1. Will this work with mods that provide original DAR AA animations for certain mods? Like Heavy Armory and Vigilant/Unslaad/Glenmoril patches? 2. This always confused me. On the original page and on some videos forward and backwards halberd power attacks had proper spear animations, but in my case - DAR AA with OAR istead of DAR - these attacks always use basic greatsword power attacks. Will this mod fix this issue?
I might test it all myself, but just to be sure, leave this here
if the patch is DAR-based, you need to convert it to OAR, it basically just copies the animation patch from Vigilant/Unslaad/Glenmoril and pastes it into this mod or follows this mod folder pathing, that patch must be the winner.
This mod folder: Halberd Vigilant/Unslaad/Glenmoril patch convert folder: Halberd
if correct you will see a conflict to this mod where that patch is replacing some animation file in this mod. like halberd to halberd.
You don't actually need this mod if there is no conflict as I have written in the main description.
I know it's not an issue with the OAR port (happens on the original too), but jumping with certain weapons (like katanas) in first person, shows the weapon jumping animation. Can that be fixed?
that I am afraid you have to hope the original modder fixes them. This mod is just a convert, that's why any issue involving animation from the original will also appear in this mod, sorry.
It should work, unless the mod have patch that replace original Dar Armoury animation. Then you need to match the folder structure to this OAR version on unarmed.
Does unarmed armory included unarmed moveset on its list of movesets? I don't if it this or other mods fault, but my unarmed combat won't do any attacking move unless I equip fist as weapon (I substitute it with fist from Elden Rim mod)
Seem like I made a mistake on the first comment, sorry. It's like this, the animation uses keywords "isequiped" "formid" and "modname" checking. if the keyword doesn't match especially on "formid", the animation won't trigger at all. Fist weapon and barehanded both have different keywords, so you need to tag it in either using Ck or Xedit. sorry that I cannot help you with that.
It should work. Since, I don't change any keyword, other than folder to OAR based. Unless "ER Katana" and "Katana Crafting" have animation patch that replace katana animation in original armory mod, then you will need to match this mod's folder structure to patch it.
Can you upload the full mod so people don't have to make this kind of tweak? When you have a very long mod list, it's difficult to remember this kind of stuff.
Hmm... Sure i can, that would mean i'm taking NickNak credit as creator. That why the other mod patch does similar ways afterall, unless NickNak quit and deleted their nexus account which will remove all their files or I made a full revamp of animated armoury which i can't.
hi im trying to use this with MCO like it said in your description but nothing changed my character still does the MCO animations he does sword animations with whip and greataxe animations with the stick im not sure what to do
uh.. i dont know how i'm gonna help you with this. this mod just to solve the condition conflict between mco and animated armoury. nothing changed at all since i use animated armoury for Npc only... MCO will take the win for player but it should load tho. did u check the OAR animation log when you slash what it show? check the wip keyword, maybe try edit the priority?
If I only want Animated Armoury for the 1st person animations for two weapon types (spears and quarterstaffs), could I just use this mod without the main AA DAR version and remove the folders of the weapon types I don't need?
well... You would need to create a custom esp with spear and quarterstaff record, their meshes, texture, sound and the animation for it. and btw this mod doesn't have the first-person anim. So, you still need the main mod to copy the first-person anim and esp record.
I'm new to adding mods so this might be a dumb question. I use OAR instead of DAR so I was thinking I might download this mod, but I don't use MCO, Maxsu or NAEA. Is this mod still good for optimization? Or not really worth it?
62 comments
1. Will this work with mods that provide original DAR AA animations for certain mods? Like Heavy Armory and Vigilant/Unslaad/Glenmoril patches?
2. This always confused me. On the original page and on some videos forward and backwards halberd power attacks had proper spear animations, but in my case - DAR AA with OAR istead of DAR - these attacks always use basic greatsword power attacks. Will this mod fix this issue?
I might test it all myself, but just to be sure, leave this here
if the patch is DAR-based, you need to convert it to OAR, it basically just copies the animation patch from Vigilant/Unslaad/Glenmoril and pastes it into this mod or follows this mod folder pathing, that patch must be the winner.
This mod folder:
Halberd
Vigilant/Unslaad/Glenmoril patch convert folder:
Halberd
if correct you will see a conflict to this mod where that patch is replacing some animation file in this mod. like halberd to halberd.
You don't actually need this mod if there is no conflict as I have written in the main description.