fore Posted October 12, 2015 Author Posted October 12, 2015 @fore, don't use Game.getPlayer(), especially if this event will be triggered often. Game.getPlayer() is about 1000 times slower that using a PlayerRef Property. (Confirmed in script profiling many times.) I know. I use a player variable wherever I can. Except for 2 situations: When I have a global function When I write a small example which would grow from 5 to 6 lines with this change
Phnx Posted October 12, 2015 Posted October 12, 2015 Sooo, any ETA on a new beta that supports mtidle?
fore Posted October 12, 2015 Author Posted October 12, 2015 Probably tomorrow. Or the day after tomorrow, or the .....
Phnx Posted October 12, 2015 Posted October 12, 2015 Probably tomorrow. Or the day after tomorrow, or the ..... Ah take your time. As I have no notable scripting knowledge I need to figure out an efficient and working script for my mod first anyway.
fore Posted October 14, 2015 Author Posted October 14, 2015 I've been playing with the new framework to replace the animations of _mtidle _mt and _mtx with the crawling on all fours animations. I've gotten it to work for everything except the idle and I can't figure out what I'm doing wrong or if the framework is to blame. The idle animation stays as the normal standing idle animation. In my FNIS list file I have the entry: AAset _mtidle 1 The idle file name is named "spw0_mt_idle.hkx" The script uses the line FNIS_aa.SetAnimGroup(akActor, "_mtidle", my_mtidle_base, 0, "PetWalk") It all works for _mt and _mtx, but _mtidle isn't getting replaced. FNISGenerateForUsers is detecting the correct number of animation sets and replacement files. On another less important note, when I activate the animation set change my camera zooms in. Probably tomorrow. Or the day after tomorrow, or the ..... Ah take your time. As I have no notable scripting knowledge I need to figure out an efficient and working script for my mod first anyway. FNIS 6.0 Beta 2 is out. Besides others, it fixes the missing _mtidle group definition. Note that in order to surpress an NPCs vanilla sequence of standing idles, thereby allowing the NPC standing animations being replaced by a single alternate file, you can now use the AnimVar FNIS_NPC_SingleIdle. Setting this variable to 1 will make an NPC play just one standing idle (vanilla mt_idle.hkx, or an alternate). Dont forget to reset to 0 once you are done with the NPC.
Rayblue Posted October 14, 2015 Posted October 14, 2015 Reading comments on Nexsux, I still find it funny that your mod still manages to catch third-world crack kiddies off-hand because they post the entirety of their log. Including their installation path. Hooboy, the admin staff there's gonna have a field day blackballing the stupid dorks.
Groovtama Posted October 14, 2015 Posted October 14, 2015 Hey fore, is 2hm_equip\2hm_unequip now 2hc_equip\2hc_unequip for AAs or does the generator look for xxxy_2hm_equip\xxxy_2hm_unequip or is it now xxxy_2hc_equip\xxxy_2hc_unequip for easier understanding?
fore Posted October 14, 2015 Author Posted October 14, 2015 Hey fore, is 2hm_equip\2hm_unequip now 2hc_equip\2hc_unequip for AAs or does the generator look for xxxy_2hm_equip\xxxy_2hm_unequip or is it now xxxy_2hc_equip\xxxy_2hc_unequip for easier understanding? It's xxxy_2hc. The original file name is 2hc_equip/unequip, and I try to make things as straight forward as possible. And I don't want to make exceptions, just because Skyrim has broken their naming conventions again and again. I know I did in the first weapequip. Sorry for the confusion. But that was handcrafted. Now everything is program based. Btw. I'm working now on an FNIS 6.0 based PCEA2. Where the user can dump all kind of animation mods in up to 10 folders, and then he can select via MCM. This way I don't need to care about permissions, and users can use whatever they want. It really comes handy when there is a generator that everyone is used to.
fore Posted October 14, 2015 Author Posted October 14, 2015 Reading comments on Nexsux, I still find it funny that your mod still manages to catch third-world crack kiddies off-hand because they post the entirety of their log. Including their installation path. Hooboy, the admin staff there's gonna have a field day blackballing the stupid dorks. stupiddork.JPG Oh I love this. I might look as the self-appointed piracy police in the meantime. And yes, I do support Bethesda. But originally I made this check because there were cracked versions around which showed bugs that were not in the steam game. And after a while it showed a very nice side effect. It filtered a lot of users with abilities ..ehhm.. below average.
27X Posted October 14, 2015 Posted October 14, 2015 Hey fore, is 2hm_equip\2hm_unequip now 2hc_equip\2hc_unequip for AAs or does the generator look for xxxy_2hm_equip\xxxy_2hm_unequip or is it now xxxy_2hc_equip\xxxy_2hc_unequip for easier understanding? It's xxxy_2hc. The original file name is 2hc_equip/unequip, and I try to make things as straight forward as possible. And I don't want to make exceptions, just because Skyrim has broken their naming conventions again and again. I know I did in the first weapequip. Sorry for the confusion. But that was handcrafted. Now everything is program based. Btw. I'm working now on an FNIS 6.0 based PCEA2. Where the user can dump all kind of animation mods in up to 10 folders, and then he can select via MCM. This way I don't need to care about permissions, and users can use whatever they want. It really comes handy when there is a generator that everyone is used to. Brilliant. Been working on a khajiit/Ka Po' Tun based martial arts mod, this will help immensely.
fore Posted October 14, 2015 Author Posted October 14, 2015 Martial arts is h2h? Meaning the player will use it all the time? If it's weapon based then I can provide a script that changes animations whenever a certain weapon is equipped/unequipped.
Nichoice Posted October 15, 2015 Posted October 15, 2015 I use enhanced camera + immersive first person for snu snu because for the life of me I can not shoot a crossbow or bow with no crosshair using immersive first person. Is it right of me to assume that these dynamic animations won't effect 1st person while using enhanced camera, since it just mirrors the body while using 1st person arms and doesn't actually use 3rd person animations?
27X Posted October 15, 2015 Posted October 15, 2015 Martial arts is h2h? Meaning the player will use it all the time? If it's weapon based then I can provide a script that changes animations whenever a certain weapon is equipped/unequipped. Currently it'll be "default" h2h anims, rather than a weapon, though I haven't ruled an equip out completely.
fore Posted October 15, 2015 Author Posted October 15, 2015 I use enhanced camera + immersive first person for snu snu because for the life of me I can not shoot a crossbow or bow with no crosshair using immersive first person. Is it right of me to assume that these dynamic animations won't effect 1st person while using enhanced camera, since it just mirrors the body while using 1st person arms and doesn't actually use 3rd person animations? Everything in FNIS is 3rd person only.
shinji72 Posted October 15, 2015 Posted October 15, 2015 Martial arts is h2h? Meaning the player will use it all the time? If it's weapon based then I can provide a script that changes animations whenever a certain weapon is equipped/unequipped. Currently it'll be "default" h2h anims, rather than a weapon, though I haven't ruled an equip out completely. This is interesting (and would also be a nice showcase of Fnis 6 capabilities). Let me when you have something playable which I could record. Thanks.
fore Posted October 15, 2015 Author Posted October 15, 2015 shinji, maybe you wait a bit more. I hope no more than 2 weeks. I'm working on PCEA2, based of FNIS 6.0. Up to 10 folders where the users can simply drop his own animation collections into seperate folders. It will come at least with the xp32 and bergzore files to start with. Everything else is done by the generator. At runtime the user can choose between these collections via MCM. Single, or in combination. And everything without the need of custom races.
Uriel Posted October 15, 2015 Posted October 15, 2015 I'm working on PCEA2, based of FNIS 6.0.Maan. Thats a dream coming true. I only hope v2 will not produce all kinds of weird issues for me, like v1 were doing.
Groovtama Posted October 16, 2015 Posted October 16, 2015 Martial arts is h2h? Meaning the player will use it all the time? If it's weapon based then I can provide a script that changes animations whenever a certain weapon is equipped/unequipped. Currently it'll be "default" h2h anims, rather than a weapon, though I haven't ruled an equip out completely. I can add unarmed combat styles to my stuff it is not that hard to do anyway. And I have a lot of animation stuff from other people that I can use.
fore Posted October 16, 2015 Author Posted October 16, 2015 Martial arts is h2h? Meaning the player will use it all the time? If it's weapon based then I can provide a script that changes animations whenever a certain weapon is equipped/unequipped. Currently it'll be "default" h2h anims, rather than a weapon, though I haven't ruled an equip out completely. I can add unarmed combat styles to my stuff it is not that hard to do anyway. And I have a lot of animation stuff from other people that I can use. The intention of my post to get people to use "intelligent" ways of adding alternate animations. See, the way we are adding equip animations to Racemenu is dangerous, although I don't see another way. The user selects a weapon placement, and gets a fitting equip animation. And we expect that to be kept until the next Racemenu. But maybe it won't. Animation replacers like xp32's and yukl's (and Bergzore's anyway) have their own equip animations. Now when a user will select one of these animation mods with my upcoming PCEA2, it would overwrite the selection from the racemenu, and an animation which doesn't fit the weapon placement would be played. Therfore I will seperate equip animations from the other stuff for these mods. And when a user selects equip animations in the PCEA2 MCM he should know what he is doing. But I can't seperate animation mods for all different kind of aspects. And a user who has the possibility to dump animation mods in one of PCEA2's forlders won't either. So mods will replace happily one another if we all use that "replace and forget" method. Therefore I'll try to convince modders to attach special attack animations, for example, to specific weapons. So whenever the weapon is unequipped again, the previous alternates can be reloaded again. I know that doesn't fit for many situations. But this combination of eastern wepon / eastern animations is a pretty nice example.
shinji72 Posted October 16, 2015 Posted October 16, 2015 shinji, maybe you wait a bit more. I hope no more than 2 weeks. I'm working on PCEA2, based of FNIS 6.0. Up to 10 folders where the users can simply drop his own animation collections into seperate folders. It will come at least with the xp32 and bergzore files to start with. Everything else is done by the generator. At runtime the user can choose between these collections via MCM. Single, or in combination. And everything without the need of custom races. Cool! So I could make a PCEA2 video!
Owrom Posted October 16, 2015 Posted October 16, 2015 for Fnis 6.0 will it be like having diffrent animations randomly show up? like for one-handed heavy attacks
fore Posted October 17, 2015 Author Posted October 17, 2015 for Fnis 6.0 will it be like having diffrent animations randomly show up? like for one-handed heavy attacks FNIS 6.0 provides the capability to do such things. But it still need as mod to initiate, and to provide the logic.
Bonnie Lass Posted October 21, 2015 Posted October 21, 2015 I saw you in the Ultimate Combat comments fore. I'm sorry to say but tktk1 does not respond to comments or messages anymore, even when contacted by other modders concerning his mod. The author of Combat Behavior Improved tried for months to get a hold of him for a compatibility patch. I do know this author responds to messages, however, so you might want to contact him about making a FNIS 6.0 patch for Combat Behavior Improved.
fore Posted October 21, 2015 Author Posted October 21, 2015 I saw you in the Ultimate Combat comments fore. I'm sorry to say but tktk1 does not respond to comments or messages anymore, even when contacted by other modders concerning his mod. The author of Combat Behavior Improved tried for months to get a hold of him for a compatibility patch. I do know this author responds to messages, however, so you might want to contact him about making a FNIS 6.0 patch for Combat Behavior Improved. It's really strange with tktk1. He is logged in at Nexus at least once a week, but doesn't respond to anything. But he's not only quiet. At one time, long ago, he had even actively blocked me. I wasn't able to send him pm, while another user still was, at that time. His behavior changes are not that extensive. And even though it is tedious to make a patch when the other author support (providing a behavior file based on the original one), it wouldn't take me too long. But with him I'm at risk to get in trouble because of copyright. And CBE you can forget. I was in contact with Zartar very often, and he doesn't want that patch to be made. Not with something he calls an Alpha. And I, honestly, don't want that either. Making a patch between FNIS 6.0 and CBE would be a MASSIVE project now, and I wouldn't like to do that for something in a very unfinished state. With FNIS 5.0 the patch was easy. The only common file was 0_master. So I took his file as input, and added my changes which were contained at about 10 places in the original. With FNIS 6.0 it is totally different. Now there are 6 behaviors in common, and for the 2 biggest ones alone, FNIS adds about 15,000 lines of code. Distributed at about 1,500 places. And although I have a tool to do most of the work, I can't guarantee that my tool will work on behaviors that are changed as much as CBE has changed them.
Bonnie Lass Posted October 22, 2015 Posted October 22, 2015 And CBE you can forget. I was in contact with Zartar very often, and he doesn't want that patch to be made. Not with something he calls an Alpha. And I, honestly, don't want that either. Making a patch between FNIS 6.0 and CBE would be a MASSIVE project now, and I wouldn't like to do that for something in a very unfinished state.Uh, what's CBE? I'm talking about CBI, Combat Behaviors Improved, by moljka
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