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Hey! I'm still working on some stuff for OAR - namely paired animation replacements. I'm happy to say that I've finally cracked the puzzle and figured out how the damn things work.

Along the way I learned about a vanilla issue where the paired animations wouldn't play triggers (animation events) included in the animation as annotations. Which kinda sucks if you want to do dynamic replacement.

I've dug deep and figured out what's the issue, I'll make a longer writeup on release about what was wrong and how I've fixed it.

I've isolated the fix to a separate plugin as it doesn't only benefit OAR, but any new paired animations, like killmove replacers.

The fix itself does change quite a bit of the internal workings of synchronized clips, so I need it to be tested properly first, in normal gameplay.

It's a bit weird because nothing should noticeably change after installing the fix. All paired animations should work just as they have before, unless you somehow have paired animations that have annotations (that never worked before).

If you notice anything different about paired animations, please let me know and upload the log located in Documents\My Games\Skyrim Special Edition\SKSE\PairedAnimationAnnotationFix.log (it's quite verbose)

The triggers created from annotations in the animation will be merged with the triggers hardcoded in behavior, which is expected. When I add paired animation replacement support to OAR (I've still got to refactor the random conditions a bit so the random results can now be shared between actors in the case of paired animations), I'll add a submod option to instead override the hardcoded triggers with those from the animation (both for paired anims and normal anims).

For animators: the annotations need to be prefixed with the usual prefix (2_ or NPC) and be on the respective actor roots, not the paired root.

EDIT 0.2.0: Fixed a crash.

Comments

Anonymous

Keep up the good work! ♥

Anonymous

Awesome. Do you intend to chase after every bug Bethesda left in Skyrim after all these years they should have patched them? Anyway, downloaded and testing now. So far so good. No difference for me in paired animations. One question for you: are the mount animations (mounting, dismounting, riding) considered paired animations? Because the horse is a NPC, right? I really would like to be able to attach condiitions to riding. Also something to allow the player to actually walk to the left side of the horse for mounting instead of teleporting to it would be great immersion-wise. But I suppose it's a whole other topic...

Ersh (edited)

Comment edits

2023-07-14 18:20:56 > Do you intend to chase after every bug Bethesda left in Skyrim after all these years they should have patched them? Hehe, if the bug prevents my mod from working as intended, yeah :D Yes, mount animations are paired animations. They're pretty much the same thing as killmoves. So you'll be able to replace them like usual with conditions. Well, mounting and dismounting, at least. I don't think riding animations are paired. So I think you should be able to replace those already anyway.
2023-07-14 11:19:54 > Do you intend to chase after every bug Bethesda left in Skyrim after all these years they should have patched them? Hehe, if the bug prevents my mod from working as intended, yeah :D Yes, mount animations are paired animations. They're pretty much the same thing as killmoves. So you'll be able to replace them like usual with conditions. Well, mounting and dismounting, at least. I don't think riding animations are paired. So I think you should be able to replace those already anyway.

> Do you intend to chase after every bug Bethesda left in Skyrim after all these years they should have patched them? Hehe, if the bug prevents my mod from working as intended, yeah :D Yes, mount animations are paired animations. They're pretty much the same thing as killmoves. So you'll be able to replace them like usual with conditions. Well, mounting and dismounting, at least. I don't think riding animations are paired. So I think you should be able to replace those already anyway.