Skyrim

I've got all my source files as well  as weapon guides for making whips and claws uploaded Here

My mod(NewArmoury.esp) needs to be a master of your mod/patch, this is easily done with XEdit
You need to give the weapon the correct keywords plus animation type

Quarter Staffs need the "WeapTypeQtrStaff" keyword and the animation type of "TwoHandAxe"
Halberds need the "WeapTypeHalberd" keyword and the animation type of "TwoHandAxe"
Pikes need the "WeapTypePike" keyword and the animation type of "TwoHandSword"
Rapiers need the "WeapTypeRapier" keyword and the animation type of "OneHandSword"
Claws need the "WeapTypeClaws" keyword and the animation type of "Dagger" There's also a lot of other steps for Claws now, refer to the weapon guide here


The Above is how you get my animations playing on your weapons, the text below are optional extras that are not required to get my animations playing on the weapons, This will change with future versions for NPC's though

Darkphoenixff4 has made a Zedit script that will run through your load order and add my mods
keywords to weapons it finds in your load order, this is great as it
tailor makes compatibility patches for your load order, you wont need to
download any compatibility patches after running this script

If you want compatibility with Skyrim Spear Mechanic and maybe other mods in the future, than you need to give all weapons that you add my keywords to another keyword called "NAR_Sig" this is to stop animations from getting reset when switching between weapons from mine or SSM mod. This will be a requirement to get animations working with new weapons on NPC's in future versions of my mod

Check the Animated Armoury - Modders Resources page for info on Claws and Whips, there's guides for both these as these are no longer straight forward like they used to be

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NickaNak