I love this idea, but when I use it, my block animation stops while I'm moving. I'm still blocking, but it shows my character holding his weapon with one hand at his side in the normal "ready" stance instead of out in front of him with both hands. Does anyone know what causes this or have a workaround for it?
I'm not seeing any parry anims fellas... or any different sounds. If this overwrites files then it can't be a conflict. Doesn't require FNIS either so I have no clue.
I did this for myself and it's working fine (afaik) in SE: (not an expert so take with a grain of salt)
1. Download the mod without NMM or find the files. 2. Go here: http://www.loverslab.com/topic/68910-simple-batch-conversion-skyrim-to-skyrim-se-hkx/ 3. Follow the instructions in the OP and place the .hkx files from this mod in "Skyrim Special Edition\Tools\HavokBehaviorPostProcess" and run the bat file as described in that thread. 4. Either just move these converted files to the correct place (Data\Meshes\actors\character\animations) or make it into an archive so that you can add it to your mod manager of choice.
Hope this helps someone, and I also hope the author doesn't mind me posting this.
Thanks alot! It's simple and beautiful. This one + TK Dodge + Ultimate Combat and FINALLY you can see a warriors fight instead of drunk redneaks hassle. Thanks again (:
Crashes as soon as i try to bloc/ parry an incoming attack but i think i'm blaming that on Enhanced animations.. Too bad they're not complatible i didn't know it changed any blocking animations, Anyone know any other animation mods that would work with this? I mean mods that make animations less retarded like the vanilla fighting stances which look like the characters about to take a massive s#*! in his pants mid combat.
I wish I could help you, but I don't know about any other mods. At least not any that I consider worthwhile.
As a user of this mod, I have to say that it is a massive improvement over the vanilla static block which is something no sane warrior would have a need to do in real life.
I agree with you regarding the stances... personally, I think Bethesda should have just avoided the trouble of making new stances and attack animations by cloning the Oblivion animations which were far more realistic. Especially the two-handed animations.
Yes, I do understand that this is Skyrim, the BIG BAD LAND OF THE BIG BAD NORDS, RAWRR! and all of that. However, that doesn't mean nords have to be stupid, and too many of the vanilla animations reflect just that: stupidity. If the nords are great warriors, then the nords should be pretty smart fighters and thus great at doing things that make sense in a fight, and too many animations don't make sense.
Vanilla two-handed attack animations are just like giving an ultra-heavy baseball bat to a strong, angry kid who has never touched a weapon in his life, and then asking him to go kill someone. Whoever came up with these animations at Bethesda lacks a fundamental understanding of weaponry in general, of swords as a weapon type, and what sets them apart from other things like axes and hammers.
As someone who intimately knows the real deal with these things, the vanilla animations are a perfect immersion breaker for me.
What? It cannot cause crashes. You sure it isn't some combat mod doing that? Animations are just eye candy basically, like textures they give life to the world/npcs, worst thing that could happen is you would get T pose or no animation at all when blocking if this mod fucked up just like with missing textures you see nothing or the purple black checkered texture. Also every animation mod is compatible in a sense that you can keep the ones you like from mod X and overwrite the ones you like from Y.
Is this compatible with "Audio overhaul for skyrim 2?" soon as i tried to activate the mod i got a confirm overwrite for the sounds made by parrying. scared to overwrite lol
120 comments
1. Download the mod without NMM or find the files.
2. Go here: http://www.loverslab.com/topic/68910-simple-batch-conversion-skyrim-to-skyrim-se-hkx/
3. Follow the instructions in the OP and place the .hkx files from this mod in "Skyrim Special Edition\Tools\HavokBehaviorPostProcess" and run the bat file as described in that thread.
4. Either just move these converted files to the correct place (Data\Meshes\actors\character\animations) or make it into an archive so that you can add it to your mod manager of choice.
Hope this helps someone, and I also hope the author doesn't mind me posting this.
OR Immersive Animations :|
right?
I have too many mods lol
As a user of this mod, I have to say that it is a massive improvement over the vanilla static block which is something no sane warrior would have a need to do in real life.
I agree with you regarding the stances... personally, I think Bethesda should have just avoided the trouble of making new stances and attack animations by cloning the Oblivion animations which were far more realistic. Especially the two-handed animations.
Yes, I do understand that this is Skyrim, the BIG BAD LAND OF THE BIG BAD NORDS, RAWRR! and all of that. However, that doesn't mean nords have to be stupid, and too many of the vanilla animations reflect just that: stupidity. If the nords are great warriors, then the nords should be pretty smart fighters and thus great at doing things that make sense in a fight, and too many animations don't make sense.
Vanilla two-handed attack animations are just like giving an ultra-heavy baseball bat to a strong, angry kid who has never touched a weapon in his life, and then asking him to go kill someone. Whoever came up with these animations at Bethesda lacks a fundamental understanding of weaponry in general, of swords as a weapon type, and what sets them apart from other things like axes and hammers.
As someone who intimately knows the real deal with these things, the vanilla animations are a perfect immersion breaker for me.
Also every animation mod is compatible in a sense that you can keep the ones you like from mod X and overwrite the ones you like from Y.