Condition/config edit, copy-paste this and replace the condition(DAR). And for OAR, usage is pretty easy, just adjust them in-game (Shift+O).
Remember, always put katana's priority higher than one-handed sword. And also weapon type additions based from vanilla type, example: - Based from 1 Handed swords: rapier, katana, saber, scimitar, malenia katana, wakizashi, etc. - Based from 2 Handed swords: spear, pike, javelin, Odachi (dai katana/nodachi), ultra great sword, etc. - Super etcetera.
The default one is only for player and followers.
Spoiler:
Show
IsActorBase("Skyrim.esm" | 0X000007) OR IsPlayerTeammate() AND IsEquippedRightType(1) AND NOT IsEquippedLeftType(1) AND NOT IsEquippedLeftType(2) AND NOT IsEquippedLeftType(3) AND NOT IsEquippedLeftType(4) AND NOT IsEquippedLeftType(11)
If you want only for female player, use this condition:
Spoiler:
Show
IsActorBase("Skyrim.esm" | 0X000007) AND IsFemale() OR IsPlayerTeammate() AND IsEquippedRightType(1) AND NOT IsEquippedLeftType(1) AND NOT IsEquippedLeftType(2) AND NOT IsEquippedLeftType(3) AND NOT IsEquippedLeftType(4) AND NOT IsEquippedLeftType(11)
For one-handed katana NOT for one -handed sword:
Spoiler:
Show
1. IsActorBase("Skyrim.esm" | 0x00000007) AND NOT IsEquippedLeftType(11) AND NOT IsEquippedLeftType(1) AND NOT IsEquippedLeftType(2) AND NOT IsEquippedLeftType(3) AND NOT IsEquippedLeftType(4) AND IsEquippedRightType(1) AND IsEquippedRightHasKeyword("NewArmoury.esp" | 0x344733) OR IsEquippedRight("Skyrim.esm" | 0x000F1AC1) OR IsEquippedRight("Skyrim.esm" | 0x000F71CD) OR IsEquippedRight("Skyrim.esm" | 0x000F71CE) OR IsEquippedRight("Skyrim.esm" | 0x000F71CF) OR IsEquippedRight("Skyrim.esm" | 0x000F71D0) OR IsEquippedRight("Skyrim.esm" | 0x0003AEB9) OR IsEquippedRight("Skyrim.esm" | 0x000C1989) OR IsEquippedRight("Dawnguard.esm" | 0x000067CF) OR IsEquippedRight("Dawnguard.esm" | 0x00014555) OR IsEquippedRight("ccbgssse005-goldbrand.esl" | 0x00000D61) OR IsEquippedRight("Skyrim.esm" | 0x0004A38F)
2. Also for katana, compact for whose already using smooth moveset and/or Weapon Keyword Compatibility Framework: IsActorBase("Skyrim.esm" | 0x00000007) AND NOT IsEquippedLeftType(11) AND NOT IsEquippedLeftType(1) AND NOT IsEquippedLeftType(2) AND NOT IsEquippedLeftType(3) AND NOT IsEquippedLeftType(4) AND IsEquippedRightType(1) AND IsEquippedRight("Skyrim.esm" | 0x03AEB9) OR IsEquippedRightHasKeyword("Smooth Weapon.esm" | 0x000807) OR IsEquippedRightHasKeyword("NewArmoury.esp" | 0x344733) OR IsEquippedRightHasKeyword("wkup.esm" | 0x800)
What if I also want NPC which not follower/companion to use this? Just add select them via console, get the reference ID and add them into OAR's in-game user interface. OAR will automatically check and tell you if it has a valid refID. And don't forget to delete this line, or just disable it with OAR's ui. IsActorBase("Skyrim.esm" | 0x00000007) AND
in the description you've said that this animation set works with Scar. but after checking the files i see no "SCAR_1hmReadyDummy.hkx" file inside the animation folders.
Yes, of course, as stated in the description. The file is already included in the files themselves; you can open it with hkanno (or any similar software) to see the annotation inside. Just be careful not to make it available to all other NPCs, or it would be amusing to see Storm anywhere.
no the goal is to make it available for NPCs, hence why i'm using Scar. i want to use this as a replacement for Animated Armoury's Whip animations, that are vanilla and won't work with MCO.
your animation set mostly consists of spinning slashes (quite beautiful) which is perfect for the whip weapon, and there's a shortage of whip animations for MCO.
also most of the animations in the main folder do not do any crazy animations, like summoning storm, etc so i'm fine there as well.
i just want to know if the animations from the main folder will work with Scar and NPCs will be able to use the Combos ? because i thought that in order for them to use the animations they have to have the "SCAR_1hmReadyDummy.hkx" animation file inside the folder. but i guess i was wrong ?
In detail, "SCAR_1hmReadyDummy.hkx" does it really needed? Yes it's needed if you're only using this as the ONLY moveset for one handed weapon. If you're already have one-handed sword animation, usually people goes for black's EldenRim moveset as the first base. And they're already including the file itself. Why? let's be technical nerd and take a look inside the file itself: 1.000000 SCAR_ActionData{"IdleAnimation":"ADXP_NPCPowerAttack", "MinDistance":120, "MaxDistance":247, "StartAngle":-45, "EndAngle":45, "Chance":30, "Type":"RPA"} 0.500000 SCAR_ActionData{"IdleAnimation":"ADXP_NPCNormalAttack", "MinDistance":0, "MaxDistance":48, "StartAngle":-60, "EndAngle":60, "Chance":100, "Type":"RA"}Using that information and the SCAR data itself, the file is needed to calculate the distance and angle of NPCs in relation to the player when they start using Power Attacks (PA) or Normal Attacks (NA). In short, only one file is needed for the same weapon type, in this case one-handed sword. Unless you want to customize the angle and distance in even more detail. For example, if you want an NPC with a one-handed sword to start attacking from a very long distance because you're using mods that enables them to sprint-attack and then fast-transition into attack moveset (check my sprint attacks from my rework on vampire moveset for example), or want to wide their angle to enable them attacking from behind (SCAR2.0) that's possible nowadays.
Just repatch it with SCAR-patcher after editing the files, and you're good to go. I was rather a newbie when working in this Xianghua moveset, looking again at the files, I'm feel somewhat ashamed of my earlier work. Maybe I'll rework in this after completing my other projects. Hope that explains it, also check this technical document from maxsu if want to go into more depth about it.
for the record, i do use eldenrim moveset pack from black. but i want to use this specific animation set for the whip from animated armoury, and not for the player but for NPCs. that's why i was curious for its SCAR application.
thanks for taking the time to explain it. i'll track the mod, so i can download it when you got around updating it. and also, as your "earlier work" its pretty good and smooth. well done ;)
Yeah, you could use that SCAR_1hmReadyDummy.hkx, from black or other with same weapontype, just edit the distance/angle if want it to be different and don't forget to scar-patch it. I'll include later, to streamline it. And yes, there is almost no free mco's whip animation here at nexus, goodluck!
Haha thanks, I too have a few idea to implement later from this discussion.
I'm trying to get this mod to work but I'm not sure how to use OAR's shift+O menu. I don't really know anything about the priority settings for the animations, so I'm pretty lost. I've only just started to mod skyrim a few days ago and am learning all this as I go.
I have a few other animations installed and am using MCO, and I have all the requirements for this mod although dTry key utils I think was causing crashes before I could even get past the main menu. Is dTry key utils absolutely necessary? I'm hoping whatever priority settings I need in OAR fix the issue, but I'm still very new to modding this game.
Xianghua was one of my favorite Soul Calibur characters, so I'd hate to have to pass this up.
EDIT: I've been trying to keep track of so many mods, between ones I WANT to add and ones I HAVE added, I forgot to check AMCO in Nemesis. Xianghua's moveset works now, and MCO properly functions alongside it.
1. What version of Skyrim do you have? - if the answer is 1.5.97 you only need to use dTry Key util SE. - If the answer IS NOT 1.5.97 you need to install dTry Key Util SE AND THEN install dTry Plugins Update afterward.
2. Priority. If you are not using any 1-handed sword moveset beside this or using Elden Rim Moveset Collection, you're good to go, no more priority adjustment needed. Because this moveset only work for player by default and have higher 1-handed priority than Elden Rim moveset.
---
All requirements that have "Hard" as a prefix are very important. dTry Key Util is used in most of the MCO move-sets to enable combos; without it, you won't be able to use key-combos at all.
I understand that this move-set isn't very friendly for a newbie combat modder, as ADXP-MCO generally has more requirements than the regular MCO. However, don't be afraid to step into this area; it's really simple and mostly just involves version-sensitive mods.
____ Edit: It appears you have solved your problem—great news! You can actually use more than one move set per weapon by adjusting the conditions and priorities. If you're using this stance mod, there are four stances available, and you can incorporate more than four move sets. However, take your time; you can install this after you feel comfortable using MCO. This option requires even more steps, but it can be a lot of fun!
I'm actually using AMCO and DMCO and yea it has been really confusing, but it's working so I know I'm doing something right. I'm on version 1.6.1170, I thought I had the right files for dTry but I'll try again later with what you've suggested here.
Thank you for your clarifications and suggestions, I will certainly explore the stance mod in the near future!
Also, great mod. Xianghua's moveset is just as cool as I remember. Keep up the great work
I just started using this and It's awesome but a couple things are bugging me. Execution almost always explodes as soon as I place even with no enemies around and lightning streak does a swing before dashing forward. I see nothing of the likes in your video, do you have any idea what can be causing this? (I disabled other animations mods) Oh and if I have a spell on my left hand lightning streak doesn't move me at all, Is it possible for me to fix this in OAR?
Also your setup looks great, may I ask which mods are you using for your run/roll/jump?
Are you perhaps using a non-ADXP / Distar-Experience MCO? The timing of regular MCO and the Payload Interpreter may be off due to attack speed and timing that aren't consistent in regular MCO, and I cannot help with that. Generally, any animation / MCO moveset that contains effects (spell fx mostly) is recommended to be used with ADXP-MCO rather than the default MCO for this reason.
About that, honestly, I forgot which animation is which since it's been months; my folders were so messy. 😅 The cancel-attack is from Smooth + TK Dodge, the roll and step dodges are definitely combined animations from TK-Dodge, here are the links.
Sorry I'm not that well versed in modding but, I'm using the distar version from here. Is there another version I should be using? This is how it looks in case it's any help.
Hey there! When installing MCO, make sure to choose the second option, "Distar Experience (ADXP)," instead of the first option, "Modern Combat Overhaul (AMCO)." This is important because ADXP is better for fixing animation speed and timing issues. TLDR, If you're planning/using flashy movesets, ADXP is the best choice!
Hey there! What kind of challenges have you run into? This moveset is designed for players who already have MCO set up on their systems, so it does come with a few requirements if you haven't started using MCO yet. But don’t worry! It’s easier than it might seem:
Make sure to install the 'Hard' requirements along with Storm Calling Magic 2 for the basic/minimal setup.
If you are still having difficulties. I also recommend checking out this helpful video by Sswaye to guide you through the MCO installation process!
Hi. Looking at your download history, I think you're missing some mod's hard-requirements, dTry Key Util especially. That mod is used by many moveset to use movement direction key-combo. But, if you already have that mod and working for your Skyrim version, follow this: - Open this mod's folder. - Open the directory till you found "2. XH SkySplit" open config.json and edit the text. Delete the blue-highlighted. (image below)
Spoiler:
Show
This mean, you're deleting 802 or A key. Making only requiring to press W(801) + Power Attack.
- For reference, this is the code from Key Util keyboard's key or console's equivalent: 801 = W, 802 = A, 803 = S and 804 = D. - Repeat the step for folder "3. Executioner". Delete the key from reference above. - Or you can edit it with OAR from in-game, that way you can also click the preview of the animations. Check on OAR's page for more info.
If by editing those, and you're pressing W+PA didn't play the SkySplit animation, then you really need to install the proper mod's version for your Skyrim version.
Uhm, yeah, I already stated that in this mod's descriptions + requirements and also at the distar-MCO's page (web archive or distar's new website). Indeed, OCPA has tricky settings. Thanks for sharing, and enjoy.🙂
Wow, such a shocking news, just catch up. TLDR; It appears, there is some issue with some modders and Modding Guild as of now - 17.03.2024. Some mods are taken down from the MG's website as they are no longer wish to be affiliated with MG.
My public mods will be re-uploaded in due time, likely to the Nexus.
Let's just wait for the re-upload and shower them with endorse later.
By long sword. Did you mean 1-handed sword or 2-handed sword (great sword)? Either way, I don't add or modify stamina consumption outside this move-set's key traces. The Normal-Attack and Power-Attack of this move set also using default from MCO. As you can see in the video.
Let me try to help. Assuming that you've already had all the required mods installed and working fine before; - Stamina consumption is usually handled by MCO and/or by your installed combat mods, for example Valhalla Combat, Blade and Blunt, Ultimate Combat, etc. Check in their .ini, .json setting or mcm ingame. - There is also a chance that you have spell effects (from spell / item) or using perk that reducing stamina consumption. - Or simply mod's incompatibilities on your installed mods, check that you've installed the right version with your SSE patch.
Yeah, it's scar-patched already. I've added teammate to the default conditions/config, so the followers is also able to use this. I'll add another condition option later.
@VR3039x If that is so, you should add SCAR in the requirement tab as a soft requirement. Also, I couldn't find any hkx files with "SCAR" in their names. Does it matter? 😄
34 comments
The default one is only for player and followers.
IsActorBase("Skyrim.esm" | 0X000007) OR
IsPlayerTeammate() AND
IsEquippedRightType(1) AND
NOT IsEquippedLeftType(1) AND
NOT IsEquippedLeftType(2) AND
NOT IsEquippedLeftType(3) AND
NOT IsEquippedLeftType(4) AND
NOT IsEquippedLeftType(11)
If you want only for female player, use this condition:
IsActorBase("Skyrim.esm" | 0X000007) AND
IsFemale() OR
IsPlayerTeammate() AND
IsEquippedRightType(1) AND
NOT IsEquippedLeftType(1) AND
NOT IsEquippedLeftType(2) AND
NOT IsEquippedLeftType(3) AND
NOT IsEquippedLeftType(4) AND
NOT IsEquippedLeftType(11)
For one-handed katana NOT for one -handed sword:
IsActorBase("Skyrim.esm" | 0x00000007) AND
NOT IsEquippedLeftType(11) AND
NOT IsEquippedLeftType(1) AND
NOT IsEquippedLeftType(2) AND
NOT IsEquippedLeftType(3) AND
NOT IsEquippedLeftType(4) AND
IsEquippedRightType(1) AND
IsEquippedRightHasKeyword("NewArmoury.esp" | 0x344733) OR
IsEquippedRight("Skyrim.esm" | 0x000F1AC1) OR
IsEquippedRight("Skyrim.esm" | 0x000F71CD) OR
IsEquippedRight("Skyrim.esm" | 0x000F71CE) OR
IsEquippedRight("Skyrim.esm" | 0x000F71CF) OR
IsEquippedRight("Skyrim.esm" | 0x000F71D0) OR
IsEquippedRight("Skyrim.esm" | 0x0003AEB9) OR
IsEquippedRight("Skyrim.esm" | 0x000C1989) OR
IsEquippedRight("Dawnguard.esm" | 0x000067CF) OR
IsEquippedRight("Dawnguard.esm" | 0x00014555) OR
IsEquippedRight("ccbgssse005-goldbrand.esl" | 0x00000D61) OR
IsEquippedRight("Skyrim.esm" | 0x0004A38F)
2. Also for katana, compact for whose already using smooth moveset and/or Weapon Keyword Compatibility Framework:
IsActorBase("Skyrim.esm" | 0x00000007) AND
NOT IsEquippedLeftType(11) AND
NOT IsEquippedLeftType(1) AND
NOT IsEquippedLeftType(2) AND
NOT IsEquippedLeftType(3) AND
NOT IsEquippedLeftType(4) AND
IsEquippedRightType(1) AND
IsEquippedRight("Skyrim.esm" | 0x03AEB9) OR
IsEquippedRightHasKeyword("Smooth Weapon.esm" | 0x000807) OR
IsEquippedRightHasKeyword("NewArmoury.esp" | 0x344733) OR
IsEquippedRightHasKeyword("wkup.esm" | 0x800)
What if I also want NPC which not follower/companion to use this?
Just add select them via console, get the reference ID and add them into OAR's in-game user interface. OAR will automatically check and tell you if it has a valid refID. And don't forget to delete this line, or just disable it with OAR's ui.
IsActorBase("Skyrim.esm" | 0x00000007) AND
is it Scar patched ?
your animation set mostly consists of spinning slashes (quite beautiful) which is perfect for the whip weapon, and there's a shortage of whip animations for MCO.
also most of the animations in the main folder do not do any crazy animations, like summoning storm, etc so i'm fine there as well.
i just want to know if the animations from the main folder will work with Scar and NPCs will be able to use the Combos ? because i thought that in order for them to use the animations they have to have the "SCAR_1hmReadyDummy.hkx" animation file inside the folder. but i guess i was wrong ?
1.000000 SCAR_ActionData{"IdleAnimation":"ADXP_NPCPowerAttack", "MinDistance":120, "MaxDistance":247, "StartAngle":-45, "EndAngle":45, "Chance":30, "Type":"RPA"}Using that information and the SCAR data itself, the file is needed to calculate the distance and angle of NPCs in relation to the player when they start using Power Attacks (PA) or Normal Attacks (NA). In short, only one file is needed for the same weapon type, in this case one-handed sword. Unless you want to customize the angle and distance in even more detail.0.500000 SCAR_ActionData{"IdleAnimation":"ADXP_NPCNormalAttack", "MinDistance":0, "MaxDistance":48, "StartAngle":-60, "EndAngle":60, "Chance":100, "Type":"RA"}
For example, if you want an NPC with a one-handed sword to start attacking from a very long distance because you're using mods that enables them to sprint-attack and then fast-transition into attack moveset (check my sprint attacks from my rework on vampire moveset for example), or want to wide their angle to enable them attacking from behind (SCAR2.0) that's possible nowadays.
Just repatch it with SCAR-patcher after editing the files, and you're good to go. I was rather a newbie when working in this Xianghua moveset, looking again at the files, I'm feel somewhat ashamed of my earlier work. Maybe I'll rework in this after completing my other projects. Hope that explains it, also check this technical document from maxsu if want to go into more depth about it.
for the record, i do use eldenrim moveset pack from black. but i want to use this specific animation set for the whip from animated armoury, and not for the player but for NPCs. that's why i was curious for its SCAR application.
thanks for taking the time to explain it. i'll track the mod, so i can download it when you got around updating it. and also, as your "earlier work" its pretty good and smooth. well done ;)
And yes, there is almost no free mco's whip animation here at nexus, goodluck!
Haha thanks, I too have a few idea to implement later from this discussion.
I have a few other animations installed and am using MCO, and I have all the requirements for this mod although dTry key utils I think was causing crashes before I could even get past the main menu. Is dTry key utils absolutely necessary? I'm hoping whatever priority settings I need in OAR fix the issue, but I'm still very new to modding this game.
Xianghua was one of my favorite Soul Calibur characters, so I'd hate to have to pass this up.
EDIT: I've been trying to keep track of so many mods, between ones I WANT to add and ones I HAVE added, I forgot to check AMCO in Nemesis. Xianghua's moveset works now, and MCO properly functions alongside it.
- if the answer is 1.5.97 you only need to use dTry Key util SE.
- If the answer IS NOT 1.5.97 you need to install dTry Key Util SE AND THEN install dTry Plugins Update afterward.
2. Priority. If you are not using any 1-handed sword moveset beside this or using Elden Rim Moveset Collection, you're good to go, no more priority adjustment needed. Because this moveset only work for player by default and have higher 1-handed priority than Elden Rim moveset.
All requirements that have "Hard" as a prefix are very important. dTry Key Util is used in most of the MCO move-sets to enable combos; without it, you won't be able to use key-combos at all.
I understand that this move-set isn't very friendly for a newbie combat modder, as ADXP-MCO generally has more requirements than the regular MCO. However, don't be afraid to step into this area; it's really simple and mostly just involves version-sensitive mods.
____
Edit:
It appears you have solved your problem—great news!
You can actually use more than one move set per weapon by adjusting the conditions and priorities. If you're using this stance mod, there are four stances available, and you can incorporate more than four move sets. However, take your time; you can install this after you feel comfortable using MCO. This option requires even more steps, but it can be a lot of fun!
I'm on version 1.6.1170, I thought I had the right files for dTry but I'll try again later with what you've suggested here.
Thank you for your clarifications and suggestions, I will certainly explore the stance mod in the near future!
Also, great mod. Xianghua's moveset is just as cool as I remember. Keep up the great work
Oh and if I have a spell on my left hand lightning streak doesn't move me at all, Is it possible for me to fix this in OAR?
Also your setup looks great, may I ask which mods are you using for your run/roll/jump?
Generally, any animation / MCO moveset that contains effects (spell fx mostly) is recommended to be used with ADXP-MCO rather than the default MCO for this reason.
About that, honestly, I forgot which animation is which since it's been months; my folders were so messy. 😅 The cancel-attack is from Smooth + TK Dodge, the roll and step dodges are definitely combined animations from TK-Dodge, here are the links.
Thanks for the quick reply :)
TLDR, If you're planning/using flashy movesets, ADXP is the best choice!
This moveset is designed for players who already have MCO set up on their systems, so it does come with a few requirements if you haven't started using MCO yet. But don’t worry! It’s easier than it might seem:
- Open this mod's folder.
- Open the directory till you found "2. XH SkySplit" open config.json and edit the text. Delete the blue-highlighted. (image below)
- For reference, this is the code from Key Util keyboard's key or console's equivalent: 801 = W, 802 = A, 803 = S and 804 = D.
- Repeat the step for folder "3. Executioner". Delete the key from reference above.
- Or you can edit it with OAR from in-game, that way you can also click the preview of the animations. Check on OAR's page for more info.
If by editing those, and you're pressing W+PA didn't play the SkySplit animation, then you really need to install the proper mod's version for your Skyrim version.
这是使用OpenAI翻译的,很抱歉我不会说普通话。如果有翻译错误,请告诉我。Translated with OpenAI, I'm sorry I didn't speak Mandarin Chinese.
(´・ω・`) 申し訳ございません
ありがとうございます
---
恭喜。Payload Interpreter 是一个强大的工具。感谢 dTry 提供了详细的文档,尽管有些词有点混淆。可能是由于中文翻译成英文时丢失了一些内容,我猜是因为翻译问题。哈哈。详情请查看此处:https://github.com/D7ry/PayloadInterpreter
I hope this helps people who have the same problem as me.
Sorry, it might be unrelated, but how to download MCO? Mod page is simply missing. It just shows error 404.
TLDR; It appears, there is some issue with some modders and Modding Guild as of now - 17.03.2024. Some mods are taken down from the MG's website as they are no longer wish to be affiliated with MG.
In the meantime; here this is Attack - MCO|DXP archived page.
Either way, I don't add or modify stamina consumption outside this move-set's key traces. The Normal-Attack and Power-Attack of this move set also using default from MCO. As you can see in the video.
Let me try to help. Assuming that you've already had all the required mods installed and working fine before;
- Stamina consumption is usually handled by MCO and/or by your installed combat mods, for example Valhalla Combat, Blade and Blunt, Ultimate Combat, etc. Check in their .ini, .json setting or mcm ingame.
- There is also a chance that you have spell effects (from spell / item) or using perk that reducing stamina consumption.
- Or simply mod's incompatibilities on your installed mods, check that you've installed the right version with your SSE patch.
Outside of that, I'm sorry, I have no clue.
I'll add another condition option later.