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Hey! It's finally ready, I think. The big update.

OAR now has its own structure for replacer mods that has significant advantages over DAR. DAR mods are of course still fully supported and treated as "legacy" mods.

The in-game editor has been massively overhauled. You can now add/remove/edit conditions, change their order, change the mod priority etc. while in game. Remember that you can also type the FormID in the UI or select the actor in console to see which condition is currently passing or not.

Legacy mods can't be edited ingame yet, but I think there's nothing really stopping me from letting you do that. I'll try to add this soon. I just wanted to finally release the update, it's been way too long.

I've included a readme file inside the archive that explains things a bit more. It's quite disorganized, sorry for that, I'll try to have something much better when the mod is released.

I've also uploaded an example OAR mod folder, and, with permission, a converted version of EVG Conditional Idles's meshes folder that I've used to test the new OAR structure.

Please don't hesitate to tell any DAR modders that are interested in converting their mods to OAR, either for the ease of use or the new (and upcoming or requested) features/conditions, to contact me, either by pinging me on some Skyrim Discord server or DMing me on the Nexus.

New features, as of 0.5.0:

New conditions:

  • IsEquippedShout - because the original IsEquippedShout in DAR was actually IsEquippedPower - legacy mods will be treated as if they actually meant IsEquippedPower. This also fixes the issue where some DAR mods weren't working correctly before.
  • HasGraphVariable[Float/Int/Bool] - checks if the actor has the specified graph variable
  • GraphVariable[Float/Int/Bool]EqualTo - checks if the ref's graph variable is equal to the specified value
  • GraphVariable[Float/Int/Bool]LessThan - checks if the ref's graph variable is less than the specified value

Multiconditions (OR/AND conditions) can be easily nested inside each other. The outer list of conditions is essentially just one AND condition.

New values per submod:

  • Required Project Name - by default left empty so it's ignored, but you can type a behavior project name (DefaultMale / DefaultFemale for humans) so the submod is only loaded for that project. Useful if the animations in the submod are only ever going to be played on a character of a specific gender, so the animations aren't even loaded and don't count towards the per-project animation limit.
  • Ignore No Triggers Flag - this is a bit technical. Some vanilla animation clips have a specific flag set, for whatever reason, that causes any annotations with a trigger (animation event) to be ignored. This applies for replacement animations as well, so if you're replacing a vanilla animation that has this flag, and include animation events in the annotations, they won't run anyway. With this enabled, the flag will be ignored so the animation events included in the annotations will now run as expected. I could theoretically just ignore this flag everywhere, but I assume there's some reason that Bethesda set this flag.

EDIT 0.5.1: The experimental setting bIncreaseAnimationLimit wasn't actually respected and that functionality was always enabled, which is what might have broken mounting animations.

Comments

SirMcDust

I just switched from DAR to OAR as the current version of DAR has this issue where an animation doesn't load on the first use (usually works afterwards). Technically for combat it didn't bother me too much but it also broke any Ostim related mods as the first scene would lock me in and I usually couldn't quit the scene anymore forcing me to restart the game (which then also meant the bug started again)

vai1lyn

Hey :) I'm in the process of porting my entire DAR collection to OAR's scheme. I have a few conditions which uses a string for keyword selection. F.i. 'IsEquippedLeftHasKeyword("AnimCndSp")'. Is the following translation correct? ' { "condition": "IsEquippedLeftHasKeyword", "enabled": true, "negated": false, "stringValue": { "value": "AnimCndSp" } } ' Thanks :D

Ersh

Nah, the following should be correct: { "condition": "IsEquippedLeftHasKeyword", "enabled": true, "negated": false, "keyword": { "editorID": "AnimCndSp" } } Why not use the ingame editor though? It's much easier rather than manually editing the .json, and is the intended way which is why I didn't really document anything about the json structure itself - there's no need.

Anonymous

im not sure why but this broke horse mount anims for me, i tried with DAR and it works fine, but with OAR, the horse mount anim doesnt play, also as a note i have 0 animation mods installed to affect this

Ersh

Yeah I'm aware. I've found the issue already, I'll try to have an update out soon.