Open Animation Replacer 0.3; A breakthrough? (Patreon)
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Hey! While trying to double the 32k animation limit I stumbled upon a ridiculously simple change that seems to make actors not use the animation queue AT ALL.
No more having to manually load all the replacement animations, no more waiting for the animation queue, no more T-Pose,
I couldn't find any drawbacks. It just works.
It's very experimental as I'm not sure whether this affects anything else, I'm not really playing the game now. All I can say that I didn't notice anything wrong that should immediately come up while testing.
I commented out a lot of the stuff that I've added since 0.2.4 (like loading the behavior projects right at the start menu so the queue starts earlier) as it all doesn't seem necessary anymore.
The 32k limit is still not doubled yet but I guess I can see the light in the tunnel now? At this point I managed to load more than 32k animations that seemed to work correctly, but the killmoves stopped working, so yeah. Still not ready.
If the animation queue removal really is what it seems to be, I'll probably remake Animation Queue Fix to do that instead, so DAR can benefit as well, while I keep working on OAR.
EDIT: So some of you are having issues with the change in 0.3.0, it doesn't really seem like it's animation specific. Unfortunately I haven't been able to cause the issue on my machine yet. All the animations load correctly in my case, so I don't know what to really look at. The change is just a single bool (that changes A LOT somewhere down the line), so there's nothing immediately obvious to tweak and test there.
Hopefully it's solvable as it's a much better solution than the janky queue.
EDIT 0.3.1: Please try out 0.3.1 if you've had any issues with 0.3.0. I now only change once place where that bool was used, instead of changing the bool itself (it's used in a few other places). Seems to work like 0.3.0 did for me, so maybe this change is enough and now it won't cause any rare side effects like some of you are experiencing?
EDIT: Removed 0.3.1 as it's definitely broken. Not the way to go.
EDIT 0.3.2: Reverted to 0.3.0 and added a mutex. Could help if this is a multithreading messup.