hello, for some reason im trying to make some animations works, but when the game start despite i create a new campaign file it force me to disable the mod like is an old save file as it detect it as a new mod (despite as i said, the save file is new so it should't have this problem)
Hello. I'm a modder. I made the mod College of Dance Bard from PHB2024. For a long time I've been wanting to give the custom dancing animation Queen Rhol has to the dancing bard. Could using this mod enable me to do that by replacing the Animation used in the StillAnimationType Dance (this is the same used in Otto's Irresistible Dance) with the one from Rhol, only when the Perform Dance status is active on the character (this my mod's status to make him dance with the looping animation)?
A guy told me I could use ScriptExtender to play that animation with the following command, I don't know anything about ScriptExtender and perhaps using this mod of yours could make it easier for me? I just would like the bard to use that looping animation instead of otto's dance when a certain status (of my own making) is assigned to the him:
While you can play a lot of animations with just using Osi.PlayAnimation or PlayLoopingAnimation it requires the animation mapkeys you want to run to actually be available on one of the linked AnimationSets of an entity.AnimationWaterfall.Waterfall component.
If it doesn't find that entry in any of the AnimationSets listed, it won't play.
This mod allows you to just add a Mapkey (to call) + AnimationBankID link to any AnimationSet. In case whatever animation is not available for that character, you could just add a link to the Hum_M_Base Animationset. Anyone with that set would be able to play the animation now, as long as they have a fitting skeleton based on the one set in its AnimationBank.
What this mod solves is having to do this via .lsx files. Which would have, 1st: Resulted in you having to copy the entire AnimationSet as is (to keep original animations) and then having to add or edit a single entry. 2nd: This would mean anyone else wanting to add/edit a single entry, they'd have to copy yours first, otherwise they'd overwrite your edits with the base AnimationSet and their own edits.
This mod resolves that issue. Anyone can just add links to sets as they please.
While the thing you want to do can also be resolved by creating a new Override, this is something we're still working on adding, that you can add an entire Override entry to the Waterfall on demand, but just adding the Mapkey+AnimID link you need to the base AnimationSet before you call the animation after the status has been applied, should work as well.
status applied? -> local body = Mods.BG3AF.AnimationSet.Get() -- No parameter defaults to HUM_M_Base AnimationSet body:AddLink(mapkey,animID,subset) -- subset is optional but you can target specific ones-- You can use a new mapkey or you can overwrite an already existing entry with a new animID -> Osi.PlayAnimation-> ended? -> body:AddLink(mapkey,oldAanimID) This means you could just create a bunch of new links that you call with your PlayAnimation function, new mapkeys just for you, that link back to whatever AnimationBankID you may want to play.
I hope this makes it a bit clearer, if not just ask away.
I have installed this mod and the newest version of BG3SX, but patch 8 new subclasses animation still not working. I have some add-ons of BG3SX, such as lewd add-on, BG3SX anim addon, lewd idle toggle, those have not updated to patch 8 yet. Is that the issue?
Please check if you have actually loaded the newest version since we don't really overwrite existing animations anymore. Also please keep BG3SX related problems or the ones you think relate to it, to its own modpage or our discord server.
it also helps to completely delete the old mod from bg3mm, you need to tick off the first box too when it asks you to delete it. and then install the new version and put it where the old one was.
It sometimes causes issues when you just replace the old mods with the new ones by not deleting them and just dragging the new version on top of it, cuz sometimes old data still stays. deleting it completely first should get rid of such issues. Just to be safe
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https://wiki.bg3.community/en/Tutorials/Animations/CustomAnimationsBlender
If you need help, join the BG3 Modding Comunity Discord!
A guy told me I could use ScriptExtender to play that animation with the following command, I don't know anything about ScriptExtender and perhaps using this mod of yours could make it easier for me? I just would like the bard to use that looping animation instead of otto's dance when a certain status (of my own making) is assigned to the him:
Osi.PlayLoopingAnimation(GetHostCharacter(),"CUST_Candid_Dancing_01_Start_ebdd6e45-563c-48a1-8745-5c6f3c04a7dd","CUST_Candid_Dancing_01_Loop_3f58833d-7854-4ce2-901a-a9c26244c8b8","CUST_Candid_Dancing_01_End
_56c43295-d4ab-474f-992f-78edabf3c408","CUST_Candid_Dancing_01_Loop_3f58833d-7854-4ce2-901a-a9c26244c8b8","CUST_Candid_Dancing_01_Loop_3f58833d-7854-4ce2-901a-a9c26244c8b8","CUST_Candid_Dancing_01_Loop_3f58833d-7854-4ce2-901a-a9c26244c8b8","CUST_Candid_Dancing_01_Loop_3f58833d-7854-4ce2-901a-a9c26244c8b8")
Or maybe I'm just misunderstanding what this mod is supposed to do lol
If it doesn't find that entry in any of the AnimationSets listed, it won't play.
This mod allows you to just add a Mapkey (to call) + AnimationBankID link to any AnimationSet.
In case whatever animation is not available for that character, you could just add a link to the Hum_M_Base Animationset. Anyone with that set would be able to play the animation now, as long as they have a fitting skeleton based on the one set in its AnimationBank.
What this mod solves is having to do this via .lsx files.
Which would have, 1st: Resulted in you having to copy the entire AnimationSet as is (to keep original animations) and then having to add or edit a single entry.
2nd: This would mean anyone else wanting to add/edit a single entry, they'd have to copy yours first, otherwise they'd overwrite your edits with the base AnimationSet and their own edits.
This mod resolves that issue. Anyone can just add links to sets as they please.
While the thing you want to do can also be resolved by creating a new Override, this is something we're still working on adding, that you can add an entire Override entry to the Waterfall on demand, but just adding the Mapkey+AnimID link you need to the base AnimationSet before you call the animation after the status has been applied, should work as well.
status applied?
->
local body = Mods.BG3AF.AnimationSet.Get() -- No parameter defaults to HUM_M_Base AnimationSet
-- You can use a new mapkey or you can overwrite an already existing entry with a new animIDbody:AddLink(mapkey,animID,subset) -- subset is optional but you can target specific ones
->
Osi.PlayAnimation
->ended?
->
body:AddLink(mapkey,oldAanimID)
This means you could just create a bunch of new links that you call with your PlayAnimation function, new mapkeys just for you, that link back to whatever AnimationBankID you may want to play.
I hope this makes it a bit clearer, if not just ask away.
It sometimes causes issues when you just replace the old mods with the new ones by not deleting them and just dragging the new version on top of it, cuz sometimes old data still stays. deleting it completely first should get rid of such issues. Just to be safe