fore Posted July 11, 2015 Posted July 11, 2015 Just to inform the place where most FNIS using modders are: The long overdue FNIS for Modders Doc 5.5 is available now And since you are already reading this, here is a heads up: I'm working on FNIS 6.0, which will include alternate combat animations and many others. The technique is the one used for the equip/unequip animations with Racemenu/XPMSE2. However, since this is different to the alternate movement animations in FNIS Sexy Move and similar mods (e.g. cover up), this interface unfortunately has to be changed in an incompatible way.
germanicus Posted July 11, 2015 Posted July 11, 2015 Although I'm not a modder I want to thank you for keeping FNIS updated and fixing bugs.
fore Posted July 12, 2015 Author Posted July 12, 2015 Waiting for the 6.0 Docs...^^ I wanted to send you a spec before implementing it. If I make this like for your Racemenu plugin (one animvar per animation) and if I alter 400 animations, then it would take some 400+ animvars. Despite using a dirty trick modifying a (binary) pex file. And I don't think that is very healthy to stability. And not very nice to use for modders. Therefore I am planning to make groups of animations. And I wanted to ask you for an evaluation which animations are missing / too much, or how you would define those groups. I think you have more experience with available animations.
Groovtama Posted July 12, 2015 Posted July 12, 2015 Where I need it (for Magic) it is basically the whole set, for bows it it is bascially just equiping the bow/drawing arrows like weapons. If you wanna group it up I would go like Weapons - Equip, like it already is - Movement including sneaking - Normal Attacks incl Running Attacks - PowerAttacks incl. Running PowerAttacks I just need more equip slots for weapons like 6-9, more likely 6-7 because for the solution where I need 9+ I have not even remotely enough animations available (single/dualwield in one pack/with weaponawareness) For Magic including shouting - Equip, one variable for each hand like one-handed swords/maces/daggers - Movment - Normal Casting incl. Channeling - Master Spells incl. Channeling Master Spells Like 2-3 slots, magic doesn't differ that much For Bows - Equip/Drawing, one variable for each like Twohanded Sword and Axe/Mace - Movement - Normal RangeAttack - Alternative Atack Like 2-3 slots either the arrows are at the back and vanilla is applyable, or the arrows are at the site and the chesko animation applies That would be around 36-40 anim vars or so. I need a printout of the animation files folder to get a better overview.
fore Posted July 12, 2015 Author Posted July 12, 2015 Just wait, groov. I have a complete animation list where I have group and the loose ones. It's easy to serch there. Thanks so far.
Supertin Posted July 13, 2015 Posted July 13, 2015 And since you are already reading this, here is a heads up: I'm working on FNIS 6.0, which will include alternate combat animations and many others. The technique is the one used for the equip/unequip animations with Racemenu/XPMSE2. However, since this is different to the alternate movement animations in FNIS Sexy Move and similar mods (e.g. cover up), this interface unfortunately has to be changed in an incompatible way. Does this mean what I think it does? It will be possible to change combat/walking/running animations etc. automatically & on the fly with mods that use the new feature? That would be extremely huge & awesome news :3
fore Posted July 13, 2015 Author Posted July 13, 2015 Where I need it (for Magic) it is basically the whole set, for bows it it is bascially just equiping the bow/drawing arrows like weapons. If you wanna group it up I would go like Weapons - Equip, like it already is - Movement including sneaking - Normal Attacks incl Running Attacks - PowerAttacks incl. Running PowerAttacks I just need more equip slots for weapons like 6-9, more likely 6-7 because for the solution where I need 9+ I have not even remotely enough animations available (single/dualwield in one pack/with weaponawareness) For Magic including shouting - Equip, one variable for each hand like one-handed swords/maces/daggers - Movment - Normal Casting incl. Channeling - Master Spells incl. Channeling Master Spells Like 2-3 slots, magic doesn't differ that much For Bows - Equip/Drawing, one variable for each like Twohanded Sword and Axe/Mace - Movement - Normal RangeAttack - Alternative Atack Like 2-3 slots either the arrows are at the back and vanilla is applyable, or the arrows are at the site and the chesko animation applies That would be around 36-40 anim vars or so. I need a printout of the animation files folder to get a better overview. Here is my list. Has become pretty big, about 450 animations for 49 groups. And there are still animations where I'm not sure what to do. But that's not important. I'll write a program for the behavior changes, so adding or removing files later is not an issue. FNIS_Alternate_AnimationGroups.txt Would be really nice you could check it. All disregarded animations are in the lower part of the file. If you want you can simply change this file.
fore Posted July 13, 2015 Author Posted July 13, 2015 And since you are already reading this, here is a heads up: I'm working on FNIS 6.0, which will include alternate combat animations and many others. The technique is the one used for the equip/unequip animations with Racemenu/XPMSE2. However, since this is different to the alternate movement animations in FNIS Sexy Move and similar mods (e.g. cover up), this interface unfortunately has to be changed in an incompatible way. Does this mean what I think it does? It will be possible to change combat/walking/running animations etc. automatically & on the fly with mods that use the new feature? That would be extremely huge & awesome news :3 Yes. The same way it works for the Equip/Unequip with Groov's XPMSE2 and Racemenu.
Supertin Posted July 13, 2015 Posted July 13, 2015 And since you are already reading this, here is a heads up: I'm working on FNIS 6.0, which will include alternate combat animations and many others. The technique is the one used for the equip/unequip animations with Racemenu/XPMSE2. However, since this is different to the alternate movement animations in FNIS Sexy Move and similar mods (e.g. cover up), this interface unfortunately has to be changed in an incompatible way. Does this mean what I think it does? It will be possible to change combat/walking/running animations etc. automatically & on the fly with mods that use the new feature? That would be extremely huge & awesome news :3 Yes. The same way it works for the Equip/Unequip with Groov's XPMSE2 and Racemenu. That is brilliant, I can't wait :X. I hope people will realize the potential of this!
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