Is there any way I would be able to write a specific set of conditions so that this only fires when going from one particular weapon to another particular weapon?
This is my use-case:
I have a weapon mod adding two identical swords, a one-handed and two-handed variant. No visual differences. My goal is for this mod to let me pretend it's the same weapon, and that just I'm switching fighting styles. I have already used OAR to have the two-handed version use one-handed equip and unequip animations and getting your mod to use these specific conditions is all I have left to accomplish
this requires additional features for this specific situation. these identical swords are not identical for the game, they have different formIDs. so this feature must be very personal for your situation. I recommend grip switch mods for your situation.
The JSON file can be corrupted, I recommend you reinstall and re-set the value. and you can send the SkipEquipAnimation.log from Documents\My Games\Skyrim Special Edition\SKSE
i noticed when feeding as vampire, eating corpse with namira ring, or doing any interaction with unique animation, my character first does the "sheathing" animation, which just makes things overall longer, and sometimes cause the animation not playing.
i was thinking if there was a mod that skips the sheathing animation for certain actions, that could make everything faster and less buggy.
I am not sure if this mod or Behavior Data Injector Universal Support is not compatible with 1170. Description mentions this is tested only for 1.5.97 - 1.6.318 - 1.6.640
I do not have any other mod that requires Behavior Data Injector Universal Support so I cannot test if that mod works on game version 1.6.1170.
It must be compatible with 1.6.1170. I have not received bug reports about versions from here or on my Discord page. My mods uses the same methods as universal support mods.
Would it be possible to stop NPCs from equipping and equipping whenever you change weapons like in fallout 4, unless you physically sheath your weapon they keep holding their weapon out
My bad, i misread. Tired from work so guess i was misreading s#*! lately lol. Was thinking of a mod that disables followers sheating/unsheating whenever you switched spells/weapons when you're not in combat yet. Which this mod is not designed for. Apologies
nothing work for me, i have bdi, set skip true, delay 2 and even tried the bethini pie [2024-06-14 09:53:39.082] [log] [info] SkipEquipAnimation v1.0.1.0 is loading... [2024-06-14 09:53:39.083] [log] [info] SkipEquipAnimation by AnArchos has finished loading. Support for more mods! patreon.com/AnArchos [2024-06-14 09:53:40.245] [log] [debug] Can't found Player Character [2024-06-14 09:53:40.245] [log] [info] Failed to register struct RE::BSAnimationGraphEvent [2024-06-14 09:55:53.760] [log] [info] Failed to register struct RE::BSAnimationGraphEvent [2024-06-14 09:56:10.808] [log] [info] Failed to register struct RE::BSAnimationGraphEvent [2024-06-14 09:57:18.264] [log] [info] Failed to register struct RE::BSAnimationGraphEvent [2024-06-14 09:57:28.217] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
don't set the delay as 2, this means the equipped weapon's 3d model will load after 2 miliseconds. just put it as 0.
[2024-06-14 09:57:28.217] [log] [info] Failed to register struct RE::BSAnimationGraphEvent the animation graph event sink must be register after 3rd try. are you starting the game with new game or coc console command? otherwise the problem probably causing by another skse mod. but don't worry I will release an update for it.
interesting, the only way is a mod that changes the skip anim variable to false during the game. Only my Kratos Combat mod doing this now. Uninstall my mod, open your last save and unequip your weapons, save and quit the game. then set the variable as true and try again.
Hi, this seems like a super underrated utility for modders and users alike, but is it possible that it has an incompatibility with mods like SoulsyHUD which allow for cycling between equipment without entering the inventory? My character t-poses when equipping a new weapon via SoulsyHUD's cycling with this mod installed and SkipEquipAnimation set to True in the BDI file; interestingly, the t-pose doesn't seem to happen when I cycle into a spell and off of a weapon slot.
I also just checked the SkipEquipAnimation.log file, and this is what appears inside: log content. Maybe that failure notification could be useful in finding the source?
The Soulsy's log file can be more useful with the t pose state. and can you try again with the "LoadBoundObjectDelay" value set by 200 in the BDI.JSON file? try and report the results.
Hi again; so, I guess I forgot to test this earlier, but equipping directly from the inventory actually also causes the t-pose, and again, when a spell is equipped after switching (like switching from a 2h weapon -> 1h + left hand spell), the t-pose does not happen. SoulsyHUD doesn't seem to mention anything super specific, but I've included it here just in case: SoulsyHUD log contents.
I don't think the Soulsy mod is an incompatibility, do you tested it without the Soulsy mod? the left-hand spell thing is normal because my mod does not support magic equip stuff. and did you try with the "LoadBoundObjectDelay" value as 200?
Hi, sorry for the delay, LoadBoundObjectDelay was definitely set to 2, and I agree that SoulsyHUD probably isn't the issue. Regardless, I can try without SoulsyHUD soon and report back. Are there any other log files that might be good to send, like maybe the BDI log or the OAR log?
Also, is it possible that some equip animation mod could be affecting it? I'm using Smooth Moveset, which includes its own Payload Interpreter file related to equip/unequip idle states
I don't think the animation replacer mods can cause this bug. Maybe you have a weapon equip behavior mod (weapequip.hkx). I don't remember a mod that editing the equip behavior. Send me your Nemesis/Pandora patch list. Also I released an update but probably the changes not related with your incompatibility.
When I search for weapequip.hkx in the Data tab of MO2, nothing comes up except the hkx included with the Nemesis Engine installation, so it's probably not that - I do use a behavior mod that enables fast weapon unsheathing by ADRI, but even when I disabled it, the issue persisted. Let me know if there's anything you'd need me to send regardless.
I also haven't tried today's update yet, so I'll give that a go.
51 comments
This is my use-case:
I have a weapon mod adding two identical swords, a one-handed and two-handed variant. No visual differences. My goal is for this mod to let me pretend it's the same weapon, and that just I'm switching fighting styles. I have already used OAR to have the two-handed version use one-handed equip and unequip animations and getting your mod to use these specific conditions is all I have left to accomplish
Thank you in advance!
[2025-01-17 04:51:13.355] [log] [info] SkipEquipAnimation by AnArchos has finished loading. Support for more mods! patreon.com/AnArchos
[2025-01-17 04:52:49.421] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
[2025-01-17 04:53:23.445] [log] [info] Registered struct RE::BSAnimationGraphEvent
i noticed when feeding as vampire, eating corpse with namira ring, or doing any interaction with unique animation, my character first does the "sheathing" animation, which just makes things overall longer, and sometimes cause the animation not playing.
i was thinking if there was a mod that skips the sheathing animation for certain actions, that could make everything faster and less buggy.
I do not have any other mod that requires Behavior Data Injector Universal Support so I cannot test if that mod works on game version 1.6.1170.
Was thinking of a mod that disables followers sheating/unsheating whenever you switched spells/weapons when you're not in combat yet. Which this mod is not designed for. Apologies
[2024-06-14 09:53:39.082] [log] [info] SkipEquipAnimation v1.0.1.0 is loading...
[2024-06-14 09:53:39.083] [log] [info] SkipEquipAnimation by AnArchos has finished
loading. Support for more mods! patreon.com/AnArchos
[2024-06-14 09:53:40.245] [log] [debug] Can't found Player Character
[2024-06-14 09:53:40.245] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
[2024-06-14 09:55:53.760] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
[2024-06-14 09:56:10.808] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
[2024-06-14 09:57:18.264] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
[2024-06-14 09:57:28.217] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
[2024-06-14 09:57:28.217] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
the animation graph event sink must be register after 3rd try. are you starting the game with new game or coc console command? otherwise the problem probably causing by another skse mod. but don't worry I will release an update for it.
Thanks so much
Maybe that failure notification could be useful in finding the source?
I also haven't tried today's update yet, so I'll give that a go.