Closed titanbass1 closed 6 months ago
yeah, lemme fix the example also need the hex specific as a prefix (0x)
I've implemented everything that you've specified with ID and esp/esm/esl name, plus what I have on hand & pushed it to the DB patch service, as well as the base version
Damn you are fast
I did notice glaives are still being listed as pikes despite being halberds. Also, the common names...are they scanning for editor IDs or weapon names? Because there is the weapon called Carthus Curved Sword that refuses to be patched.
things that I didn't have on hand (Royal Armory, blade of intrigue, artefakes, hammerfell armory, mithrodys sword), I don't have the esp name on hand. I scan by weapon name (So UI Visible name)
I broke this patch, need prefixing 0's apparently
PrvtIRoyalArmory.esp Hammerfell Armory SE.esp ArteFake.esp MithrodinSword.esp BladeOfIntrigue_SE_Eng.esp
I see a lot of includes that say "FormKey," but have nothing inside them. Is that what "broke?"
yeah, I needed preceding zeros, thankfully when I push the next patch it should fix itself.
Also, isn't bloodscythe a dragonborn aspect?
It may, but it is also a weapon converted from artefakes. See the mod page: https://www.nexusmods.com/skyrimspecialedition/mods/41254
Just so you know, according to Heavy Armory DAR balances weapons, the halberds that come from heavy armory are being considered "poleaxes" You could probably patch all halberds to poleaxes by using the formid for halberds in Heavy Armory: WeapTypeHalberd [KYWD:050E4580]
Also, I remember Lilith's armory being in the previous version. Are those patched weapons gone?
I did a basic automated conversion when I converted to formkeys, I did not have lilth's armory in my mod list, thus they got lost in conversion.
I'll get Lilith back for ya when I have the chance.
okay, thank you so much
Oh, and is there a separate keyword for curved greatswords? I noticed they were using curved sword animations. Or Dai-Katana for that matter.
Just an FYI, the base mod is what get's filled in with a formkey, thus for example windshear / things that get overriden use the base mod as its "ModKey"
I'm sorry, could you elaborate on that a bit?
So when a form gets overriden, mutagen / synthesis uses its base mod (the mod that defines it) as the filename, not the overriding mod in its code, so windshear (overriden by artefakes) would be listed as Skyrim.esm
Ah, so I assume that all the Artefakes had to be done specially?
since you provided the full formid, I was able to determine which master file they were in and was able to correct it on my own :)
A few more DS3 Weapon Pack's I've missed Spear: SaintBident(040246A8) Halberd (but with spear icon?): Dragonslayer Sword Spear (04000D99)
Heh, the halberd you mentioned was getting caught in the spear common names, so I added it to excludes, and DB V17 is out and hopefully should work (I've had one heck of a time with formatting)
Ahh I should mention this, I've maintained compatibility with injected animated armory, with my injected records, you should only need their dar files
Lol, you've been incredible. Here is Liliths Tools.esp. There is literally over 90 pieces. If you can just do it with names that might be best. Scythe: Lilith's Sickle; Lilith's Ancient Sickle (too many to want to get all form ids right now lol) Curved Sword: Lilith's Carver (FE000D62/FE000905/FE00094E); Lilith's Ancient Carver (FE000963/FE00097BFE00097F) Curved Greatsword: Lilith's Carver(FE000909/FE00094C/FE000808/FE000806); Lilith's Ancient Carver (FE00080A/FE000973/FE000977/FE00096F) Rapier: Lilith's Thorn (FE000852/FE00085A); Lilith's Lacerator (FE000877/FE00087F); Awakened Thorn (FE000854/FE00085D/); Awakened Lacerator (FE000879/FE000883) Pike: Lilith's Slayer - Spear (FE00095F/FE000A04); Lilith's Ancient Slayer - Spear (FE000A2A/FE000A2E)
Also, do we still have to delete the local files of the patcher each time we want to update it?
Hmm sickle might be in a good position for a scythe commonName (the name is also used on some weapons for FFXIV's reaper class). And thanks to some general hackery, and the JsonPatch standard, you do not have to delete the local files every time to update the DB anymore.
If you are really interested in how that works check out this repo
Excellent, that is great to hear.
Ok, so some not so great news. Spears are a bit messy. I have a It seems all spears don't have draw sounds. Also, do you think there is a way to patch weapons to their appropriate weapon type that supports the correct animations? Right now, any spear that has the "spear" keyword is naturally looking to use Skyrim Spear Mechanic, but those spears only work when the weapon is being listed as a one handed sword. So, if there is a weapon that is being labeled as a spear, would it be possible to repatch it as a 1 handed sword?
hmm, I don't touch sounds, I am gonna have to look back into the internals of SSM (and they all should be using one hand sword type animations), can I get a log of your most recent run of this patcher? I might be able to diagnose further from that...
Yeah any weapon currently patched as a "spear" stays on the player's back and doesn't enter the hands. Spear animations play, but there is no weapon being guided. Everything.txt
Also, I made two mistakes on the synthesis patcher for dark souls weapons. Let me address them here: "DS3 Weapon Pack.esp" Katana: Onikiri (0400B012) "Dark Souls Item Pack by Team TAL.esp" Katana: Onikiri (FE00092A) Ubadachi should not be a katana. Please remove Ubadachi (FE04E92B) and Ubadachi (1900B012). I'm off to bed. Will troubleshoot more later. Thanks again for all your amazing work!
I think I know what this is caused by, and is something sadly core to SSM. SSM Installs a custom skeleton node for keeping their weapons in the hands if I am reading the scripts right, this skeleton node matches on their weapon, to keep their weapons on the hands.... This is not easy to work around without having knowledge of manipulating skyrim models...
Ok, so the sounds are working again...maybe just a botched run? Couple additions from DS3 Weapon Pack Pike: Lothric War Banner (18000D7D) Spear: Four Pronged Plow (1800B06C); Smoldering Iron (180246A9) Halberd: Immolation Tinder (1800B0AF); Lucern (18024695) CurvedGreatsword: Murakumo(1802469A); Exile Greatsword (1800B079) Curved Sword: Sellsword Twinblades Right (1800AFF8) Pikes are also having an issue where if the weapon wasn't originally a greatsword, the weapon won't draw. Animations play, but the weapon remains on the back.
Are the spears drawing / working at the moment? Need to know if I need to dig deeper or not...
I think I see the issue for pikes, SSM is expecting a 1 handed melee weapon for animations, and I am changing everything to 2 handed, gonna fix the data for it (and come up with more solutions to this)
But doesn't SSM touch spears, not pikes? Pikes is AA thing and should be separate from spears.
Lemme take a Look at AA and what that does for Pikes then
Also, the db for the patcher is gone for me with the latest update...any ideas on this?
hmm, weird, can you give me the log?
was an Animated Armory pike broken or was it another pike?
I'm testing the spears again right now
hit the reload button in the corner :), part of my patching system
I don't see a reload button :/ Can you screenshot it?
(maybe you're on an old version of synthesis gui?)
Oh dear, its not actually available to those not working in development mode :(, so restart synthesis, and it should pull the new DB
Ok, so after looking at spears again (apologies for repeating myself), I'm noticing a general pattern. If a weapon is being tagged as a weapon type but doesn't match the general weapon that tag was originally paired with, the weapon will remain on the person's body while the animations play. So, for example, the fork of horripilation is a dagger, but when tagged as a rapier, the blade doesn't appear in the person's hands because the rapier is supposed to work with one handed swords (I believe). But I could have sworn in a previous version the fork was working as a rapier!!! So going back to spears, here are the issues Pikes will only work with two handed weapons. AA has pikes set as greatswords, while the two working pikes in DS3 weapon pack are warhammers. Heavy armory tridents are working just fine as pikes. That beings said, the Lance item from DS3 doesn't work as a pike because it is currently set as a 1 handed sword. Spears, which are based upon SSM, only work when the weapon is a one handed spear. There are a few two handed spears from DS3 (Gargoyle flame/Lothric Long Spear) that won't draw because of this. All Heavy Armory spears (not shortspears) also suffer from this because they are being listed as greatswords. Finally, shortspears are being tagged by SSM and work perfectly fine as such. However, since they generally aren't long enough to use the SSM animations, they would need to have their meshes patched so that the character holds them farther back or, as I did, took animations for shortspears from Heavy Armoury DAR and renamed the conditions to: IsEquippedRightHasKeyword("Update.esm" | 0x7777B) Did I make any sense?
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!