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Noticed this issue semi-recently and thought that it was just an issue with an animation replacer mod. Using MO2 v2.4.2, I am able to confirm that this bug exists in Vanilla (1.10.163.0) even with/out xSE (F4SE v0.0.6.21)
Didn't think it was missing animation files, since those missing would probably cause A-posing, or other weirdness. Checked the animation subgraph on HumanRaceSubGraphData [00166729] and noticed that some of the relevant entries on it (or whatever they're called) for crippled limbs had near-identical ones that also had the "AnimArchetypePlayer" keyword added to them.
I created a test file with a new additive subgraph race, added in the relevant entries and appended them all with aforementioned keyword, and can confirm that the animations now get used by a female player character. See attached plugin.
I'm not too sure if it's better to edit the Vanilla record, or to keep this as a new one, but I figure that either would work.
I'm not going to pretend I know why Bethesda felt the urge to use additional subgraph entries for these particular animations that are specific to the player, but hey, it just works.
Attached Files:
SubgraphFixTest.esp
Didn't think it was missing animation files, since those missing would probably cause A-posing, or other weirdness. Checked the animation subgraph on HumanRaceSubGraphData [00166729] and noticed that some of the relevant entries on it (or whatever they're called) for crippled limbs had near-identical ones that also had the "AnimArchetypePlayer" keyword added to them.
I created a test file with a new additive subgraph race, added in the relevant entries and appended them all with aforementioned keyword, and can confirm that the animations now get used by a female player character. See attached plugin.
I'm not too sure if it's better to edit the Vanilla record, or to keep this as a new one, but I figure that either would work.
I'm not going to pretend I know why Bethesda felt the urge to use additional subgraph entries for these particular animations that are specific to the player, but hey, it just works.
Attached Files:
SubgraphFixTest.esp
Comment #1 Oct 2, 2021 8:36 am
Edited by evan555alpha on Oct 2, 2021 8:38 am
IT looks like Bethesda themselves used a similar solution when adding subgraphdata for one of the DLCs, so if this works, then why not? At least with it being a separate record it'll be much easier to remove if something goes wrong.
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