v0.4: Added support for first-person mode and vanilla animations. First-person is a little janky still so please report any issues or missing animations
v0.3: NPC's can grip switch but only 1h -> 2h for now. Enable it in the .ini file by setting; bEnableNPC = true Grab SPID to distribute the buff/debuff spell to NPCs
At least till I wrote this comment, this mod seems to be working properly for BFCO.
Since the mod author's guide on the description page is not detailed enough for beginners, I decide to explain the installation process in more detail.
First, the rough idea about how this mod works is that it defines a variable that describes the player's current grip mode, and can have below values: 0 = Original Grip Mode of Weapons (Can have 1H, 2H, or DW animations played depending on the equipped weapons) 1 = Two Hand Mode (of 1H Weapon on Right Hand) 2 = One Hand Mode (of 2H Weapon on Right Hand) 3 = Dual Wielding Mode (of 2H Weapon on Right Hand)
The following rules are how grip mode changes: 0. The hotkey to switch grip mode is defined in "Dynamic Grip\SKSE\Plugins\dynamicGrip.ini" Here are codes corresponding to keys and buttons: https://ck.uesp.net/wiki/Input_Script#DXScanCodes 1. If player is dual wielding with a 2H weapon on right hand (by right click any weapon and then left click a 2H weapon), the grip mode will automatically switch to 3. Pressing the hotkey will switch between grip mode 0 and 3. 2. Otherwise, pressing the hotkey will switch between the original mode and the different grip mode. That is, if you have a 1H weapon on right hand, then it will switch between grip mode 0 and 1 (whether the original mode is dual wielding or 1H); if it is a 2H weapon on right hand, then it will switch between grip mode 0 and 2.
The empty OAR folder to be downloaded contains three default folders (gripSwitch1H/gripSwitch2H/gripSwitchDW), corresponding to 1H, 2H, and DW mode. Each folder has a json file that tells OAR what animation to play when grip mode = 1/2/3 (Of course, OAR don't play any animation in these folders if grip mode is other value). Therefore, as long as you put valid animation files (hkx files) into these folders, and the priority of these folders is high enough in OAR, then corresponding animation can be played when attack.
Note that only hkx files need to be put into default folders; If you paste and replace the json files of other mod into default folders, OAR will not recognize the correct conditions for playing the animation because you overwrite the conditions.
Also, make sure you install the latest versions of all the required mods and that the animation files you gonna use are valid (they should be able to work before this mod).
Here is the process in sum: 1. Install all required mods and their required mods through MO2. 2. Install this mod and the empty OAR folder which contains three default folders through MO2. 3. Copy your animation files into gripSwitch2H / gripSwitch1H / gripSwitchDW For example, copy all hkx files in the 2hm-sword-base folder in BFCO mod into "Dynamic Grip OAR Folder\meshes\actors\character\animations\OpenAnimationReplacer\DynamicGrip\gripSwitch2H", and be careful not to overwrite config.json. 4. Run Nemesis and done
To prevent interference from other mods, I recommend trying to make this mod work in minimal load order; after it works, then try to make it work in complete load order.
If Nemesis fails, try to clean its output folder and try again.
If all conditions in OAR are satisfied, but other animations are played, try to increase the OAR priority of folders of this mod.
After you make default folders work properly, you may create your own folders with your conditions, for example, to make different weapon types play different 2H animations: 1. Play greatsword animations when grip mode = 1 and weapon type = sword / dagger 2. Play battleaxe animations when grip mode = 1 and weapon type = axe 3. Play warhammer animations when grip mode = 1 and weapon type = mace 4. (for spear mods I use) Play 2H spear animations when grip mode = 1 and weapon type = spear ...... 99. Play some default animations when grip mode = 1 and weapon type don't match above
I watched the video and couldn't understand some of the adjustments you made after entering the game. Also, could you post a video on a Chinese website? Youtobe can't get in
I can't get the mod to work. Nothing happens when i press "G". I have checked the ini to make sure the hotkey i set correctly. I have increased the priority as shown in the example video in this thread. I've made sure to run nemesis. I use MCO btw.
The animation log says: Mod: LegacySubmod: 15002
I saw in the example video it's supposed to say Submod: dynamicGrip___
I think only DAR mods will be shown in Legacy folder, and I think all things relate to dynamic grip will use OAR rather than DAR. I guess you did something wrong about the process of putting hkx files into default folders and use them in OAR?
Thx for the explanation, but is there a way to speed up the 1h grip sword animations ? I'm using BFCO + Elden Rim Weapon Arts and Elden Rim Moveset Collection, when I play with a 1h sword the animations are fast, and when I grab the sword with 2 hands it's slow like two handed swords.
Is there a way to go directly into custom weapon idles when changing grip? For example, currently if I switch grip on a spear, the default sword/greatsword idle will play until I do something else (e.g. attack) to refresh the animation. Ideally it should switch to the 1h/2h spear idles automatically but it's a minor issue.
use a dar to oar converter to convert files really simple and easy and make sure u run pandora after. if oar is reading legacy it means its a mod using dar and should be converted/updated.
For anyone struggling with two-handed weapons using an unarmed animation in your left hand in third person, my fix for this was to just copy SCAR_1hmReadyDummy.hkx, 1hm_idle.hkx and SCAR_BlockIdleDummy.hkx from https://www.nexusmods.com/skyrimspecialedition/mods/122878 (which uses Dynamic Grip) into the relevant OAR folders for other animation sets. Not sure if that's the best solution, but just modifying animation priorities through OAR won't work, since Dynamic Grip seems to play animations separately for each hand (hence the unarmed animation).
Im so confused what to do one I get into the game. I follwed the video step by step, went to author mode, input the same numbers and saved submod but its not working. What am i doing wrong?
So after the problem came back and much time, effort, and UTTER IRRITATION, I can confirm I've FINALLY found a workaround for the accursed "Hand to Hand when using two handed grip in first person" Bug. My work around is as follows.
1: Grab Comprehensive First Person Animations Overhaul Here
2: Go into the Two handed weapon animation folder giving you trouble. For example for two handed swords it would be Comprehensive First Person Animation Overhaul - CFPAO\meshes\actors\character\_1stperson\animations\OpenAnimationReplacer\CFPAO\2hSword
3: Make a copy of every file in there and past it back in there.
4: Rename the copies to the h2h version of that file.
Example being 2hm_idle to h2h_idle.
Now, whenever it would go to play the annoying h2h animations, it will detect the weapon in your hand and, instead, run the RIGHT animation.
I figured this out because I found that, when observing myself in OAR's ainmation observer thing or whatever, I would go through two handed, then one handed, then hand to hand idle animations ALL AT ONCE. Why? I don't know, it seems to be calling all three of those. But this fixed it.
bro i ask again, whenever equip the greatsword through the wheeler https://www.nexusmods.com/skyrimspecialedition/mods/97345. I can't change the grip, Press G and it will unequip.
I wonder if this will be working with VR? Obviously I wouldn't need the animation replacers, as I'm not going to be using those. But the fact that the one-handed weapon receives a buff if wielded with two hands is what I'm interested in. Probably not, as I think PLANK is what is giving us the ability to properly two-hand any weapon ingame, so It would require either a patch or a rewrite of this mod, correct? The idea of holding two hander with just one hand, and receive some debuffs sounds uber useful for VR. As using two hands for a one-hander to receive some buff. And double two-handers is also an interesting RP choice.
That's interesting, I thought being able to pick and use anything with just one hand was the default behavior in VR. I don't have access to VR so I'm afraid I can't really help you there
I can't switch from 1h to 2h. I didn't adjust the .ini at all, but "G" dose nothing, nor dose A+RB(activate+shout) on gamepad. I'm using https://www.nexusmods.com/skyrimspecialedition/mods/122878 and when i attack with a great sword it plays the 2h animations. I can equip shields and other great swords in my left but the 2h animation still plays. in the inventory it shows LR[righthand GS] and L[Left GS/shield] but still plays 2h animations. Also with only 1 great sword equipped it shows my character in an unarmed idle with the sword in right hand.
Tried it out with the previous version and was happy even with the issues with 1-hander's not hitting correctly. Dropped an endorse after this version rectified the issue. Look forward to what else you plan to do with this mod. Cheers.
Hi! Really great mod! Is working for me on 1.6.640 build of Skyrim easy. The change in grip can now be reversed and works as intended! The only thing I wish would work though is support for custom first person animations to play. Third person will allow my move sets to play, but 1st person plays a weird vanilla variant (feels like the sword is being held further back when using one handed grip so can’t see it…). Wish there were support for these mod’s animations to play in first person, unless anyone knows how to change this in OAR. The main move set I’d love to see support for to get the animations going is the following:
620 comments
Added support for first-person mode and vanilla animations. First-person is a little janky still so please report any issues or missing animations
v0.3:
NPC's can grip switch but only 1h -> 2h for now.
Enable it in the .ini file by setting;
bEnableNPC = trueGrab SPID to distribute the buff/debuff spell to NPCs
Since the mod author's guide on the description page is not detailed enough for beginners, I decide to explain the installation process in more detail.
First, the rough idea about how this mod works is that it defines a variable that describes the player's current grip mode, and can have below values:
0 = Original Grip Mode of Weapons (Can have 1H, 2H, or DW animations played depending on the equipped weapons)
1 = Two Hand Mode (of 1H Weapon on Right Hand)
2 = One Hand Mode (of 2H Weapon on Right Hand)
3 = Dual Wielding Mode (of 2H Weapon on Right Hand)
The following rules are how grip mode changes:
0. The hotkey to switch grip mode is defined in "Dynamic Grip\SKSE\Plugins\dynamicGrip.ini"
Here are codes corresponding to keys and buttons: https://ck.uesp.net/wiki/Input_Script#DXScanCodes
1. If player is dual wielding with a 2H weapon on right hand (by right click any weapon and then left click a 2H weapon), the grip mode will automatically switch to 3.
Pressing the hotkey will switch between grip mode 0 and 3.
2. Otherwise, pressing the hotkey will switch between the original mode and the different grip mode.
That is, if you have a 1H weapon on right hand, then it will switch between grip mode 0 and 1 (whether the original mode is dual wielding or 1H);
if it is a 2H weapon on right hand, then it will switch between grip mode 0 and 2.
The empty OAR folder to be downloaded contains three default folders (gripSwitch1H/gripSwitch2H/gripSwitchDW), corresponding to 1H, 2H, and DW mode. Each folder has a json file that tells OAR what animation to play when grip mode = 1/2/3 (Of course, OAR don't play any animation in these folders if grip mode is other value). Therefore, as long as you put valid animation files (hkx files) into these folders, and the priority of these folders is high enough in OAR, then corresponding animation can be played when attack.
Note that only hkx files need to be put into default folders; If you paste and replace the json files of other mod into default folders, OAR will not recognize the correct conditions for playing the animation because you overwrite the conditions.
Also, make sure you install the latest versions of all the required mods and that the animation files you gonna use are valid (they should be able to work before this mod).
Here is the process in sum:
1. Install all required mods and their required mods through MO2.
2. Install this mod and the empty OAR folder which contains three default folders through MO2.
3. Copy your animation files into gripSwitch2H / gripSwitch1H / gripSwitchDW
For example, copy all hkx files in the 2hm-sword-base folder in BFCO mod into
"Dynamic Grip OAR Folder\meshes\actors\character\animations\OpenAnimationReplacer\DynamicGrip\gripSwitch2H",
and be careful not to overwrite config.json.
4. Run Nemesis and done
To prevent interference from other mods, I recommend trying to make this mod work in minimal load order; after it works, then try to make it work in complete load order.
If Nemesis fails, try to clean its output folder and try again.
If all conditions in OAR are satisfied, but other animations are played, try to increase the OAR priority of folders of this mod.
After you make default folders work properly, you may create your own folders with your conditions, for example, to make different weapon types play different 2H animations:
1. Play greatsword animations when grip mode = 1 and weapon type = sword / dagger
2. Play battleaxe animations when grip mode = 1 and weapon type = axe
3. Play warhammer animations when grip mode = 1 and weapon type = mace
4. (for spear mods I use) Play 2H spear animations when grip mode = 1 and weapon type = spear
......
99. Play some default animations when grip mode = 1 and weapon type don't match above
I think it is an easy process, just put .hkx files (and only .hkx files) of weapon animations into 1H/2H/DW folder
模组中提供的空OAR文件夹里已经预设好了单手、双手和双持的动画播放条件,所以你要做的仅仅只是找到BFCO或其他动画模组自带的单手/双手/双持武器动画,然后放进那三个空文件夹而已(单手动画放进1H文件夹、双手动画放进2H文件夹、双持动画放进DW文件夹),然后进游戏按切换键就应该能够使用对应动画。
如果出了问题,十个人里有八个是因为把动画模组自带的json条件文件一起扔进去了;也就是说除了hkx文件以外,什么文件都不需要放进去。
Here is the example video
Which steps are hard to understand?
I have increased the priority as shown in the example video in this thread. I've made sure to run nemesis.
I use MCO btw.
The animation log says:
Mod: LegacySubmod: 15002
I saw in the example video it's supposed to say Submod: dynamicGrip___
Do you have an idea as to what I've done wrong?
I guess you did something wrong about the process of putting hkx files into default folders and use them in OAR?
I'm using BFCO + Elden Rim Weapon Arts and Elden Rim Moveset Collection, when I play with a 1h sword the animations are fast, and when I grab the sword with 2 hands it's slow like two handed swords.
1: Grab Comprehensive First Person Animations Overhaul Here
2: Go into the Two handed weapon animation folder giving you trouble. For example for two handed swords it would be
Comprehensive First Person Animation Overhaul - CFPAO\meshes\actors\character\_1stperson\animations\OpenAnimationReplacer\CFPAO\2hSword
3: Make a copy of every file in there and past it back in there.
4: Rename the copies to the h2h version of that file.
Example being 2hm_idle to h2h_idle.
Now, whenever it would go to play the annoying h2h animations, it will detect the weapon in your hand and, instead, run the RIGHT animation.
I figured this out because I found that, when observing myself in OAR's ainmation observer thing or whatever, I would go through two handed, then one handed, then hand to hand idle animations ALL AT ONCE. Why? I don't know, it seems to be calling all three of those. But this fixed it.
Obviously I wouldn't need the animation replacers, as I'm not going to be using those.
But the fact that the one-handed weapon receives a buff if wielded with two hands is what I'm interested in.
Probably not, as I think PLANK is what is giving us the ability to properly two-hand any weapon ingame, so It would require either a patch or a rewrite of this mod, correct?
The idea of holding two hander with just one hand, and receive some debuffs sounds uber useful for VR.
As using two hands for a one-hander to receive some buff.
And double two-handers is also an interesting RP choice.
I don't have access to VR so I'm afraid I can't really help you there
modern first-person animation overhaul - https://www.nexusmods.com/skyrimspecialedition/mods/115525