On a strictly theoretical basis I think so but it would override your claw anims while 'active.' The folders I have here proc for their specific unarmed animations at random and when they don't fire it does whatever would be your default unarmed h2h animations, assumed here to be your claw anims. Does that answer your question?
Oh For God Sake's !, is there ANY Mod That Doesn't Require SKYSa or Dar or Nemesis ?!!.
it Doesn't Even Make Any Fucking Sense Requiring Any of Those For This Mod, ERvery other Anim Mod i've Ever Seen in My Life With This Level of Variety Has Always Automatically Been Vanilla Friendly.
WTF is Wrong With Modder's These Day's ?... Giving Everything From a Menu Replacer To Combo Attack Mod a DAR,MCO/SKYSA/Nemesis Requiurment !. -_-"
Got another disappointment for ya tho- i'm barely a modder.
All I did was create some folders for files that were themselves unpacked by other, more competent, mod authors and 2 .txt files to utilize them. Even packing these as a .zip archive for the purposes of uploading to this site just about gave me heart palpitations.
There are other mods like this out there that are better- there's this one out there by skypja or whoever that works for randomized 1h sword anims that actually has a script bundled with it that makes sure you don't do two attack anims at the same time which is a big limitation with mine here- I find you often, "double punch,' and I don't really know what to do about it, it's honestly kinda annoying. If I could script then I would probably do something about that but, as previously established, i'm not really a modder.
As for why this has to have DAR as a requirement... well those folders just happen to be for DAR which I kind of understand how it works. That is:
It looks for conditions according to the text files in question, (are you unarmed? Ok,) then, (randomly, in this case,) it will deploy these sets of animations instead of your default animation behaviours for unarmed attacks. That's what DAR is; that's how it works from a layman's perspective. (Have NO idea what's going on under the hood tho).
Unless you have some other kind of PCEA path for those animation files, and THEN some kind of sophisticated script or process that can check for conditions and THEN inject those animations as required on top of that then DAR is the next best thing to accomplish this; in fact, it's the only thing that can accomplish this as far as I am concerned 'cos I can't be f***ed to do anything more than this right now.
If you can engineer a workaround like that that also isn't just DAR then hats off, sir/madam and feel free to share.
In the meantime this has to be DAR exclusive, my apologies.
What's wrong with modders these days? In my case laziness and incompetence.
But more broadly there may be a growing trend of balkanization in the modding community as different modders conglomerate into different places that discourages collaboration- a collaboration that is sorely needed for a game that essentially breaks its own mods with every update.
It's my feeling that authors are being pushed away from Nexus for various reasons, be it a feeling of deauthorship with site policy changes regarding modlists or wanting to have your own flock of degenerates that comes with moderating your own discord, it's hard to say.
Despite having these truly wonderful projects/creations, (like SkySA or DAR, Nemesis, whatever,) it is sometimes moot because skyrim keeps getting CC/Anniversary bulls*** updates that most of the playerbase understandably wants to keep in participation with because they are cool and new- it's just a shame that these spiked-dick f*** most SKSE-dependent mods until they get updated which is not a given will happen given that it comeso ut of the authors own time and willpower.
Only a very tightknit community with as much accountability and reliability as perhaps the Silverclock team, (which is already an extremely rare resource in a free-will community like modding and by no means a given,) would be able to span the lacuna created by these updates and the environment is increasingly diminishing that resource as it fractures.
Oh s#*! I'm Sorry, it is Very Frustrating for me That Every Mod and its Screen-shot's have These Requirement's, But if i Had Known i may not have vented like this. i'm Sorry if i Caused You Any Stress.
Don't pay it any mind G, I am not offended/stressed by it 'tall.
I'll admit it's, on one hand, annoying that so many mods now have a whole grocery list of requirements for sure; but, on the other hand, it's at least implied in the idea of a thriving community- to have so many people taking an existing idea or tool and running with it to generate even more stuff is a good thing. It means things aren't dead.
Did a quick test and animations are working well, thanks!
Are the values "0.4" and "0.5" in the conditions document meant to be 40 and 50 percent chance btw? Also, would removing the "IsActorBase" line make npcs use these animations too?
Yes, if I read it right in the DAR mods that use it when you use a RANDOM() you do it as a decimal like that. (So yeah (0.4) = 40%).
As to that actorbase question I do not know. "Probably," is going to be my milquetoast answer. Full disclosure- I just see it in almost every other conditions file so I thought, "oh that must be standard." If you delete it and it doesn't break your game then yes I would guess it just lets all actors follow those conditions. Could be actually really cool!
Removing the first line didn't remove the animation from the player.. I haven't gotten into a fistfight since then though, so I don't know about npcs yet.
50% chance to jab, 20% chance to uppercut, 30% chance for vanilla attack with the given DAR conditions. DAR rolls probability descending from highest folder number.
15 comments
The folders I have here proc for their specific unarmed animations at random and when they don't fire it does whatever would be your default unarmed h2h animations, assumed here to be your claw anims.
Does that answer your question?
is there ANY Mod That Doesn't Require SKYSa or Dar or Nemesis ?!!.
it Doesn't Even Make Any Fucking Sense Requiring Any of Those For This Mod,
ERvery other Anim Mod i've Ever Seen in My Life With This Level of Variety Has Always Automatically Been Vanilla Friendly.
WTF is Wrong With Modder's These Day's ?...
Giving Everything From a Menu Replacer To Combo Attack Mod a DAR,MCO/SKYSA/Nemesis Requiurment !.
-_-"
........ (Sigh)
Got another disappointment for ya tho- i'm barely a modder.
All I did was create some folders for files that were themselves unpacked by other, more competent, mod authors and 2 .txt files to utilize them. Even packing these as a .zip archive for the purposes of uploading to this site just about gave me heart palpitations.
There are other mods like this out there that are better- there's this one out there by skypja or whoever that works for randomized 1h sword anims that actually has a script bundled with it that makes sure you don't do two attack anims at the same time which is a big limitation with mine here- I find you often, "double punch,' and I don't really know what to do about it, it's honestly kinda annoying. If I could script then I would probably do something about that but, as previously established, i'm not really a modder.
As for why this has to have DAR as a requirement... well those folders just happen to be for DAR which I kind of understand how it works. That is:
It looks for conditions according to the text files in question, (are you unarmed? Ok,) then, (randomly, in this case,) it will deploy these sets of animations instead of your default animation behaviours for unarmed attacks. That's what DAR is; that's how it works from a layman's perspective. (Have NO idea what's going on under the hood tho).
Unless you have some other kind of PCEA path for those animation files, and THEN some kind of sophisticated script or process that can check for conditions and THEN inject those animations as required on top of that then DAR is the next best thing to accomplish this; in fact, it's the only thing that can accomplish this as far as I am concerned 'cos I can't be f***ed to do anything more than this right now.
If you can engineer a workaround like that that also isn't just DAR then hats off, sir/madam and feel free to share.
In the meantime this has to be DAR exclusive, my apologies.
What's wrong with modders these days? In my case laziness and incompetence.
But more broadly there may be a growing trend of balkanization in the modding community as different modders conglomerate into different places that discourages collaboration- a collaboration that is sorely needed for a game that essentially breaks its own mods with every update.
It's my feeling that authors are being pushed away from Nexus for various reasons, be it a feeling of deauthorship with site policy changes regarding modlists or wanting to have your own flock of degenerates that comes with moderating your own discord, it's hard to say.
Despite having these truly wonderful projects/creations, (like SkySA or DAR, Nemesis, whatever,) it is sometimes moot because skyrim keeps getting CC/Anniversary bulls*** updates that most of the playerbase understandably wants to keep in participation with because they are cool and new- it's just a shame that these spiked-dick f*** most SKSE-dependent mods until they get updated which is not a given will happen given that it comeso ut of the authors own time and willpower.
Only a very tightknit community with as much accountability and reliability as perhaps the Silverclock team, (which is already an extremely rare resource in a free-will community like modding and by no means a given,) would be able to span the lacuna created by these updates and the environment is increasingly diminishing that resource as it fractures.
Sneed.
But if i Had Known i may not have vented like this.
i'm Sorry if i Caused You Any Stress.
I'll admit it's, on one hand, annoying that so many mods now have a whole grocery list of requirements for sure; but, on the other hand, it's at least implied in the idea of a thriving community- to have so many people taking an existing idea or tool and running with it to generate even more stuff is a good thing. It means things aren't dead.
Are the values "0.4" and "0.5" in the conditions document meant to be 40 and 50 percent chance btw? Also, would removing the "IsActorBase" line make npcs use these animations too?
Yes, if I read it right in the DAR mods that use it when you use a RANDOM() you do it as a decimal like that. (So yeah (0.4) = 40%).
As to that actorbase question I do not know. "Probably," is going to be my milquetoast answer. Full disclosure- I just see it in almost every other conditions file so I thought, "oh that must be standard." If you delete it and it doesn't break your game then yes I would guess it just lets all actors follow those conditions. Could be actually really cool!