minis-patchers / SynWeaponKeywords

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

Closed titanbass1 closed 8 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!

titanbass1 commented 2 years ago

image (maybe you're on an old version of synthesis gui?)

Restarting didn't work. Apparently I have set both your mod and synthesis to the latest version, but they aren't updating... image

Minizbot2012 commented 2 years ago

those are not the versions I set within the csproj, it should not be updating Mutagen / Synthesis like that, are running a outdated version of synthesis GUI? Try getting the latest version from the mutagen/Synthesis project

Minizbot2012 commented 2 years ago

Something else to note that commit hash is ages old, dating back to june 26th of this year, its gonna be broken running that old with a lot of overhauls to structures and etc.

titanbass1 commented 2 years ago

Nuking my synthesis and reinstalling it worked like a charm. :)

titanbass1 commented 2 years ago

Actually, no it didn't, still missing the DB. image

Minizbot2012 commented 2 years ago

Run the patcher once, and go back in... (I blanked the release DB, its gonna do that first-run)

Minizbot2012 commented 2 years ago

I'm now working it where it should patch via JsonPatch to current from wherever it leaves off...

titanbass1 commented 2 years ago

Ran it, restarted synthesis, still nothing (should I have waited longer?)

Minizbot2012 commented 2 years ago

the patch needs to run (actually its runnability check needs to run)

titanbass1 commented 2 years ago

OH, so you mean your patch for the patcher?

Minizbot2012 commented 2 years ago

okay, I apparently cannot use async for runnability, it should now be working as intended again, close out synthesis open it back up and update the patch, should work this time for real...

titanbass1 commented 2 years ago

It's back!

titanbass1 commented 2 years ago

Oh small thing for Immersive Weapons: Trident Blade (02010E6C) needs to be ignored by trident keyword

titanbass1 commented 2 years ago

Scythes are in a bit of a pickle as well. There's a couple of one handed scythes that are not being held in the hands because the patcher is making them want to switch to two handed weapons.

Minizbot2012 commented 2 years ago

dang it, I now know why we are having trouble converting one handed and two handed weapons, and its not good news. On the weapon we have a link point to the hands in the skeleton, when we have a two handed weapon out, the game is only looking for the 2 handed link point for the animations, and vice versa, this link-point is within the weapon's mesh... I learned a bit of it when I dabbled in animating, which means, I am going to have to handle One and Two Handed weapons intelligently and cannot force them over without breaking the weapon... so I am gonna have to make some big revisions to the code to work with this :/

Minizbot2012 commented 2 years ago

So messing with the animation type does not break it, when I mess with the equipment type it breaks badly, gonna rework quite a bit of code then...

Minizbot2012 commented 2 years ago

So can you try everything again? Note that IDK if I can truly fix the lines between two and one handed weapons, but hopefully I can do a lot of work towards it, Basically now I am just changing animationtype only and no longer messing with equip type.

titanbass1 commented 2 years ago

So, we'd either need to do a massive weapon mesh converter within the mod, or we would have to do a scan category for what type of weapon it is before giving it the appropriate category. So for example, you scan a weapon and it says "spear" in the name. You then have to check whether it is one handed or two. If it is one handed, give keyword spear, if two handed, give keyword pike or maybe half pike is more appropriate.

titanbass1 commented 2 years ago

But here's something odd. When the game scanned for scimitars, both the one handed and two handed scimitars were using scimitar animations. Why would that work but other weapons not?

titanbass1 commented 2 years ago

Also, have you seen this mod? I haven't tried it out, but I'm wondering if it has some success in giving animations without mesh patches.

Minizbot2012 commented 2 years ago

I have seen that, its a KID (Keyword Item Distributor) set of files, it will only give the items keywords, the original thing this was based upon was an older zEdit module, that did mess with animation types, gonna go look back at that at some point as well, see if I missed something... I'm gonna look into this deeper either tomorrow or another day. Got raid in about an hour and I need a break from the broken mess of an engine that skyrim is, before then to refocus for raid...

titanbass1 commented 2 years ago

So that keyword distribution would still have the same limitations with animations?

Minizbot2012 commented 2 years ago

Yeah, I've put it back into to be a synthesis equivalent of the zEdit patcher for the moment

titanbass1 commented 2 years ago

Yeah...it is turning into a little mess haha! No worries, you'll get it. Have a good raid! What game you playing?

Minizbot2012 commented 2 years ago

Final Fantasy XIV Online doing Pandaemonium 5 Savage

titanbass1 commented 2 years ago

Nice, get some good loot out there!

Masterandersawn commented 2 years ago

The gun keyword might need a few exclusions related to vigilant and glenmoril but this is definitely coming to be my favorite synthesis patch especially since the keywords are quite consistent I used it to add in great maces/shortswords and scythes etc all functional really awesome only thing I really want to add now is ultra greatswords but I think that is fairly unviable due to the nature of them all being called greatswords without just doing it manually.

titanbass1 commented 2 years ago

Yeah we have realized there are some issues with animation matching that might need some tweaking. Guns are a great example as some are pistols, some are long guns, so it might be better for them to be manually patched for solely keywords and nothing more. Ultragreatswords...might be best to do it manually unless there is a keyword itself. Is there a mod that adds them? I'd imagine you'd have to set separate animations for them anyways.

Masterandersawn commented 2 years ago

Yea unfortunately there is none officially I only made an ultra greatsword one for a personal mod I shared with Black on patreon to get twinblade animations made but its useless for nexus since its elden ring ports.

Minizbot2012 commented 2 years ago

I am investigating a possible solution to the animation issue, but I don't think I have any of the broken weapon mods installed in order to test & facilitate my possible solution. @titanbass1 if you could link me to a download page of one that has a known broken weapon when patching both equiptype and animationtype I could use a link to it (if you can remember a weapon or mod before I cleaned out the code).

titanbass1 commented 2 years ago

All Heavy Armory 2 handed spears are broken. They are using a greatsword moveset. DS3 weapon pack (link is normally to NSW...no idea why it needs to be) all two handed spears (gargoyle flame; lothric spear) are broken and all 1 handed lances (great lance) are broken. All claws are broken as they are listed for some reason as maces. Friede's great scythe is also broken as it is one handed so it can duel wield with her other scythe.

Minizbot2012 commented 2 years ago

So, I setup this now where different EquipTypes can get different Weapon Animation Types (It went from a simple field to a Dictionary with a Enum as a key). This means that unless you have a specific set of animations, it will not use a custom animation (say you have 2 handed scythe animations, but not one handed animations, Friede's great scythe will use vanilla one-handed axe animations instead). If I could get some testing on this it would be nice :) (Update the patcher before you look at the settings in synthesis, otherwise it will break the DB).

titanbass1 commented 2 years ago

Well it seems Skyrim updated, which means animations that require SKSE (such as AA DAR) are not going to work. Might need to wait a bit till SKSE is updated...again...

Minizbot2012 commented 2 years ago

I used steamless (removes the steam requirement from SkyrimSE.exe) on my copy (I don't even have steam installed right now, but going to set it up once SKSEAE updates) so I still have a working copy for the moment

titanbass1 commented 2 years ago

Still waiting for DAR update...if it comes. In the meantime, I noticed a weapon that could be added. Cyrus' Saber: 0A000D63 (ccbgssse031-advcyrus.esm) - rapier Hopefully there will be an update soon.

Minizbot2012 commented 1 year ago

DAR update came out cheers, I've added cyrus' saber to the never ending lists :)

Minizbot2012 commented 8 months ago

Gonna close this due to age.