minis-patchers / SynWeaponKeywords

Weapon keywords patcher for various mods
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Missing Icons and Animation Inconsistencies #7

Closed titanbass1 closed 7 months ago

titanbass1 commented 2 years ago

Hello!

I really appreciate this type of mod being here for Synthesis. I'm having a couple problems with it however. I can't seem to get icons to appear for any scimitars or scythes. Additionally, any weapon being labeled as a spear doesn't seem to work. Shortspears work fine and pikes work fine, but spears seem to result back to a standard greatsword animation.

Let me know if you need anymore information. Thanks again for this patcher!

Minizbot2012 commented 2 years ago

Hello! Firstly I would ask for your modlist (list of esm/esp/esls) as well as the log file for the patcher that in "logs/date/time/Skyrim Special Edition/SynWeaponKeywords.txt" (where synthesis gui is run from) these will be useful in debugging the problem. For icons to work do make sure that you have either dear diary or the patched skyui files.

titanbass1 commented 2 years ago

Hey thanks for your quick reply. I have the SkyUI icons as well as the Dear Diary patched version installed. Note the bashed patch is currently disabled. I installed a lot of weapon mods to test various weapons (katanas, halberds, etc.), so that's why there are a bunch.

plugins.txt SynWeaponKeywords.txt

titanbass1 commented 2 years ago

Oh, and this might be more helpful in terms of mods installed that don't have plugins. Sorry for the double post.

Mod_Priority,#Mod_Status,#Mod_Name

"0001","+","DLC: Dawnguard" "0002","+","DLC: HearthFires" "0003","+","DLC: Dragonborn" "0004","+","Creation Club: ccvsvsse004-beafarmer" "0005","+","Creation Club: ccvsvsse003-necroarts" "0006","+","Creation Club: ccvsvsse002-pets" "0007","+","Creation Club: ccvsvsse001-winter" "0008","+","Creation Club: cctwbsse001-puzzledungeon" "0009","+","Creation Club: ccrmssse001-necrohouse" "0010","+","Creation Club: ccqdrsse002-firewood" "0011","+","Creation Club: ccQDRSSE001-SurvivalMode" "0012","+","Creation Club: ccpewsse002-armsofchaos" "0013","+","Creation Club: ccmtysse002-ve" "0014","+","Creation Club: ccmtysse001-knightsofthenine" "0015","+","Creation Club: cckrtsse001_altar" "0016","+","Creation Club: ccfsvsse001-backpacks" "0017","+","Creation Club: ccffbsse002-crossbowpack" "0018","+","Creation Club: ccffbsse001-imperialdragon" "0019","+","Creation Club: cceejsse005-cave" "0020","+","Creation Club: cceejsse004-hall" "0021","+","Creation Club: cceejsse003-hollow" "0022","+","Creation Club: cceejsse002-tower" "0023","+","Creation Club: cceejsse001-hstead" "0024","+","Creation Club: ccedhsse003-redguard" "0025","+","Creation Club: ccedhsse002-splkntset" "0026","+","Creation Club: ccedhsse001-norjewel" "0027","+","Creation Club: cccbhsse001-gaunt" "0028","+","Creation Club: ccbgssse069-contest" "0029","+","Creation Club: ccbgssse068-bloodfall" "0030","+","Creation Club: ccbgssse067-daedinv" "0031","+","Creation Club: ccbgssse066-staves" "0032","+","Creation Club: ccbgssse064-ba_elven" "0033","+","Creation Club: ccbgssse063-ba_ebony" "0034","+","Creation Club: ccbgssse062-ba_dwarvenmail" "0035","+","Creation Club: ccbgssse061-ba_dwarven" "0036","+","Creation Club: ccbgssse060-ba_dragonscale" "0037","+","Creation Club: ccbgssse059-ba_dragonplate" "0038","+","Creation Club: ccbgssse058-ba_steel" "0039","+","Creation Club: ccbgssse057-ba_stalhrim" "0040","+","Creation Club: ccbgssse056-ba_silver" "0041","+","Creation Club: ccbgssse055-ba_orcishscaled" "0042","+","Creation Club: ccbgssse054-ba_orcish" "0043","+","Creation Club: ccbgssse053-ba_leather" "0044","+","Creation Club: ccbgssse052-ba_iron" "0045","+","Creation Club: ccbgssse051-ba_daedricmail" "0046","+","Creation Club: ccbgssse050-ba_daedric" "0047","+","Creation Club: ccbgssse045-hasedoki" "0048","+","Creation Club: ccbgssse043-crosselv" "0049","+","Creation Club: ccbgssse041-netchleather" "0050","+","Creation Club: ccbgssse040-advobgobs" "0051","+","Creation Club: ccbgssse038-bowofshadows" "0052","+","Creation Club: ccBGSSSE037-Curios" "0053","+","Creation Club: ccbgssse036-petbwolf" "0054","+","Creation Club: ccbgssse035-petnhound" "0055","+","Creation Club: ccbgssse034-mntuni" "0056","+","Creation Club: ccbgssse031-advcyrus" "0057","+","Creation Club: ccBGSSSE025-AdvDSGS" "0058","+","Creation Club: ccbgssse021-lordsmail" "0059","+","Creation Club: ccbgssse020-graycowl" "0060","+","Creation Club: ccbgssse019-staffofsheogorath" "0061","+","Creation Club: ccbgssse018-shadowrend" "0062","+","Creation Club: ccbgssse016-umbra" "0063","+","Creation Club: ccbgssse014-spellpack01" "0064","+","Creation Club: ccbgssse013-dawnfang" "0065","+","Creation Club: ccbgssse012-hrsarmrstl" "0066","+","Creation Club: ccbgssse011-hrsarmrelvn" "0067","+","Creation Club: ccbgssse010-petdwarvenarmoredmudcrab" "0068","+","Creation Club: ccbgssse008-wraithguard" "0069","+","Creation Club: ccbgssse007-chrysamere" "0070","+","Creation Club: ccbgssse006-stendarshammer" "0071","+","Creation Club: ccbgssse005-goldbrand" "0072","+","Creation Club: ccbgssse004-ruinsedge" "0073","+","Creation Club: ccbgssse003-zombies" "0074","+","Creation Club: ccbgssse002-exoticarrows" "0075","+","Creation Club: ccBGSSSE001-Fish" "0076","+","Creation Club: ccasvsse001-almsivi" "0077","+","Creation Club: ccafdsse001-dwesanctuary" "0078","+","Official Master Files - Cleaned" "0080","+","SKSE" "0081","+","SKSE64 ini pre-download for lazy users" "0082","+","Address Library for SKSE Plugins" "0083","+","SSE Engine Fixes (skse64 plugin)" "0084","+",".NET Script Framework" "0085","+","SSE Display Tweaks" "0086","+","More Informative Console" "0088","+","Unofficial Skyrim Special Edition Patch" "0090","+","Cutting Room Floor - SSE" "0091","+","Unofficial Skyrim Creation Club Content Patch" "0092","+","Anniversary Edition and Creation Club - Everything Upscaled" "0093","+","Weapons Armor Clothing and Clutter Fixes" "0095","+","Armor and Clothing Extension" "0096","+","Unofficial High Definition Audio Project" "0097","+","Alternate Start - Live Another Life - SSE" "0099","+","powerofthree's Tweaks" "0155","+","SkyUI" "0156","+","SkyUI SE - Flashing Savegames Fix" "0157","+","SkyUI Config Tweak - Equipped Items On Top SE" "0158","+","Fix Note icon for SkyUI (SKSE64 plugin)" "0159","+","Remove QuickSave Button from SkyUI System Menu" "0160","+","Wider MCM Menu for SkyUI" "0161","+","Favorite Things - Extended Favorites Menu for SkyUI" "0162","+","FileAccess Interface for Skyrim SE Scripts - FISSES" "0163","+","Stay At The System Page - Updated" "0164","+","RaceMenu" "0519","+","Immersive Weapons" "0521","+","Skyrim SE Expanded Skyrim Weaponry" "0528","+","Dawnguard Arsenal SSE" "0529","+","DS3WeaponPack1.1.3" "0537","+","Skyrim Spear Mechanic SE" "0538","+","Animated Armoury - DAR Version - New Weapons with animations" "0539","+","Heavy Armory - New Weapons" "0632","+","CL's Rapier" "0633","+","Scythe Of The Crow Mother" "0634","+","Lux and Noctis Katanas" "0766","+","Face Discoloration Fix" "0777","+","BodySlide and Outfit Studio" "0867","+","Project New Reign - Nemesis Unlimited Behavior Engine" "0868","+","XP32 Maximum Skeleton Special Extended" "0869","+","XPMSSE - Nemesis - Papyrus Stack Fix" "0890","+","Dynamic Animation Replacer" "0891","+","Animation Motion Revolution" "0911","+","Nemesis Output" "1056","+","SkyUI Weapons Pack SE" "1057","+","SkyUI Weapons Pack SE_Dear Diary Keywords" "1060","+","MCM Helper" "1061","+","PapyrusUtil SE - Modders Scripting Utility Functions" "1062","+","powerofthree's Papyrus Extender" "1063","+","Scaleform Translation Plus Plus" "1065","+","ConsoleUtilSSE" "1066","+","Keyword Item Distributor (KID)" "1067","+","Spell Perk Item Distributor (SPID)" "1071","+","QUI - AE" "1079","+","Synthesis Output"

Minizbot2012 commented 2 years ago

ha, NewArmory.esp doesn't include spears / short spears, even though it includes the keyword (but Skyrim Spear Mechanic does). I will have a new version up shortly, but it will require a data clear (Deleting Data/SynWeaponKeywords in the synthesis folder), as a note Immersive Weapons based spears are using bothhands equiptype, hence why its getting set to twohandsword, going to setup an ignore-list for mods for changing those...

titanbass1 commented 2 years ago

Great. Thanks! Yeah I noticed in heavy armory the spears/glaives are using greatsword animations too. I was actually wondering how this mod detects whether it uses a spear or pike animation. I thought if the first dependency was 1 handed versus 2 that could help determine whether it uses a shortspear as opposed to a pike. Then again, that does complicate the skyrim spear mechanic style. Forgive my ignorance, that ignore-list on IW - what is that doing? Any ideas about the scythe and scimitar issues?

Minizbot2012 commented 2 years ago

Scythe - I cannot tell at the moment, working on it though Scimitar - It seems that seems that I am trying to find the keyword WeapTypeCurvedSword, and there is no keyword of that name (it seems to be legacy NWTA (new weapons types and animations), and does not have an icon). I was forcing the animation type for certain items (Seems like I shouldn't), thus changing what animation files they use, hence breaking things for some users, the ignore-list stops the code from forcing the animation type if it shouldn't be forced.

titanbass1 commented 2 years ago

Ah, I see. Thanks for the clarification. I’ll give IW a shot in the next update and see how it’s going.

titanbass1 commented 2 years ago

Also, just curious if I missed something – are there installation instructions? I’ve noticed a few people looking at the zEdit patcher on Nexus that have asked questions about this patcher and I didn’t know about, aside from the SkyUI Weapons pack, if there were any requirements.

Minizbot2012 commented 2 years ago

There are no specifically required mods, and database is supposed to be generic, however exceptions to the generic requirement do occur (but I try to be as generic as possible)

titanbass1 commented 2 years ago

Ok, so after testing them out, the scythes are working but curved swords not. Still getting greatsword animations for any glaives or spears. I guess glaives getting greatsword animations looks better, but it is weird how the spear category has glaives listed (perhaps halberd might be more fitting?). Also, I don't know if this is intended, but shortspears are using SSM animations instead of being wielded by one hand only. And IW spears are using battle axe animations. I should mention I am using regular heavy armory, not the DAR as regular was upgraded to 4.0. Sorry if I covered things you didn't get to, and hopefully I don't sound like I'm rushing you. Your work is awesome!

Minizbot2012 commented 2 years ago

Curved swords never had icons, the SkyUI Weapon Icons pack does not include it, so I cannot fix that. As far as all the other bits go, it is all data-based fixes, so I will try to fix them, but also improve functionality. All of which I just pushed to main, but also has another DB Update so delete the Data/SynWeaponKeywords Folder (I've been enjoying synthesis's native data editor now, and I can adjust my json files easy) (At the Moment SSM, and IW are just adding keywords, nothing in exclude lists, and should keep the Animation Types in-tact for the most part), Please check it with your mods, and if I need to work on this more let me know what mods / weapons needs altering. I should also mention that from tomorrow for about a week I'll be out of town and away, so I might not be able to respond quickly, just pile up the issue here though, and I'll sift through it when I get back.

titanbass1 commented 2 years ago

I've had to manually patch a few weapons using the includes keyword option. Is there a way I could attach my personal settings for various weapons? Might be easier that way, or I could send like a small text doc with my changes/suggestions. For those keywords, you think I should bash patch the keywords before running your patcher? As for curved swords, I'm wondering if anyone managed to make an icon for that. Enjoy your time out of town!

Minizbot2012 commented 2 years ago

You can certainly send them here! I'll review them and integrate them to the main branch (as long as the generic type "feels" right).

titanbass1 commented 2 years ago

It's a bit much, but here are some suggestions. No rush on any of these.

Synthesis Keyword Additions.docx

Minizbot2012 commented 2 years ago

common names: checked & implemented (and I agree with all of them) Mod patches: I will have to wait to get home to get editor ID's as I have to download each one and load them up. I got some free time today so I did the basic common names, the specific mod patches will come as soon as I can get back home to my main pc :)

titanbass1 commented 2 years ago

Nice job! I think you might have missed the scimitar and katana changes, but no worries! Also, what are your thoughts about sabers? I keep looking at Immersive Weapons sabers and I don't see rapiers when I see the sabers.
Oh and I just thought adding "lance" as a common name for pike would be perfect! But I'll stop now and wait a bit haha!

Minizbot2012 commented 2 years ago

I was editing the file by hand and put the katana changes under exclude rather than common name, whoops, fixed that, again still gotta get home in order to deal with the mod specific stuff. I went ahead and added lance to pike really quickly as well. "saber" I guess would make more sense as a curved sword, so I also adjusted that

titanbass1 commented 2 years ago

So I'm testing the spears again and something just isn't right. I can't seem to get them to work as intended. Immersive Weapons, Dark Souls Weapon Pack and others just don't give the right animations. Didn't know if you got a chance to patch them, but I'm stumped.

Minizbot2012 commented 2 years ago

I think I see why spears has not worked, nor are they really within the scope of this patcher... they use a complex mechanism in skyrim spear mechanic and true spear combat to allow them to be thrown, scripting, and some other trickery..... I think I might have a few more tricks to get the spears to work, but it is outside of the scope of this particular patcher, but another one will be coming soon :) (you'll need this one anyway for the keywords and conformity to standards)

titanbass1 commented 2 years ago

Now how is that the case? Because this mod has turned other weapons into halberds with no problem. It just seems that short spears and spears get wonky. Pikes work pretty well (though I am noticing that pikes from animated armory swing really really quickly)

Minizbot2012 commented 2 years ago

Mistaken for javelins, whoops. I was coding at 3AM, on my linux laptop with awkward screen scaling. Spears and Short spears use the same keyword, I will be digging further into it today, as to why it is assigning the wrong animation types. Was it just the spears from Immersive Armory, or did that include spears from Skyrim Spear Mechanic?

titanbass1 commented 2 years ago

Skyrim Spear Mechanic spears work like a charm. It's any other mod that uses the word "spear" or "shortspear" that is giving some headaches. The icons and weapon keywords are working just fine. The animation matching is not.

titanbass1 commented 2 years ago

I wonder if part of the problem is whether the weapon needs to be changed to the correct weapon type before being classified as a pear. Like, for example, immersive weapon spears, don't they need to be considered greatswords before the spear animations register?

Minizbot2012 commented 2 years ago

I think I now know what the problem is, I need to pull the keywords from the mod due to DAR being specific on both mod-key and formid. I've been excluding the keyword source SkyrimSpearMechanic for spears, short spears are pulling from SkyrimSpearMechanic, though. Can I get an updated log file from your last run as well? I changed around logging quite a bit to be a bit more descriptive since this issue was first opened.

titanbass1 commented 2 years ago

I thought shortspears were a product of Heavy Armory or the DAR Heavy Armory.

--- Overview.txt SynWeaponKeywords.txt

Minizbot2012 commented 2 years ago

According to your overview.txt, you don't have anything that I see that would provide spear animations. (The heavy armory patch for animated armory uses pike types for its spears, and spear types for its short spears)

titanbass1 commented 2 years ago

Hmmm, I thought I had Skyrim Spear Mechanic and Animated Armory installed. I'll have to get back to you later. I moved my files in preparation for an SSD coming in soon. When that arrives I'll get my Skyrim straightened up and can test some more.

Minizbot2012 commented 2 years ago

No worries, Animated Armory provides pike, but not spear... according to its folders.txt at least, SSM seems to be bugging upon me adding the spear keyword to additional weapons.

titanbass1 commented 2 years ago

Let me ask you, how do you have your folders set up for spears, shortspears, and pikes? The other thing is, do you have the capabilities to adjust weapon speeds? I'm thinking things like pikes could use adjustments so they aren't going crazy fast. They are currently faster than daggers when running the patcher. I doubt it's your mod, but just a thought I had.

Minizbot2012 commented 2 years ago

Technically I could unify weapon speed, as I do not touch the weapon speed at all for the moment... It could be that the animation that it gets is set to go too fast for the weapon speed (Are Animated Armory Pikes too fast?). I normally don't use anything other than Animated Armory, for new weapon types (I am a fan of katanas and scythes though so I have a few mods for those, such as katana crafting and classic scythes).

titanbass1 commented 2 years ago

Yeah, Animated Armory pikes (as in, the weapons called Pikes), are in my eyes too fast. Tridents, however, are perfect. Here is the table taken from Animated Heavy Armory DAR version that I think is perfect for reference. I use WACCF, which carries a lot of in my opinion needed changes. image

titanbass1 commented 2 years ago

And honestly, the nice thing about adjusting changes is you can leave exceptions for particular weapons that mod authors create that are faster or slower than normal. So for example, if someone creates a spear that is supposed to attack like a dagger, you can write that as an exception in the settings. Sorry if I am getting too suggestion oriented here.

titanbass1 commented 2 years ago

So a few updates on the patcher as of the last update. I'm testing this with Skyrim Spear Mechanic, Immersive Weapons, Animated Armoury DAR, Heavy Armory, and DS3 weapon pack. No other animation or combat mods were used. I did not use any patches between these mods. Apologies if I am repeating things here. The immersive weapon spears are trying to use SSM animations, but right now they are not being drawn from the back. The animations play, but they are stuck on the player's back. I think this is because SSM mechanic spears are, by default, 1 handed swords (correct me if I'm wrong). So the spear might need to be repatched as such, which I think this patcher can do? Short spears from Heavy Armory and pretty much all spears from DS3 weapon pack are using SSM mechanic animations, but the problem is that they really aren't designed for them. The weapon is too small that your hands are on the blade when two handing. Honestly the SSM mechanic animations are pretty hard to use because the left hand is so far up the pole that many spear models are pushed up from the back (if you know what I mean). Like the meshes need to be reprogramed so that the hands are placed lower on the model. They might be better served using rapier or, if possible, use the animations from Heavy Armory DAR. This also has the balancing I was telling you about. Glaives are being listed as pikes, have the pike icon, but are using halberd animations. The patcher lists glaives as halberds, which I would agree with, but I wasn't sure if this was intended. I'm kinda ok with this mashup actually as it fits their dual nature, but still wanted to let you know in case this wasn't your intention. This actually reminds me of the Dragonslayer Swordspear using the halberd moveset but not being called a spear/pike, but wasn't sure if there was some behind the scenes stuff that lets this mixing happen.

Minizbot2012 commented 2 years ago

I'm gonna rebase upon Heavy Armoury DAR's values, might take a little while though, I just did the infrastructure changes to handle generation into Update.ESM.

titanbass1 commented 2 years ago

You know, I was thinking about this, and I wanted your thoughts. The only concern I had about basing the patcher upon Heavy Armory DAR values was items added by other mods that intended to be slower or faster will be effected. For example, there might be a person who uploads a spear that is meant to be really fast, but might get adjusted by this mod. Is there a way to make it mod specific (like Animated Armory and Heavy Armory only, for example)? If not you can just use something like Proteus to make the adjustments as needed, so not a huge deal at the end of the day.

titanbass1 commented 2 years ago

Also wanted to ask how you are patching individual weapons from mods. If you'd like, if you have instructions on, say, adding patches to weapons from Dark Souls Weapons pack, I can make them and send them to you so they are in the next versions. I don't know how to share the personal edits from saying include this name of a weapon for this weapon type, but I don't know at all how to make esp specific patches for weapons.

Minizbot2012 commented 2 years ago

Basically I just need an Editor ID, and what type it classifies as... to create an include at least. I use a method of utilizing the item name for the majority, and includes to set specific weapons that don't match (I don't mess with speed/reach, and likely won't), I might work on a different structure for includes at some point, but its really just EditorID at the moment. (Typically mod authors have their own Editor ID prefix for themselves, and don't overlap).

For example an include for a one handed ebony blade is "ZEBEbonyBladeOneHanded" (ZEB* indicates an author's prefix)

titanbass1 commented 2 years ago

Not form ID, which is unique to the item? How is, for example, the Immolation Tinder specified in that patch? Is it currently esp specific, or is it just looking for name recognition?

Minizbot2012 commented 2 years ago

One of the things about modding is generally the editorID is unique, I've yet to encounter 2 mods with the same editorID on different items, though transitioning to FormID in the long run might be ideal

Minizbot2012 commented 2 years ago

For example the "immolation tinder" is being name matched for mass, however, within the json I have defined includes and excludes specific to each weapon based upon a creation kit editor ID. Every item has a (normally) unique editor id, that is basically unused within the game, however this can be used with synthesis, I am now currently working on converting it over to "FormKeys" which is basically the mutagen equivalent of Mod + FormID which in the json would look like "00000800:MyMod.esl" this would make it "formally" unique

titanbass1 commented 2 years ago

Hmmm, ok. So from that text document I sent you a while back, would it be helpful to give you a collection of form ids or editor ids to be added to your mod? I don't want to sound like I am overwhelming you by the way. I know this takes a lot of work.

The other thing being, with the issues with SSM, would it be possible to convert all mods being tagged as spears to utilize the same weapon category as weapons from SSM (so, in that case, I think one handed swords)?

Minizbot2012 commented 2 years ago

Yeah, update the document you gave me, I will reimplement it, give me form IDs and file name with extension :) But right now I gotta go for a bit, got raid in FFXIV in about 5 minutes.

Minizbot2012 commented 2 years ago

Now that raid is over, still checking for errors in the new version....

titanbass1 commented 2 years ago

Getting there. A lot of things to look through. How was the raid? Oh and I'd just add "curvedsword" and "curvedgreatsword" to the scimitar word template.

Minizbot2012 commented 2 years ago

I changed quite a bit of the architecture around with these latest updates, its no longer going to attempt to be "Smart" when it comes to two-handed and one-handed animations, so curved greatsword would become its own category (TwoHandedCurvedSword currently on my end). Dai-Katana's and Katana's got similar treatment as well.

Minizbot2012 commented 2 years ago

So currently I am using this list as my Injected Keywords, figured you'd want it just to see (cleaned off the json formatting as well), all of these exist within update.esm after running the patcher WeapTypeSpear: 77770 WeapTypeJavelin: 77771 WeapTypePike: 77772 WeapTypeHalberd: 77773 WeapTypeRapier: 77774 WeapTypeQuarterstaff: 77775 WeapTypeClaw: 77776 WeapTypeScythe: 77777 WeapTypeWhip: 77778 WeapTypeKatana: 77779 WeapTypeGun: 7777A WeapTypeShortSpear: 7777B WeapTypeUnarmed: 7777C WeapTypePoleaxe: 7777D WeapTypeClub: 7777E WeapTypeHalfPike: 7777F WeapTypeMaul: 77780 WeapTypeHatchet: 77781 WeapTypeShortsword: 77782 WeapTypeGlaive: 77783 WeapTypeLongMace: 77784 WeapTypeQtrStaff: 77785 WeapTypeCurvedSword: 77786

titanbass1 commented 2 years ago

Hey that is pretty amazing! Nice job on this one! I'll give it a test soon. I didn't get them all, but here is a start. Let me know if you need anymore information on what I uploaded.

Synthesis Keyword Additions.docx

titanbass1 commented 2 years ago

So, correct me if I'm wrong, but if I wanted to use these in DAR animation condition, I would, for example, type IsEquippedRightHasKeyword(WeapTypeSpear: 77770)

Minizbot2012 commented 2 years ago

You would use IsEquippedRightHasKeyword("Update.esm" | 0x77770)

titanbass1 commented 2 years ago

Does update.esm have to be in quotes?