Changes:
Added proper timing to interactions. Now, the object is delayed from interaction until the animation has arrived at the point, allowing for animations that are seamless with gameplay.
For example, in previous versions when you picked up an object it would be instantly added to the inventory and disappear, and appear a second later in your hand as part of the animation. This quirk is gone with this version.
Another example is that when you interacted with a door, it would instantly open but the door opening animation would play afterwards. This is no longer present in this version.
Rotations have been given a similar rework in that the animation no longer plays while rotating to face the object but only plays after rotation is finished.
Restored transform configuration functionality that was accidentally removed in the last update.
Added option AnimationBlocksActivate`
With this option active, the player can only take items as fast as it takes for their actual character to play the animation. It's tedious for normal gameplay but I suppose if you want realistic immersion it works out well.
Added new animation behaviour in preparation for next update.
Added new "Forms" ini file in prepation for next update (don't touch it yet).
Fixed issue with repeated activations playing animation multiple times on uninteractable objects by reworking the hook entirely.
Moved appropriate events to animation annotations to make it easier for animators that want to make replacer animations
"TriggerActivate": when the actual in-game activation is performed, whether this be picking up an object or opening a door.
"AnimObjDraw.AnimObjectTakeHigh" or "AnimObjDraw.AnimObjectTake" or "AnimObjDraw.AnimObjectTakeLow" are the animation object events that dictate when the picked object is drawn in the hand (if any).
What's Coming Next:
A possible fix for the landscape meshes being included when picking up plants.
OAR custom conditions for animation replacers.
Possibly more custom animations.
What is Animated Interactions? (A Recap for New Patrons)
Features:
- Animated animations for pickup: the player will have height dependant animations for taking items.
- For example, Taking something high on a shelf will use a different animation
compared to taking an item on the ground.
- Container interactions for looting chests/furniture.
- Animations for interacting with doors, like NPCs have.
- All non-menu interactions are blended to movement, so they do not lock you in place, and you can move while picking stuff up.
- Configure height dependant animation thresholds in ini.
- Change animation speeds in ini file. For realistic, weighty animations use a low or default speed
multiplier. For fast, realistic animations use a high multiplier.
- Rotate to face the object you're interacting with in 3rd person.
- Every time you take something, the item you take is shown in your hand. Compatible with every mesh.
Requirements:
Address Library For SKSE Plugins
1. Download and install mod, activate esp plugin.
2. Run Nemesis and tick patch, update engine, launch.
3. Done.
4. Tweak ini to change animation speed and selection.
Note:
Hello peeps, it's been some time. I've been working on this update for Animated Interactions all month, as well as balancing out Pandora development and some other projects.
I consider Animated Interactions to be in the final stretch of development before hitting the Nexus, so I've also been cleaning up a lot of the mod functionality to make it suitable for patch authors and animators, as well as adding proper git source control to non-skse components like behaviour and animations. Expect the next few feature updates to be the final ones.
That being said, I have limited time to test all of these changes so as usual please report any bugs in the comments or by reaching out to me on the ModForge discord.
Download:
See original post. If you're updating, you MUST rerun Nemesis or Pandora!
Sam Fairleigh
2024-05-23 03:34:31 +0000 UTCalexbramos .
2024-05-14 22:16:50 +0000 UTCHazza
2024-04-30 06:18:03 +0000 UTC