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lingsamuel

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lingsamuel

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43 comments

  1. GRIMTAKED0WN
    GRIMTAKED0WN
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    For those who can't seem to get it to work even though you have .net installed: Try installing .net version 6.0.0 this worked for me.
    1. Inkywishytrrr
      Inkywishytrrr
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      OMG, thank you for this! This needs to be pinned.

      (I should've figured...the folder is straight up named net6.0 lol.)
  2. SpookyDovah
    SpookyDovah
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    It doesn't generate anything. I run it through MO2, I set the data path F:\Steam\steamapps\common\Skyrim Special Edition\Data
    First time I did it, it gave me an error about missing files;

    Spoiler:  
    Show


    Enter game data path: F:\Steam\steamapps\common\Skyrim Special Edition\Data
    animations found, processing
    Path F:\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\actors\character\_1stperson\animations\DynamicAnimationReplacer\_CustomConditions doesn't exist, skip (this is not an error).
    Path F:\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\actors\character\_1stperson\animations\OpenAnimationReplacer doesn't exist, skip (this is not an error).
    Done, press Enter to exit

    so I created those folders inside the meshes folder, it ran through and said
    Enter game data path: F:\Steam\steamapps\common\Skyrim Special Edition\Data
    animations found, processing
    Done, press Enter to exit

    Yet nothing is generated. Not in my output, the empty mod I created, nor my data folder, nothing.

    So then I try to point it to where my animations are stored, get told wrong path, okay try again.

    So next I try the PowerShell option and get an error with that.
    PS C:\Windows\System32\WindowsPowerShell\v1.0> F:\Game Tools\Dodge Attack Generator\net6.0\DodgeAttackGenerator.exe
    F:\Game : The term 'F:\Game' is not recognized as the name of a cmdlet, function, script file, or operable program.
    Check the spelling of the name, or if a path was included, verify that the path is correct and try again.
    At line:1 char:1
    + F:\Game Tools\Dodge Attack Generator\net6.0\DodgeAttackGenerator.exe
    + ~~~~~~~
        + CategoryInfo          : ObjectNotFound: (F:\Game:String) [], CommandNotFoundException
        + FullyQualifiedErrorId : CommandNotFoundException

    So I moved folder to my desktop and tried it again.
    PS C:\Windows\System32\WindowsPowerShell\v1.0> C:\Users\astro\Desktop\Dodge Attack Generator\net6.0\DodgeAttackGenerator.exe
    C:\Users\astro\Desktop\Dodge : The term 'C:\Users\astro\Desktop\Dodge' is not recognized as the name of a cmdlet,
    function, script file, or operable program. Check the spelling of the name, or if a path was included, verify that the
    path is correct and try again.
    At line:1 char:1
    + C:\Users\astro\Desktop\Dodge Attack Generator\net6.0\DodgeAttackGenerator.exe
    + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        + CategoryInfo          : ObjectNotFound: (C:\Users\astro\Desktop\Dodge:String) [], CommandNotFoundException
        + FullyQualifiedErrorId : CommandNotFoundException



    I have no clue if this is down to the fact I have PowerShell  v1.0 and now we have PowerShell 7. I checked my net version and it's 8.0.408. So I Installed PowerShell 7.5.1, added it to mo2, launch through MO2 and it opens, I go to type and it closes on me.
    So as you can see that didn't work either so I give up, this is giving me a bloody headache. 
  3. KebabGeek
    KebabGeek
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    What if I'm using BFCO? Is there no way to use the dodge attacks feature?
  4. PokemonIsLife
    PokemonIsLife
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    Where do I enable the feature to generate files to mod?
    I used in MO2 and I noticed I have some files in overwrite. Just wanted to make sure that's where everything went.
  5. Tenchigumi
    Tenchigumi
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    Have you considered making something similar for mco_weaponart.hkx? I've found that a lot of modded weapons and their respective animation packs lack this, which can result in a t-pose if you do the dual-power attack input (i.e, hold LT+RT) with non-vanilla weapons. I've been able to fix this by copying another animation in the set (like mco_powerattack1) and renaming it mco_weaponart.hkx, which I think is similar to what you're doing with the mco_dodgeattacks. 
  6. PsychesVirtue
    PsychesVirtue
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    is this incompatible with infinity dodge?
  7. Tiller1996
    Tiller1996
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    it works but character always swings weapon twice when attacking while dodging. the first attack has no hitboxes, sounds, nothing but the second atack does.
    1. wuwei31
      wuwei31
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      same issue
  8. nikm10
    nikm10
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    works but it broke my roll dodge? step dodge works fine
    1. nikm10
      nikm10
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      scratch that i got it working in the mcm menu
    2. Siredd
      Siredd
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      how did u fix it
  9. Raven1112
    Raven1112
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    i really cant get the dodge attacks to work ecept for the hammer. rly dont know what im doing wrong. it there some way to get a step by step installation guide for idiots(like me) to get this working ? :/
  10. Jandals79
    Jandals79
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    I am probably just being incredibly dumb i've tried to follow all the instructions for the mod but i cant seem to get this to work. When i try to launch it in MO2 it pops up for a split second then closes. So i tried following the powershell instructions and whenever i entered this file path "D\DodgeAttackGenerator\DodgeAttackGenerator.exe" it just copied it out and gave it back to me.

    I'd really appreciate the help on this
    1. Jandals79
      Jandals79
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      Ignore this i realized i didnt have .net