Open Animation Replacer 0.9.0 (Patreon)
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Hey! It's time for one last test round before release.
Some legacy conditions have been consolidated into more generic ones that have additional variables, for example IsEquippedRightType and IsEquippedLeftType are now IsEquippedType with an additional boolean variable that defines whether it's supposed to look at the left or right weapon.
The numeric value condition component can now read actor values or behavior graph variables, so many conditions (e.g. IsActorValueBaseLessThan, ValueEqualTo) have been converted into a more generic one called CompareValue.
All legacy conditions should be converted correctly so everything should work as it was before. To keep things clean for release, I've not added any special backwards compatibility logic, so unfortunately some of the values from old .json configs won't be read correctly, mostly ones containing numeric values. Like previously, if you haven't edited conditions, this doesn't concern you.
I've added a SubmergeLevel condition. A few more are on the way, and the API will allow other SKSE authors to add new conditions.
I've also added an additional bool value to HasMagicEffect and HasMagicEffectWithKeyword - which will switch it into a mode that will only check active effects, as requested.
I've added a UI scale setting - it's pretty ugly but that's pretty much how it's gonna be with ImGui. I could dabble more with stuff like custom fonts but honestly I want the mod to be out already, it's taking way too long.
I've improved the blending on clip interruptions - it's no longer blending from a static pose, it's now playing the previous animation at the same time, and blending them together.
I've added a welcome banner that tells you how to open the menu, as it seems some people are still unaware that the UI exists. You can also now rebind the key in the settings.
You can now disable a submod, or separate animations in a submod. I'm not sure that was in 0.8 already, I think it wasn't? Anyway, that's a thing.
I've also added numerous small fixes while reorganizing the code. I still have a bit more to clean up, and I need to start writing up the Nexus mod description.
Please let me know if you notice any of the conditions not working as intended!
EDIT 0.9.1: Added some more verbose logging when failing to read a json file.
EDIT 0.9.2:
Fixed some keyword conditions having duplicated keyword components
Any UI input should now be reset when the game window loses focus (keys like tab shouldn't "stick" anymore when alt-tabbing)
Added a fallback for the unfortunate case where another SKSE plugin breaks the SKSE plugin messaging system
Fixed parsing legacy arguments, the string was not terminated early enough (it's pure luck that it didn't break more and be immediately noticeable)
Fixed the menu button not being correctly initialized to Insert
EDIT 0.9.3: Cleaned up a ton, and optimized performance/reduced memory overhead. Not measured though, it's probably not much, but still.
Random condition results now reset on animation loop. This means that when an animation loops, the conditions will be re-evaluated with fresh random rolls. There's a new flag that can be set in a submod that will keep the random results on loop, if desired.
Improved the animation log a bit and added new settings
Added an IsReplacerEnabled condition
Please let me know if something happened to the overall stability of the mod, a ton of things have changed internally in 0.9.3 and I might have missed some edge cases. The mod shouldn't be the cause of any crashes in any situation at this point.
EDIT 0.9.4: More clean up, and added several new conditions:
- IsCurrentPackage
- IsWornInSlotHasKeyword
- Scale
- Height
- Weight
- MovementSpeed
- CurrentMovementSpeed
- WindSpeed
- WindAngleDifference
- CrimeGold
Also fixed some bugs and a crash.