You can do that relativity simple with Fo4Edit. You must add VVKnifeAnims.esp to the Masters of the Ontario Knife ESP and than simply add the AnimsVVKnife [KYWD:FE07F801] Keyword to the Keywords of the Ontario Knife. Done. Hope this Helps and sorry for my bad englisch.
For those looking to use this mod, this mod has a broken execution animation which will lock your camera in place and remove your ability to control your character. You will have to reload a previous save.
To fix this, move the AnimTextData folder into the meshes folder.
The Mosin Nagant mod also has this folder and will have a conflict in one single file with this mod. Its the "PersistantSubgraphInfoAndOffsetData.txt" in AnimTextData/AnimationOffsets
Just add the lines, that are missing in one of the PersistantSubgraphInfoAndOffsetData.txt to the other one you wish to have win the conflict. Its around 10 simple lines. I used the https://text-compare.com/ website to compare the two files and find which lines are missing. I easily added the missing lines and both mods work for me. You dont have to do this if you dont have the Mosin Nagant mod
I made a https://pastebin.com/XyaixTyy for those who want to do this the easy way, if this doesn't work for you still, try to do it yourself. This is the combined Mosin Nagant and Combat Knife Animations "PersistantSubgraphInfoAndOffsetData.txt"
This is great! I think it adds a lot of diversity into the sandbox, with having a couple weapons use this animation whilst modded ones still use vanilla.
Do you think you'll have the time to make new animations for swords/batons? Great work either way! :)
I was able to make it work. You need to use xEdit and make a patch where you add the "AnimsVVKnife" keyword to whatever weapons you want the animations on. In the base plugin it only covers the vanilla Combat Knife and Switchblade.
To do that, load the weapon you want to use and this mod in xEdit. Expand the mod for the weapon and find the actual weapon itself in the list. Then, right click and hit "copy as override into" and chose <blank plugin>. It'll tell you to rename it and you can name it something like "Modded Knife Animation." Then, copy the AnimsVVKnife keyword from this into the new mod as well. Then go to the copy of the weapon that's in the new mod, find the keywords section, right click it and hit "add" and you'll get a drop down menu that lets you scroll through until you find the AnimsVVKnife keyword.
Do all that and load the new plugin you made below both this and the modded weapon and it should work just fine! Hope this helped.
It seems that the author's mod is not compatible with Horizon and will overwrite the modification options (I'm not sure if the author can make a patch or how to solve this problem in other ways?)
Your problem is that you're using Horizon. The mod's changes are rooted so deep into the game that any other mod requires a Horizon patch to work with it. Horizon patches pop up every now and then, so if you can't make one yourself then wait for someone else to.
It seems that the author's mod is not compatible with Horizon and will overwrite the modification options (I'm not sure if the author can make a patch or how to solve this problem in other ways?)
51 comments
To fix this, move the AnimTextData folder into the meshes folder.
The Mosin Nagant mod also has this folder and will have a conflict in one single file with this mod. Its the "PersistantSubgraphInfoAndOffsetData.txt" in AnimTextData/AnimationOffsets
Just add the lines, that are missing in one of the PersistantSubgraphInfoAndOffsetData.txt to the other one you wish to have win the conflict. Its around 10 simple lines. I used the https://text-compare.com/ website to compare the two files and find which lines are missing. I easily added the missing lines and both mods work for me. You dont have to do this if you dont have the Mosin Nagant mod
This is the combined Mosin Nagant and Combat Knife Animations "PersistantSubgraphInfoAndOffsetData.txt"
Do you think you'll have the time to make new animations for swords/batons? Great work either way! :)
To do that, load the weapon you want to use and this mod in xEdit. Expand the mod for the weapon and find the actual weapon itself in the list. Then, right click and hit "copy as override into" and chose <blank plugin>. It'll tell you to rename it and you can name it something like "Modded Knife Animation." Then, copy the AnimsVVKnife keyword from this into the new mod as well. Then go to the copy of the weapon that's in the new mod, find the keywords section, right click it and hit "add" and you'll get a drop down menu that lets you scroll through until you find the AnimsVVKnife keyword.
Do all that and load the new plugin you made below both this and the modded weapon and it should work just fine! Hope this helped.
Combat Knife Animations
Thanks again!