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Patcher for behavior, character, and skeleton project files for Skyrim Special Edition.

License: GNU General Public License v3.0

C# 96.88% Python 3.12%

pandora-behaviour-engine-plus's Introduction

Pandora Behaviour Engine+


A modular and lightweight behavior engine for TES Skyrim SE, for creatures and humanoids.

Built with backwards compatibility in mind for Nemesis Unlimited Behavior Engine and FNIS, Pandora is an alternative engine streamlines both the author and user experience through a simplified UI, robust logging, intuitive formats, and fast patching times.



Navigation



For Users

Quickstart

Install .NET 8 Desktop Runtime if you do not have it installed.


MO2 Users
  1. Install Pandora Behaviour Engine as a mod and make sure it is active.
  2. Add Pandora as an application for MO2
    • Having a dedicated output mod is recommended to keep the files that the tool generates in one place.
  3. Run the program from within MO2, using the menu on the right.
  4. Tick the patches you want and click Launch.

Vortex Users
  1. Install Pandora Behaviour Engine outside of the mods folder.
  2. Add it to the tools dashboard. 2.a) It is highly recommended you set a custom output mod folder using -o:{path} in the 'Command Line' field. 2.b) Ensure that the 'Start In' field is set to the Skyrim data directory.
  3. Run the program either manually or after adding it to the tools dashboard.
  4. Tick the patches you want and click Launch.

Patch Order

Pandora has a drag and drop priority system. Higher priority mods will overwrite conflicting changes from lower priority mods. Direct behaviour conflicts are rare, so manual resolving is almost never needed, but the option is there just in case.

Mod Cache

Pandora saves the active mods to an external cache file after the engine successfully finishes its patching process. When the cache is loaded, all active mods are shown at the top with relative priority preserved, for better readability. To clear the cache, delete Pandora_Engine/ActiveMods.txt.

Troubleshooting

Something's gone wrong and I'm crashing/bugging out with the output generated by Pandora!


In case of any problems with the output, Engine.log names patches with failed edits for easier troubleshooting. You may want to try again with the mods that failed most frequently in the log disabled.

It's recommended to pass the log on to the relevant mod author if a specific mod was the issue, as well as the engine developer.


My animation has no movement!

One of the mods does not have motion data. That is not a Pandora issue, it is a mod issue.

It says 0 animations added or fails to output files!

Run the engine as administrator or move the engine install out of a protected location.



Startup Arguments

Pandora has a variety of startup arguments to support customizability.

-autorun: runs the engine using the same active mods as cached from the last successful run. -autoclose: closes the engine automatically upon finishing a single launch. -skyrimdebug64: produces debug .xml files alongside normal .hkx output. Only for authors that know what they're doing. -o:{output path}: sets a custom output path.

For Mod Authors

This section exists to inform current behavior authors of the key differences and features of Pandora, it's not a guide for making behavior mods.

Patch Format

In addition to supporting almost all of Nemesis patch format, Pandora uses its own format which is more efficient and fault-tolerant.

Patches in the new Pandora format do not use multiple text files per behavior graph, only a single xml file per graph with all edits self-contained in the below format.

<patch>
    <replace>
    <edit path="#xxxx\...\..."><!-- content --></edit>
    </replace>
    <insert>
    <edit path="#xxxx\...\..."><!-- content --></edit>
    </insert>
    <append>
    <edit path="#xxxx\...\..."><!-- content --></edit>
    </append>
    <loose>
    <edit path="#xxxx\...\..."><!--content --></edit>
    </loose>
</patch>

Edits have the following format:

<edit path="#xxxx\...\..."><!-- XText xor XElement --></edit>

An example of a patch file:

<patch>
	<replace>
		<edit path="#0885/legs/Element0/maxAnkleHeightMS">
			<hkparam name="maxAnkleHeightMS">0.700000</hkparam>
		</edit>
		<edit path="#0885/legs/Element0/hipIndex">
			<hkparam name="hipIndex">12</hkparam>
		</edit>
		<edit path="#0885/legs/Element0/kneeIndex">
			<hkparam name="kneeIndex">13</hkparam>
		</edit>
		<edit path="#0885/legs/Element0/ankleIndex">
			<hkparam name="ankleIndex">14</hkparam>
		</edit>
		<edit path="#0885/legs/Element0/isPlantedMS">
			<hkparam name="isPlantedMS">false</hkparam>
		</edit>
	</replace>
</patch>

File Targeting

Unique Identifiers

Pandora supports the same patch file format as Nemesis, but the folder system is expanded on to provide creature compatibility. Patch folders can use the short name or their full unique name to be recognized by the engine.

The full identifying name is [ProjectName]~[FileName]. For example:

  • 0_master is also recognized as defaultmale~0_master.
    • _1stperson~0_master targets a different file in the 1st person project.

  • horsebehavior is also recognized as defaultmale~horsebehavior
    • horseproject~horsebehavior targets a different file in the horse project.


Note that using the full name does not separate files that are already shared between projects, it is only there to resolve naming conflicts.

Indirect Identifiers

Skeleton and character files can be targeted using either short or full names. Alternatively they can also use:

  • [ProjectName]_character for targeting the character file of the project.

  • [ProjectName]_skeleton for targeting the skeleton file of the project.

AnimData

Manual Addition

Mods need to register their clip generators manually if they want motion.


To do so, create a folder named animdata and create a [ProjectName].txt file with each line containing the name of one clip generator. Don't worry about repetition as the engine will automatically discard duplicate clip generator names (case sensitive).

As of v0.3.0-alpha Pandora generates a compatible format for existing animsingledatafiles in the Nemesis format.



AnimSetData

AnimSetData is a unique case that Pandora does not automatically generate, because it's not necessary for all new animations and would be a waste of time to find and automatically generate for every new animation file.

It's only needed for adding paired animations and other edge cases this section can be skipped if it's not relevant.
Currently Pandora only supports adding anim info, for paired animations.

Adding AnimSetData Animations

To make additions to AnimSetData, authors must define animation paths in a separate file with this folder structure.

[ModFolder]\animationsetdatasinglefile\[ProjectName]\[SetName].txt


Each file of the project folder should have paths with the animation relative to the data folder. For example, in path:

..\testmod\animationsetdatasinglefile\DefaultMale\H2HDual.txt

or

..\testmod\animationsetdatasinglefile\DefaultMale.txt

The second example adds the animation to all the sets automatically under that project, it's intended to save time for mod authors that want to register animations for the entire project easily without a lot of copy pasting.


There would be something like:
meshes\actors\character\animations\killmove1.hkx
meshes\actors\character\animations\killmove2.hkx
meshes\actors\character\animations\killmove3.hkx

These animations are then parsed, encoded with the right format, and added to animsetdata.

Formerly, authors would have to encode the file and paths themselves and add it to the copied set file between two comments indicating the operation. Now it's as easy as writing a single line in a new file with the same name!



Graph Injection

Graph injection is the process of injecting properties from modded graphs into the vanilla behavior graphs. A graph is an hkx file that is specialized for behavior and contains a "graph" of nodes.

FNIS creates custom graphs by reading the animlist files when creating mod behavior through GenerateFNISforModders.exe.

First, the custom graph must be unpacked into a readable xml, using something like hkxconv for 64 bit(SE/AE) files or hkxcmd for 32 bit(LE) files.

To inject a custom graph reference, including its variables and animations into a specific graph, make a subfolder named inject in the identifying folder of the behavior graph that you want to inject into. Then, in the inject folder, make another folder that has the same name as the hkbStateMachine that you want to inject under. Then place the custom graph under this folder.

To inject a custom graph's animations (skimmed from all hkbClipGenerators) into a specific character file, make a subfolder name inject in the identifying folder of the character file that you want to inject into. Then place the custom graph under this folder.

Graph injection is an experimental feature and should only be made by authors that know what they are doing.

More information on the wiki page



Custom Projects

Not yet implemented.



Verbose Logging

Log messages are kept in a separate file called Engine.log.

Messages loosely follow this format:

[Severity]: [Component] > [Data] > [Operation] > [Input] > [Status]


Most of these are self explanatory but some of the more obscure formatting is explained below.

Severity:

  • INFO means it's just there as a notification. Nothing has gone wrong.
  • WARN means something is unexpected and could be a potential issue.
  • ERROR means the subject prevented the engine from performing some part of its work and is likely to be an issue.
  • FATAL means the engine has failed completely because of a significant fault, usually on export. These should be reported immediately to the engine developer(s).

Component:

  • The Assembler is responsible for parsing the patch format to derive an operation for each edit. Usually the name is preceded by the format that it parses.
    • The assembler responsible for parsing Nemesis patches is the Nemesis Assembler.
  • The Dispatcher is responsible for saving the patch edits and applying them to the target file.
  • The Validator is responsible for validating all the edits made by the Dispatcher after it is run.

Input:

The input is usually a parameter of the operation that is significant for manual debugging. The most common input are xml paths which denote the path to the area of the xml file where an edit failed.

Can you see why this edit failed?



Dispatcher > "ExampleMod" > defaultfemale~1hm_behavior > Replace > Element > #2521/event/Element0/id > FAILED
<hkobject name="#2521" class="BSRagdollContactListenerModifier" signature="0x8003d8ce">
  <hkparam name="variableBindingSet">null</hkparam>
  <hkparam name="userData">2</hkparam>
  <hkparam name="name">VictimState_RagdollListener</hkparam>
  <hkparam name="enable">true</hkparam>
  <hkparam name="contactEvent">
    <hkobject>
      <hkparam name="id">74</hkparam>
      <hkparam name="payload">null</hkparam>
    </hkobject>
  </hkparam>
  <hkparam name="bones">#2520</hkparam>
</hkobject>
Answer:

The path should be #2521/contactEvent/Element0/id, not #2521/event/Element0/id. In this case, it should be fixed by the author, or reported to the author if found by a user.

For Developers

Build Requirements

pandora-behaviour-engine-plus's People

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pandora-behaviour-engine-plus's Issues

I can't cast spells...

Hello, first of all, thank you for the great work, I wish you a full life of happiness.

My case is as follows. I switched from Nemesis to Pandora recently but I have a strange problem when I turn on the True Directional Movement - Head Tracking patch, I simply cannot cast spells with just one hand, for example if I have spells in both of the character's hands and try to cast with the left mouse button the spell does not come out despite a slight change in the animation, the same happens if I try to cast just by pressing the right mouse button, however if I have spells in both of the character's hands and press and hold the button first right mouse button and then the left mouse button I can cast the spell in the character's left hand, if I press and hold first the left button and then the right button I get the same result as trying to cast it with one hand.

Returning to Nemesis everything works normally, disabling the patch as well.

This problem also happens with NPCs but only playable races, Draugr, for example, can still cast spells normally.

I'll attach the output folder for each one if you want to take a look:
Pandora Output patch off.zip
Pandora Output patch on.zip

I'll list some things I've already tried:

  • I'm using the latest version of Pandora, 0.4.2.
  • I've already tried redownloading and reinstalling Pandora.
  • I already completely cleaned the Pandora output folder, just to be sure.
  • I have already redownloaded the game.
  • I'm using Skyrim version 1.5.97 with Skyrim Lite Loader.
  • I did a test without the TDM plugin.
  • I did a test with only the following mods installed:
  1. SKSE
  2. Address Library for SKSE Plugins
  3. SkyUI
  4. UIExtensions
  5. PapyrusUtil SE - Modders Scripting Utility Functions
  6. MCM Helper
  7. TrueHUD - HUD Additions
  8. True Directional Movement - Modernized Third Person Gameplay

Additionally, I have another problem not related to the one above, when I have many animation mods (many Ostim addons) installed, Pandora closes about 5 seconds after clicking Launch, this is a secondary problem for me and less relevant since I can only reduce the quantity. In this case, Pandora does not produce a log.
After many tests I realized that sometimes it is possible to complete the process with a considerable amount of mods but this seems almost random, for example, I managed to generate a ptach with 59 animation mods without Pandora closing but this is rare and in most cases attempts Pandora closes when trying to launch with the same 59 mods. The most I've ever achieved is 60.
I converted all FNIS mods in my modlist with the Animlist Transition Tool, if relevant.
I'll attach the output here if you want to take a look:
Pandora Output - 59 - Fail.zip
Pandora Output - 59 - Success.zip
Pandora Output - 60 - Sucesss.zip

My OS is Windows 10, Brazilian Portuguese.
I have .NET Desktop Runtime 7.0.14 (x64), .Net Desktop Runtime 6.0.25 (x86 and x64) and .NET SDK 8.0.100 (x64).

If you need any more information, please let me know.

Crashes when opening

Crashes right after opening, get about 4-5 seconds of it not responding, with no log.
Capture

AMCO + Jumping Attack export error

Summary

When using the (Nemesis compatible) mod Attack - MCO|DXP (source) with Jumping Attack (source), Pandora shows a fatal export error (and does not generate correct outputs).

Reproduction

  • Install AMCO (and optionally its dependencies, although not needed to reproduce the issue).
  • Install Jumping Attack with the AMCO patch (included in FoMod).
  • Run Pandora with AMCO enabled.

Details

Versions installed:

  • Pandora 0.8.7-alpha
  • Attack - MCO|DXP 1.6.0.6
  • Jumping Attack 1.31
  • Open Animation Replacer 2.0.2
  • Animation Motion Revolution 1.5.3
  • Payload Interpreter 1.0.1
  • MCO Universal Support 1.0

Engine.log output:

FATAL : Export > defaultfemale~1hm_behavior > FAILED > Could not convert 'HKX2.hkbStateMachineTransitionInfoArray' to 'HKX2.hkbExpressionCondition'. Is source malformed?
INFO : Mod 1 : Pandora Base - v.1.0.0
INFO : Mod 2 : Attack - Modern Combat Overhaul - v.1.0.0

Using the same setup in Nemesis works without issues.

Crash after pressing Launch №2

The same problem that was previously explained here. Yes, it appeared again, I just want to warn you that it does not work for the Russian language, but I don’t know, maybe there are problems in other languages! And most likely this is due to the same problem as in 0.4.2 "problems with non-English systems and regional settings using the international number system" I’ll say more that everything worked fine from the previous version, but now this error has popped up again, or better yet, a bug

Issue with parsing AnubsHuman and OAnims

ERROR : Nemesis Assembler > AnubsHuman > Assemble > anuhum > FAILED > Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
ERROR : Nemesis Assembler > OAnims > Assemble > oanims > FAILED > Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.

forgot to lock something somewhere, fix coming soon

Extra Drawing Animations causing Ice Skating

Detailed report from @Kliqerav, first report by Tomato from the MG discord.

I've been doing some testing over the last few days using versions 0.5.0 and 0.6.1, now I'm going to report some problems I had.

Firstly we have a problem with the Extra Drawing Animations mod, the animations do not work as they should when the mod is marked on Pandora, the same happens with the version included in the Weapon Styles mod - Draw-Sheathe animations for IED. When I try to use any of them with Pandora, the drawing animations while making the character move forward produce a bug where the character's legs don't move even though he is moving as he should, it's as if he is sliding on ice, for lack of a better term. Furthermore, the drawing animation itself is not reproduced correctly, for example, if I have a shield and a sword equipped, the character only plays the sword-drawing animation.

In the case of Extra Drawing Animations I have yet another problem, when the character is standing still he plays the animation of placing the shield on his back even without any shield equipped.

I can confirm that both work well with Nemesis.

In the first test, the only mods installed were SKSE and Extra Drawing Animations, as this has no requirements.

In the second test I installed the following mods:

SKSE
Address Library for SKSE Plugins
Animation Queue Fix
Paired Animation Improvements
Open Animation Replacer
Open Animation Replacer - IED Conditions
Simple Dual Sheath
Immersive Equipment Displays
Weapon Styles - DrawSheathe Animations for IED

I'll leave the respective outputs here if you want to take a look:

Pandora Output - Extra Drawing Animations.zip
Pandora Output - Weapon Styles.zip

Discussions section

Hey since the tool is quite far along now and seems to be getting more attention could you open a discussions section on here so users can ask less pressing questions and help each other out to identify incompatibilities between mods or share patches we've made for FNIS mods, etc. Just thought that might be helpful for those of us using the program and to hopefully reduce the amount of pings you get for known issues or casual questions and to give feedback on new releases.

Here is the Engline.log file

Hello Monitor,

First time i'm using Pandora BEP, i run and i got a log file it's includes some "failed" lines..

How we can read this fails or warning ? I mean what it means and how we can solve this warnings ? or these are critical or not ?

Here is the log file:

WARN : Dispatcher > "Pandora Base" > defaultfemale0_master > Remove > Element > #0755/triggers/Element0 > FAILED
WARN : Dispatcher > "HotKeySkill" > defaultfemale
1hm_behavior > Replace > Element > #2521/event/Element0/id > FAILED
WARN : Dispatcher > "Kingsglaive for MCO" > defaultfemalebashbehavior > Append > Element > eventNames > FAILED
WARN : Validator > defaultfemale
magicmountedbehavior > Duplicate Variable > iState_NPCSneaking > REMOVED
WARN : Dispatcher > "True Directional Movement - 360 Horse Archery" > defaultfemalehorsebehavior > Replace > Text > #0742/errorOutTranslation > FAILED
WARN : Validator > defaultfemale
mt_behavior > Duplicate Event > IdleFreaSorrowLoopEnter > REMOVED
WARN : Validator > defaultfemalemagicbehavior > Duplicate Event > PIE > REMOVED
WARN : Dispatcher > "Pandora Base" > defaultfemale
0_master > Remove > Element > #0755/triggers/Element3 > FAILED
WARN : Validator > defaultfemalemagicbehavior > Duplicate Variable > iState_NPCSneaking > REMOVED
WARN : Dispatcher > "Ice skating fixed for real" > defaultfemale
1hm_behavior > Replace > Element > #2521/event/Element0/id > FAILED
WARN : Dispatcher > "Pandora Base" > defaultfemale0_master > Remove > Element > #0768/triggers/Element0 > FAILED
WARN : Dispatcher > "Pandora Base" > defaultfemale
0_master > Remove > Element > #0768/triggers/Element2 > FAILED
WARN : Dispatcher > "SCAR" > defaultfemale1hm_behavior > Replace > Element > #2521/event/Element0/id > FAILED
WARN : Validator > defaultfemale
1hm_behavior > Duplicate Event > Collision_Start > REMOVED
WARN : Validator > defaultfemale1hm_behavior > Duplicate Event > PIE > REMOVED
WARN : Validator > defaultfemale
1hm_behavior > Duplicate Event > MCO_EndAnimation > REMOVED
WARN : Validator > defaultfemale1hm_behavior > Duplicate Event > MCO_WinOpen > REMOVED
WARN : Validator > defaultfemale
1hm_behavior > Duplicate Event > MCO_WinClose > REMOVED
WARN : Validator > defaultfemale1hm_behavior > Duplicate Event > MCO_PowerWinOpen > REMOVED
WARN : Validator > defaultfemale
1hm_behavior > Duplicate Event > MCO_PowerWinClose > REMOVED
WARN : Validator > defaultfemale1hm_behavior > Duplicate Event > MCO_InputBuffer > REMOVED
WARN : Validator > defaultfemale
1hm_behavior > Duplicate Event > PIE > REMOVED
WARN : Validator > defaultfemale1hm_behavior > Duplicate Event > Collision_Start > REMOVED
WARN : Validator > defaultfemale
1hm_behavior > Duplicate Event > Collision_Add > REMOVED
WARN : Validator > defaultfemale1hm_behavior > Duplicate Event > Collision_Remove > REMOVED
WARN : Validator > defaultfemale
1hm_behavior > Duplicate Event > Collision_ClearTargets > REMOVED
WARN : Validator > defaultfemale1hm_behavior > Duplicate Event > PIE > REMOVED
WARN : Validator > defaultfemale
1hm_behavior > Duplicate Event > Collision_AttackEnd > REMOVED
WARN : Validator > defaultfemale1hm_behavior > Duplicate Variable > MCO_BlendLength > REMOVED
WARN : Validator > defaultfemale
1hm_behavior > Duplicate Variable > MCO_IsInRecovery > REMOVED
WARN : Validator > defaultfemale0_master > Duplicate Event > PIE > REMOVED
WARN : Validator > defaultfemale
0_master > Duplicate Event > CastStop > REMOVED
WARN : Validator > defaultfemale0_master > Duplicate Event > Collision_Start > REMOVED
WARN : Validator > defaultfemale
0_master > Duplicate Event > Collision_Add > REMOVED
WARN : Validator > defaultfemale0_master > Duplicate Event > Collision_Remove > REMOVED
WARN : Validator > defaultfemale
0_master > Duplicate Event > Collision_ClearTargets > REMOVED
WARN : Validator > defaultfemale0_master > Duplicate Event > PIE > REMOVED
WARN : Validator > defaultfemale
0_master > Duplicate Event > Collision_Cancel > REMOVED
WARN : Validator > defaultfemale0_master > Duplicate Event > OST_ExitAnim > REMOVED
WARN : Validator > defaultfemale
0_master > Duplicate Event > PIE > REMOVED
WARN : Validator > defaultfemale~0_master > Duplicate Event > PIE > REMOVED
INFO : Mod 1 : Attack - Distar Experience - v.1.0.0
INFO : Mod 2 : Maxsu Block Overhaul - v.1.0.0
INFO : Mod 3 : Precision - v.1.0.0
INFO : Mod 4 : Dodge - Distar Experience - v.1.0.0
INFO : Mod 5 : 360 Movement Behavior SE - v.1.0.0
INFO : Mod 6 : Dual Wield Block - v.1.0.0
INFO : Mod 7 : Payload Interpreter - v.1.0.0
INFO : Mod 8 : EVG Animated Traversal - v.1.0.0
INFO : Mod 9 : Gender Specific Animations - v.1.0.0
INFO : Mod 10 : HotKeySkill - v.1.0.0
INFO : Mod 11 : Ice skating fixed for real - v.1.0.0
INFO : Mod 12 : Animated Jump Attack - v.1.0.0
INFO : Mod 13 : Kingsglaive for MCO - v.1.0.0
INFO : Mod 14 : Nemesis Base - v.1.0.0
INFO : Mod 15 : OAnims - v.1.0.0
INFO : Mod 16 : OpenSex - v.1.0.0
INFO : Mod 17 : OStim - v.1.0.0
INFO : Mod 18 : Skyrim's Paraglider - v.1.0.0
INFO : Mod 19 : Retimed Hit Frame - v.1.0.0
INFO : Mod 20 : SCAR - v.1.0.0
INFO : Mod 21 : Sprint Bug Fix - v.1.0.0
INFO : Mod 22 : True Directional Movement - 360 Horse Archery - v.1.0.0
INFO : Mod 23 : True Directional Movement - Procedural Leaning - v.1.0.0
INFO : Mod 24 : True Directional Movement - Headtracking - v.1.0.0
INFO : Mod 25 : AnimatedShouts - v.1.0.0
INFO : Mod 26 : Animation Teleport Bug Fix - v.1.0.0
INFO : Mod 27 : FallingArtExpan - v.1.0.0
INFO : Mod 28 : Pandora Base - v.1.0.0

Complete Failure to Bind Animation Variables to Index

Pandora

    <hkobject name="#0079" class="hkbVariableBindingSet" signature="0x338ad4ff">
      <!--memSizeAndFlags SERIALIZE_IGNORED-->
      <!--referenceCount SERIALIZE_IGNORED-->
      <hkparam name="bindings" numelements="1">
        <hkobject>
          <hkparam name="memberPath">twistAngle</hkparam>
          <!--memberClass SERIALIZE_IGNORED-->
          <!--offsetInObjectPlusOne SERIALIZE_IGNORED-->
          <!--offsetInArrayPlusOne SERIALIZE_IGNORED-->
          <!--rootVariableIndex SERIALIZE_IGNORED-->
          <hkparam name="variableIndex">-1</hkparam>
          <hkparam name="bitIndex">-1</hkparam>
          <hkparam name="bindingType">BINDING_TYPE_VARIABLE</hkparam>
          <!--memberType SERIALIZE_IGNORED-->
          <!--variableType SERIALIZE_IGNORED-->
          <!--flags SERIALIZE_IGNORED-->
        </hkobject>
      </hkparam>
      <hkparam name="indexOfBindingToEnable">-1</hkparam>
      <!--hasOutputBinding SERIALIZE_IGNORED-->
    </hkobject>

Nemesis

        <hkobject name="#0082" class="hkbVariableBindingSet" signature="0x338ad4ff">
      <!--memSizeAndFlags SERIALIZE_IGNORED-->
      <!--referenceCount SERIALIZE_IGNORED-->
      <hkparam name="bindings" numelements="1">
        <hkobject>
          <hkparam name="memberPath">twistAngle</hkparam>
          <!--memberClass SERIALIZE_IGNORED-->
          <!--offsetInObjectPlusOne SERIALIZE_IGNORED-->
          <!--offsetInArrayPlusOne SERIALIZE_IGNORED-->
          <!--rootVariableIndex SERIALIZE_IGNORED-->
          <hkparam name="variableIndex">247</hkparam>
          <hkparam name="bitIndex">-1</hkparam>
          <hkparam name="bindingType">BINDING_TYPE_VARIABLE</hkparam>
          <!--memberType SERIALIZE_IGNORED-->
          <!--variableType SERIALIZE_IGNORED-->
          <!--flags SERIALIZE_IGNORED-->
        </hkobject>
      </hkparam>
      <hkparam name="indexOfBindingToEnable">-1</hkparam>
      <!--hasOutputBinding SERIALIZE_IGNORED-->
    </hkobject>

For TDM_Pitch variable in spine lean modifier

TK Dodge SE/Standalone Requires Patch (Pandora Will Only Support Motion Data via AMR)

TK Dodge Standalone includes its own motion data using the vanilla method of animationdatasinglefile. I do not intend to support this method as it is a highly painful process for the author involved when they could just use Animation Motion Revolution which has been around for quite a while and is a stable and easy solution to add displacement to animations.

Please use a patch or version for TK Dodge RE that supports AMR, or use another dodge mod. Nemesis also works fine for that.

Jumping Attack breaks spell casting

Using Jumping Attack by NickNak with Pandora seems to make it so spells can't make it past attempts to begin the charging animation. Spells can be charged in mid-air and then released but will then break all right hand attacks.

This mod seems to not be entirely finished or compatible with MCO, however, so the issue may be more on the mod's end than the engine's? This problem still occurs even with the fix to the export error reported in the closed issues, though.

Will it be ompatible with sexlab?

Pandora is so cool. But will it be ompatible with sexlab?If it could, it would completely replace FNIS and Nemesis because it's so fast

Magic and staff don't work properly in third person

Hey ,man, how's it going? I learnt about this bug from other Pandora users and tried it myself, I found out that I can't use magic and wands and maybe magic scrolls in third person, I don't know what the reason for this is, when using it I can move but there are no magical effects or animations and it doesn't consume mana, whereas in first person everything works fine.

SexLab Creatures that don't animate (wolf + draugr + hagraven + chaurus)

SL Creatures support works for most creatures as of the current release, except for wolves, draugr, and hagravens - they don't animate in SL but appear to be functioning entities otherwise (they're not T-posing, at least).

Wolves apparently aren't generating a behavior file so that might be the problem?

Draugr and hagravens do generate the necessary files, and Precision Creatures works with draugr, so they seem to be missing some SL-specific data?

Some issues with Precision, Payload interpreter, TK Dodge RE, Extra Drawing Animations and Weapon Styles for IED.

Hello, I'm here again. How have you been? I hope you are well.

I've been doing some testing over the last few days using versions 0.5.0 and 0.6.1, now I'm going to report some problems I had.

Firstly we have a problem with the Extra Drawing Animations mod, the animations do not work as they should when the mod is marked on Pandora, the same happens with the version included in the Weapon Styles mod - Draw-Sheathe animations for IED. When I try to use any of them with Pandora, the drawing animations while making the character move forward produce a bug where the character's legs don't move even though he is moving as he should, it's as if he is sliding on ice, for lack of a better term. Furthermore, the drawing animation itself is not reproduced correctly, for example, if I have a shield and a sword equipped, the character only plays the sword-drawing animation.

In the case of Extra Drawing Animations I have yet another problem, when the character is standing still he plays the animation of placing the shield on his back even without any shield equipped.

I can confirm that both work well with Nemesis.

In the first test, the only mods installed were SKSE and Extra Drawing Animations, as this has no requirements.

In the second test I installed the following mods:

  1. SKSE
  2. Address Library for SKSE Plugins
  3. Animation Queue Fix
  4. Paired Animation Improvements
  5. Open Animation Replacer
  6. Open Animation Replacer - IED Conditions
  7. Simple Dual Sheath
  8. Immersive Equipment Displays
  9. Weapon Styles - DrawSheathe Animations for IED

I'll leave the respective outputs here if you want to take a look:

Pandora Output - Extra Drawing Animations.zip
Pandora Output - Weapon Styles.zip

Now let's move on to the second problem.

This time it's Precision, when equipping a spell in either hand, or both hands, of the character and trying to “drawing” it, so to speak, I receive a CTD.

The funny thing is that if I install Precision + TK Dodge RE, whether or not I check the patch for TK Dodge RE in Precision, I don't get a CTD, however I have the problem again when casting spells that I described in #12, I can't cast spells unless I hold down the right button and then the left button. Furthermore, the character's movement is quite uncontrolled, if I do say so myself. While I make the character walk with the spells in his hands, he doesn't stop even after I let go of the keyboard, and the character also starts to shake.

Since we are also talking about the TK Dodge RE I will report a small problem with it. When I'm using the TK Dodge SE's standard animations and press the key chosen for the Dodge, my character doesn't move even when playing the animation. If I use the Dynamic Dodge Animations mod (which I use by default), the problem disappears, perhaps because this mod uses Animation Motion Revolution.

In the first test I used the following mods:

  1. SKSE
  2. Crash Logger SSE (Since this combination led to a CTD I will attach the crash log together, maybe it will help something)
  3. Address Library for SKSE Plugins
  4. SSE Display Tweaks
  5. SkyUI
  6. MCM Helper
  7. Animation Motion Revolution
  8. Precision (Without the TK Dodge RE patch)

In the second test I used these:

  1. SKSE
  2. Address Library for SKSE Plugins
  3. SSE Display Tweaks
  4. SkyUI
  5. MCM Helper
  6. Animation Motion Revolution
  7. IFrame Generator RE
  8. Precision (With TK Dodge RE patch)
  9. TK Dodge SE (Animations only)
  10. TK Dodge RE (The standalone version)

In the third test these were:

  1. SKSE
  2. Address Library for SKSE Plugins
  3. Animation Motion Revolution
  4. IFrame Generator RE
  5. TK Dodge SE (Animations only)
  6. TK Dodge RE (The standalone version)

Here are the outputs:

Pandora Output - Precision.zip
Pandora Output - Precision + TK Dodge RE.zip
Pandora Output - TK Dodge RE.zip

Another mod that I found a problem with was Payload Interpreter, the problem is the same as Precision, when I equip a spell in the character's hand and try to “drawing” I get a CTD, if I install TK Dodge RE I don't get a CTD but I get the same bug mentioned above. Using the Nemesis Less Patch available on the Behavior Data Injector page instead of marking it on Pandora the problem disappears.

In the first test I used the following mods:

  1. SKSE
  2. Crash Logger SSE (I intend to include the crash log in the output)
  3. Address Library for SKSE Plugins
  4. Payload Interpreter

In the second test I used these:

  1. SKSE
  2. Address Library for SKSE Plugins
  3. Payload Interpreter
  4. IFrame Generator RE
  5. TK Dodge SE (Animations only)
  6. TK Dodge RE (The standalone version)

Here are the outputs:

Pandora Output - Payload Interpreter.zip
Pandora Output - Payload Interpreter + TK Dodge RE.zip

Lastly, I'm not sure if I should call it a bug but I'll report it since I'm already here.
This time it has to do with the new version of Pandora XPMSE Patch, 0.6.0, if someone tries to use the patch with the Minimal or Basic version of XPMSSE they will receive the good old T Pose, the same applies if they try to use the Extended but replace the esp with the Lite version. The reason I'm not sure if I should classify it as a bug is simple, there should be no need to use it if you're not going to use the Extended version of XPMSSE (I guess), even taking into account that the old version, 0.3.2, didn't have this problem.
In this case, if it is not classified as a bug, I would suggest that a warning be placed somewhere appropriate. I say this because Nemesis does not differentiate between XPMSSE versions and always installs the patch, which can lead to confusion for someone trying to migrate from Nemesis to Pandora.

That's it for today, I hope I didn't take up too much of your time. If you need any more in-depth testing let me know.

My OS is Windows 10, Brazilian Portuguese.
I have .NET Desktop Runtime 7.0.14 (x64), .Net Desktop Runtime 6.0.25 (x86 and x64) and .NET SDK 8.0.100 (x64).

If you need any other relevant information let me know.

Thank you for your hard work, I wish you all the best.

MME mod Problems

Milk Mod Economy seems to have problems working with Pandora engine the interaction with the milking machine does not activated the script and animation conversion of mod seems to work no errors at all just seems like script enter for it to work when activate seems to try and fail instantly everything else works.

Drawing Magic 1H/2H With Precision, Payload Interpretor, or TDM Patch Causes Crash

From @Kliqerav

This time it's Precision, when equipping a spell in either hand, or both hands, of the character and trying to “drawing” it, so to speak, I receive a CTD.

The funny thing is that if I install Precision + TK Dodge RE, whether or not I check the patch for TK Dodge RE in Precision, I don't get a CTD, however I have the problem again when casting spells that I described in #12, I can't cast spells unless I hold down the right button and then the left button. Furthermore, the character's movement is quite uncontrolled, if I do say so myself. While I make the character walk with the spells in his hands, he doesn't stop even after I let go of the keyboard, and the character also starts to shake.

In the first test I used the following mods:

SKSE
Crash Logger SSE (Since this combination led to a CTD I will attach the crash log together, maybe it will help something)
Address Library for SKSE Plugins
SSE Display Tweaks
SkyUI
MCM Helper
Animation Motion Revolution
Precision (Without the TK Dodge RE patch)

In the second test I used these:

SKSE
Address Library for SKSE Plugins
SSE Display Tweaks
SkyUI
MCM Helper
Animation Motion Revolution
IFrame Generator RE
Precision (With TK Dodge RE patch)
TK Dodge SE (Animations only)
TK Dodge RE (The standalone version)

Here are the outputs:

Pandora Output - Precision.zip
Pandora Output - Precision + TK Dodge RE.zip

Cause: flawed #77.txt in Precision patch with error causing event edit. Technically not Pandora's responsibility to fix but I'll include an override for it anyway until the author is free.

Adult mod Zaz Animation Pack does not work

All animations in ZAP don't seem to work. I see it in the list of loaded mods when launching Pandora, but neither equipping restraining items nor trying to use bondage furniture does anything.

Question about SexLab

I don’t consider this a problem, but more a question about SexLab and the output of animations through Pandora. Do you have a plan to do this? I saw it but didn’t understand how to use that same script. I would like to ask, will there be a full version without crutches? Oh, I also forgot to mention that @Monitor144hz is my favorite modder. Without you there would be no wonderful Pandora mod, thank you very much. And I want to congratulate you on the upcoming New Year, and wish you happiness and health, so that in 2024 you make Pandora even better, and more peace of mind for you (sorry for that situation, it was very rude)

Cannot use right hand after equipping magic. SSE ver 1.6.640, Pandora+ ver 0.6.1 and earlier

I am using pandora+ 0.6.1 but have had this issue since 0.4.2.

I can run Pandora+ and it works absolutely fine, but in game I have the following issue:
If I equip any weapon attacking with the right hand works fine but as soon as I equip magic (even if I do not leave the menu before unequipping) the right hand stops working.

I say right hand because the left hand appears to work regardless, and the control mapping for the right hand works in other contexts, such as the journal and inventory. I have tried switching to Nemesis for a new save and it works perfectly, so I am reasonably confident the issue lies in Pandora+. I have attached my modlist and load order for reference:

modlist.txt
loadorder.txt
pandora+ ActiveMods.txt
Engine.log

Note that it does not result in a CTD but rather permanently breaks my save game, since relaunching skyrim does not fix the issue. The only solution I currently have is to start a new save and never use magic.

I hope this helps identify the root of the problem, as I would greatly like to use Pandora+.

There are some issues with TK dodge RE and OStim Standalone

hello,First of all, I'd like to thank you for your contribution.But English is not my first language and you may have some difficulty reading it, I'll try to portray the problems I encountered.
TK dodges RE have an animation, but they just roll in place and don't displace.
Here is a list of combat mods
1.MCO
2.MaxsuBlockOverhaul
3.Dynamic Block Hit
4.Customized attacked animation repository
5.Precision
6.Elden Power Attack
7.SCAR - Skyrim Combos AI Revolution
8.True Directional Movement
And then there are the ones that may not matter.
Another problem is that although ostim starts the animation from the beginning, there are some errors when switching animations, either staying in place or executing the wrong animation.
In addition to billy's furniture animation package, I also tried the animations that come with ostim, and I repeated the test between Pandora and Nemesis.
Immersive Interactions - Animated Actions and MCO seem to work fine, at the moment it's just the tk dodge RE that's experiencing some issues, EVG Animated Traversal I haven't tested it yet, so I'll let you know as much as I can if there's a problem.
I don't have creature animations installed, I use Nemesis almost exclusively and I'll go back and forth between Nemesis and Pandora.
Finally thank you very much for your contribution, I want Pandora to become better, I hope you understand what I mean, these sentences are from machine translation, my game version is downgraded 1.5.97 and my OS is win10 64 .

XPMSSE Weapon Styles don't work

Hello , first of all thank you for making a better version of Nemesis as its the one that has given me more headaches than i would like to admit

The problem:
when ever i try to use sword on back style in XPMSSE MCM the weapon gets shifted to back alright but only the hip sheath/unsheath animation plays . Tried with axes, maces, swords all only play the hip sheathing animations instead of the back ones regardless if i install or don't install the Pretty combat animations in XPMSSE FOMOD.

To recreate:
Pandora v0.4.2 alpha
i was testing with the Smooth Moveset by Skypia which supports XPMSSE styles (confirmed by running nemesis instead of pandora, all back animations work).

XPMSSE v5.04 FOMOD Options:
installation - Extended
animation rig map - Latest
Character and weapon - Racemenu + XPMSSE MCM
weapon style - nsfw out of sync
no animation options ,weapon on back or quivers on back option was chosen
Compatibility Patches - Schlongs of Skyrim

the smooth moveset page recommends to install keyword compatibility framework (with keyword item distributer 3.0.4) so i installed it with no fomod options selected

current animation mods list:
Smooth moveset
Smooth weapon jump
Smooth random sprint
Attack - Distar Experience
Payload Interpreter
Flinching Animations
zxlice's ultimate potion animation
Separate Power Attacks
Movement Behavior Overhaul(TDM version in FOMOD)
True Directional Movement
Disable turn animation SE AE
Pandora + XPMSSE Patch (from Patreon)(having this on or off doesn't matter as the back animations don't play in both cases)

Pandora Output- with xpmsse patch.zip

Pandora Output - without xpmsse patch.zip

in both cases the everything else like adxp , tdm , and all the smooth animations (hip sheathing) works as intended

corresponding nemesis output with pandora xpmsse patch disabled:
Nemesis Output.zip
the nemesis output works as intended

Also the magic casting doesn't work but that has already been reported

.NET 7 and .NET 3.5 are installed on windows 11 22H2

access violation crash when drawing weapons

Wish I could be a bit more specific here, but it appears to not be behaving well with certain actions. I'm using Precision, Ice Skating Fix, Unblockable, and Standalone Underwater swimming. No other behavior mods. Crash on weapon draw, only when magic is equipped. Slot doesn't matter. Tested this setup with Nemesis and the crash did not persist. Crash log is courtesy of trainwreck

2024-01-01-21-36-22.log

Animation issues

i tried a lot of different things magic don't work at all keeps me in place or it even just glides the character around don't know what causes it. open animation replacer only loads if FNIS is loaded with Pandora and power attacks seems to not work properly either don't know what causes this at all everything loads in Pandora.

Does not work with GsPoses

When running an animation with the mod mentioned above, it does not show any animation, when checking the animation log you cannot even see that the hkx load as if they were not there, can you please check that?

ADRI Inquisitor Bug

all versions of inquisitor do not work as intended,able to cast spell from one hand through clicking both left and right mouse at the same time,normal functions dont work

No output is being generated

using MO2 v2.5.0 no output is generated to the overwrite, and using a dedicated mod instead neither works. Am I doing something wrong?

Crash after pressing Launch

I turned off Nemesis, got a crash after pressing the Launch button. I tried disabling some mods (I realized that it was not a matter of mods) and installed NET DETECTOR as needed. As a result, the same crash. And it’s strange that at first it thinks as if it wants to make a patch, but then it crashes

FNIS Questions

Do i disable fnis?
Does it generate fnis dummy plugin?

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