Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Animation README language tweaks now that it is released. #754

Merged
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
12 changes: 5 additions & 7 deletions README-ANIMATION-MODS.md
Original file line number Diff line number Diff line change
Expand Up @@ -28,15 +28,14 @@ Includes TDM, TUDM, Modern Combat Overhaul, Elden Counter and dragon behavior pa

Sometimes animations still don't sync, restarting game+server or rerunning Nemesis and syncing the output with your friends can fix it in most cases.

Tested extensively with Skyrim Version 1.6.1170.0 and you can only join servers running this build of STR. It might work with the earlier 1.6+ versions of Skyrim with the correct address library, but it has barely been tested
Tested extensively with Skyrim Version 1.6.1170.0. It might work with the earlier 1.640+ versions of Skyrim with the correct address library, but it has barely been tested
on those older releases.

This version by RFortier and MostExcellent adds these goals:
* Wire protocol compatibility.
* Beast mode (werewolf, vampire lord) support.
* Minimal intrusion in the base code.
* Feature is conditionally compiled. Enabled by a single commit in the history which will show the one(-ish) line to comment out to turn it off. Or, don't include that commit.
* Tries to remove as much of the complexity for modders as possible. To mod a behavior you don't need anything about the behavior variables the Dev team has chosen, nor do you need
* Tries to remove as much of the complexity for modders as possible. To mod a behavior you don't need to know anything about the behavior variables the Dev team has chosen, nor do you need
to know the old or new hashes that will be generated by your new behaviors; the game calculates them.
That's pretty important because _every_ mod that changes behavior changes the hash, and the order of mods may also change the hash (unless you use Pandora which fixes that evil).
That means a mod author _can't_ know the new hash for the mods a user selects,
Expand All @@ -45,7 +44,6 @@ it is only known for a specific modlist in a specific order.
the rest that the STR dev team selects will be picked up automatically for you. This helps give your mod STR version-independence. The SkyrimTogetherRebornBehaviors tree is pre-populated with this
information for the creatures supported by STR.

# TODO
* Hoping to win support of the Dev team to include this in their build, which will make it easier to stay in sync with the servers.
* In the interim, compiled versions are available on [github](https://github.com/rfortier/TiltedEvolution-rwf/releases), but they will only work with the server that is included.
* Need some help figuring out an xmake change to automatically compile behavior string names when anything changes. For now, manually generated and output files checked in.
# ~~TODO~~
* No longer TODOs, thanks to the dev team for accepting the contribution. It will be much easier to maintain this support now.
* Use of the fork on Github is no longer necessary, animation support is in the official build. I may still publish [compiled versions of the fork](https://github.com/rfortier/TiltedEvolution-rwf/releases) to preview new features and bugfixes. These versions *may* work with the public servers, it depends on how invasive the change is.
Loading