Plaguetard2.0 Posted September 4, 2025 Posted September 4, 2025 (edited) Greetings, So, the issue, as some may experience, is that you run a mod where if the PC is naked, she tries to cover herself up (some sort of modesty animation, there are many). Then, you get bound, and the wrists are locked behind the PC. Buuuuuut, as the PC realizes she is naked, she grows super human strength and breaks her bindings (not really) and covers herself, disrupting the bound animation. The item is still equipped, just... the animation of being bound doesn't reapply. I should note, yes I am aware I can just turn off the modesty animation. Which I've done before, but was wondering if someone knows how to get around it. Say... is there an exception to the conditional animation txt file that can be added? Like IF PC Bound something something something. Anyone ever found a solution for this? Thanks! Edited September 4, 2025 by Plaguetard2.0
traison Posted September 4, 2025 Posted September 4, 2025 3 hours ago, Plaguetard2.0 said: Say... is there an exception to the conditional animation txt file that can be added? I doubt it. As far as I know the only thing DAR/OAR does is tap into a function through which animations pass, and switching them out based on their rulesets. What you're looking for is animation precedence. I would start looking in the behaviour files. Considering Pandora is open source, maybe it contains some hints as for how this works. One thing about Pandora though is that it seems to contain "template" hkx files. From a programming perspective, this is what I'd do if I hadn't mapped out the entire structure of a binary file, but still needed to modify it. It's entirely possible neither FNIS, Nemesis nor Pandora have yet tapped into everything in behavior files - maybe animation priority is not implemented yet. Just speculation. 1
Plaguetard2.0 Posted September 5, 2025 Author Posted September 5, 2025 19 hours ago, traison said: I doubt it. As far as I know the only thing DAR/OAR does is tap into a function through which animations pass, and switching them out based on their rulesets. What you're looking for is animation precedence. I would start looking in the behaviour files. Considering Pandora is open source, maybe it contains some hints as for how this works. One thing about Pandora though is that it seems to contain "template" hkx files. From a programming perspective, this is what I'd do if I hadn't mapped out the entire structure of a binary file, but still needed to modify it. It's entirely possible neither FNIS, Nemesis nor Pandora have yet tapped into everything in behavior files - maybe animation priority is not implemented yet. Just speculation. Thanks. And I kinda figured as much, just thought I'd ask in the event someone has cracked the code somewhere. I know you can edit the DAR/OAR files for exceptions, but... my understanding just wouldn't have gone far enough into it to know if "bound" was somehow able to be considered an exception. Was worth an ask. Apprecaite the response.
PippinTom Posted September 7, 2025 Posted September 7, 2025 On 9/4/2025 at 9:54 PM, Plaguetard2.0 said: is there an exception to the conditional animation txt file that can be added? Like IF PC Bound something something something. Probably there isn't (in most cases) - but you can add your own. Assuming that you are familiar with creating rules and current actor state is a result of proper use of ZAZ (or maybe even DD) you could add an exclusion aimed at current active effect EDID: zbfMagicEffectBondage | 0x00008A24 and/or "worn keywords" EDID: zbfWornAnkles | 0x00008A4C and EDID: zbfWornWrist | 0x00008FB9 etc... Not entirely sure this works, but probably it does - I don't recall seeing any animations swapping done by OAR while being bound but I'm not really into bondage stuff; it's rather rare in my playthroughs so I could have simply missed it.
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