Would love to see an option for shield on back with sword where the shield doesn't flip (like the hip dagger+shield anim from your other mod) - for shields that aren't circular they get sheathed upside down, so either do a jarring 180 flip, or you have to set your shield to upside down with IED.
I would take the shield anim from the dagger + shield animation & combine it with the sword on hip anim, but I don't know how hah
Não sei por que, com os mods de animações e XPMSSE mais recentes, nunca consegui fazer a animação de equip/unequip do escudo funcionar direito sem quebrar meu preset de IED. Aparentemente seu mod consertou isso. Valeu, irmão!
Is it compatible with draw 2 dual weapon equip-unequip animations ? Since xpmsse adds animations for dual wielding, I'm not sure if I even need draw 2.
Sorry for bothering again. I wanted to know how can I disable the shield equip from the back animation. I keep shields on my character's and npc's left arm so I tried to use OAR but didn't know what to do.
You can't. With XPMSSE, it's always on the back by default. You'll have to use OAR/DAR and create new animation folders and conditions to replace the shield animations with the vanilla animations or the other XPMSSE animations that doesn't use a shield.
You can also reinstall XPMSSE choosing the basic installation and use Weapon Styles - Draw/Sheathe Animations for IED instead, if you are using Immersive Equipment Displays and Simple Dual Sheath.
That's the original animation from XPMSSE. Somehow you didn't install this mod correctly, because the axe and shield animation draws from the correct placement as shown in the description.
If you don't use the style fitting animations from XPMSSE, then the only animations that will play are the sword and axe/mace combinations, some shield animations and the staff animations.
Doesn't make a difference if you installed Simple Dual Sheath or not.
Gotcha. I chose weapons styles on my xpmsse but all the toggles in the mcm only have the default option. I'm guessing this mod would add those options?
- Simple Dual Sheath(SDS): Allows you to display left weapons (sheathed), shield on back, and staves (sheathed). Staves don't display at all in vanilla. SDS doesn't have animations or anything like that, it just displays the weapons and shields as above. - Dual Wielding Unlocker: Allows control of the "Shield" bone in animations. With this mod, it's possible to rotate the shield or left weapon as you will during attack, equip or unequip animations. In vanilla you can't do that at all. I use this mod for some of the animations here. - Extra Drawing Animations: Adds new dual wield, shield on back and staves animations. It's not compatible with XPMSSE, since it changes the behavior paths of the animations in a similar way as XPM does.
This mod here is intended to be used if you have the full XPMSSE package installed. Animations via FNIS, Scripts that controls the animations on player and NPCs and so on.... You choose the weapon styles in the MCM of XPM. I'm not sure why you don't have the other options there, perhaps it's because of the options that you've chosen during the installation of the mod.
What animations does this mod add? Axe and shield animation: In vanilla, the axe is placed on the right hip, if you were to draw the weapon with a shield equipped using XPM, the character would draw the axe from the wrong side (it uses the sword and shield animation). This mod corrects that. Mace and shield animation: The same as above. Dagger and shield animation: There's no animation for dagger and shield in XPM afaik. This mod adds new animations via OAR. Maceor Axe and Sword or Dagger animations: In vanilla and XPM, there are no animations for dual wielding these weapons. This mod adds new animations via OAR. Some weapon and a staff: This mod adds new animations via OAR.
You can't make much of this mod if you don't use the full XPMSSE mod. If you are looking for alternatives, I can recommend Weapon Styles - Draw/Sheathe Animations for IED, this mod uses IED weapon placement system to play the corresponding animations. Not compatible with the full XPMSSE package, tho.
Either I didn't have Style Fitting Animations turned off, or I originally had installed NSFW XPM styles selected without any mods that use them. I now have the options.
Everything is working great. The Mace/dagger animations look great. Any advice for an easy trick/framework to flip daggers? Or is that just dependent on whatever weapon animation .hkx I have for them? Thanks for the help.
weird, my character doesn't rotate the left sword when sheathing. it does the draw animation (arm moves to left hip) but the sword doesn't move like in your video (no rotation). I have the most up to date versions of all required mods.
Gira, estou desenvolvendo um mod e gostaria de incluir um preset do IED para reposicionar o escudo quando utilizando algumas de minhas armaduras. Sabe me dizer se tem algum tutorial? Vlw
Dá uma olhada neste artigo. Ali explica como reposicionar os equipamentos quando uma mochila é equipada, mas ao invés da mochila, você poderia usar uma armadura. Por exemplo, onde diz para usar a condição "Biped Slot 47", você poderia usar "Type>Armor", clicar em cima da condição e marcar "Equipped" e em "Form", usar a armadura que você quer condicionar.
Hello, I'm sorry to disturb you here, I am modding for xBox, so Nemesis is basically all we have to add more animations, I've been trying A LOT of tutorials to create/modify behaviours, but I can't make them work, I always get an error in whichever application I try, I guess I am doing something wrong, but there is very little information about this out there ..
Would you be so kind to point me in the right direction? I'm not asking of hand holding until I get it xD I just need the basic tools I would need, or a working tutorial... Anything would do xD
I was able to set up blender to make the actual animations, but behaviours are something that I still can't get my head around... And again sorry to bother you...
Great mod by the way, this is exactly what I am trying to accomplish, but making it compatible with the "Shields on back" that we have on xBox, which works diferently than on pc (uses slot 60, not 39 as normal shields, and it is not set as an actual shield, cos of compatibility purposes, so it has to be a custom behaviour specifically made for it)
I'm sorry, but I'm not the right person to talk about behavior files. All I did was search the Nemesis files that NickaNak created and isolate the Dual Wield fix so I could use it as a separated mod.
I know these files can be used as some sort of instructions for Nemesis, in order to add new animations, change animations lenghts, add graph vars and what else. But other than that, very likely that I know less than you lol.
I once asked how to create these files and was told it was very hard for a beginner, because you have to use tools to edit behaviors and understand what you're doing.
These guys probably spent years studying behavior files and reverse engineering Skyrim. In the end I gave up in that quest because it would take me too much time and effort, and I can't spend the time needed for that.
You might have more luck asking mod authors that edit behaviors here on Nexus or the Skyrim Guild discord.
42 comments
The animations are already included in my other mod.
I would take the shield anim from the dagger + shield animation & combine it with the sword on hip anim, but I don't know how hah
You'll have to use OAR/DAR and create new animation folders and conditions to replace the shield animations with the vanilla animations or the other XPMSSE animations that doesn't use a shield.
Somehow you didn't install this mod correctly, because the axe and shield animation draws from the correct placement as shown in the description.
Doesn't make a difference if you installed Simple Dual Sheath or not.
Also is THIS mod
an alternate combined solution to:Extra Drawing Animations and Dual Wielding Unlocker? Or should I use all of the above?
- Simple Dual Sheath(SDS): Allows you to display left weapons (sheathed), shield on back, and staves (sheathed). Staves don't display at all in vanilla. SDS doesn't have animations or anything like that, it just displays the weapons and shields as above.
- Dual Wielding Unlocker: Allows control of the "Shield" bone in animations. With this mod, it's possible to rotate the shield or left weapon as you will during attack, equip or unequip animations. In vanilla you can't do that at all. I use this mod for some of the animations here.
- Extra Drawing Animations: Adds new dual wield, shield on back and staves animations. It's not compatible with XPMSSE, since it changes the behavior paths of the animations in a similar way as XPM does.
This mod here is intended to be used if you have the full XPMSSE package installed. Animations via FNIS, Scripts that controls the animations on player and NPCs and so on....
You choose the weapon styles in the MCM of XPM. I'm not sure why you don't have the other options there, perhaps it's because of the options that you've chosen during the installation of the mod.
What animations does this mod add?
Axe and shield animation: In vanilla, the axe is placed on the right hip, if you were to draw the weapon with a shield equipped using XPM, the character would draw the axe from the wrong side (it uses the sword and shield animation). This mod corrects that.
Mace and shield animation: The same as above.
Dagger and shield animation: There's no animation for dagger and shield in XPM afaik. This mod adds new animations via OAR.
Mace or Axe and Sword or Dagger animations: In vanilla and XPM, there are no animations for dual wielding these weapons. This mod adds new animations via OAR.
Some weapon and a staff: This mod adds new animations via OAR.
You can't make much of this mod if you don't use the full XPMSSE mod.
If you are looking for alternatives, I can recommend Weapon Styles - Draw/Sheathe Animations for IED, this mod uses IED weapon placement system to play the corresponding animations. Not compatible with the full XPMSSE package, tho.
Everything is working great. The Mace/dagger animations look great. Any advice for an easy trick/framework to flip daggers? Or is that just dependent on whatever weapon animation .hkx I have for them?
Thanks for the help.
eg. both swords on left hip
All animations from this mod are included in the other.
Ali explica como reposicionar os equipamentos quando uma mochila é equipada, mas ao invés da mochila, você poderia usar uma armadura.
Por exemplo, onde diz para usar a condição "Biped Slot 47", você poderia usar "Type>Armor", clicar em cima da condição e marcar "Equipped" e em "Form", usar a armadura que você quer condicionar.
Would you be so kind to point me in the right direction? I'm not asking of hand holding until I get it xD I just need the basic tools I would need, or a working tutorial... Anything would do xD
I was able to set up blender to make the actual animations, but behaviours are something that I still can't get my head around... And again sorry to bother you...
Great mod by the way, this is exactly what I am trying to accomplish, but making it compatible with the "Shields on back" that we have on xBox, which works diferently than on pc (uses slot 60, not 39 as normal shields, and it is not set as an actual shield, cos of compatibility purposes, so it has to be a custom behaviour specifically made for it)
I know these files can be used as some sort of instructions for Nemesis, in order to add new animations, change animations lenghts, add graph vars and what else.
But other than that, very likely that I know less than you lol.
I once asked how to create these files and was told it was very hard for a beginner, because you have to use tools to edit behaviors and understand what you're doing.
These guys probably spent years studying behavior files and reverse engineering Skyrim. In the end I gave up in that quest because it would take me too much time and effort, and I can't spend the time needed for that.
You might have more luck asking mod authors that edit behaviors here on Nexus or the Skyrim Guild discord.