Nope. We really don't have the tooling to adjust animations in detail, which is what it would take to make that happen.
In this case, there's a small number of groups of animations that are called, depending on what the ship is doing. Each of those groups contain hundreds of different animations, none of which are labelled. In the case of this mod, we're cutting out the group of animations for "LOWALTITUDE", which is when the sails would unfold, but this is also where the landing gear would retract, but those individual sequences, within the groups, would be impossible to identify and modify.
The reason you don't see any mods for NMS that change animations to any appreciable amount.
Sorry for the news, but with NMS we mod what we can.
Well. it is how it is. every moder is doing what he/she can. I´m glad for every mod that i can use like this one. sometimes its not exacly what your loking for but still close.
Cool. Wish I could get it more refined than it is for you, I've tried, but not in the cards. Maybe someday we'll get decent ANIM support in NMSDK for Blender. :)
Sorry, no reasonable way to do this. Could make one to install the Vesper Sail Tech in another ship type, BUT would not give that ship sails. The framework and sails are a part of the sailship model and not other ships.
So, I am confused if my apply of the lua went wrong or not. When I am in a solar ship, the whole ship never unfolds and I fly in "parking" position. While the npcs actually fold and unfold successfully without the sails ever been seen.
thank you so much for the mod! is it possible to implement the same mechanic for living ships as well? right now the flying animations look very goofy imo
hey again, sorry if i'm disturbing you but i wanted to know if you're planning to work on the living ship version anytime soon. i'd be happy to test the mod if you're willing to talk in discord.
I'd forgotten. Sorry, you asked the day after a major update hit, which is automatically going to push it back by two weeks, then I got a 30 day work contract, away from home, which I just got back from yesterday.
Hey, awesome work, this is exactly what I was looking for, the only thing to add at this point would be a binding to a hotkey (or as you said an emote) so we can deploy at will. This may seem like a dumb question but I am assuming in multiplayer, all those without this mod installed still see the sails deployed when you are flying correct ?
In general, NMS mods are a local thing, but his one might be a bit iffy as far as MP goes, as everything in the mod is vanilla really, so could go either way. If you play with friends anytime soon, ask what they see and let us know. Thanks. :)
More has to do with sail deployment only atm. We originally had a version where the thrusters stayed tucked in as well, BUT the landing gear then stayed out all the time. In order for a chance to "fix" this, the modelling tool, NMSDK would need to support ANIMs, which it currently cannot do. The author of NMSDK is currently working on that feature, but probably won't be ready until after the holidays as he's busy moving, which will lead right into Christmas family stuff. As soon as it's available, I'll see what I can do.
It will be updated. Modders (and users) are waiting for a fully Endurance compatible version of MBINCompiler to update. Hopefully in the next day or two, but much of it depends on how many more hotfixes HG will throw out. As soon as MBINCompiler is updated, I'll get the mod updated too. :)
Sick. I also wanted to ask if you've found a way to make the landing gear retract while the booms and the sail don't extend yet. I usually check the page every now and then just to see but I also wanted to ask if anything new was found.
So out of curiosity would it be possible to make a version of the mod that keeps vanilla behavior however disables the automatic folding and unfolding of the sails and instead binds the sail animation to a manual key press or utility menu icon?
Possibly. Will need time to play with it though. It would need to be bound to an emote menu button though. There isn't a facility to add in a binding directly to a key press, but emote menu buttons can be bound to the number keys by the player. Got pulled away to some other mod related activities, due to the release of Leviathan, but hope to be able to catch up on those and loop back to this before the release of the next NMS update in a month.
It's a technical issue. The current versions work via scene and entity modifications. For the landing gear to still work AND changes to the other stuff, it would need serious changes to the ANIMS, which is actually something that hasn't really been done for a MOD, because there's no visibility outside of the game as to what you're doing. A few weeks ago, I spent several hours trying to do exactly what you're asking for to work. I removed every anim node (many dozens of them), in small batches, except those for landing gear for takeoff, and booms still came out. Just looked very jerky and horrid. Still on my to do list to revisit, but it's a very non-trivial thing, since there isn't a way to see th effects of the changes without heading in-game.
Can it be done without unfolding anything, because it feels strange to open the tripod and boom of the spacecraft when landing. Will open first and then land.
When the mod was originally posted there was a version where nothing folded out at all, BUT the landing geat also didn't work, so that was replaced with the current No Sails version. The plan is to try to bring it back, but with functional landing gear. Read further back in this thread for some info on what needs to take place for this to happen.
If you want to use that with the NoSails version of this mod, you'll need to combine them, using their respective LUAs, in AMUMSS, as they both make changes to the same file.
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In this case, there's a small number of groups of animations that are called, depending on what the ship is doing. Each of those groups contain hundreds of different animations, none of which are labelled. In the case of this mod, we're cutting out the group of animations for "LOWALTITUDE", which is when the sails would unfold, but this is also where the landing gear would retract, but those individual sequences, within the groups, would be impossible to identify and modify.
The reason you don't see any mods for NMS that change animations to any appreciable amount.
Sorry for the news, but with NMS we mod what we can.
Edit: Ok, guess it's not your Mod as I see now after uninstalling it.
If you want to use that with the NoSails version of this mod, you'll need to combine them, using their respective LUAs, in AMUMSS, as they both make changes to the same file.