I'd be more interested (becouse i'm not sure if i full understand it) if there's a chance to have different combat animations per character, specifically, to have different combat animations only for my character, leaving the npcs the vanilla ones. I know there was a mod that let you did that for Skyrim, but i don't know if there is for Oblivion and if it's this one.
Every time I try to power attack in 3rd person I get an error message. I CAN power attack in first person, though IDK why I cant in third person. I'm using a mod that uses animations and models from 3rd person for 1st person so IDK why zooming out doesn't work.
Mod works great! You can cycle between several animations, depending on one-handed or two-handed weapons. Only weird thing is that all NPCs flash white for a second every time the game loads or you load a new area. This is accompanied by a message saying the animations have basically been loaded for a given NPC, but that can be turned off.
I have a problem. Everything seems to be working from the little bit of testing it out but 1 annoying problem. I use a controller for oblivion and while it works it gives me a problem saying that I can't change weapons while I'm attacking. this also goes for armor I just can't equip or take anything off. I have to switch to my mouse anytime I want to switch a weapon or armor. I'm guessing it's NorthernUI that's not compatible but is there a fix for this? I love the mod and want to use it but want to use my controller too.
I had the same problem when I first installed this, but it seems like it's working now. I sheathed my weapon, and then was able to switch weapons with the controller. After I did it once, I was able to do switch weapons even without sheathing.
I have a problem every time I try to do moving power attacks, the power attack will execute but the direction I was moving in will just stop and the power attack will be stationary.
I was wondering if anyone could explain this to me better as the mod page is very confusing for me. i installed this mod thinking it came with several animations. but no matter what weapon or stance I am in i always use the hand2hand power attacks. can anyone help me fix this?
Imma just share what i did/figured out while playing around with this mod: 1) not all the stance folders (in SpecialAnims\CCAO) have animation files, YOU supplement those animation files [a] if you read the CCAOCommand.ini found in the ini folder, there are some suggested animation packs to put INSIDE that specific stance folder [b] if you have an empty stance folder or a missing custom animation, the animation will reset to the default stance folder (1H_Sword, 2H_Sword, 1H_Blunt, 2H_Blunt , HH_Hand2Hand, BW_BowNormal, ST_StaffNormal)
2) once you put animation files in that specific stance folder, when you load your game, the process of the mod applying the animation packs begins [a] in my game everyone glows white for a second [b] this causes minor stutters everytime i load a save (could just be my ancient brick laptop)
3) an item should be added to you, the CCAO config found in the misc part of your inventory [a] here you can define what key the mod will use for you to cycle between stances (default is pgup and pgdn i think) and the key to "reload" your character when switching stances (default is v i think) [b] a 2hand weapon will only cycle stances that has the 2hand_ folder name, and a 1hand weapon will load 1hand_ folder named stances etc. [c] make sure the texts notifications are made visible either through the CCAO config itself or your UI mod (in case there are some that restricts texts pop-ups) [d] after you switch to a stance, press your key that "reloads" your character (your character should perform an attack animation) and your character should stick to that specific animation for that weapon
4) if you have Companion A with custom animations and you want to keep the custom animations for Companion A, exclude Companion A by inputting this near the bottom of the CCAOCommand.ini (it has the label ;DisableNpc Definition) set CCAOCommand.DisabledNpc to sv_Construct "<NPC_FormID>" SetStage CCAOCommand 30 [a] to find the formID of an NPC click on it while you have your console on screen or use the construction set to find it
5) if you want to do the opposite of #4 (Companion A uses CCAO) first you need to make a profile [a] scroll in the CCAOCommand.ini until you find this: ; Make Profile (Experimental) [b] if you want to name a profile (for easier editing if you have multiple companions and want different animations for each) edit this line set CCAOCommand.ProfileName to sv_Construct "Edit this line" [c] pick an animation stance folder for every category (1 stance for 1hand, 2hand, Bow, staff, dual wield) and rename this line with the specific stance folder for that category set CCAOCommand.StanceNameFor1HMELEEto sv_Construct <rename this line> set CCAOCommand.StanceNameFor2HMELEEto sv_Construct <rename this line> set CCAOCommand.StanceNameForBOW to sv_Construct <rename this line> set CCAOCommand.StanceNameForSTAFF to sv_Construct <rename this line> set CCAOCommand.StanceNameForHAND2HAND to sv_Construct <HH_Hand2Hand> set CCAOCommand.StanceNameForDUALWIELD to sv_Construct <rename this line> set CCAOCommand.StanceNameForWALKto sv_Construct <pick either 00_Female/Male/player> SetStage CCAOCommand 40 ;Command 40 = DefineProfileCommand [d] scroll to the bottom of the CCAOCommand.ini until you find this: Add Npc To Profile (Experimental) and input the following; with (x) being the profile name defined in step 5[b] and (y) being the FormID of your companion set CCAOCommand.ProfileName to sv_Construct "X" set CCAOCommand.ProfiledNPC to sv_Construct "Y" [e] with your defined stances, your companions should default to those specific stances
[NOTES] () for you to use the stance folder DW_DualWield you need to put an animation pack or .kf files in that folder (e.g. DMC_Stylish) () if you are using an animation pack, make sure every animation is spelled correctly () for dual wield users, make sure that you have an animation for : OnehandAttackLeft, OnehandAttackRight, OnehandAttackLeft_Chop, OnehandAttackRight_Chop () i still can't figure out how to use the keywords in the ini so that a specific weapon will use a specific animation stance () you can define if only the player or every NPC will use the stances in the CCAO Config item in-game () make sure that there are no semi-colons before the lines you want to edit because the game will not read/execute anything after the semi-colon in that line
How do you get this mod to have proper power attack animations? For example, if I use a dagger, my power attack will always be the same animations of the dagger, but my idle and regular attacks will be whatever new weapon I use like a two-handed sword. I tried changing the animation stance and pressing the mod's power attack key but it still uses the weapon power attack animations of whatever weapon I had equipped when loading a save.
251 comments
https://www.nexusmods.com/oblivion/mods/19796
There's also this:
https://www.nexusmods.com/oblivion/mods/45625
https://www.nexusmods.com/oblivion/mods/36650/
1) not all the stance folders (in SpecialAnims\CCAO) have animation files, YOU supplement those animation files
[a] if you read the CCAOCommand.ini found in the ini folder, there are some suggested animation packs to put INSIDE that specific stance folder
[b] if you have an empty stance folder or a missing custom animation, the animation will reset to the default stance folder (1H_Sword, 2H_Sword, 1H_Blunt, 2H_Blunt , HH_Hand2Hand, BW_BowNormal, ST_StaffNormal)
2) once you put animation files in that specific stance folder, when you load your game, the process of the mod applying the animation packs begins
[a] in my game everyone glows white for a second
[b] this causes minor stutters everytime i load a save (could just be my ancient brick laptop)
3) an item should be added to you, the CCAO config found in the misc part of your inventory
[a] here you can define what key the mod will use for you to cycle between stances (default is pgup and pgdn i think) and the key to "reload" your character when switching stances (default is v i think)
[b] a 2hand weapon will only cycle stances that has the 2hand_ folder name, and a 1hand weapon will load 1hand_ folder named stances etc.
[c] make sure the texts notifications are made visible either through the CCAO config itself or your UI mod (in case there are some that restricts texts pop-ups)
[d] after you switch to a stance, press your key that "reloads" your character (your character should perform an attack animation) and your character should stick to that specific animation for that weapon
4) if you have Companion A with custom animations and you want to keep the custom animations for Companion A, exclude Companion A by inputting this near the bottom of the CCAOCommand.ini (it has the label ;DisableNpc Definition)
set CCAOCommand.DisabledNpc to sv_Construct "<NPC_FormID>"
SetStage CCAOCommand 30
[a] to find the formID of an NPC click on it while you have your console on screen or use the construction set to find it
5) if you want to do the opposite of #4 (Companion A uses CCAO) first you need to make a profile
[a] scroll in the CCAOCommand.ini until you find this: ; Make Profile (Experimental)
[b] if you want to name a profile (for easier editing if you have multiple companions and want different animations for each) edit this line
set CCAOCommand.ProfileName to sv_Construct "Edit this line"
[c] pick an animation stance folder for every category (1 stance for 1hand, 2hand, Bow, staff, dual wield) and rename this line with the specific stance folder for that category
set CCAOCommand.StanceNameFor1HMELEEto sv_Construct <rename this line>
set CCAOCommand.StanceNameFor2HMELEEto sv_Construct <rename this line>
set CCAOCommand.StanceNameForBOW to sv_Construct <rename this line>
set CCAOCommand.StanceNameForSTAFF to sv_Construct <rename this line>
set CCAOCommand.StanceNameForHAND2HAND to sv_Construct <HH_Hand2Hand>
set CCAOCommand.StanceNameForDUALWIELD to sv_Construct <rename this line>
set CCAOCommand.StanceNameForWALKto sv_Construct <pick either 00_Female/Male/player>
SetStage CCAOCommand 40 ;Command 40 = DefineProfileCommand
[d] scroll to the bottom of the CCAOCommand.ini until you find this: Add Npc To Profile (Experimental) and input the following; with (x) being the profile name defined in step 5[b] and (y) being the FormID of your companion
set CCAOCommand.ProfileName to sv_Construct "X"
set CCAOCommand.ProfiledNPC to sv_Construct "Y"
[e] with your defined stances, your companions should default to those specific stances
[NOTES]
() for you to use the stance folder DW_DualWield you need to put an animation pack or .kf files in that folder (e.g. DMC_Stylish)
() if you are using an animation pack, make sure every animation is spelled correctly
() for dual wield users, make sure that you have an animation for : OnehandAttackLeft, OnehandAttackRight, OnehandAttackLeft_Chop, OnehandAttackRight_Chop
() i still can't figure out how to use the keywords in the ini so that a specific weapon will use a specific animation stance
() you can define if only the player or every NPC will use the stances in the CCAO Config item in-game
() make sure that there are no semi-colons before the lines you want to edit because the game will not read/execute anything after the semi-colon in that line
myself too trying to figure out the use of CCAO
your post message -- CCAO supplementary data as ReadMefile