Nope, its tks mod problem and its not lag i installed with 0 mods installed and it just dont work, i followed the instructions of the main page and dosent work... that fucking mod for some people just dont work.
you need your weapon out and ready to swing to dodge and you need to check the tk dodge box in FNIS, did you do those? just making sure you didnt miss anything
Im pretty sure TK said FNIS isnt needed? and i remember trying that as well but it didnt work on my other pc. I cant even see an MCM menu, its weird its like its never there, same with Belt fastened quivers lately
FNIS is needed as soon as you try to add custom animations that do not replace already existing ones. All these animations are stored in a behaviour file. So adding new animations without editing the behaviour file to include them will simply result in the animations not showing ingame. Because the game doesn't know they're there. FNIS takes all custom animations and combines them within that single behaviour file (as Skyrim can only have one of them :p) to make them all work at once.
So no FNIS = no custom animations at all. Are you still sure FNIS is NOT needed? And yep don't forget to hit the box for TK Dodge in FNIS. Also, are you using a custom skeleton that is compatible? (Like XPMSE?)
The problem for me was not the animations just the character playing the animation without moving from the place, he roll, he dodge to the sides, but allways in the same place, so the problem isnt animations related...
Its behavior like Kuschel-Drow said, if FNIS cant restore it to default you can try manual, using BSA Unpacker http://www.nexusmods.com/skyrim/mods/4804/ unpack from your Data/Skyrim - Animations.bsa
Nope finally got the mod work, i installed the mod correctly but the problem was i wasnt runing skse as admin, so to fix the problem i just have to run skse as an admin,
I'm sorry, but my english is not good, so, i will try to help you out. Try to run the game (with the mod activated) as a administrator of the computer, that helped me with the mod =)
I like this mod, but I have a bug. When rolling my character stays in the same place, I mean - she stops, roll, but there is no move in any direction. :(
Excellent work! Makes skyrim more souls like! Endorse!
I found you have changed the speed of the dodge animation to make it more flexible,can you change the distace of it to make us roll farther?
If you can do so,we can probably get an even more souls like experience by calling different rolling animations through script controls. That's really exciting!
EDIT: but if you have the "Running with Spell mod - by robiehn" or intend to install it, there will be animation bug when walking side way or backward while equipping spell
74 comments
All these animations are stored in a behaviour file. So adding new animations without editing the behaviour file to include them will simply result in the animations not showing ingame. Because the game doesn't know they're there.
FNIS takes all custom animations and combines them within that single behaviour file (as Skyrim can only have one of them :p) to make them all work at once.
So no FNIS = no custom animations at all. Are you still sure FNIS is NOT needed?
And yep don't forget to hit the box for TK Dodge in FNIS.
Also, are you using a custom skeleton that is compatible? (Like XPMSE?)
Thnaks for all the coments btw merry xmas
I think im too use in dark souls 3 rolling lol
I found you have changed the speed of the dodge animation to make it more flexible,can you change the distace of it to make us roll farther?
If you can do so,we can probably get an even more souls like experience by calling different rolling animations through script controls. That's really exciting!
Always run fnis after an animation modification.
EDIT: but if you have the "Running with Spell mod - by robiehn" or intend to install it, there will be animation bug when walking side way or backward while equipping spell