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NPC Animation Remix (DAR)


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#271
SystemsAlliance

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In response to post #109601923. #109621878 is also a reply to the same post.


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thank you for the reply!

#272
Critical35

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In response to post #109502218. #109621853 is also a reply to the same post.


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Good to know. Thanks for answering!

#273
rskstrike

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Hi i don't understand this patch if i'm honest, could you explain me? thank you

NPC Animation Remix (DAR) - adrenaline idles for player character patch

#274
CHIMgarden

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In response to post #109707108.


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It is just a replacers for condition .txt files in DAR folders with slightly different conditions for this kind of animations to be played in game. Just adds it to player character, if health is not full, which is usually the case after combat, so I called it "on adrenaline idles". Will be seen for a short while and after that, when health is full, regular idles will play.

It will be better to call it "activator" instead of a "patch" to minimize confusion, I will correct that

#275
rskstrike

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In response to post #109707108. #109744793 is also a reply to the same post.


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Fox says thanks

#276
tangyfreejack

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I don't know why but the characters are T-posing for some reason. 

EDIT: Nvm fixed it.

Edited by tangyfreejack, 28 May 2022 - 01:15 am.


#277
derpherpidyderp

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Honed down the reason Nemesis crashes while building behaviours down to this mod. 

#278
CHIMgarden

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In response to post #110251698.


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My mods don't touch behavoir files. I myself use Nemesis mods and DAR mods together no problem.

You can try disabling DAR mods before updating and launching engine and enabling back after that

#279
Mookeylama

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looks fantastic thanks for your work!
anyone know if these animations can be converted to work w/ oldrim, or do anims work out the box like scripts?

#280
CHIMgarden

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In response to post #110575178.


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Thank you :)

Animations won't work without backporting, there is a tool to do that, some people already tried it succesfully with my mods. But beware of "file path is too long" problem!




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