For player animations, you need to install externally player-specific movesets, such as For Honor series or a Stances Setup. If no player-exclusive movesets is installed, the guide is configured so that by default the player uses Elden RIM movesets.
BFCO just came and and it looks like its going to be the standard. This setup will likely need revision, right? Or will the animation sets themselves simply need to be converted for BFCO and re-installed?
would be great if you can find a slower and more amateur like dagger moveset for some npcs like witches and warlock. current animation movesets does not suit them, they are too pro with a dagger considering they are mages. it's funny but slow vanilla movesets suited them better than MCO fast aggresive attacks
Yeah, I have some movesets like that in my setup distributed to mages and elder people. I can't include them as they are Patreon movesets, but I'll try to find something equivalent.
I know what happened in my game, they were using default MCO animations which is really bad for daggers, they have bat crazy attack speed and the reason is because I ended up not liking elden rim moveset collection in the guide and removing it so dark elves and high elves were using default MCO dagger. I tweaked conditions of desert race animation pack to add the missing races and now they have much better animations, yay! for users ok with elden rim collection and following the guide should not have my initial problem. great guide man, very thankful of your work for pairing all those quality animation mods to be used by enemies.
This all works great. Though, it might just be my load order, but I noticed that some attacks double hit, especially from dual sword NPCs. One power attack will do damage then will hit again while the animation plays. Like the hitbox is continuous/ constant until reaching some part of the end animation. I am talking about the power attack where the dual sword user leaps and hits with both swords at the same time. Another one I can think of is the leaping mace animation. It'll hit the ground then I'll hear the sound if it smacking the ground twice.
This is the first time I use a mod like this, so idk if this is normal. I swear I remember the double hit thing having to do with Precision; not sure though. Is this typical?
GOATED! Absolutely GOATED! One of the animations for mace used for NPC's, I use as well so I simply edit the tweaked conditions txt to suit my needs. Something new I learned thx to your guide as reference!
So after installing each and every mod listed in the guide, I have one problem. The left arm of my character is dead. No longer moves. If I give it a weapon it moves a litle but not much. It is like he has severe nerver damage... Anyone seen this before?
How strange... the mods in the guide don't even affect the player (apart from the Elden RIM collection)..
My guesses are:
1- something very wrong happened during the nemesis generation, or nemesis itself was not runned after installing a specific mod.
2- Some strange mod that changes the player's behavior is installed, or some mod that is already included in Nemesis (Character Behavior enhanced for example) was checked.
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current animation movesets does not suit them, they are too pro with a dagger considering they are mages. it's funny but slow vanilla movesets suited them better than MCO fast aggresive attacks
for users ok with elden rim collection and following the guide should not have my initial problem. great guide man, very thankful of your work for pairing all those quality animation mods to be used by enemies.
This is the first time I use a mod like this, so idk if this is normal. I swear I remember the double hit thing having to do with Precision; not sure though. Is this typical?
My guesses are:
1- something very wrong happened during the nemesis generation, or nemesis itself was not runned after installing a specific mod.
2- Some strange mod that changes the player's behavior is installed, or some mod that is already included in Nemesis (Character Behavior enhanced for example) was checked.
3- The vanilla bug that influences the characters' movement because it mixes the weapon drawn movement animations with the weapon sheathed movement animations.
I don't know if in the latter case, the bug could reach the point of killing the character's arm, but in any case, here are the mods that solve this mixed motions problem: https://www.nexusmods.com/skyrimspecialedition/mods/107553 and https://www.nexusmods.com/skyrimspecialedition/mods/72892
Before testing whether any of the options above are correct, disable all animations of the guide and open the game and see if the problem persists.
If I install your mod set up guide "as is" is it compatible with your own mods?
thanks