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Devious Devices Framework Development/Beta


Kimy

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Posted
On 4/8/2022 at 11:00 PM, Frayed said:

I also have a feature request for Contraptions: would it be possible to disable the interact key somehow? I want to have scenes (both creation kit ones or SL) involving contraptions, but currently you can always interact with contraptions, even while in dialogue or in a scene where all other controls are locked. Having the player able to release themselves mid-scene is a bit of a bother, and it also prevents me from using messageboxes since every time you close one with the activate key it pops up the device escape menu.

 

We could prevent activation by adding an extra requirement in the OnKeyDown() event in zadcFurnitureScript.psc:

 

  Reveal hidden contents

bool canActivate = true ; If false, prevent interact key opening up the device menu. Set false only for scripted events and remember to re-enable, or player will get stuck in device permanently!

 

Event OnKeyDown(Int KeyCode)
    If (KeyCode == Input.GetMappedKey("Activate", 0) && canActivate)
        self.Activate(libs.PlayerRef)
    Endif
EndEvent

 

Function SetCanOpenDeviceMenu(bool canOpen = true)
    canActivate = canOpen
EndFunction

 

Obviously this is a little bit dangerous, since setting this flag to false will break device functionality until it is set back to true. Alternatively, you could only allow it to be set to false for specific periods of time by registering events that set it back to true after a while every time you set it to false. But I think that would be very inconvenient. Perhaps someone can think of a better (safer?) solution?

 

Edit: Can't get this to work anyway, since I can't figure out how to get a reference to the script of the actual device from elsewhere. I seem to only get copies of the script, since anything I change about the copy I have isn't reflected in the devices' behaviour. I'll give it another try later and update this post if I find something that works.

 

2nd Edit: Took a bit more time and managed to get this working. Indeed all I was missing was how to get a reference to the actual device's script: this turned out to be possible by making a property with the script as the type i.e. "zadcFurnitureScript" and pointing it to an existing device as you would with a regular ObjectReference. I'm currently using this in a quest mod I'm making (it's almost done!) and it seems to be working nicely, Given that setting this up correctly takes a bit of papyrus and CK knowledge, it's not too likely to happen accidentally so I think it could be safe to add for mod authors to use.

 

Quoting myself here for visibility since I edited the post again after figuring it out: the quoted post proposes a feature to disable activation of contraptions via a script, which is useful for mod authors e.g. when the player is supposed to have *all* controls disabled such as in a scene.

Posted (edited)
On 5/16/2022 at 7:24 AM, zarantha said:

The nipple piercings I saw are in the link below, but they don't replace DD's piercings. They also aren't SMP like the chains are, just weighted to move with the breasts. The concept of SMP dangling chains is simple enough, attach a bone to the breast bone and add another to dangle, but it's not something I've ever done. It doesn't look like anyone else has done it yet either, despite the idea being around for years.
https://www.loverslab.com/files/file/15589-se-cbbe-hdt-piercing-sets-bodyslide-conversion-for-3bbb/

 

 

I can weigh in here. I made multiple attempts some time ago trying to do exactly this: making a version of the nipple piercings for a 3BBB body that both move with the breasts correctly and have dangling physics on their own. I never really got it to work correctly.

 

Rigging the piercings to move with the breasts is easy enough, but you can't just add another bone for the piercing physics and weight paint the piercing mesh with that bone, because vertices in (Skyrim(?)) nifs can only have vertex weights from max 4 different bones, and the nipples on a 3BBB body already use all of them (spine + 3 breast bones). So you can't add a 5th bone's vertex paint on top of that without removing the weight of another bone. If you would do that you could get it to dangle, but then it won't move correctly with the breasts anymore.

 

I tried to work around this problem by painting only the part that goes through the nipple with the spine + 3 breast bones, painting the rest with a single physics bone and defining a set of physics constraints that should restrict movement to stay near the "fixed" part. But that's where I got stuck, since I can only define constraints between bones and not between a bone and a mesh. Perhaps there is some combination of physics constraints between the piercing dangly bits bone and the breast bones that would do the trick, but at this point I'm not sure what it would be, except, uh, convoluted ?.

 

Conversely, something like the clit piercing is "easy", because it's only painted with one bone (pelvis) by default, so you have some vertex weight paint slots to work with.

Edited by Frayed
Posted
9 minutes ago, Frayed said:

 

I tried to work around this problem by painting only the part that goes through the nipple with the spine + 3 breast bones

 

Hmm, I was thinking it would just need the one breast bone - b3 or b1, i forget which. no need to weight paint it with the spine or the other breast weights. piercings are so small the fixed part of the piercing should fit in the area of the one weight. It doesn't need to move with the spine, since the breast will do that. it just needs to follow the breast.

 

If I can figure out how to do new bones or move something like an earring or that clit piercing to a new location, i might take a stab at it. I was thinking two custom bones should be enough, but might do three, depends. it does look weird to have them glued to the breast like they are.

Posted
3 minutes ago, zarantha said:

 

Hmm, I was thinking it would just need the one breast bone - b3 or b1, i forget which. no need to weight paint it with the spine or the other breast weights. piercings are so small the fixed part of the piercing should fit in the area of the one weight. It doesn't need to move with the spine, since the breast will do that. it just needs to follow the breast.

 

If I can figure out how to do new bones or move something like an earring or that clit piercing to a new location, i might take a stab at it. I was thinking two custom bones should be enough, but might do three, depends. it does look weird to have them glued to the breast like they are.

 

I believe I tried one breast bone, but it never looked right. That said, that was my first foray into weight painting, so I may just have messed up something else and drawn the wrong conclusion. Definitely check and experiment for yourself.

 

Checking the 3BBB weight paints, it seems I was wrong and b1 doesn't actually paint the nipple, so it shouldn't contribute to the piercing either, which may give us the one bone slot we need. Perhaps I'll make another attempt as well if I find some time, since now you've got me curious again :P.

Posted
2 hours ago, Frayed said:

 

Quoting myself here for visibility since I edited the post again after figuring it out: the quoted post proposes a feature to disable activation of contraptions via a script, which is useful for mod authors e.g. when the player is supposed to have *all* controls disabled such as in a scene.

 

I can add this!

Posted

I have a suggestion which I think applies to the DD framework and not DCL.

 

I am a huge fan of the extreme hobble dresses and the similar straitjackets, but if you are put into a spot where you are forced to traverse long distances while wearing one (situations usually caused by DCL, like after triggering a trap, or bad guys equipping it on you after getting defeated), it can be a bit boring after a while.

 

When you install the mod you're given an option to select between normal movement and bunnyhopping, but my suggestion is why not both? I think standard walking could be default movement, but you can hold run to bunnyhop at slightly increased speed in exchange for very fast stamina drain. I know the capability is there because followers will do it automatically if they get too far away from you, and the dragonborn will do it if you enable TGM in the console.

 

I just think being able to do that even if for only short bursts can really help for those very long walks you may be forced to make.

Posted (edited)
4 hours ago, serranna said:

I have a suggestion which I think applies to the DD framework and not DCL.

 

I am a huge fan of the extreme hobble dresses and the similar straitjackets, but if you are put into a spot where you are forced to traverse long distances while wearing one (situations usually caused by DCL, like after triggering a trap, or bad guys equipping it on you after getting defeated), it can be a bit boring after a while.

 

When you install the mod you're given an option to select between normal movement and bunnyhopping, but my suggestion is why not both? I think standard walking could be default movement, but you can hold run to bunnyhop at slightly increased speed in exchange for very fast stamina drain. I know the capability is there because followers will do it automatically if they get too far away from you, and the dragonborn will do it if you enable TGM in the console.

 

I just think being able to do that even if for only short bursts can really help for those very long walks you may be forced to make.

 

I've actually worked on this issue at one point but never went further with it. You can download a test file from here. 

 

While the test files do work it's not polished and there a some issues that would need to be fixed before the changes could ever be added to the framework.

 

Biggest issue is scenes where your character is controlled and is forced to move somewhere. With the test file "walking" (holding down Shift, toggled Caps Lock, or in a scene) is very slow now. This could potentially break scenes since your character can't move to the next part of a scene fast enough. Or get stuck on geometry because you're not moving fast enough. It's been quite a while but I tested a scene from Elvira's Deviously Pink Shop. It's the scene where you enter Elvira's room, you're force-greeted and escorted (controlled) back out of her room. Since walk speed in a hobble dress is very slow when using my test file my character couldn't make it over the damn door threshold to Elvira's room. It's a small hump that utterly defeated my poor character.

 

I'm not a scripter, I just hacked these changes together. I don't know if there's a way to detect if the player is in scene and controlled. If there is then the test script would need some kind of addition that would force the player to run or just speed them up if they're in a scene and wearing a hobble dress.

 

The only other issue is the sort-of dynamic change to fast-travel speed. With the test files fast-traveling while wearing a hobble dress takes far longer to reach your destination then it does without. The issue here is other mods that might also change fast-travel speed. The only mod off the top of my head that changes fast-travel speed during gameplay is Realistic Needs and Diseases. IIRC fast-travel speed is altered if you over-ate or some such, during testing this horribly broke travel speeds and was taking days to travel from Whiterun to Windhelm.

 

So the dynamic fast-travel speed changes probably won't be compatible with other and may have to be scrapped. Unless there's a way to make it compatible.

 

Here's hoping someone that knows what the hell they're doing with scripts attempts to fix these issues, At the very least the scene issue, fast-travel stuff can be scrapped.

Edited by UnEvenSteven
Posted
8 hours ago, serranna said:

I have a suggestion which I think applies to the DD framework and not DCL.

 

I am a huge fan of the extreme hobble dresses and the similar straitjackets, but if you are put into a spot where you are forced to traverse long distances while wearing one (situations usually caused by DCL, like after triggering a trap, or bad guys equipping it on you after getting defeated), it can be a bit boring after a while.

 

When you install the mod you're given an option to select between normal movement and bunnyhopping, but my suggestion is why not both? I think standard walking could be default movement, but you can hold run to bunnyhop at slightly increased speed in exchange for very fast stamina drain. I know the capability is there because followers will do it automatically if they get too far away from you, and the dragonborn will do it if you enable TGM in the console.

 

I just think being able to do that even if for only short bursts can really help for those very long walks you may be forced to make.

 

DAR is perfect for this. But i suspect Kimy doesn't want to add DAR as another requirement to DD, so you can only make a private patch.
I removed any FNIS AA requirements from DD and replaced everything with DAR - it is quicker, smoother, reliable, works just perfect, and without ANY Papyrus scripting involved (on the contrary... what you do, is comment out some small parts of the code).
If @Kimy agrees, i can later post a guide on how to do it on my profile.

Posted

@Kimy In case you have too much to do, too many messages to wade through probably, here is a copy of the bug report i sent as part of my DAR question (should have posted it here in the first place anyway):

 

Quote

 

...errors in the original DD 5.1 packages.

Now, i am still using DD 5.1, so these errors may not be relevant to your development of next version, but maybe you'd better check you are not carrying the errors over to the new version.

The following animations from setup folder 00 Core\meshes\actors\character\animations\DD\
have wrong names, and once installed, FNIS AA won't be able to use them:

(wrong name -> correct name)
 

abc5_sneak1hm_shoutexhale.hkx        ->  abc5_sneak1hm_shout_exhale.hkx
abc5_sneak1hm_shoutexhale_long.hkx   ->  abc5_sneak1hm_shout_exhale_long.hkx
abc5_sneak1hm_shoutexhale_medium.hkx ->  abc5_sneak1hm_shout_exhale_medium.hkx
abc5_sneak1hm_shoutinhale.hkx        ->  abc5_sneak1hm_shout_inhale.hkx
abc5_sneakrun_backwardleft.hkx       ->  abc5_sneakrun_bckwrdleft.hkx
abc5_sneakrun_backwardright.hkx      ->  abc5_sneakrun_bckwrdright.hkx
abc5_sneakrun_forwardleft.hkx        ->  abc5_sneakrun_frwrdleft.hkx
abc5_sneakrun_forwardright.hkx       ->  abc5_sneakrun_frwrdright.hkx
abc5_sneakwalk_bckwardleft.hkx       ->  abc5_sneakwalk_bckwrdleft.hkx
abc5_sneakwalk_bckwardright.hkx      ->  abc5_sneakwalk_bckwrdright.hkx
abc5_sneakwalk_forwardleft.hkx       ->  abc5_sneakwalk_fwrwrdleft.hkx
abc5_sneakwalk_forwardright.hkx      ->  abc5_sneakwalk_frwrdright.hkx


Another error is using wrong Pet Suit animation in an Elbow tie anim set abc5: abc5_mt_walkforwardright.hkx

The correct animation actually exists too, but is incorrectly named: abc5_mt-walkforwardright.hkx

(i guess at some point, somebody attempted to owerwrite the wrong anim file with the correct one, but made a typo)
The fix is to rename abc5_mt-walkforwardright.hkx to abc5_mt_walkforwardright.hkx, overwriting the old wrong anim file.
It is the forward+right diagonal (pressing W+D together) walking animation, while wearing an Elbow tie (ie. "Elbow Shackles") - without the above fix, you will see you suddenly swap into Pet Suit pose.

 

 

Posted
On 5/14/2022 at 12:59 PM, Roggvir said:

I wish you wouldn't mention that.

I am working on a mod where i do have female dremoras based on the vanilla game race, and now thanks to you, they will lack the DD support for ever ?

(unless i make a patch for DD, creating a new source of possible incompatibilities and conflicts for other people to deal with :))

So I managed to have DD devices on the Dremoras.... It was quite a hassle... But it was worth the effort. The armor race was the right direction, but I had to move some stuff in the right position....

Posted
6 hours ago, Roggvir said:

DAR is perfect for this. But i suspect Kimy doesn't want to add DAR as another requirement to DD, so you can only make a private patch.

 

Looks like DAR is available for both SE and LE, I would love to see this patch somewhere even if it's not included with DD.

 

@Kimy Replacing FNIS animations with DAR animations has been asked for several times on the SE thread. So another vote for please consider this.

Posted
12 minutes ago, Pfiffy said:

had to move some stuff in the right position...

You mean you had to edit the meshes, or are you talking about just data changes in your plugin?

Posted (edited)

Hi. Here are my files.

 

Here's a trimmed down description of what's going on:

I first used the normal 5.1, then switched to 5.2 beta6

I'm only wearing a single DD item, a armbinder. I use simple sexting and go up to a stationary NPC. I use the forced/rape option. I get a animation (one of the 5 - boobjob, missionary, oral, doggy, or cowgirl). I spam the "change animation set" hotkey. Nothing. Other hotkeys work (like advance scene). Animation finishes.

I go up to that same NPC and do the same thing. I get an animation (one of the 5). Again with spamming the "change animation set" hotkey. Again nothing. Animation finishes.

I use the MCM to remove the armbinder, go up to that same NPC, do the forced/rape option again. I spam the "change animation set" hotkey. The hotkey works.

 

OK, got 5.2beta6, installed and ran it. Same thing. (And apparently, the "0" file is always made the most recent, so, the full test is the "1" file. I tried a re-reinstall of the beta, just to check, and that's why the "0" hasn't even finished the first animation, but I included it just for completeness. So the "1" file is the full test using 5.2beta6, and it did the same thing) as normal 5.1.

 

Papyrus.1.log Papyrus.0.log

Edited by Overtheedge
Posted (edited)

Oh, speaking of bugs - I used the same save as above, took off all DD, and went to the 2 pillars in whiterun (near the inn).

I lock myself in.

Someone comes along (Edit: its a city guard) and says going to take advantage

my char then stands, pill disappears

he strips, pill reappears, my character goes back into the pill, but she's not aligned well with the pillar anymore (she was when she first entered) - the char is too far back - wrists and neck are behind the pillar, pillar is covering ears.

(Adjusting the char doesn't help - the pillar moves with her!)

After he's done, pillar disappears again, he puts clothes back on and walks away - she goes back into pillar, but alignment is fine again - AND she has a new long sword!

Edit: Maybe the longsword was in her inventory all along - but in any case, afterwards, a longsword is equipped to her hip (at least visually). I just assumed a new longsword was added, since I don't have weapons equipped in this save. Maybe she had it all along, and it got auto-equipped?

Edit2: The longsword was already in my inventory - it must be the starter weapon. It gets equipped ("R" in inventory).

 

(When I did this with DD on, all the above happened, EXCEPT - after he's done, the pillar does NOT come back, and she can still move around. However, she's still "attached" to the now-disappeared pillar. You can tell if you try to interact with the 2nd pillar.) The 0.log below was with the first scenario - without any DD on.

Papyrus.0.log

Edited by Overtheedge
Posted (edited)

Something that I just found out with 5.2 beta 6 - if I alter the strip settings so the bikini top / bottom / boots are NOT stripped with normal and aggressive animations, and I remove all DD I'm wearing, if I go to the whiterun public pillar and lock it on me, the alignment is WAY off (top/bottom off - too far down) at the very start! Do I need to do a papyrus log?

 

Edit: The 3 slots I'm talking about are 32, 37, and 53.

If I exclude slot 37 (allow slot 37 to be stripped), then the alignment works. So slot 37 is the problem, so I'm guessing its a heels issue!

Edited by Overtheedge
Posted
10 hours ago, Roggvir said:

You mean you had to edit the meshes, or are you talking about just data changes in your plugin?

Data changes: My problems have been the custom skint tints and body armors. It took a bit until I figured out what has to be assigned to which race, so that the chars look like they did before the changes:  

Spoiler

image.jpeg

To do this from the start might be much easier, then editing a existing race from mod you didn't wrote. 

Posted
10 hours ago, zarantha said:

 

Looks like DAR is available for both SE and LE, I would love to see this patch somewhere even if it's not included with DD.

 

@Kimy Replacing FNIS animations with DAR animations has been asked for several times on the SE thread. So another vote for please consider this.

 

Forgive my ignorance, but what exactly is DAR?

From what I'm reading, I take it that it's an alternate program for animations.

My lack of knowledge of coding must be the problem here because I dont understand why a new animation program would be necessary when it already seems to be built in. You just have to be able to toggle the option to run and drain the stamina quickly. The bunnyhop animation is there even if you dont install it because if you turn on God mode and hold the button to run, the character starts the bunyhop animation and speeds up.

 

21 hours ago, UnEvenSteven said:

I've actually worked on this issue at one point but never went further with it. You can download a test file from here. 

 

Well an extreme hobble dress will cause problems like you mentioned anyway, even without the test script. I'll check out your script later and see how it works.

Posted
19 minutes ago, serranna said:

 

Forgive my ignorance, but what exactly is DAR?

From what I'm reading, I take it that it's an alternate program for animations.

My lack of knowledge of coding must be the problem here because I dont understand why a new animation program would be necessary when it already seems to be built in. You just have to be able to toggle the option to run and drain the stamina quickly. The bunnyhop animation is there even if you dont install it because if you turn on God mode and hold the button to run, the character starts the bunyhop animation and speeds up.

 

 

Well an extreme hobble dress will cause problems like you mentioned anyway, even without the test script. I'll check out your script later and see how it works.

DAR is Dynamic Animation Replacer.  https://www.nexusmods.com/skyrimspecialedition/mods/33746

This mod let you register many animation for same in game action, like you can have 2 variant of walking, 1 for adult and 1 for old age people. Or you can have 2 sprinting animation that randomize each time you sprint in game.

In theory DAR can make you no longer need to choose between bunnyhop and hobble, just randomize every time you move, or add some if-else requirement.

 

 

Posted
43 minutes ago, hungvipbcsok said:

DAR is Dynamic Animation Replacer.  https://www.nexusmods.com/skyrimspecialedition/mods/33746

This mod let you register many animation for same in game action, like you can have 2 variant of walking, 1 for adult and 1 for old age people. Or you can have 2 sprinting animation that randomize each time you sprint in game.

In theory DAR can make you no longer need to choose between bunnyhop and hobble, just randomize every time you move, or add some if-else requirement.

 

 

 

I think I understand now. I think there is confusion in my request. I wasn't necessarily looking for bunnyhopping as alternate movement animation, I just want the ability to "run" for slightly increased speed at the cost of increased stamina drain. The bunnyhop was brought up to indicate that animation can be used to indicate your character is "running". There is no need to use an alternate animation mod for that because both animations are already currently available regardless of which setting you use when you install the mod.

Posted
29 minutes ago, serranna said:

Forgive my ignorance, but what exactly is DAR?

From what I'm reading, I take it that it's an alternate program for animations.

Full name is Dynamic Animation Replacer and it is an SKSE plugin that overrides animations at run-time based on given conditions.

For example, if you want to change any actor's walking animations to the hobble dress hobled-walk anims IF the actor's are wearing a hobble dress, you:

  1. Put the hobble dress animations into a subfolder in a path where DAR looks for stuff.
  2. Add a plain text file called "_conditions.txt", into which you write the following minimal conditions for this "animation set" to be used:
    IsWornHasKeyword("Devious Devices - Integration.esm" | 0x05F4BA) AND
    NOT IsWornHasKeyword("Devious Devices - Integration.esm" | 0x05FA1E)

    ...the first line says "must be wearing something with the zad_DeviousHobbleSkirt keyword"
    ...and the second line says "cannot be wearing something with zad_DeviousHobbleSkirtRelaxed keyword" (which is for loose skirts that are not supposed to make the actor hobble, so we want to rule those out)
  3. Make sure the name of that subfolder reflects the priority of this "anim set".
    The subfolder name has to be a number - the higher the number, the higher the priority, so if you happen to have several animation sets that can be valid all at the same time, DAR selects the one whose folder has the highest priority number.

And thats it, no scripts, no messing with behaviors.
When DAR sees an actor loading walking animation, it checks if the actor fullfills the set conditions, and if yes, it makes the game load the corresponding animation file from that "anim set" instead of the normal vanilla animation.

You can use dozens conditions, setting conditions for races, player, non-player, keyword on equipped things, what kind of weapons/shouts/spells are equipped, what magic effects are on the actor, actor values, sex, you name it - there is at least 50 different conditional functions you can use.

 

55 minutes ago, serranna said:

why a new animation program would be necessary when it already seems to be built in

DAR is not necessary, it is just the ideal tool for the job.
It can do everything FNIS AA (which is normally used in current DD for switching/enforcing actor animations), except DAR doesn't require any Papyrus scripting so it doesn't introduce such huge delays when an animations is to be switched like FNIS AA does (this includes any DD logic used to determine which anim to tell FNIS AA to use - its not needed for DAR, the logic is defined outside by the conditions and folders priority, and takes milliseconds to process).

 

Also, due to how DAR works, it doesn't have a LIMIT for how many animation replacement sets you can use.

FNIS AA has a limit of max 128 anim sets, which may sound like a lot, until you try to use different sets for different equips, different weapon types, different races or npcs, maybe giving player some unique animations, etc. - it can add up quick.
And the more animation sets you have using FNIS AA, the more CPU costly they are.
You have none of these problems with DAR (maybe there is some small CPU cost when you have a lot of sets, but its still way below that of FNIS AA with same sets).

Furthermore, FNIS AA has some annoying disadvantages when it comes to NPC.
When an NPCs 3D gets unloaded due to the NPC traveling outside of interior cell where it was with player before, etc., the animation replacement information is lost with it, and when the NPC appears again, you need to somehow activate the FNIS AA animation set for this NPC - that means, you need some Papyrus script based means of catching that NPC again, determining which anim set it should use, and calling the FNIS AA functions again.
DAR doesn't have this problem, as soon as the NPC appears and the game tries to load the normal vanilla animation for it, DAR automatically steps in and makes sure the right animation gets loaded.

So, not a requirement, just WAY BETTER.
i've nothing agains FNIS AA, it was an amazing thing before DAR, but now we have DAR, so why use the stone age technology.

Also, do not confuse FNIS AA with FNIS - you still need FNIS for all those SexLab animations, that has nothing to do with this.

Posted
54 minutes ago, hungvipbcsok said:

In theory DAR can make you no longer need to choose between bunnyhop and hobble, just randomize every time you move, or add some if-else requirement.

But why though? I thought the question was about having choice between the two?
The way i do it is, i use hobble anims as a replacement set for walking, and bunny hop anims as replacement set for running.
It works perfectly.
 

Posted
1 hour ago, Roggvir said:

But why though? I thought the question was about having choice between the two?
 

 

I did a bad job at wording my initial request. I was wanting an option to "run" while wearing an extreme hobble dress at the cost of a fast stamina drain. Running would switch the character to the bunnyhop animation during that time.

 

Posted

I have no experience with DAR. But adding it to DD would make it a hard requirement for DD, I suppose. So my first question would be: How popular is it, both LE and SE side? I am pretty reluctant to add any new hard requirement to DD, but I might consider it if DAR is so widespread that most people have it in the loadorder anyway.

Posted

I've never heard of it (don't use SE) but besides that I would like to know if it actually fixes the issues with FNIS (crashing and slowness) and can be used with FNIS mods out of the box as many mods won't get updates. Or that it's only for some minor function that FNIS lacks. 

 

And if I get the comments right it would also mean the LE to SE will not be so easy to convert. Not sure if that's something the SE support crew wants to deal with. As I'm aware there is no way to make a script either for LE or SE with regards to animations as I presume the LE scripts will fail to compile due to missing sources.

Posted

If I understand it right, it's available for both LE and SE, so that shouldn't be a problem. I am not going to add any LE or SE exclusive features, at least not as long as there are still a meaningful number of LE users around. Tbh, allowing switching between bunnyhop and bound walk animations isn't what I am overly interest in. Getting rid of the lengthy delay when switching to a AA set is.

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