For anyone updating to the new DIY version, I suggest clicking MERGE in MO2 instead of REPLACE or else you will lose all of the animations you've put into the folders. I don't use Vortex, so I have no idea how that will work but I suggest making a backup of your folders in case they are outright replaced and then manually adding in the files from your backup to the new version.
Third person is here! (kind of) All two handed weapons are fully animated thanks to Animated Armoury and KG Animations - Two-handers, however only the thrusting animations are implemented for one handed weapons as I am having trouble finding one handed animations that fit what I want for slashing and chopping. If anyone has suggestions for these animations please let me know!
Next update will be adding folder support for Animated Armoury and potentially animation support down the line. If there are other new weapon mods that anyone wants supported just ask nicely and I'll add it to the list.
Hey, love the mod idea, this seems like something that would be perfect in my modlist. But I'm having some issues. I know I must have screwed up because no one else in the posts mentions any issues and there are no bug reports. So, I know must have made a mistake somewhere.
I am on 1.5.97 and I'm using OAR. I am currently on the DIY version and I'm trying to use it with Le Sentiment du Fer. The issue I'm having is I can't seem to perform the directional attacks. I added ones for sword thrust only just to have something to test. I even renamed the hkx files to follow the naming convention detailed in the description. So I'm wondering where I could have possibly screwed up. And I double checked to make sure I have all the requirements.
Would love to hear back because this seems like such a cool mod.
First thing I'd recommend you do is download the lazy file and compare the thrusting folders to make sure that everything is set up correctly. If everything looks right there then I'd check and make sure there are no other OAR folders overwriting mine in OARs GUI.
Hopefully this helps! If not I'll do some more investigating.
EDIT: Forgot to say, make sure you are using SkySA (or converted the movesets to MCO/BFCO) since the mod you've mentioned requires it.
EDIT EDIT: Actually I just realized since these are SkySA animations, you'll want to keep the files from the mod named as they are when you download them so that SkySA can do its magic. Sorry for the confusion.
Hi, I seem to be having the exact same issue. I'm using MCO and nothing seems to happen, even when using the Lazy version. Any help is much appreciated as I likely have made a very obvious mistake.
Lazy version won't do anything with MCO as there are no MCO animation files in that.
Make sure you have all the requirements and also have you put your chosen MCO animations into the correct folders? Like for example putting your chosen sword "thrust" animation into "Morrowind Directional Attacks/meshes/actors/character/animations/DynamicAnimationReplacer/_CustomConditions/90033"?
Love the concept and the mod is sick. 2 questions though.
First of all, so if we want to replace animations in the lazy pack from CFPAO of FPCAO for instance, would we need to take the animations we like and replace them with the names of the originals.
Secondly, is there away to have multiple animations under the same catagory. For instance, if I wanted the chop animation to show during the thrust animation section but also have it alternate with the thrust animation?
For the first question, yes you need to make sure to replace the animations and rename the files to that of which you're replacing. This shouldn't be too much of an issue if you're for example replacing one handed animations with different one handed animations, but for example if you're using greatsword animations for a warhammer, you'll need to rename the files to make the game recognize that the animation is meant for a warhammer.
EG: Changing a greatsword animation file starting with "2hm" to "2hw" to work with warhammer/battleaxe.
As for the second question, I'm afraid I don't know the answer to that. I know that there's a way to randomize animations using OAR, but I haven't tried anything with it (or modded Skyrim in general in a while) so you'll have to convert the DAR folders to OAR folders and experiment with it yourself. I recommend going to OAR's mod page and reading up on how it works there.
YES. i like morrowind attacks. this mod is awesome yeah.
Can you make a MCM setting of this mod, so I can put all of the animation files so i can select and apply animations at in game, make this choosing easier?
Wow this is fantastic~! I hope there is more to come from this, combining % DMG modifiers for each attack type according to the weapon type, as I really love Morrowind's system and this is literally bringing it over into Skyrim! Well done sir!
Glad you like it! I have no idea if I would be able to do that, I have never even touched the creation kit lol. But perhaps one day I'll be brave enough to try
41 comments
Third person is here! (kind of) All two handed weapons are fully animated thanks to Animated Armoury and KG Animations - Two-handers, however only the thrusting animations are implemented for one handed weapons as I am having trouble finding one handed animations that fit what I want for slashing and chopping. If anyone has suggestions for these animations please let me know!
Next update will be adding folder support for Animated Armoury and potentially animation support down the line. If there are other new weapon mods that anyone wants supported just ask nicely and I'll add it to the list.
Thank you everyone for 100 unique downloads! ^-^
I am on 1.5.97 and I'm using OAR. I am currently on the DIY version and I'm trying to use it with Le Sentiment du Fer. The issue I'm having is I can't seem to perform the directional attacks. I added ones for sword thrust only just to have something to test. I even renamed the hkx files to follow the naming convention detailed in the description. So I'm wondering where I could have possibly screwed up. And I double checked to make sure I have all the requirements.
Would love to hear back because this seems like such a cool mod.
Hopefully this helps! If not I'll do some more investigating.
EDIT: Forgot to say, make sure you are using SkySA (or converted the movesets to MCO/BFCO) since the mod you've mentioned requires it.
EDIT EDIT: Actually I just realized since these are SkySA animations, you'll want to keep the files from the mod named as they are when you download them so that SkySA can do its magic. Sorry for the confusion.
Make sure you have all the requirements and also have you put your chosen MCO animations into the correct folders? Like for example putting your chosen sword "thrust" animation into "Morrowind Directional Attacks/meshes/actors/character/animations/DynamicAnimationReplacer/_CustomConditions/90033"?
Love the concept and the mod is sick. 2 questions though.
First of all, so if we want to replace animations in the lazy pack from CFPAO of FPCAO for instance, would we need to take the animations we like and replace them with the names of the originals.
Secondly, is there away to have multiple animations under the same catagory. For instance, if I wanted the chop animation to show during the thrust animation section but also have it alternate with the thrust animation?
Thanks
EG: Changing a greatsword animation file starting with "2hm" to "2hw" to work with warhammer/battleaxe.
As for the second question, I'm afraid I don't know the answer to that. I know that there's a way to randomize animations using OAR, but I haven't tried anything with it (or modded Skyrim in general in a while) so you'll have to convert the DAR folders to OAR folders and experiment with it yourself. I recommend going to OAR's mod page and reading up on how it works there.
Hope this helps :)
Hoping for 3rd person animated armoury,would be really cool
Can you make a MCM setting of this mod, so I can put all of the animation files so i can select and apply animations at in game, make this choosing easier?