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Profanitizer

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Profanitizer

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24 comments

  1. RumBakats
    RumBakats
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    You must be the hero of Kvatch. thx :D
  2. 7orus7
    7orus7
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    is the master stance already in stances or is it your mod? just got stances trying to set everything up. also we need animated armory lol 
    1. Profanitizer
      Profanitizer
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      Master stances isnt a stance in the original Stances mod. A master stance is an animation set for when you are level 100 in One handed or Two handed and are in Neutral stance, i.e not in High, Mid, or Low.
  3. TheMilkAndCookie
    TheMilkAndCookie
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    llifesaver ty
  4. anbuchase1
    anbuchase1
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    I'm trying to use anchor's aminations but they have multiple folders with animations what do I do to get all of them to work with stances?
  5. gameplaygruza1
    gameplaygruza1
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    I'm looking for something suitable for a High (Expert) stance. Any recommendations?
  6. detachedVFX
    detachedVFX
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    • 11 kudos
    I am so confused lol
    1. Profanitizer
      Profanitizer
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      Feel free to elaborate a little lmao
    2. detachedVFX
      detachedVFX
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      nvm i watched some videos and got it all set up! we are so back
    3. detings
      detings
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      link to said video?
  7. detings
    detings
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    can we get a video tutorial please, im really slow
  8. detings
    detings
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    i know basically nothing of what this mod does, but just in the hopes that i figure it out eventually i'll just have this installed incase,sounds cool
  9. dickheaddicted
    dickheaddicted
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    bro i need this for the stances ng
  10. 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)