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Hey everyone! I've just clicked the publish button on the Nexus page!

Open Animation Replacer at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

Some conditions and their components have been renamed for release, so the .json files will be broken again. But that's the last time, I'll make sure to maintain compatibility from now on if I need to change something

There's also an optional plugin that some might find useful, I didn't want it to be a part of the main mod because the math library is like 3 times as large as Open Animation Replacer itself

Open Animation Replacer - Math Plugin at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)


I'll have a short break, then update and upload Elden Stamina, a mod that I managed to forget about several times.

Next up is Dodge Framework rework. There's a bunch of features that I want it to have, a better integration with TDM and Precision. NickNak's dodge mod is going to use it and possibly DMCO as well.

After that I'll try to finish up the TrueHUD update I teased... a uhh, long time ago. After that's done, I can add the features I want in Accuracy and release it as well.

And then finally I can move on to the Ability mod that I'm really excited about.

There's also the grip switch attempt that I'd like to revisit at some point...


Thanks for being here!

Comments

Anonymous

Congratulations!

Anonymous

Congrats on 1.0!

Anonymous

Hiya Ersh, been experimenting with the new conditions for a while and I'm trying to find IsActorValuePercentageLessThan which you've indicated in your nexus description that it was replaced by CompareValues but there are no options for the percentage of actor value. The current workaround is using the math plugin (value &lt; maxvalue*0.20 for IsActorValuePercentageLessThan(value, 0.2). Is this how we are supposed to convert the original DAR condition? Edit: Woops! Nevermind, it's on actor value subtype. In the dropdown on the actor value tab

Lukas Lindström

Nice work Ersh! Please please if DMCO is going to use the dodge framework, could you make it possible to bind both dodge styles to separate buttons? One button for step dodge and one for roll dodge.

Ersh

Yeah I want to make it as flexible as possible. It's going to be a full rewrite.

Anonymous

Hi again Ersh! I was wondering if it would be possible to add a base priority on the replacer mod config such that if it exists, the priority indicated in each submod config will be an offset instead to that base priority. So, for example, I have a mod called Random Idles, with a base priority of 1500 in the config file, and a submod config with a priority of 2, 3, and so on. The actual priority of the submods will be 1502, 1503, etc. respectively. It allows for easy management of priority. Just a suggestion tho and if you think it's a hassle, please don't do it :)

Ersh

It's a pretty good idea, but I think it's a bit too late for a change like this. At this point it'd complicate things significantly and make them less clear.