A plugin for loading animations from Sideloader zipmods.
Thank you Essu for the main bulk of the code
See the template for how to configure animations in your own mod.
- Install the latest build of BepInEx
- Download the latest release from the releases page
- Drop the dll to
bepinex/plugins
- Add animation packages to the mods folder. (These can usually be downloaded with KKManager)
The manifest.xml was extended from version 1.0.8.
- PositionHeroine and PositionPlayer vectors (x, y, z) that represent:
<PositionHeroine>
<x>0</x>
<y>0</y>
<z>0</z>
</PositionHeroine>
<PositionPlayer>
<x>0</x>
<y>0</y>
<z>0</z>
</PositionPlayer>
x is left and right movement (red axis)
y is up and down (green axis)
z is forward and backwards (blue axis)
The values represent a factor by which a normalized vector in the direction of the axes is multiplied and the result added to the axis. The magnitude of normalized vector is one. The scale a good guess could be a meter. If there is a need to move half a unit the factor for that axis would be 0.5 for example.
- GameSpecificOverrides - the manifest.xml is one for both KK and KKS by using this section it can be fine tuned for both games.
<Animation>
<StudioId>1</StudioId>
<AnimationName>Animation 1</AnimationName>
<NeckDonorId>0</NeckDonorId>
<GameSpecificOverrides>
<KoikatsuSunshine>
<NeckDonorId>55</NeckDonorId>
</KoikatsuSunshine>
<GameSpecificOverrides>
</Animation>
Here the NeckDonorId when KK reads the configuration will be 0 but when KKS reads the configuration will be 55.
- Game specific animations
<Koikatu>
<Animation>
<StudioId>1</StudioId>
<AnimationName>Animation 1</AnimationName>
<NeckDonorId>0</NeckDonorId>
</Animation>
</Koikatu>
<Animation>
<StudioId>2</StudioId>
<AnimationName>Animation 1</AnimationName>
<NeckDonorId>0</NeckDonorId>
</Animation>
When KKS reads this manifest the animation with StudioId 1 will be ignored. Koikatu will read both StudioId 1 and 2.
More detailed information in the wiki.