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Advanced Animation Framework / XML / conditionNode

condition Node

Purpose

condition nodes are used in multiple kinds of XML files in order to only apply an affect to Actors that have specific qualities. The attributes defined in the condition node are direct references to the Actor object code within AAF. So, as the project develops and variables are added to the Actor, they also become accessable to condition node filtering. A common usage of the condition node is to check for gender and only apply some affects to one gender or another.

Actor variables

Here is a list of variables on the Actor object that can be used in condition nodes:

  • isFemale: "true" or "false" - The gender of the Actor.
  • isPlayer: "true" or "false" - Whether or not the Actor is the player character.
  • name: The Actors name.
  • formID: The Actors form ID in int form. This is not the form that is seen via CreationKit or FO4Edit. So, you will need to convert those values to int form in order to use this check effectively.
  • skeleton: The name of the skeleton this Actor is using based on the definition in the race XML files.
  • raceFormID: The race form ID in int form. This is not the form that is seen via CreationKit or FO4Edit. So, you will need to convert those values to int form in order to use this check effectively. Additionally, this is the form ID number without the leading plugin index number.
  • raceFullFormID: The race full form ID in int form. This is not the form that is seen via CreationKit or FO4Edit. So, you will need to convert those values to int form in order to use this check effectively. This is the form ID number with the leading plugin index number included. That means that this number will be different depending on load order. For a constant value, raceFormID should be used.
  • raceLabel: This is the name of the Actor's race as delivered by the game. Keep in mind that this will change depending on the language of the game install. For a constant value, raceFormID should be used.
  • hasKeyword: This is the editor ID name of a keyword. If the actor has this keyword, the condition will be true.

Example

Here is an example of the condition node being used to only apply this equipmentSet when the Actor is a female.

<equipmentSet id="unEquip">
    <condition isFemale="true">
        <unEquip bipedSlot="BODY"/>
        <unEquip bipedSlot="[U] Torso"/>
        <unEquip bipedSlot="[A] Torso"/>
    </condition>
</equipmentSet>

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