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Kyrgyzguitarist

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KyrgyzGuitarist

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  1. KyrgyzGuitarist
    KyrgyzGuitarist
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    I've made Patreon page - https://www.patreon.com/KGAnimations

    Considering joining, it's fully free. I made it just to share early stuff and snippets, so you guys don't die of old age waiting for full release here on Nexus. 

    EDIT: I consider my work on 2 handed weapons done. I am happy with how everything works and looks and amount of effort I put into it (any more, and I will go insane). I made some polishing and bugfixing, and I might do more in future, as I play with my own mod more. But for now, i consider it finished.
  2. alin1987
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    I tried to use these with the Comprehensive first person animation overhaul I wanted these to overwrite the CFPO 2 handed animations but it dosen't work... the CFPO always overwrite's them... and MO2 dosen't even show that it ovewrites it every time... does someone know how to make them both work as in keeping the KG first person 2 handed animations overwrite the CFPO 1st person 2 handed animatins and of course keeping all the other CFPO animations ( that are not in conflict with this mod of course ) ? 
    1. MotoSxorpio
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      In order for KG Animations to work with CFPAO as you want, you will need to delete some of CFPAO's animations. This is as simple as I can suggest, without renaming folders and/or changing priorities, which would break any updates for either mod.

      Navigate to the following folder(s) from CFPAO mod:
      ~Data\actors\character\_1stperson\animations\DynamicAnimationReplacer\_CustomConditions\

      Delete
      the following folders, and contents of those folders, which you do not want from CFPAO:
      Folder 781 would be Greatsword animations.
      Folder 782 would be Battleaxe animations.
      Folder 783 would be Warhammer animations.

      The above are from the FOMOD installer:
      Battleaxe Follow Through and Battleaxe Stop-on-Hit;
      Greatsword Low Swings and Greatsword Side Swings;
      Warhammer Follow Through and Warhammer Stop-on-hit.

      If you use _Stances based animations patch from CFPAO FOMOD installer:
      Navigate to the following folder(s) from CFPAO mod:
      ~Data\actors\character\_1stperson\animations\DynamicAnimationReplacer\_CustomConditions\

      Delete the following folders, and contents of those folders, which you do not want from CFPAO:
      Folder 15200 would be Greatsword animations, delete the folder and contents.
      Folder 16200 would be Battleaxe animations, delete the folder and contents.

      Remember that if CFPAO updates, do not install the above folders from the FOMOD in order to not break your KG Animations.
    2. KyrgyzGuitarist
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      I was going to reply when i got back home, but you did it way better. Thank you MotoSxorpio! Stickied, so people who are wondering about combining the mod with CFPAO can see your comment. 
  3. Aaron209928
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    These animations look great. What do I need to do to make this compatible with Animated Armoury? When I equip a pike or halberd (1st Person) and walk with them, the animations change until I stop walking and go idle.
    1. MotoSxorpio
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      What do I need to do to make this compatible with Animated Armoury?
      This tutorial will be for pike and halberd. In order to make this fully compatible, we will need to create a folder and conditions for KG Animations that will exclude Pikes and Halberds. Animated Armoury does not come with 1st person animations, so they are overridden by KG Animations.

      Navigate to ~Data\meshes\actors\characters\_1stperson\animations\DynamicAnimationReplacer\_CustomConditions and create a new folder "535". Open it, and create a new text document "_conditions.txt". Open it and paste the following:
      NOT IsEquippedRightHasKeyword("NewArmoury.esp" | 0x0e457e) OR
      NOT IsEquippedRightHasKeyword("NewArmoury.esp" | 0x0e4580)
      Save "_conditions.txt". Now, cut and paste the animations in KG Animations mod folder ~Data\meshes\actors\characters\animations\_1stperson\ into ~Data\meshes\actors\characters\_1stperson\animations\DynamicAnimationReplacer\_CustomConditions\535.

      For visual aid, here is a screenshot of the list of animations to which we will be MOVING to the new folder "535" created above:
      Spoiler:  
      Show



      Cut and paste only the ".hkx" files listed into the new "535" folder.

      I hope this tutorial results in satisfying your need for compatibility. Users who do this tutorial will need to be aware of the changes they've made if KG Animations is updated in the future.
  4. Trollzy5511
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    Is this mod and perhaps even KG Animations - One-handers and Dual Wield compatible with Animated Heavy Armoury/Animated Armoury?
    1. RagamuffinSkullman
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      I don't think this mod is compatible with a random VTuber. :P
    2. Fuadfikrii
      Fuadfikrii
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      wut?
  5. Nimbussssssss123
    Nimbussssssss123
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    Maybe this will be useful to someone. I got a wish to remove the animation of the two-handed sword on the shoulder when running and sprinting and return these aspects to the vanilla state from both 1st and 3rd person.

    To do this, I deleted from the folders:

    meshes\actors\character\_1stperson\animations
    meshes\actors\character\animations

    hkx files:

    2hm_1stp_run, 2hm_runbackward, 2hm_runbackwardleft, 2hm_runbackwardright, 2hm_runforward, 2hm_runforwardleft, 2hm_runforwardright, 2hm_runleft, 2hm_runright, 2hm_sprintforwardsword, 2hm_1stp_run, 2hm_sprintforwardsword
  6. Duiminas
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    Very cool, but whe used with the mod "Precision", the sideways right attack with a greatsword doesn't generate a hit tracer at the proper time
  7. ardavanmoj
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    Hi thanks for the mod .... i'm currently using valhalla combat and MCO and it sims that MCO interfere with your mod because no matter which load order i choose as long as MCO is active my PC perform that one's animation
    is there a way to be able to use your 2H animations while still having MCO ??
    1. RagamuffinSkullman
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      No. MCO's attack animations completely override vanilla's. You can use the idle and movement anims, just not the attacks.
  8. MrHadest
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    Why can't I use the directional power attack in this mod?




  9. Steamvikings
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    Camera shake, GIANT SWORD GUARD IN MY FACE image, and...Camera shake. Man...some of us are old. You can't have us getting vertigo playing a game. And you have got to find a way to make my sword guard not take up 1/5 of the screen on a 2h GS ...or not. Your choice ;) Uninstalling, for now, because of the nausea
  10. Anthonyg1479
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    Hey i love both the KG two-handed and KG one-handed, my only problem is that i like to configure the OAR mods within the OAR menu and it seems that you dont have any options in the OAR menu which is sad because i like to mix up animation mods for example i have the one-handed sword backwards power attack from Modern first-person animation overhaul and the rest of the animations from Comprehensive First Person Animation Overhaul, i do this by disabling the rest of the one handed animations from the MFPAO mod within the menu, my question is if you would consider adding the ability to do this with both your mods?
  11. pachbarbs
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    great animations. can u make a version without camera shake? I get dizzy easily lol.
    1. Chugumbius
      Chugumbius
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      +1 Author please , love your work 
  12. rainxliane
    rainxliane
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    is assorted animation fixes really incompatible with this? 
  13. liveanddie112
    liveanddie112
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    I feel like the foward power attack on axes and hammer missed alot, when you're too close, usually with lock on from true directional movement. Big enemy is fine but fighting humanoid i just whiff it every time