Mod swaps default camera shake style armor equip animation on small and quick custom animation.
Small mod that swaps default camera shake style armor equip animation on small and quick custom animation.
To make animation less frustrating, by default player character will “remember” last 3 outfits he was wearing and perform short version of equip animation on them. Memory size can be configured in an MCM menu. If you set memory size to -1, player will remember all outfits he was wearing and play long version of equip animation only first time when new, previously unknown, outfit is equipped.
You also can configure optional “inspect armor button” that will play armor check animation on demand. It’s purely cosmetic, does nothing and added just because why not. Maybe in the future it will display short message about armor damage status (have not decided yet)
What is planned:
- animation for heavy armor equip
- animation for backpack equip
- more animation variations to pick randomly from
- new animation on armor equip
- armor memory option. Player character will remember last few outfits he was wearing and perform short version of equip animation on them (configurable through mcm)
- optional key to play armor inspect animation (configurable in MCM)
equip animation
fast equip animation
backpack equip/unequip animation preview
patch apply/remove animation preview
- Requirements:
- MCM: Moddb.com
- FDDA: Moddb.com
- Modded Exes: Github.com
- Use Mod Organizer 2 and FOMOD to install (recommended) or copy contents of the folder “main/gamedata” to “gamedata” directory inside you Anomaly install (not recommended)
1.0.2
- added patch for demonized timed events. Hopefully this will fix crash on GAMMA that some people encounter
- small fix that should make mod compatible with anomaly 1.5.1 (you still need to manually make variable "possible_factions" in "gameplay_disguise" script public, because iirc there are no unlocalizer in modded exes for Anomaly 1.5.1)
- removed dependency on FDDA. Now it should work without it
1.0.1
- fixed small bug that holstered weapon after level transition
1.0
- Made separate animation handler script and rewrote almost all code from scratch. Hopefully this will make mod much more compatible and less buggy. And it should also help me add new animations more quickly. At least this was the plan
- Added options to enable and disable every animation individually in an MCM menu
9.9.2
- compatibility fix for JABBERS SOULSLIKE mod
9.9.1
- fixed bug with weapon not being equipped back after outfit animation plays
- fixed bug with detector hide animation won't playing when equip backpack. Thanks to the guys from the Anomaly Redux for reporting this
9.9
- Added animation for putting on/removing faction patches.
- When swapping backpacks, unequip and equip animation now will play in sequence.
- Reverted back some code changes made in version 9.5. Now compatibility should be better.
9.8.2
- Fixed "disable animations button" script that was causing "upvalue 'callback' (a nil value)"
9.8
- Found and fixed pretty bad typo that might lock player controls in "only walk" state.
- Fixed EFP patch
9.7
- Backpack equip and unequip animation
9.6
- Compatibility patch with EFP and Nitpicker modpack KnifePistol mod.
9.5
- rewrote bunch of logic and how animation being triggered. Now player wont change outfit instantly and first hide backpack and weapon and change outfit afterwards (wasn't easy)
- added MCM option to allow movement during equip and inspect animations
- by request added separate patch that makes outfit animation respect anomaly's "enable animations" option. Which allow to enable and disable outfit animation at any moment
- bug fix. Added check that won't allow to play inspect animation during arena fight intro, check that character alive etc.
- bug fix. Equipping outfit with integrated helmet over equipped headgear won't trigger headgear animation which would cancel outfit animation
- added some boiler plate code for future backpack animation.
9.2
After installing your modification (via Mod Organizer 2), the "vanilla" backpack animations (not FDDA) stopped working for the game "Anomaly", which can be enabled/disabled through the settings (no MCM).
Clarification #1: if "vanilla" animations and Anomaly are enabled, then when putting on/taking off the backpack, the inventory is simply removed, BUT there is no camera animation that says that we put on/take off the backpack.
Clarification #2:
1)I noticed it first on 1.5.2 Modded Exes.
2)Deleted Modded Exes, the same error with backpacks...
3) I turned off your modification and the error with backpacks was fixed. The animation of putting on/taking off the backpack is played (there are camera animations from vanilla "Anomaly").
Sounds like previous version behavior.
In old version I wrote code for backpack animation before I finished animation itself. Try updatimg to the last version.
сделайте пж совместимость с kvmas hd models
данные моды не должны конфликтовать, т.к. outfit animations просто добавляет анимацию и никак не затрагивает модели
a totally broken mod idk if mod requires somthing but i was thinking for many Test but nothing worked with the mod
Will need more specifics to figure out why it won't work for you:
1. What options did you choose during install?
2. What version of anomaly do you use? What modpack?
3. Are there any UI mods installed?
4. How exactly it won't work for you? Does animation won't play at all? Or game crash to desktop, or some animations play and others don't, etc.
dang
I think I really should delete code that makes character hide backpack before playing animation and return to how it was done in first version (instantly switch to an animation). It probably looks bit better rn, but to be honest animations really shouldn't poke into UI functions.
This might even make this mod to work on 1.5.1 too. But I'm not sure.
Não funcionou no meu jogo.
E o que é esse MCM que falam? e como acesso ele?
O menu MCM é este mod: Moddb.com
Amanhã pretendo fazer upload de uma atualização na qual alguns bugs serão corrigidos, a compatibilidade será melhorada, uma nova animação será adicionada e removi todo o código que afetava a UI e criava problemas de compatibilidade.
Ты охуенный, это лучшие анимации
При попытке снять\применить нашивку:
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: ...ata\scripts\a_gameplay_disguise_outfit_animations.script:12: attempt to index field 'possible_factions' (a nil value)
check if you have modded exes installed.
also check if you have file "gamedata/configs/unlocalizers/unlocalizer_liz_outfit_animations.ltx"
This happens because I alter "menu_patch_action" function in "gameplay_disguise.script" file with monkeypatch to play proper animation when you try to apply patch or remove (in vanilla there was one animation for everything). And this function uses "possible_factions" that is private to "gameplay_disguise" script and can't be accessed from other scripts. I use unlocalizer to make it accessible without changing original script and this feature is part of modded exes.
there is also a bad solution that I don't recommend to do
but you can open file gameplay_disguise and find possible_factions variable (should be somewhere at the beginning). And just delete word "local" at the beginning of the line before variable possible_factions declaration. It will make this variable public and error should go away. But you REALLY shouldn't do this this way
Жду твои моды сильнее чем зарплату
WAKE UP BABE OUTFIT ANIMATIONS UPDATE JUST DROPPED
Братан, у тебя хорошо получается анимации делать. Может как-нть соберёшься сделать анимацию зарядки / разрядки патронов в магазин для мода Mags Redux?
I don't know why, but every time I try to remove the patch, the game closes without any warning
I'm playing with the Desolation mod in version 1.5.1
6 -- st_rax_fav -- execute_functor table: 0x356c92b0
7 -- st_rax_junk -- execute_functor table: 0x349472c0
Time continual is:126215
-- get_ammo_in_magazine : key = 337
! [LUA] 0 : [C ] __index
! [LUA] 1 : [Lua] ...ata\scripts\a_gameplay_disguise_outfit_animations.script(12) :
! [LUA] 2 : [Lua] g:/stalker anomaly\gamedata\scripts\ui_inventory.script(1938) :
! [LUA] 3 : [Lua] g:/stalker anomaly\gamedata\scripts\utils_ui.script(3514) :
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...ata\scripts\a_gameplay_disguise_outfit_animations.script:12: attempt to index field 'possible_factions' (a nil value)
! [SCRIPT ERROR]: ...ata\scripts\a_gameplay_disguise_outfit_animations.script:12: attempt to index field 'possible_factions' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...ata\scripts\a_gameplay_disguise_outfit_animations.script:12: attempt to index field 'possible_factions' (a nil value)
seems like same issue that was mentioned earlier
you need to have modded exes installed
This happens because I alter "menu_patch_action" function in "gameplay_disguise.script" file with monkeypatch to play proper animation when you try to apply patch or remove (in vanilla there was one animation for everything). And this function uses "possible_factions" that is private to "gameplay_disguise" script and can't be accessed from other scripts. I use unlocalizer to make it accessible without changing original script and this feature is part of modded exes.
there is also a bad solution that I don't recommend to do
but you can open file gameplay_disguise and find possible_factions variable (should be somewhere at the beginning). And just delete word "local" at the beginning of the line before variable possible_factions declaration. It will make this variable public and error should go away. But you REALLY shouldn't do this this way
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This guy *****, hard.
Latest GAMMA, after dying with Soulslike mode, getting below error:
Expression : <no expression>
Function : CInifile::r_string
File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
Line : 1266
Description : fatal error
Arguments : Can't find variable item_visual in [actor_hud_05]
can you describe more in detail when this error happens?
For example, what item you were equipping and how
Sorry realized I did not specify. Just edited original comment.
When enabled with Soulslike mode in new game, after death and before Soulslike mode kicks in, the error is thrown.
Going to test to see if it happens without Soulslike mode.
Edit: does not happen after death without Soulslike.
Interesting, it only happens when you have at least an armor and backpack equipped. Only armor, no crash.
huge thanks for figuring out what mod conflict causes this. I'll look into it
I was trying the new update on GAMMA modpack, last update was fine and working, outfits all worked. This newest update with the patch sewing and removing etc has caused my outfits to just not work anymore. tested with a base gamma installed.
merc_scout
merc_fighter
isg_lcs_camo_outfit
Same error for all above outfits by the way :
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 1214
[error]Description : fatal error
[error]Arguments : Can't open section 'actor_hud_isg_lcs_camo_outfit'. Please attach [*.ini_log] file to your bug report
stack trace:
I tested a lot more with the same result. any help or guidance would be epic!
Also the new stuff works on the outfits that function.
can you send me full log file? Never encountered this error before
Can you try to enable previous version back? Does it fix the error?
also can you try to start a new game and see if the issue still there?
Yea I have went to old versions which work 100% fine with gamma, even new game etc with old version works fine. The latest version seems to work with only some outfits and not all entire outfits. New game and debug mode testing for about 30 minutes led me to conclude that some outfits work and some cause that error I mentioned above.
Mediafire.com
Sorry I didn't know how to actually just send it but the link just has my log in a zip lol
One more thing to check: could you install last version and disable armor memory feature in mcm?
Disabling the "armor memory feature" causes me this error with latest version.
nvm forget the last error but the same error still remains :
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 1214
[error]Description : fatal error
[error]Arguments : Can't open section 'actor_hud_isg_lcs_camo_outfit'. Please attach [*.ini_log] file to your bug report
stack trace:
this is the same for having it disabled and enabled if I use one of the broken outfits.
waaaait. I might be figure it out. One sec
nope still no crash for me
have you recently installed some mods that replace models? Like HD models etc.?
Also does last version shows any mod conflicts in mcm?
No conflicts in gamma, I am on a base gamma game. so the base 444 mod setup. I might just re-update and see if it works again, thanks for all the help and hopefully I can get it working again xd
Of course, more quality animations for our immersive needs from the man himself. On the same note, how cool would animations for raising and lowering the visors of the heavier helmets be? Like, the hud visual of the half open helmet stays there until you lower the visor again, dunno, just a late night thought of mine.
not sure if it possible at all. But would be cool tho
With the latest version, I often cannot see my arms/guns after taking off the armor and putting it back on.
Kind of like the missing hands bug with FDAA, so I have to reload the save.
This happens enough that I've uninstalled the mod for now.
can you check that you have latest version? Cuz outfit animation to work properly uses same trick as ledge grabbing mod and temporary unequips weapons. But I made dumb mistake and forget to equip weapons back after outfit animation.
If issue in something else could you post a video?
Because I couldn't replicate this issue with fdda backpack animations and without. I probably missing something
will you improve compatibility with 1.5.1 version, I like to play with this addon in desolation, but the bug that was mentioned above makes me sad(
well technically it's possible to make it work on 1.5.1
just need to remove some checks for FDDA since it doesn't support 1.5.1
and manually edit gameplay_disguise script to make variable possible_factions public
on 1.5.2 I use modded exes unlocalizer feature to do this. But it won't work on 1.5.1 - I tried
I'm planning to rewrite how animation is handled to make it more reliable and add option in mcm menu to disable each animation individually. So in theory you will be able to just disable patches animations and it should work. In theory
Hello, will there be a patch for "Ghillie suit overhaul" mod ?
it's just an animation mod. In theory it should work with Ghillie suit overhaul
When I have backpack in slot and then I try to equip Ghillie suit in that slot, I got this crash
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_string
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 1266
[error]Description : fatal error
[error]Arguments : Can't find variable item_visual in [actor_hud_ghillie]
I checked that ghillie mod and it's only for 1.5.1 version of Anomaly. I'm not really support this version cuz it's really old
but it seems that crash happens cuz two animations try to play at the same time.
I've been working on rewriting animation handling code to use custom system to trigger animations or use Anomaly's actor_effects script. It hopefully might fix this crash.
Ok, thanks for your reply and your awesom mod!)
Nice mod 10/10! Care to share the UI used in your pictures and videos?
sure
it's UI REWORK G.A.M.M.A. STYLE BY SOTA
here is the link Moddb.com
The game consistently crashes when I attempt to tear patch off outfit (right-click on outfit = > tear patch off) :
Time continual is:1874254
# UIInventory:ShowFaction | ui_inGame2_neutral
# UIInventory:ShowRank | Rank Number 0
# UIInventory:ShowRank | Rank Texture ui_rank_0
# UIInventory:ShowFaction | ui_inGame2_army
# UIInventory:ShowRank | Rank Number 1645
# UIInventory:ShowRank | Rank Texture ui_rank_0
* Register UI: UIInventory
# UIInventory:ShowFaction | ui_inGame2_army
# UIInventory:ShowRank | Rank Number 1645
# UIInventory:ShowRank | Rank Texture ui_rank_0
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...ata\scripts\a_gameplay_disguise_outfit_animations.script:12: attempt to index field 'possible_factions' (a nil value)
! [SCRIPT ERROR]: ...ata\scripts\a_gameplay_disguise_outfit_animations.script:12: attempt to index field 'possible_factions' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...ata\scripts\a_gameplay_disguise_outfit_animations.script:12: attempt to index field 'possible_factions' (a nil value)
stack trace:
seems like same issue that was mentioned earlier
you need to have modded exes installed
This happens because I alter "menu_patch_action" function in "gameplay_disguise.script" file with monkeypatch to play proper animation when you try to apply patch or remove (in vanilla there was one animation for everything). And this function uses "possible_factions" that is private to "gameplay_disguise" script and can't be accessed from other scripts. I use unlocalizer to make it accessible without changing original script and this feature is part of modded exes.
there is also a bad solution that I don't recommend to do
but you can open file gameplay_disguise and find possible_factions variable (should be somewhere at the beginning). And just delete word "local" at the beginning of the line before variable possible_factions declaration. It will make this variable public and error should go away. But you REALLY shouldn't do this this way
Thank you, I actually have modded exes but for 1.5.1 (it was linked for an older version of SSS). Other functions of the mod seem to work fine. I will try to remove the "local", despite not being recommended it will still be much easier for me than breaking the ton of various custom compatibility patches of my 381+ mods list with the upgrade to 1.5.2.
Интересно, анимация с нашивкой воспроизводится, только если вы срываете нашивку с надетой одежды?
И ещё: можно ли подружить ваш мод с модом "Disassemble All Items", в котором можно получить нашивку с 50% шансом, срывая её? Например, если шанс сработал, то ваша анимация воспроизводится, если нет, то ванильная, или может быть вы сделаете анимацию с порваной (негодной) нашивкой.
там 4 анимации: 2 для надетой одежды, и 2 урезанные для той что в инвентаре.
сделал небольшой патч для "Disassemble All Items". Ссылка: Drive.google.com
но небыло возможности проверить. Напиши если будут какие-либо ошибки.
порядок модов для патча:
-outfit animations
-disassemble all items
-<патч по ссылке>
на аномали 1.5.1 он багается и ты фиг че сделаешь(
ну под 1.5.1 мод не затачивался. Всетаки версия уже ��чень старая
но сейчас мельком проверил на чистой 1.5.1 и в целом вроде бы даже работает
надо поставить fdda для версии 1.5.1
и в файле gameplay_disguise.script сделать публичной переменную possible_factions
сам файл, если его нет, можно достать из ресурсов игры
в папке Anomaly есть каталог tools. Надо запустить db_unpacker.bat, который разархивирует часть ресурсов игры. Нужный файл будет в папке _unpacked/scripts.