Closed SteveTownsend closed 3 years ago
its only used for animated weapons and there arent many. in my massive mod list, the only mods that used dynamic were wheels of lull, relics of hyrule, and LOTD (since it displays all those weapons and creates replcas) i attached the log from those mods run with dynamic the (4 failed just didnt exist) Log.txt
thanks - do you have to run the script twice, once for static and once for dynamic? I would hope to combine that all in one pass
On Thu, May 6, 2021 at 9:57 PM shoegorath @.***> wrote:
its only used for animated weapons and there arent many. in my massive mod list, the only mods that used dynamic were wheels of lull, relics of hyrule, and LOTD (since it displays all those weapons and creates replcas) i attached the log from those mods run with dynamic the (4 failed just didnt exist) Log.txt https://github.com/SteveTownsend/AllGUDMeshGen/files/6438503/Log.txt
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From my understanding of it, you run the static, and it tells you which weapons contain dynamic displays. Ignore crossbows and rifles. Then run the dynamic on just those esp's. Then run the alternate mesh scripts, then the fixed alternate mesh scripts on everything. Then you run the static script again on everything, (since new meshes were created). Then the skeleton patcher script and then the item positioner last. And then there's some scripts that you download and place overwriting xpmse to prevent weapon flicker while equipped on the body
I am leaving this scripted. Seems virtually unused, and too much work and risk.
Never used it, there is interest at Discord. Can it be done in patcher?