Except for the disadvantage of needing to switch to the original animation to make the character sit down, this mod has no disadvantages, the following are the steps on how to use this MOD correctly
1. You need the bae (https://www.nexusmods.com/skyrimspecialedition/mods/974/) to decompress Oblivion - Meshes.bsa Extract all animation files in Oblivion\Data\meshes\characters\_male and move the files to the folder of Oblivion\Data\meshes\characters\_kamicas\_base
2. For example, if you want to change the animation of 1HLongsword, please copy the _base folder and paste it in the same folder, and name it 1HLongsword1,Copy the 1H Longsword animation you want to replace to the 1HLongsword1 folder
3. Change set KamiCAS.iNum1HLongsword to 0 in KamiCAS.ini to set KamiCAS.iNum1HLongsword to 1
4. Enter the game and press the PGDN key to switch the animation of 1HLongsword, enjoy the mod
5. Please read the txt file provided by the author and match it with the steps I provided. It is very easy to change the animation of other weapons
6. If you use HGEC_Body_with_BBB, please use OblivionModManager to install it first, then extract all the files in _male and copy them to the _base folder
An installation video would be nice, even after reading the detailed and non detailed installation it still doesn't load any of the animations, even after naming the folders to the proper ID and adding the animations there. Could the key numbers be incorrect on some systems/keyboards? Page Up and Page Down don't work, I've tried changing it to M and N but still nothing.
same here, and i't s pissing me off that, the mod author couldn't even bother to make a proper installation tutorial on using his mod. and expects us to figure it out when even his tutorial text he left is absolutely useless.
For those saying this doesn't work, it does, but it takes a lot of setting up though. You can't just download it and expect a change.
To simplify: this mod lets you change your character's "skeleton" and all the animations connected to the selected skeleton.
Each skeleton change needs it's own folder with all it's own animations, so you need to follow the steps in the instructions carefully. You also need to find and download animations you want since no animations are provided in this mod.
A helpful hint: when you create your sub-folders and properly name them (ex. 1HBluntF), copy all your original animations into that folder and override them with the desired animations of your choosing. Remember that each folder is seen as a different skeleton-animation combo, so you can also override a different walk, jump, sneak, idle that will be all connected to that skeleton's/ weapon stance's animations. Once you've set up all your folders, you must remember to edit the .ini
It takes a good amount of time to get it running, but it is pretty awesome to hold my rapier and use animations from Princess Stabbity , then pulling out my ridiculous 10 foot long Dragon buster sword and use the animations from KSTN Heavy Blade Stance.
I am stuck at this "Set these to the number of animation styles you have set up in Meshes\Characters\_kamicas." section at KamiCAS.ini I have no idea what number do I enter, can you help me? thank you.
Edit: I managed to make it work, but the new problem is when I go to inventory "[Tab]" or menu, my game crashes, is there any way to fix this?
For some reason only forward power attacks work. Does anyone know a fix?
Edit: I probably wont ever get a response since this mod is long forgotten but for anyone looking to install this mod it has the same issues as CCAO Animation Mod. With this mod, if you use a custom animation and switch to it with this mod you either wont be able to do certain power attacks (this even affects first person), or you just wont be able to do any power attacks. CCAO suffers from a very similar issue like this except CCAO will play the power attack animation of you previous weapon. This also appears to be unstable like CCAO, game crashes from simply swinging and opening the menu. Even more interesting both mods were last updated in 2011 so I assume something with OBSE changed making both these mods broken since both their issues are power attack related. I've tried seven different sets of animations and the outcome was pretty much the same, except one set of animations completely didn't work and my character went underground and T-posed. I wasn't trying obscure animation mods either, I was trying the popular ones and they just didn't load properly.
So i can get this to work once i wrapped around my head around the readme, could have been written simpler for easy understanding tbh But i got this to work i can setup styles by making my own folders in the _kamicas folder and naming according to the convention in the readme that bit was easy to understand. And yer this dose inface work ingame i equip and draw a weapon press and slightly hold page down and it dose change the animation style
But, because there always is it seems this mod its scripts or something i have is conflicting and i get crashes occasionally when something the mods script is doing something. seems to happen when equipping and drawing so id imagen its crasing trying to swap to and from animation sets Not good!
The mod author hasnt been active so yer dead mod but i thought id message here for anyone here that might know of something better or is interesting in making a hotfix or trying to figure what is the issue.
My plan is to use this along with this mod https://www.nexusmods.com/oblivion/mods/43079 for dual wielding that mod works flawlessly it almost fully replicates how equipping a dual weapon works in skyrim you simply right left click to equip your first weapon the right click on another weapon. thei is exactly the same as skyrim and works just as instant. the only visual difference is the two weapons merge into one inventory item where you see both of the sword names
The mod also applys the secondary swords damage so its not just cosmetic, what it dosnt do is animation swapping to dual animations i got these animations https://www.nexusmods.com/oblivion/mods/16679?tab=files&file_id=24180 and i had it all set and working grate in this mod but its just unstable and crashes often.
So anyone interested in looking into this more someone who might know more then me which is nothing lol
revolucion09: Not sure what you mean. The _base folder doesn't actually do anything. I put it in the instructions because you need to have a base set of animations for all categories.
nautilusfossil: I'm pretty sure sitting animations are handled separately from the moving and attacking animations (via idle animations). So yes it supports different sitting animations.
In my own project I've used the "anims override via custom skeleton" pattern, revealed by this mod's author... so, I'd say Thanks before all :))
And I've found a partial solution for Idle animations issue. In my case it fits well, because I work with certain custom skeleton(s).
There is a way to add custom skeleton in the root list of Idle Anims in CS - you just need to create a dummy creature, and address it to use your custom skeleton. Then CS adds this skeleton into the Idle Animations list automatically)) ++ Here is one point: plugin must be saved with this creature, and then it's necessary to reload CS, for skeleton to show up in the Idle Animations editor. But the pain is that it's empty - so you need to recreate at least some of vanilla _Male trees with their conditions and paths to *.kf... and no ctrl+c ((
218 comments
1. You need the bae (https://www.nexusmods.com/skyrimspecialedition/mods/974/) to decompress Oblivion - Meshes.bsa
Extract all animation files in Oblivion\Data\meshes\characters\_male and move the files to the folder of Oblivion\Data\meshes\characters\_kamicas\_base
2. For example, if you want to change the animation of 1HLongsword, please copy the _base folder and paste it in the same folder, and name it 1HLongsword1,Copy the 1H Longsword animation you want to replace to the 1HLongsword1 folder
3. Change set KamiCAS.iNum1HLongsword to 0 in KamiCAS.ini to set KamiCAS.iNum1HLongsword to 1
4. Enter the game and press the PGDN key to switch the animation of 1HLongsword, enjoy the mod
5. Please read the txt file provided by the author and match it with the steps I provided. It is very easy to change the animation of other weapons
6. If you use HGEC_Body_with_BBB, please use OblivionModManager to install it first, then extract all the files in _male and copy them to the _base folder
and expects us to figure it out when even his tutorial text he left is absolutely useless.
To simplify: this mod lets you change your character's "skeleton" and all the animations connected to the selected skeleton.
Each skeleton change needs it's own folder with all it's own animations, so you need to follow the steps in the instructions carefully. You also need to find and download animations you want since no animations are provided in this mod.
A helpful hint: when you create your sub-folders and properly name them (ex. 1HBluntF), copy all your original animations into that folder and override them with the desired animations of your choosing. Remember that each folder is seen as a different skeleton-animation combo, so you can also override a different walk, jump, sneak, idle that will be all connected to that skeleton's/ weapon stance's animations. Once you've set up all your folders, you must remember to edit the .ini
It takes a good amount of time to get it running, but it is pretty awesome to hold my rapier and use animations from Princess Stabbity , then pulling out my ridiculous 10 foot long Dragon buster sword and use the animations from KSTN Heavy Blade Stance.
A few more recommended animation mods:
Ser Knight
Aluku Animation Replacer Collection v2
KSTN Spear Stance 1H
KAGEMUSHA-2hand Animation Replacer
tbsk Improve HandtoHand Animation
FloatLikeALich
KAZEMUSHA- 1hand Animation Replacer COMPILATION -_-
I have no idea what number do I enter, can you help me? thank you.
Edit: I managed to make it work, but the new problem is when I go to inventory "[Tab]" or menu, my game crashes, is there any way
to fix this?
Edit: I probably wont ever get a response since this mod is long forgotten but for anyone looking to install this mod it has the same issues as CCAO Animation Mod. With this mod, if you use a custom animation and switch to it with this mod you either wont be able to do certain power attacks (this even affects first person), or you just wont be able to do any power attacks. CCAO suffers from a very similar issue like this except CCAO will play the power attack animation of you previous weapon. This also appears to be unstable like CCAO, game crashes from simply swinging and opening the menu. Even more interesting both mods were last updated in 2011 so I assume something with OBSE changed making both these mods broken since both their issues are power attack related. I've tried seven different sets of animations and the outcome was pretty much the same, except one set of animations completely didn't work and my character went underground and T-posed. I wasn't trying obscure animation mods either, I was trying the popular ones and they just didn't load properly.
But i got this to work i can setup styles by making my own folders in the _kamicas folder and naming according to the convention in the readme that bit was easy to understand. And yer this dose inface work ingame i equip and draw a weapon press and slightly hold page down and it dose change the animation style
But, because there always is it seems this mod its scripts or something i have is conflicting and i get crashes occasionally when something the mods script is doing something. seems to happen when equipping and drawing so id imagen its crasing trying to swap to and from animation sets
Not good!
The mod author hasnt been active so yer dead mod but i thought id message here for anyone here that might know of something better or is interesting in making a hotfix or trying to figure what is the issue.
My plan is to use this along with this mod https://www.nexusmods.com/oblivion/mods/43079
for dual wielding that mod works flawlessly it almost fully replicates how equipping a dual weapon works in skyrim you simply right left click to equip your first weapon the right click on another weapon. thei is exactly the same as skyrim and works just as instant. the only visual difference is the two weapons merge into one inventory item where you see both of the sword names
The mod also applys the secondary swords damage so its not just cosmetic, what it dosnt do is animation swapping to dual animations i got these animations https://www.nexusmods.com/oblivion/mods/16679?tab=files&file_id=24180 and i had it all set and working grate in this mod but its just unstable and crashes often.
So anyone interested in looking into this more someone who might know more then me which is nothing lol
nautilusfossil: I'm pretty sure sitting animations are handled separately from the moving and attacking animations (via idle animations). So yes it supports different sitting animations.
And I've found a partial solution for Idle animations issue. In my case it fits well, because I work with certain custom skeleton(s).
There is a way to add custom skeleton in the root list of Idle Anims in CS - you just need to create a dummy creature, and address it to use your custom skeleton.
Then CS adds this skeleton into the Idle Animations list automatically))
++ Here is one point: plugin must be saved with this creature, and then it's necessary to reload CS, for skeleton to show up in the Idle Animations editor.
But the pain is that it's empty - so you need to recreate at least some of vanilla _Male trees with their conditions and paths to *.kf... and no ctrl+c ((