Skyrim Special Edition
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Profanitizer

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  1. nmoust02
    nmoust02
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    I am so confused lol
    1. Profanitizer
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      Feel free to elaborate a little lmao
    2. nmoust02
      nmoust02
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      nvm i watched some videos and got it all set up! we are so back
  2. Grdzneuli
    Grdzneuli
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    These last several days I was trying to finally understand how OAR and DAR work for stances. I've gained some knowledge but still am confused in some parts.
    As I understand mods like animated armoury add new keywords to the game that, then can be used by DAR or OAR condition files and be implemented into stance framework right? 
    If I installed Animated Armoury and then just changed some of the aspects of your .json condition files according to new keywords and IDs that were added by Animated Armoury, then  put appropriate animations in those new folders wit knew conditions. Won't that be all that must be done to make it all work? 
    Is these some complications that I'm not thinking about? 

    disclaimer.
    I'm relatively new in modding community. That's my understanding of it. can you tell me if I'm near the truth? D


    I understand the syntax of the .json condition files more or less. 
    It's quite similar to DAR conditions, just a little bit more complicated. 
    1. Profanitizer
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      Let me explain how OAR/DAR works:
      It splits animation files into folders, then has conditions attached to those folders. If all the conditions are met, those animations will play in game. There is a priority attached to the conditions also, so if two sets of animations have their conditions met and have identical animation types (i.e an attack animation), it will play the animation with the higher priority.

      What my mod does here, is that I've created conditions folders to support stances, as well as having different tiers depending on your 1H/2H skill level. I did this by adding conditions:

      To make folders that are stance specific, I add a condition for the player to have a perk from stances.esp. The stances mod applies a perk to the player if they're in high, low, or mid stance, so if you set it as a condition, and have it be a higher priority than a default, non stance condition folder, it will play animations in that folder if you are in the relevant stance.

      To have different skill levels, I simply added a condition to folders that checks the players One Handed/Two handed skill level. My mod has it so stances and skill levels are intertwined; you start off on a neutral stance, then unlock low, mid, high, and a new master stance (which is a neutral stance but allows you to add a more powerful moveset), when your relevant skill reaches 25, 50, 75, and 100.

      I haven't done anything regarding animated armory, however. My folders support all the vanilla weapon types, but Animated Armory adds new weapon types. So afaik you'd need to make folders with the condition "IsWornHasKeyword", then a keyword included in animated armory for the weapon type, i.e rapier, claw. if you want different movesets for each stance, then you'd need 4 folders for each weapon type to support neutral, low,mid and high stance.

      My advice however is not to do this by editing my json files outside of the game. OAR has an amazing in-game editor allowing you to edit conditions in game, and it will make finding keywords much easier. What I'd recommend is to make copies of my folders, then open the game and use the in game editor to adjust the conditions, removing my condition to check for vanilla weapons (IsEquippedRightHand) and instead add a condition checking for Animated Armory weapons (IsWornHasKeyword... i think)
  3. DBxv2gameplays
    DBxv2gameplays
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    Is there OAR Stances? i Thought Dynamic stances only work for DAR. 
    please let me know if there is OAR stances to download
    1. d3adpixel89
      d3adpixel89
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      there is one for oar. on stances page requirement it says you can use dar or oar. The folder structure is different, that is why mod author created this for oar.
  4. BurnsofWhiteFire
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    I don't understand why you have Neutral and Master when they fulfill the same purpose?
    1. Profanitizer
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      They don't. Master stance is only available when you reach level 100 of the associated skill (One handed or Two handed). This means that once you "master" either skill, you can have OAR instead use a different moveset than regular neutral stance. There are animators out there who make some crazy movesets with unique features, master stance is intended for those types of moveset.
      Just as an example in my personal modlist I use the For Honor in Skyrim series' of movesets for the master stance, because of their directional attacks, charged attacks, and generally good animation.
    2. BurnsofWhiteFire
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      So, if i put an animation in master, does it overwrite all animations or just neutral?
    3. Profanitizer
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      It will not overwrite animations if you are in a stance (Low, Mid, High), it will overwrite the Neutral stance (No stance), but only if you have 100 skill in whatever weapon your holding (i.e Two handed for Greatswords, One handed for swords)
    4. Livinho91
      Livinho91
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      I'm assuming that if you have Skill Uncapper this does not work, unless I modify the conditions (for example I have set 1000 as the "Master" cap, so I need to modify the config file in a way that it is something like 0-250-500-750-1000). Right?
  5. FenrysFenrir
    FenrysFenrir
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    So I added spears and halberds to this without any issues, but I use Adamant and Hand to Hand, which has unarmed attacks as it's own skill, replacing lock picking. Is there any way to tell it to check my level of hand to hand instead of whatever it checks?
  6. urbon
    urbon
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    Hero! thank you! OAR structure is still confused for me but haven't looking properly.