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
Только у меня вылетает, если ускориться во время проигрывания анимация надевания/снятия шлемов?
Am I the only one who crashes if I speed up the animation of putting on/taking off helmets while playing?
-------
Fatal Error
Expression: <no expression>
Function — : Clnifile::r_string
File : D:\a\xray-monolith\xray-monolith\sre\xrCore\Xr_it
Line: 1171
Description : fatal error
Arguments _ : Can't find variable item_visual in
[actor_hud_military_novice]
stack trace:
Press OK to abort execution
--------
по опыту предположу что у тебя стоит мод movement effects
идея мода отличная, но код там слишком перегруженный и запутанный
можешь попробовать поставить этот патч:
Drive.google.com
но в целом я бы просто его отключил
Спасибо! Проблема была именно в этом, просто отключил по вашей рекомендации
Does anybody know how to add animation for this addon(i mean create in Blender or like that animation that replaces animation from addon)
anomaly modding book is a good start: Igigog.github.io
you can find most of the info there
but in short, all you need is blender 3.6, and x-ray addon for blender: Github.com
and probably ogf, omf and thm editors (links in the anomaly modding book)
Что за ошибка и как исправить?
Expression :<no expression>
Function :CScriptEngine::lua_pcall_failed
File :..\xrServerEntities\script_engine.cpp
line :204
Description :fatal error
Arguments :LUA error:...
1.5.2\gamedata\scripts\outfit_animations_pathes.script:24:
attempt to index field 'possible_faction' [a nil value]
stack trace:
Ошибка из за снятия нашивок но проблема ещё в том что анимация рук при использовании брони нет, проблема ещё тут
обычно такая ошибка возникает когда не установленные модифицированные
exe: Moddb.com
Также еще возможно надо будет поставить FDDA если уже нет: Moddb.com
Сегодня/завтра обновлю описание
Hello, this is a really nice mod.
But I hope there will be a patch for the fdda_time_events_patches.script.
I would also like to point out that the removed patches do not end up in the inventory, which is a bit annoying.
Other than that, everything is fine.
I didn't look into time_events script yet, but I wanna check how it works and come up with possible workaround.
To make patches go into inventory you need to use another mod (like the one from Tosox: Moddb.com). I usually try not to touch any gameplay logic with animation mods
Thanks for letting me know. I'll take a look.
could you do an animation for equiping the ballistic plate item? it would be a nice addition
actually Skyww already made it: Moddb.com
There seem's to be a soft conflict with the outfit patch animation and Quick Melee reworked. It's pretty easy to avoid by.. just not doing the quick melee mid patch animation. But I figured i'd say something anyways just so other people are aware and in case the mod author wants to patch it
[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_military_berill]
stack trace:
! [LUA] 0 : [C ] play_hud_motion
! [LUA] 1 : [Lua] .../logan/desktop/anomaly\gamedata\scripts\quickdraw.script(174) : f
! [LUA] 2 : [Lua] ...s/logan/desktop/anomaly\gamedata\scripts\a_rax_wd.script(149) : functor_a
! [LUA] 3 : [Lua] c:/users/logan/desktop/anomaly\gamedata\scripts\_g.script(461) :
example from the crash log
thx for letting me know. I'll see what I can do
при попытке торговать с NPC игрок снимает рюкзак! это так и должно быть?
нет
постоянно торгую с npc и ни разу с таким не сталкивался
возможно установлена старая версия мода? В одной из них я пытался сделать чтобы модель игрока при смене брони менялась не сразу а после закрытия рюкзака, для чего приходилось патчить ui_inventory.script. Но это создавало слишком много конфликтов с другими модами. И в последних версия я от этого отказался и теперь анимация проигрывается если рюкзак убран из слота (или добавлен в слот).
Попробуй полностью удалить мод и поставить последний релиз
спасибо. помогло!
thx bro! u are great!
How does this mod work? I installed it and it doesn't work and I do it the old way because using that program doesn't work for me
do you have modded exe installed?
Github.com
it won't work without it
Hi! Thanks for the cool mod! You are a talented animator, but I would like to give you feedback, which I really hope you will understand correctly. Although I don't work as an animator, I often interact with them and I think I can talk about it. Actually, what's the matter here. The animation is done qualitatively, but! The problem is that it looks more like the main character is looking at whether his hands are clean before washing them. I think that in this case, the same adjustments to the sleeves and folds on the clothes (when you adjust the sleeve on the other hand with one hand) would be more suitable. Maybe I'm not being very precise... well, imagine you just put on a sweater and almost the first thing you do is adjust the sleeves on it. I hope you understand me. Thanks for the mod. In any case, it's much better than vanilla.
ye, I know what you talking abut
I thought to add something like this too, but problem is that, for example, if I make an animation where character fixes gloves, turns out not all armors have gloves. Same for sleeves. On some armor it will look appropriate, but on armor like exosuit hand movement that fixes sleeve will clip through metal frame of the armor. So I ended up on something more neutral.
It's like that for every animation really. Every time I have to fix some edge cases or compatibility issues. Been working on NVG animation, and at first everything seemed straight forward: just make an animation, trigger it at right time and u done. But in reality it can't be done on vanilla anomaly, only on modded exes (if not for DAR it would be impossible at all), also animations use interpolation (it's when animation tries to smoothly blend from one action to another). Cuz of this, NVG model spawns in right hand and glides to the head. Of course you can disable interpolation, but without it, right hand just disappears and then animation starts. Looks ugly af.
So to fix this, I ended up breaking animation on two pieces: first one is hand movement to the head without NVG mesh, which have interpolation, and second one, when you equip NVG, without interpolation. Turnout ok. Still might look janky at times cuz some junk weapons instead of proper reposition, have locked hud_fov with ridiculous values (sometimes more than 0.8! like wtf)
so, ye
it's never easy and everything is for a reason
Ok. I get what you mean. but in this case, I also have an idea how to do it more realistically, taking into account the nuances described by you, if you suddenly want to go further. If you are interested, I can write to pm. I'll explain why I care. This animation looks the least interesting if we consider all 3 of them in a complex (clothes, backpack, gas mask).
ye sure
Как одеть обратно нашивку?
Expression :
Function : invalid_parameter_handler
File : D:\a\xray-monolith\xray-monolith\src\xrCore\xrDebugNew.cpp
Line : 1087
Description : invalid parameter
stack trace:
hm not sure if it's relate to this mod. Kinda need more context on this one
Is Outfit Animations compatible with BaS? i got Modded exes installed and replaced by BaS own modded exes
I use BaS on my personal modpack and it's working without issues. I think BaS exe files should be pretty outdated by this point so it's probably would be a good idea to update to more recent version of modded exes
Do you also use mod Organizer? if so is Outfit animations on top or on the bottom. Because whenever i use the mod. It utterly crashes my game when im trying to rip out a faction patch
PS: Might have ****** up something as i have replaced the modded exes of BaS with newer one. Now can't upgrade my weapons
patch apply/remove crash usually happens cuz people try to install this mod on Anomaly 1.5.1 which not really supported.
To be more exact this happens cuz I use modded exes version 1.5.2 unlocalizer feature. It allow to make some private variables into public without touching original script files. And iirc this feature is missing on Anomaly 1.5.1 modded exes.
so make sure u use Anomaly 1.5.2 + modded exe
Already have Anomaly 1.5.2 but i broke something when i replaced modded exes with a newer one. Can't figure out what is causing it but i think i replaced something and that is bad as attempting to talk to technicians crashes the game
dang
I suggest try to get to official Anomaly Discord server and post error log in the tech support channel. There are bunch of people who might be able to figure it out
Well i found out modded exes made it go kaput. had to reinstall it. It's ok now. Outfit animations is great! definitely lessened the time for me to suit up without having to stand still (Which sucks)
Шикарная работа!
don`t work
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Hey! I keep encountering this crash when trying to play as the Ecologists
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_ecologist_guard]
stack trace:
I'm using the latest version of modded exes btw, I'm also using your other addon, headgear animations and the "Auto Equip Gear on Start" Componenent of Tosox MiniMods Pack (in case this is in any way relevant or significant to this crash)
Simple steps to reproduce:
1.) Install this mod
2.) Start a new game as the ecologists
3.) The crash occurs right before the "press any key to continue" splash screen occurs
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