Releases: Monitor221hz/Pandora-Behaviour-Engine-Plus
Pandora Behaviour Engine v2.6.0-beta
What's Changed
- [Feature]: Rudimentary support for loading custom patcher plugins (injected into configuration selection menu on load) by @Monitor221hz in #343
- [Feature]: Support for code-based native patches by @Monitor221hz in #353
- [Enhancement]: New Design GUI by @zndxcvbn in #363
- [Fix]: Clear mods by code data before (re)loading to prevent duplicate key errors by @JonathanFeenstra in #368
- [Fix]: Draugr ragdolls broken by @Monitor221hz in #357
- [Fix]: In-game crash on skeleton killmove by @Monitor221hz in #359
- [Refactor]: Simplify logic for retrieving the list of installed mods by @JonathanFeenstra in #370
- [Fix]: Race condition to acquire common native object in FNIS patching leading to some animation mods being skipped. by @Monitor221hz in #382
- [Fix]: Sporadic crash from bloating with duplicate FNIS animation lists (
SkyrimSE.exe+A1B2AB
) by @Monitor221hz in #383 - [Refactor]: Separate API into separate submodule by @Monitor221hz in #384
New Contributors
Note
Users with FNIS mods may see their animation count drop significantly, as much as half of the count it was on previous versions. This is NORMAL, it's cutting down on duplicate animation lists that was present in prior versions.
Full Changelog: v2.4.0-beta...v2.6.0-beta
Pandora Behaviour Engine v2.4.0-beta
What's Changed
- [Fix]: Ignore incompatible animdata files instead of parsing, leading to mistriggered animation playback by @Monitor221hz in #333
- [Fix]: Mod priorities not being applied to xml patching, causing animation bugs on large modlists by @Monitor221hz in #334
- [Performance]: Skip writing comments during serialization by @Monitor221hz in Monitor221hz/HKX2-Enhanced-Library@1fead1d
@Monitor221hz's Note
FNIS mods not being detected is not a bug, if this occurs to you, read about the -tesv
startup argument to solve it.
Full Changelog: v2.3.6-beta...v2.4.0-beta
Pandora Behaviour Engine v2.3.6-beta
What's Changed
- [Feature]: '-tesv:' startup argument to specify game root directory (for multiple installs) by @Monitor221hz in #332
Full Changelog: v2.3.5-beta...v2.3.6-beta
Pandora Behaviour Engine v2.3.5-beta
What's Changed
- [Fix]: Hard to discern black text on purple background when application run with windows light mode by @Monitor221hz in #300
- [Fix]: Required FNIS.esp missing by @Monitor221hz in #310
- [Fix]: Engine not splitting animline indents and throwing index errors in specific FNIS animlists by @Monitor221hz in #311
- [Fix]: Clear folder if the -o folder if needed by @BryanAldrich in #309
- [Fix]: Sequential ordering of mod patches by @JonathanFeenstra in #314
- [Fix]: Engine rerun crash and other minor issues by @Monitor221hz in #321
- [Feature]: Detect Skyrim game path by registry instead of -o: for Windows users by @Monitor221hz in #323
- [Fix]: Native to XML method returning wrong boolean, leading to parsing overhead and miscellaneous bugs in output by @Monitor221hz in #325
- [Fix]: Native class pointer reassignment reverting XML layer pointer edits, causing crashes and other sporadic issues in-game by @Monitor221hz in #329
New Contributors
- @JonathanFeenstra made their first contribution in #314
Full Changelog: v2.3.0-beta...v2.3.5-beta
Note from @Monitor221hz
Assuming all goes well, this will be the stablest the engine has been since v1.6.3-alpha.
Pandora Behaviour Engine v2.3.0-beta
What's Changed
- [Fix]: Outdated character file causing skeleton (creature) a-pose by @Monitor221hz in #286
- [Fix]: Duplicate FNIS animations bloating engine count by @Monitor221hz in #291
- [Fix]: Sporadic in-game crash on animation start (SkyrimSE.exe+A1B2AB) by @Monitor221hz in #291
- [Fix]: Create missing folders on run from external folder in #291
- [Fix]: Launching engine while search box not empty only patches filtered mods by @Monitor221hz in #291
- [Feature]: Migration to Avalonia front-end for Linux and Mac support by @Monitor221hz in #291
- [Feature]: Resize column widths (saves preference in AppData) by @Monitor221hz in #291
- [Feature]: Resize window size (saves preference in AppData) by @Monitor221hz in #291
- [Feature]: Reorder mods with drag and drop grippers by @Monitor221hz in #291
- [Feature]: Support for FNIS
fu
furniture animations (used by mods like ZaZ) by @Monitor221hz in #291 - [Style]: Loading icon to indicate engine is running by @Monitor221hz in #291
- [Style]: Replaced launch button text with universal play icon by @Monitor221hz in #291
Delete all old output the first time rerunning after installing this update.
Edit: I forgot to include FNIS.esp so you may want to keep that plugin from the last version until a hotfix is pushed.
Full Changelog: v2.1.5-alpha...v2.3.0-beta
Pandora Behaviour Engine v2.1.5-alpha
What's Changed
- [Fix]: Duplicate behavior patches in menu screen by @Monitor221hz.
Please delete all of the old Pandora output manually before the first time running this engine after updating from versions prior to v2.1.4-alpha. Deletions on subsequent runs should not be needed.
Full Changelog: v2.1.4-alpha...v2.1.5-alpha
Pandora Behaviour Engine v2.1.4-alpha
What's Changed
- [Fix]: Support of -o for output folder by @BryanAldrich in #277
- [Feature]: Support for installing Pandora into a folder outside of the game directory (-o: command must still be used to point to the target game data folder) by @Monitor221hz in #283
- [Fix]: Wrong fnis behavior injection path for skeletons/draugrs leading to A pose. by @Monitor221hz in #284
- [Fix]: Engine not clearing previous output automatically.
Please delete all of the old Pandora output manually before the first time running this engine after updating. Deletions on subsequent runs should not be needed.
New Contributors
- @BryanAldrich made their first contribution in #277
Full Changelog: v2.0.4-alpha...v2.1.4-alpha
Pandora Behaviour Engine v2.0.4-alpha
What's Changed
- [Fix]: Wrong graph event and variable index assignment after removing duplicates, leading to unpredictable behavior such as animations triggered randomly. by @Monitor221hz in #270
- [Fix]: FNIS object patching losing conflicts with xml layer, leading to most FNIS animations not being injected or built properly. by @Monitor221hz in #271
Please ensure all Pandora files from previous versions are removed; never copy and paste the new files and paste it over the old versions.
If you're having issues with characters stuck in animations after loading a save that was built with previous versions of the engine: open console in game, select the stuck actor, and type sae IdleForceDefaultState
. If that doesn't work still, open console again and type sae IdleStop
.
Full Changelog: v2.0.1-alpha...v2.0.4-alpha
Pandora Behaviour Engine v2.0.1-alpha
What's Changed
- [Fix]: Parsing header/irrelevant lines in FNIS files.
Full Changelog: v2.0.0-alpha...v2.0.1-alpha
Pandora Behaviour Engine v2.0.0-alpha
What's Changed
- [Refactor]: Optimizations for FNIS animlist parsing. Performance improvements will vary by user machine. by @Monitor221hz in #256
- [Refactor]: Reworked application backend to support partial JIT serialization of target behavior objects and allowing FNIS operations to run in the native layer instead of the xml layer before export. Should result in better performance scaling and launch times. by @Monitor221hz in #262
Full Changelog: v1.6.3-alpha...v2.0.0-alpha