It's my first time recording a video and I don't really use any softwares for that so sorry if it seems a little bit ugly or uncomfortable to you I'm just trying to show what it can do. Thank you for understanding. :D
Nope there is a txt file on where you should put which animation. If you're lazy you can look up the docs I posted here. you just have to put all 1 handed animation on folder no idles no walk etc. They have their own respective folders.
I did everything according to the instructions, but its does not works. I just want the waraxe and warhammer to have different power attack animations. what am I doing wrong?
I wouldn't know for sure but try being sure that the animation works for SE or you converted it to SE, and put the files in their respective folders by reading the readme file and change your race or create a new race where you put your animation and try if it works.
the animation works, that's not the problem. The problem is that the battleaxe and warhammer use the same slot and as a result - using the same animation. In fact, this is the same weapon, differing only in impact sound. I want them to have different animations, but this is impossible. I have a lot of animations that are suitable for the battleaxe, but absolutely not suitable for the warhammer and vice versa. See what I mean?
Oh yeah I see what you mean sorry about misunderstanding your problem. So what you want to do is make another folder with a txt file inside (same as the others) with this condition
Folder name ("7013" or whatever you like)
then a text file with
IsEquippedRightType(6) OR IsEquippedLeftType(6)
thats for battleaxes.
for warhammers
folder name ("7014" or whatever you like)
a text file with condition of
IsEquippedRightType(10) OR IsEquippedLeftType(10)
and you're done dont forget to name the text file "_conditions"
One more question. Is there a way to make the animation idle after a while.For example, the character is standing, and the idle animation is triggered after a few seconds. Is there condition?
Question. I'm using nemesis pcea, Does this folder make my pcea obsolete and saves me 1 esp plugin if I do convert? Can I use this as a replacement for the pcea?
Exactly Yes, Yous hould put all your animations that you've gathered into there specific folder. See my videos because I use DAR and not PCEA and as you can see even the guards have their own animation. That's all DAR.
Just got back to this mod page by accident. I'm having trouble with DAR and I'm suspecting its related to nemesis pcea. I haven't tried removing pcea because I'm too dependent on my pc's own uniqueness and don't have the time to learn dar thoroughly. I should try it now. Thank you for replying, bessa :)
Loving your mod BTW. Its also easy to view animations. I'm currently trying to figure out how to add different idle animations. Help would be a blessing :)
im not exactly sure how you can do it in one folder only because obviously they wilwl overwrite each other but if you make many folders and place one animation on each of them you can then put a _condition txt file on when they will fire up like IsActoBase 00000007 AND IsValueNotLessThan (28, 0.9)
something like that. you actually don't have to use the isvaluenotlessthan you can use other conditions like Random (0.9) etc. just use a condition that is different for each folder so they will not overwrite each other.
IsActorbase(00000007) AND Random (0.9) right? Edit: Sweet, it worked! :) Currently have 3 idles for my PC I just find it odd that the custom characters I added to dar does not utilise their sneak idle. Everything works aside from that.
see if the folder is being overwritten. low numbered folders get overwritten by higher ones or even other animation mod (Pcea , fnis, nemesis etc) you use.
how has "normal" attack animations worked out for you with CGO so far? i've only been able to make custom animation power attacks compatible with CGO, "normal" attacks look weird and bugged (very very bugged lol).
Honestly it works fine if you mean by "bugged" is that whenever you attack it stops eventually try to turn off 3rd person power attack(dont remember the name) in cgo or try to just wait at least for a while for animations to render. as you can see in the video im using cgo with AA and its working fine.
I have turned off 1st and 3rd person Unlocked Movement in the CGO MCM Menu, that's how i got the power attacks to work, but "normal attacks" (like for example 1hm_runforwardattackright.hkx) is still bugged for me. I forgot to mention that I use Nemesis PCEA for my custom animations. If you use DAR for your custom animations does it make a difference?
I think DAR v2 already has a player exclusive feature built in where you can place a bunch of animations in a certain folder and are used automatically. It's included in the author's mod compilation Grean Tea public on his patreon. I haven't tested this specific feature though.
Yes, If you look at my Races Base mod I said it in there. It's the 00000007 folder but the thing is you just put the animation folder there and boom all weapon will do what that animation is especially the dagger and a sword. Now if you see my video I have a different sword and dagger animation because my player animation is based on "weapon" individually not in general so they don't share the same animation.
I was talking about this. Still, I noted the different animations for each weapon but you might do something with this: "The following is about Dynamic Animation Replacer V2 which added the function to Dynamic Animation Replacer. Player animation switching
You can add animations to a total of 10 slots from 0 to 9 in advance and switch between them with console commands during game play. To add animations, place the files in the folder "DynamicAnimationReplacer\_Player\(number from 0 to 9)" in the same way as Dynamic Animation Replacer. Use the following console command to switch animations.
I honestly think that command should be on your part because it's function is like PCEA2 if you ever want to change animation for your weapon. But honestly from my perspective you don't really need to as I already divided the animations and if you want to have different animation for a sword you can just put a _conditions file to fire u p randomly or base on health etc. and if you ever want to just change it you can just use the command for yourself. In shorot i'm just making more options.
I really appreciate the time you took to do this. My current FNIS build has been nightmarishly difficult for MONTHS, especially the PCEA2 animations, and I have been supplanting these issues since the release of DAR. I've been using DAR so much, I now forget what animations are where and which NPCs have them. This will make sorting and categorizing them so much easier. Kudos, and endorsements will follow!
Also if you're still going to use a "fnis" mod for your other mods go and try nemesis. It's more updated that fnis and good. And Thank you and I hope you enjoy it.
I did not look deeper into it yet, just a question to your mod. To create a sit idle loop for all those pretty sit idles available. Would your structure support this ?
In fact it will. but you should make another folder and know where to put the folders and yes. you can even go and have many idles at once without using random idles mods. look at the dar description to know the necessary condition.
39 comments
Folder name ("7013" or whatever you like)
then a text file with
IsEquippedRightType(6) OR
IsEquippedLeftType(6)
thats for battleaxes.
for warhammers
folder name ("7014" or whatever you like)
a text file with condition of
IsEquippedRightType(10) OR
IsEquippedLeftType(10)
and you're done dont forget to name the text file "_conditions"
IsActoBase 00000007 AND
IsValueNotLessThan (28, 0.9)
something like that. you actually don't have to use the isvaluenotlessthan you can use other conditions like Random (0.9) etc. just use a condition that is different for each folder so they will not overwrite each other.
Random (0.9) right?
Edit: Sweet, it worked! :)
Currently have 3 idles for my PC
I just find it odd that the custom characters I added to dar does not utilise their sneak idle. Everything works aside from that.
It's included in the author's mod compilation Grean Tea public on his patreon.
I haven't tested this specific feature though.
"The following is about Dynamic Animation Replacer V2 which added the function to Dynamic Animation Replacer.
Player animation switching
You can add animations to a total of 10 slots from 0 to 9 in advance and switch between them with console commands during game play. To add animations, place the files in the folder "DynamicAnimationReplacer\_Player\(number from 0 to 9)" in the same way as Dynamic Animation Replacer. Use the following console command to switch animations.
AddPA [SlotNumber] - Enable [SlotNumber] slots.
RemovePA [SlotNumber] - Disable [SlotNumber] slots.
SetPA [SlotNumber] - Disable all slots and then enable [SlotNumber] slots.
GetPA [SlotNumber] - Display enabled slots.
Multiple slots can be specified in [SlotNumber].
Example command:
AddPA 0123 //0123
RemovePA 23 //01
If more than one enabled slot contains an animation with the same name, the animation with the higher numbered slot takes precedence."
To create a sit idle loop for all those pretty sit idles available.
Would your structure support this ?