SamuZai
Ersh

Ersh

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Ersh posts

Status update

Hey!

It's been over a year since I have started working on OAR and I'm still not done. I'm currently working on a pretty big OAR update that should fix many reported issues, especially with paired animations. It'll also include an animation event log that I know will be useful for some users, some new conditions and requested condition API improvements.

2024-01-18 16:39:37 +0000 UTC View Post

Starfield Luma Release!

Hey! We've just pushed the publish button on Luma:

https://www.nexusmods.com/starfield/mods/4821

Reminder, it's also got some good stuff for non-HDR users as well.

I'm going back to Skyrim soon! I really needed the break from Skyrim after OAR.

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Starfield Luma testing

Hey! I've been working with some incredibly talented people on a Starfield mod that improves the visuals - adds true native HDR, fixes up the color grading, film grain etc. The main focus was implementing actual HDR output (as opposed to AutoHDR solutions) for monitors that support HDR, but the other improvements are worth using as well. We're getting ready for release soon, and we have a Disco...

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No Furniture Camera

Hey, I've just published No Furniture Camera and a tiny update to TDM with a few bugfixes. 

https://www.nexusmods.com/skyrimspecialedition/mods/100515

Looking at TDM code is kinda painful now, it's really messy. I'd like to give it a proper rewrite some day.

I know there's s...

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Native HDR and Color Banding Fix for Starfield

Hey! If any of you have HDR monitors and are playing Starfield, you'll probably want to use this. I couldn't get into the game without trying to get some sort of better HDR working because it really does not look good on an OLED screen in vanilla.

https://www.nexusmods.com/starfield/mods/588

It's st...

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Open Animation Replacer 2.0.0 and Paired Animation Improvements

Hey! I've just uploaded the big paired animation update to OAR as well as the new version of the small plugin previously named Paired Animation Annotation Fix.

https://www.nexusmods.com/skyrimspecialedition/mods/99621

I've also made a small plugin that removes furniture camera - it's gr...

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Native Camera Tweaks for Baldur's Gate 3

Hey! I've been playing Baldur's Gate 3 lately and I wasn't really satisfied with the vanilla camera and the camera mods available. So I made one.

https://www.nexusmods.com/baldursgate3/mods/945

This plugin together with the 2023-08-14 22:00:29 +0000 UTC View Post

Paired Animation Annotation Fix test

Hey! I'm still working on some stuff for OAR - namely paired animation replacements. I'm happy to say that I've finally cracked the puzzle and figured out how the damn things work.

Along the way I learned about a vanilla issue where the paired animations wouldn't play triggers (animation events) included in the animation as annotations. Which kinda sucks if you want to do dynamic replacem...

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Open Animation Replacer Released!

Hey everyone! I've just clicked the publish button on the Nexus page!

Open Animation Replacer at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

Some conditions and their components have been renamed for release, so the .json files will be broken again. But that's the ...

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Open Animation Replacer 0.9.0

Hey! It's time for one last test round before release.

Some legacy conditions have been consolidated into more generic ones that have additional variables, for example IsEquippedRightType and IsEquippedLeftType are now IsEquippedType with an additional boolean variable that defines whether it's supposed to look at the left or right weapon.

The numeric value condition component can n...

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Open Animation Replacer 0.8.0

Hey!

This version unfortunately has a breaking change that will require recreating all the .json files. Hopefully won't happen again, but it was necessary.

Conditions underwent a major rework yet again, this time vastly improving their flexibility to allow creating new conditions through the OAR plugin API. This will let other SKSE plugin authors create new conditio...

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Open Animation Replacer 0.7.0

Hey! I reworked the internals quite a lot again. Animations can now be marked as interruptible - which will keep checking the conditions while they're playing and will immediately replace them if needed.

The short blending you see when an interruptible animation gets interrupted and replaced had to be manually implemented. Without it the animation would just immediately s...

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Open Animation Replacer 0.6.1

Hey! This time, I've fixed a major bug that existed since the beginning of OAR and added a way to save an user config for legacy mods.

The bug was causing synchronized animations to fail - killmoves, horse mounting - depending on the animation count in DefaultMale and DefaultFemale projects. Because of a game bug/assumption done by Bethesda, in the case one of them had more animations, th...

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Open Animation Replacer 0.5.1

Hey! It's finally ready, I think. The big update.

OAR now has its own structure for replacer mods that has significant advantages over DAR. DAR mods are of course still fully supported and treated as "legacy" mods.

The in-game editor has been massively overhauled. You can now add/remove/edit conditions, change their order, change the mod priority etc. while in game. Remember that yo...

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Open Animation Replacer status update

Hey!

I'm still working on the new OAR mod structure and the ingame editor. There's no point releasing a version with a half done editor because it's not going to have any practical use.

The next version will have full support for the new structure, .json config file loading/saving and also user configuration files so you can selectively edit some conditions or priorities without aff...

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Open Animation Replacer 0.4

Hey!

It appears that I've found all the places I needed to fix up to double the max animation limit in a project from 32k to 64k.

The default value is still 32k but you can increase that through the ingame settings menu (press insert to open, the key can be changed in the ini that's generated after the first run). Requires a game restart to take effect, of course.

When increas...

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Open Animation Replacer 0.3; A breakthrough?

Hey! While trying to double the 32k animation limit I stumbled upon a ridiculously simple change that seems to make actors not use the animation queue AT ALL.

No more having to manually load all the replacement animations, no more waiting for the animation queue, no more T-Pose,

I couldn't find any drawbacks. It just works.

It's very experimental as I'm not sure whether this a...

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Open Animation Replacer 0.2

Hey! I've been busy with the in-game menu.

Right now, the menu will only allow inspection for legacy animations (DAR-structured mods). You can select a ref to see which conditions are passing and which are not, in real time.

In the future, with mods structured for OAR (I haven't started working on the structure yet) you'll be able to edit and save the priority and conditions in-game...

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DAR updated :)

Happy to hear DAR has just been updated (glad to know Felisky's alive - we've all been worried), also happy to hear that Felisky considers releasing sources - no matter how messy the code is, it's always good to share! We're all learning from each other, and improving.


This changes nothing for OAR - as it's not supposed to just be an updated DAR but people want more conditions,...

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Open Animation Replacer 0.1.3

Hey!

I think it might already be time to start first gameplay tests. I've absolutely no-lifed the last few days. From my very limited tests it seems to have the exact same behavior, but I only installed a few DAR mods and ran around.

As for the differences from DAR, they are mostly internal - the implementation is pretty much completely new, what I've gained from trying to reverse e...

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Open Animation Replacer progress update; Slow animation queue fixed

Hey! The plugin's progressing well, although it turns out I'm actually doing things in a different way than DAR and hitting different issues. From what I can tell, what DAR is doing to the animation list is actually destructive. I'm still not sure how it manages to work with the animation list being completely erased and containing only the new animations.

Anyway, I've replicated all DAR ...

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The DAR problem; Open Animation Replacer

Hey! As you're probably all aware, DAR is still not updated to the most recent Skyrim version. It has become a rather big problem, leading people to downgrade their game version, which is a temporary solution, but is not feasible in the long run. 

Imagine starting to mod a game you're not familiar with and right away you learn that you have to downgrade the game to an older version (...

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Precision 2.0.0 out, Accuracy updates

Hey, I just released v2.0.0 on Nexus. I've updated Accuracy to work with the new version, and added the projectile speed multipliers, complete with a MCM.

EDIT: Recompiled so it works with 1.6.640.

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Precision rework test

Hey,

It seems I'm done with the main rework, and my limited testing surprisingly resulted in no issues.

Active ragdoll is now only added for a short while on hit, any collisions are done on a duplicated skeleton that should not interfere with the game physics. It literally only collides with the Precision attack collision layer. Hopefully no more strange collisions during animations...

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Quick status update

Hey! I'm currently working on a pretty major Precision rewrite that should fix most, if not all, of the remaining weird issues - they're all related to the active ragdoll being always "added" to the character. However, unlike PLANCK, I'm only really using the ragdoll for the physical hit reactions and collision detection.

The collision detection can instead be done by adding a duplicate s...

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TrueHUD Update sneak peek

Hey, I'm working on a way overdue TrueHUD update with some requested stuff and new features.

I'm adding a configurable way to display active effects on actor info bars. Have a sneak peek:

(The effects seen here are applied by the basic flame and frostbite spells, which is why they're re-app...

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Accuracy - Precise Projectile Collisions

Hey there! Here's the very first, early version of Accuracy - a companion mod to Precision.

In case you didn't know, in vanilla, projectiles actually collide with the character controller's collider, not the body mesh. The character controller's collider is just an upright capsule (or three, in case of quadrupeds. You can see them with the Dynamic Collision Adjustment plugin's debug draws...

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Dynamic Collision Adjustment test

Hey, I've been working on a small plugin (which took a lot more time and effort than I expected) that will adjust the character controller collisions (the collision that is used for movement and projectiles) based on actor scale and sneaking/swimming states. I need to know whether it works fine in general gameplay.

The character controller collision of some creature races (like giants, dr...

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Precision release, and what's next

Hey!

Precision is now out on the Nexus!

Thank you all so much for the support and the bugs and crashes you've reported!

I'm gonna take a short break to catch my breath, solve any pressing issues that come up, and then...

...yeah, what then? Well, there's definitely quite a f...

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Precision 0.5.2

Hey there! I'm finally done with the next update. A LOT of fixes, and a few minor features.

  • Moved the plugin to CommonLib-NG - now a single .dll supports both SE and AE!
  • MikeNike's custom recoil animations are included (left handed recoil is still missing and the right handed one will play instead) NickNak also added a feature to the behavior so the recoil animation will be...

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