This animations are really cool, nice work. Unfortunately i dont use TUDM (and maybe other people that doesn't use Nemesis but FNIS) but i manage to make them work on TK dodge only by changing the name of your animations in the next way:
sidestep_backward to Stepdodgeback sidestep_forward to Stepdodgeforward sidestep_left to Stepdodgeleft sidestep_right to Stepdodgeright
then replacing them in meshes\actors\character\animations\TKDodge
then run again fnis
maybe using dynamic animation replacer will only change the dodge for your Character but i havent test it yet
keep the good work
Edit: yep DAR can replace the animation only for the player character and still having the original for bandits or other npcs
this is the folder path you will need to create for DAR: meshes\actors\character\animations\DynamicAnimationReplacer\Skyrim.esm\0000007\TKDodge then copy and paste the animations with the name changed
maybe for TUDM only copy and paste in the folder 0000007
Wait they actually work with TK Dodge? TK dodges animations come out faster than TUDM which is why i thought tk dodge would be incompatible. Well since you said that then im going to add tk dodge as a optional requirement. Thanks for reporting that because i originally only made these animation for TUDM.
yep they work, they only downside is that TK Dodge doesnt have diagonal dodges, when i test if DAR manage to replace only the character dodges and then keeping the original ones for the bandits, giving the uniqueness of the witchers to all the dragonborns XD, i will edit my original comment
Very cool! But considering the use of one plugin slot instead of two, how difficult would it be to replace the standard CGO dodge with the sidestep dodge?
Its not compatible i believe because cgos frame time is different from tudm and tkdodge. Also i dont use cgo because of its complexity and lack of compatibility with my other combat mods. If it were modular it would be a lot better because i only want certain features from it. You could try renaming my mod files to that of cgo's dodge files and see if it owuld work but i doubt it. Even if it did work it wouldnt look right because cgo has different frame times from tkdodge and TUDM.
frankly speaking you have done a very well job on this mod but for me the only thing missing is the impact of dodging, yes it is dodging but to take it one step further like the one in witcher, it needs to feel like we are dodging rather than a moonwalk...hmm do i say this the movement on the ground is too smooth I guess, but all in all thanks for this mod
Hello! Great mod and I really want to use it but for some reason I can't activate it ingame and it just do the dodge roll from CGO (Combat Gameplay Overhaul), I also have the TUDM. I even changed the binds for the dodge and I tried to disable the CGO temporarily and it still doesn't work. Any suggestions?
I used both CGO and TUDM and the way i did it was to change the cgo dodge key to hotkey and dont map it to anything leave it blank. TUDM is defaulted to your sneak button so whatever your sneak button is then thats the key to dodge with.
so to use DAR with tudm what I did is make a new folder with a numbered name so it goes like this meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\69 -- this is whee you'll put this e3 animation and make a _conditions.txt. inside that folder -- IsActorBase("Skyrim.esm"| 0x00000007). So when you change the dodge to step it will use the e3 one.
Hey! Great mod! Just wondering what are the other movement mods/animations your using. Your character movements are really fluid and nice. The dodges are soo good too.
Animations i use for combat movement: https://www.nexusmods.com/skyrim/mods/33914 This is for 1 handed sword movement https://www.nexusmods.com/skyrim/mods/100942i use this for CGO's 2 handed sword movement https://www.nexusmods.com/skyrim/mods/102763this is for the witcher like power attack for 2 handed https://www.nexusmods.com/skyrim/mods/100904and lastly CGO for its lean function because it makes animations transition better
Honestly Skyrim itself is just the characters skating. The game doesn't actually have anyone move with their legs, instead they are transitioned to a certain x or y coordinate when they are moving which is why a lot of animations look like the characters are sliding because their movement isnt really synced with their legs and body. Now your best bet is to probably find a way to use DAR to give only yourself the animations and not NPC's. Also I would recommend trying TUDM over TK dodge because that could be a reason it looks like that possibly. Also would recommend to use with CGO and its lean function because it makes animations transition better.
36 comments
sidestep_backward to Stepdodgeback
sidestep_forward to Stepdodgeforward
sidestep_left to Stepdodgeleft
sidestep_right to Stepdodgeright
then replacing them in meshes\actors\character\animations\TKDodge
then run again fnis
maybe using dynamic animation replacer will only change the dodge for your Character but i havent test it yet
keep the good work
Edit:
yep DAR can replace the animation only for the player character and still having the original for bandits or other npcs
this is the folder path you will need to create for DAR:
meshes\actors\character\animations\DynamicAnimationReplacer\Skyrim.esm\0000007\TKDodge
then copy and paste the animations with the name changed
maybe for TUDM only copy and paste in the folder 0000007
edit. the animation is bit slow maybe it's just me
Will try it out asap :)
https://www.nexusmods.com/skyrim/mods/33914 This is for 1 handed sword movement
https://www.nexusmods.com/skyrim/mods/100942i use this for CGO's 2 handed sword movement
https://www.nexusmods.com/skyrim/mods/102763this is for the witcher like power attack for 2 handed
https://www.nexusmods.com/skyrim/mods/100904and lastly CGO for its lean function because it makes animations transition better
https://www.nexusmods.com/skyrimspecialedition/mods/28043