Edit: Can't figure out how to delete a comment ;x... I ended up figuring out the limitations of ToggleSpecialAnims looking through the blockhead documentation and testing it first hand.
Ohh, that nasty SpecialAnim -s My struggle with it ended up in somewhat different workaround - using "SetPlayerSkeletonPath" function. I have a bunch of custom skeletons in separate folders along with their own full stack of animations, some of which are overwritten by a custom ones. Works like a charm without any uncontrollable probabilities. Though requires Updete3D as well. All this approach slightly reminds AnimatorOverrideController in Unity)
On an entirely unrelated note, could you post the syntax highlight colors you use for your setup? I like them a lot and would like to make them the default colors for the CSE's script editor
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My struggle with it ended up in somewhat different workaround - using "SetPlayerSkeletonPath" function. I have a bunch of custom skeletons in separate folders along with their own full stack of animations, some of which are overwritten by a custom ones. Works like a charm without any uncontrollable probabilities. Though requires Updete3D as well.
All this approach slightly reminds AnimatorOverrideController in Unity)
I stole the colours off this guy - Darktooth plus FiraCode CSE ScriptEditor theme at Oblivion Nexus - mods and community (nexusmods.com)