Bard Animations and Weapon Draws

Okay, just added a fix to the bard play. Previously, you had to draw your weapon to exit out of player bard mode. However, nonoodles pointed me to the IdlePlayerStop animation which you can run via the following script:

Game.GetPlayer().PlayIdle(IdlePlayerStop)

Unfortunately, if you look at Gameplay–>Animations in the CK, the vanilla IdlePlayerStop animation is set up incorrectly. It’s set to run IdlePlayer, which is ostensibly useless, at least when I tested it.

idle1

Similarly, the IdleStop animation is useless because it’s conditioned not to run on the player.

idle2

Technically, we can “fix” either of these animations by altering the Anim Event or the conditions, but you never really want to fuck with the vanilla settings. Thus, using the copy/paste feature, we make an additional idle with the name IdlePlayerStop3DNPC.

idle3

As you can see, this animation runs IdleStop and is not conditioned to anything. Then in our script attached to the scene, we reference the new animation like so:

Game.GetPlayer().PlayIdle(IdlePlayerStop3DNPC)

The result is the player will stop using the lute animation without a need for drawing a weapon. Although sometimes you just feel like drawing it anyway.

Raynes by 犬の毛@洋ゲ垢

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Here’s a comic from the talented 犬の毛 starring his/her one-eyed Dragonborn Sasya. I like the contrast in personalities here, and the art is adorable in the way Japanese stuff always is. There’s even a hamster in a bear outfit.  Fuck yeah.

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犬の毛@洋ゲ垢

かんから屋さんにて。

レイネスさんの包帯と眼帯が同じ装備スロットだと思ってwktkした結果がこれだよ。レイネスさんといい某傭兵といい、ダンマーは身持ちが固いですね。

Yes, looking forward to more adventures of Sasya and Raynes. And of course, a special thanks to Sifka for making the Japanese translation of the mod, without whom PIXIV would be devoid of modded friends.