If your having trouble installing the Folder animations i highly suggest you download this mod manually. and extract it's contents directly to the DAR folders. inside your game.
EDIT: I was originally asking where the DAR folder was, but I managed to find it after some searching.
However, now I'm not sure what files I actually need to put into the whip/subweapon/etc folders. I'm trying to use the Spellsword animations like you and others recommended, but do I need to move *all* the hkx files into each one? Or do I just need to use one folder's worth? (ie: do I move all the files from Base, Combat/Noncombat idle, Loop idle, etc etc, in? Or should I just move the files from Base over? Or do I need to move the folders themselves over?)
you need to only move the animation files in their proper folders. also there are two note's on the folders so you'll know which one is which. after that drop the files on the DAR folder.
Right, but I'm not sure which files I need to move over. Do I move the files from Base, or one of the other folders? And do I need all of the files, or just specific ones?
(I've never messed around with animation replacers before like this, so I'm a complete newbie to this, eheh. Sorry for being a bother!)
i wasnt gonna release this because i like being original but if anyone wants to be like trevor belmont with the whips you can combine the geralt move set
for the spellsword animations which I was using before. Do I drag ALL the animations from each individual folder (that mod has 8 moveset folder, Base, combat idle loop idle etc) and move it into say the 210000, 210100, 210102, 210103, as those are the spell folders? Thanks
sorry still confused. So I drag all those 8 folders (Base, combat idle loop idle etc) into each spell folders? Thanks
so for example, 210000 would have the Base, Combat Idle, loop Idle, NonCombat Idle, NonCombat Spell , Sneak idle, Spring, staff draw folders. The same for 210100, 210102, 210103?
sorry for the very late reply, yeah i cant find any good animation for the grand cross spell. the only one i find that could "probably work" is one of the animations from Thu'um animated shouts mod. specifically the dragon aspect animation but. i couldn't make it work properly due to the spell triggering too early.
Got another quick question. Thanks for the help on the putting folders in the correct spot. I do have a weird thing. When I use the spells with the whip, such as Throwing Dagger, axe, and holy water, it suddently goes into 1st person view when I hold the right button to charge or "throw". Did I do something wrong?
I'm having trouble with the Spellsword Moveset animations. I'm able to get the whip animations working just fine, but not the spells(probably because that mods file structure is different). Did you remove only specific animations from the mod or something else? any chance you could give a some steps on how to get these animations in correctly?
Why should I install this mod? What are the animations like? What does https://www.nexusmods.com/skyrimspecialedition/mods/74975 (Castlevania - Vampire Killer) do different from this mod?
the mod contains blank folders and a _conditions.txt for dynamic animation replacer. there are No animation files in them. so you have to download the animations on your own and place them in their respective folder's.
and castlevania vampire killer mod is just a weapon quest mod. it uses whatever animations you got installed. this mod allows you to give the whip and spell their own unique animation dedicated to them.
Not the mod author, but the mod itself isn't structured directly for plug and play. If using MO2, you should have a folder called VK-SE in the mod you installed. For the mod to work, it needs some changing, which you can do easily.
Basically, you'll need to make four empty folders within the mod, alongside VK-SE, with each being named accordingly: Meshes, Actors, Character, and Animations. Once you have these four, you'll want to move the DynamicAnimationReplacer folder out from the VK-SE one, and instead put it in the Animations folder you made. Then, move the Animations folder into the Character folder, and then move Character into Actors, and then Actors into Meshes. You can then delete the empty VK-SE folder
At this point you should have the correct folder structure, and any hkx files you add should work accordingly. Note: only add the hkx files, and not the conditions or other .txt files; those are already in their respective folders, and adding them will mess up the mod.
If you're not using MO2, the process is still the same, but instead of doing this all in your virtual mods folder, you'd be doing it in your base Skyrim SE or Skyrim Directory.
At least, this is what worked for me; hopefully it works for you.
Yeah, as far as I can see this only looks to cover 3rd person so far. In that case, I'm assuming you put the numbered folders themselves in the _CustomConditions folder alongside all the others you use. In that case, I'd suggest renaming the numbers to be a tick higher; for example, changing 210100 to something like 9210100. If I recall correctly, DAR places priority on the higher numbered files, so the lesser ones may be passed over - although that doesn't feel like it should be the problem here, seeing as the conditions inside are unique to the Vampire Killer quest mod and it's specified spells and items, but you never know.
that's because the vampire killer weapon quest mod, spells/subweapons only works for the left hand, not the right hand which is why it's not working. your going to have to ask the mod author of the VK mod to change it to a right hand spell. or if you have geck you can do it on your own.
Ah, found some that work "good enough" with everything except the axe and knife look a bit janky. Cross is basically perfect with them and Holy Water looks okay
Just copy the folders from this mod into meshes/actors/character/_1stperson/animations/dynamicanimationreplacer/_customconditions and they still work with the conditions from this mod
I don't understand how to install this mod. It has all the equipment mentioned in the article (dar, mco). Where should I put the .txt files in the mod?
you place the animations inside their respective folders. if doesnt work. try downloading the mod manually and copy paste the contents directly inside dar's folder. if it doesn't work try changing the folder's numbers to atleast 6-9 digits. also the conditions are already there if it stops working chance are you overwrote it. you only need the animation files not the txt. files from the animation mods.
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and extract it's contents directly to the DAR folders. inside your game.
However, now I'm not sure what files I actually need to put into the whip/subweapon/etc folders. I'm trying to use the Spellsword animations like you and others recommended, but do I need to move *all* the hkx files into each one? Or do I just need to use one folder's worth?
(ie: do I move all the files from Base, Combat/Noncombat idle, Loop idle, etc etc, in? Or should I just move the files from Base over? Or do I need to move the folders themselves over?)
(I've never messed around with animation replacers before like this, so I'm a complete newbie to this, eheh. Sorry for being a bother!)
so for example,
210000 would have the Base, Combat Idle, loop Idle, NonCombat Idle, NonCombat Spell , Sneak idle, Spring, staff draw folders.
The same for 210100, 210102, 210103?
Never it's also a spell xD
the only one i find that could "probably work" is one of the animations from Thu'um animated shouts mod.
specifically the dragon aspect animation but. i couldn't make it work properly due to the spell triggering too early.
and castlevania vampire killer mod is just a weapon quest mod. it uses whatever animations you got installed. this mod allows you to give the whip and spell their own unique animation dedicated to them.
https://www.nexusmods.com/skyrimspecialedition/mods/54736?tab=files
And dropped the hkx files into the folder for the holy water, but they don't quite seem to work
For the mod to work, it needs some changing, which you can do easily.
Basically, you'll need to make four empty folders within the mod, alongside VK-SE, with each being named accordingly: Meshes, Actors, Character, and Animations.
Once you have these four, you'll want to move the DynamicAnimationReplacer folder out from the VK-SE one, and instead put it in the Animations folder you made. Then, move the Animations folder into the Character folder, and then move Character into Actors, and then Actors into Meshes. You can then delete the empty VK-SE folder
At this point you should have the correct folder structure, and any hkx files you add should work accordingly. Note: only add the hkx files, and not the conditions or other .txt files; those are already in their respective folders, and adding them will mess up the mod.
If you're not using MO2, the process is still the same, but instead of doing this all in your virtual mods folder, you'd be doing it in your base Skyrim SE or Skyrim Directory.
At least, this is what worked for me; hopefully it works for you.
In my third person folders anyway, this doesn’t seem to have the folders for 1st person
In that case, I'd suggest renaming the numbers to be a tick higher; for example, changing 210100 to something like 9210100. If I recall correctly, DAR places priority on the higher numbered files, so the lesser ones may be passed over - although that doesn't feel like it should be the problem here, seeing as the conditions inside are unique to the Vampire Killer quest mod and it's specified spells and items, but you never know.
I can't find any good item throwing animations for DAR that support the left hand :(
Now if only I could find first person animations, but man... finding first person spell animations is hard, let alone ones that look okay
https://www.nexusmods.com/skyrimspecialedition/mods/87169?tab=description
Grab the fireball throwing animations
Just copy the folders from this mod into meshes/actors/character/_1stperson/animations/dynamicanimationreplacer/_customconditions and they still work with the conditions from this mod
also the conditions are already there if it stops working chance are you overwrote it. you only need the animation files not the txt. files from the animation mods.