, I picked the odd dynamo core before speaking to Zed. From there, I've picked up the other 2 items but the quest cannot go forward because it won't validate the first item. I've tried to drop it from my inventory through player.drop [id] 1, however picking it back up won't validate the quest either. Is there a way to move forward?

 

I'm unfamiliar with how to search for a quest id or stage, however a quick search tell me that using "setstage zaddForbiddenTomeQuest 40" would solve my issue. Is this the correct command?

Posted

 

Guys how do I permanently disable armbinder? I hate is so much... is it possible to replace it with shackles or something else? The animations are terrible and I can't seem to get rid of it even if I disable it.

Depends on how you get your armbinders.

If it is a mod that is giving you the armbinder, see if you can disable armbinders in that mods MCM.

 

You can also change the armbinder animations now.

Im using slaverun reloaded but I have disabled armbinders in every mod I have in which I can. The sad part is the mod uses all the devices instead of the ones I've disabled.

Posted

Got a bug report: When using the Device Hider, it causes multiple items to equip/dequip constantly in a neverending loop.

In the top left, a message pops up saying "    was unequipped" over and over again.

 

I've tested this multiple times to see if it would happen, and it did every single time.

And I am using the latest version.

Posted

Got a bug report: When using the Device Hider, it causes multiple items to equip/dequip constantly in a neverending loop.

 

In the top left, a message pops up saying "    was unequipped" over and over again.

 

I've tested this multiple times to see if it would happen, and it did every single time.

 

And I am using the latest version.

 

Mod conflict. You're using a mod that either prevents equipping/unequipping items in combat (Requiem, Cursed Loot with the stripping collar) or you're wearing some unequippable outfit that occupies the device hider slot.

 

You could try changing the device hider slot to something else. If that doesn't help, you need to address the mod conflict. Requiem has an MCM option to disable the autounequipper but I'm not sure about other mods.

Posted

Alright, so I managed to finish the forbidden tome quest. Though not without troubles. I manually increased the quest stage, which fixed me being stuck. From there however, as soon as I approached zed and saved, my game would crash. I mean, the game wouldn't allow me to save once I approached zed.

 

Turns out my savegame needed some cleaning, because after some work in the Save Cleaner utility I could manage a save after zed and finish the quest. It is quite strange that the CTD at save would only occur once I approached zed and not before though.

 

Anyhow, for future version, would it be possible for the quest to check the player inventory for items, in case the player already went into a ruin and looted an odd dwemer artifact? This is a trivial issue, but I'm positive it will eventually come back in this topic.

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