Skyrim Special Edition

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Surge101ex

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Surge101ex

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72 comments

  1. vikisrini07
    vikisrini07
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    Hi,i need help,this mod works fine except when im using dodge button,the player dodges but after that he keeps running like so fast ! can you tell me what might be the issue? i have everything required for this mod.
    1. Surge101ex
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      Do you have Animation Motion Revolution? If not, try installing it and see if that fixes things.
    2. vikisrini07
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      Hi,i actually have animation motion revolution and turns out i reinstalled the mod and it works fine now.Thanks! and one more doubt,can you add the spell of your own in the staff? like custom spells on our own?
    3. Surge101ex
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      You can change the spells by editing the mod's ini file. Just change the form ID of the spell and add the form ID of the spell that you would like to use and change the esp name to match esp of the mod for the new spell.
    4. vikisrini07
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      Thanks surge! i'm building a sun god like build,been looking for a sun storm spell effect like auriels bow when you shoot at the sun as a spell,want to change it as the ultimate attack when you use the final attack of staff but no luck finding a spell where sun strikes down from the sky like auriels bow effect,any ideas of a spell mod like that? or can you create an auriels bow effect(sun strom) like spell? 
    5. Surge101ex
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      Arcanum, Odin, and Holy Templar Magic have some pretty cool sun spells.
  2. Iamcybertron
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    does this work if im using FNIS instead of NEMESIS?
    1. Surge101ex
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      I think it'll only work with Nemesis because FNIS doesn't support MCO and payload interpreter.
  3. kat1004
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    Discovered that this mod (and the original, and others based on the original) is incompatible with Elden Counter, it breaks the DA staff power-attacks. Just thought I'd let you know!
    1. Surge101ex
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      Interesting. That's good to know. I'll make a note of it on the mod page. Thanks for the heads up!
    2. kat1004
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      You're welcome! It took me a while to figure out the issue myself, so as long as my effort can help someone else, I'm happy!
  4. NiceBounce2YourChest
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    im not really sure what the issue here is, there seems to be another mco moveset i have overwriting this one and i have basic warhammer attacks. any help would be appreciated :( i think it's the elden rim moveset overwriting it.
    1. Surge101ex
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      The elden rim moveset may have a higher priority than the bladestaff movesets. Try adding a few extra zeroes to the DAR/OAR folders of the bladestaff movesets so that it takes priority. Also, make sure you have a Stone of the Fade equipped. 
    2. NiceBounce2YourChest
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      oh okay!
    3. NiceBounce2YourChest
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      just equipping stone of the fade didn't fix it, so what files do i need to add 0s to?

      where do i add the 0s too lol
    4. Surge101ex
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      You would add 0s to these folders:
      2147481201
      2147481202 
      2147481203 
      2147481204 
      2147481205 
      2147481206 
      2147481207 
      2147481208 
      2147481209
      Simply rename the folders and add a 0 at the end of each of these numbers.
      For example, adding a 0 to the first numbered folder would look like 21474812010. Second folder would look like 21474812020 and so on. Bigger number = Higher Priority
    5. NiceBounce2YourChest
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      so i did what you said, and it still won't work for some reason :(
    6. NiceBounce2YourChest
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      just realized i downloaded the DAR version, not the OAR version! gonna try it again in a second
    7. Surge101ex
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      If it's still not working, another thing you could try is opening the OAR menu when you're in-game by pressing SHIFT + O. Once you have the menu open, use the search bar and type in the number of the moveset's OAR folder. Then you can manually change the priority from there and hit apply. The OAR page has pictures that show what this would look like: https://www.nexusmods.com/skyrimspecialedition/mods/92109
    8. NiceBounce2YourChest
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      so, in the OAR editor, the animations for this moveset aren't displaying for some reason. i see them in the explorer when i open it manually, but not in the OAR editor. am i missing something? does this require the original mod?

      i also can't seem to add more characters/numbers to the folder name, windows 11 won't let me for some reason :/

      EDIT: NVM!!! i figured it all out, the animations are working now! i had to shorten the name of the mod folder itself to extend the moveset folder names haha. thanks for the help!
    9. Surge101ex
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      Awesome, have fun!
  5. tmoha19
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    Great mod but the only thing holding me from using it is that it's not labelled. Can you make a note labeling the folders with their respective elements? I want to set stances but don't know which animation is which and don't want to take hours solving the puzzle. 
    1. Surge101ex
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      I've added an article that outlines which animations are in which folders. Hope this helps.
    2. tmoha19
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      Thank you!!
  6. Alb1986
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    Hi Surge once again, I was checking the original mod and I saw he uploaded an optional file called "less magic sound version" (removes some sound effect, only magic fire sound. If you meet sound loop bug, try this version.) https://www.nexusmods.com/skyrimspecialedition/mods/94748?tab=files

    Remember about that buzzing sound bug I told you..I couldnt get rid of it...maybe if you check this upload and patch it for your version could help me :(

    thank you
    1. Surge101ex
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      Okay, so after doing a bunch of testing. I think I finally figured out the issue. It seems that one of the sound effects that the Shock, Ice, and Fire bladestaff movesets are using is actually a known bugged sound effect from the base game. It can apparently conflict with certain audio mods and causes it to constantly loop. So, I've removed that sound effect from the annotations of the Shock, Ice, and Fire movesets. It'd explain why none of my custom bladestaff movesets had this sound looping issue as I had used different sound effects for those movesets. Anyway, I've uploaded a new patch. You'll need to copy and paste the attack animations from that patch into the main file's respective DAR/OAR folders. Make sure to check the readme as I've included instructions so that you know which folders to copy and paste the animations into. Hopefully this fixes things for you!
    2. Alb1986
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      Man!!!! 100000000 GOLDEN STARS FOR YOU!! finally that horrible buzzin bug sound is gone !! Thank YOU SO MUUCCHHHHH!!!
    3. Surge101ex
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      I'm glad I could help. :)
  7. Alb1986
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    Ok sO i Have an older version...how do I update...do I just unisntall , delete older files..and then install the new version...? would this cause conflicts..is it safe to uninstall and then install again..
    1. Surge101ex
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      You can just install the newer file and replace the older version.
    2. Alb1986
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      thank you very much Surge
  8. tonysuns
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    Got a question, as I think it might be a "conflict" due to all editing the same dastaff.ini
    I'm using this with https://www.nexusmods.com/skyrimspecialedition/mods/116587?tab=description
    and I'm wondering if it doesn't contain a certain code, cause when I try to use your enhanced water movement, I hear the water splash sound, but no magic gets shot out or appears. Thanks!

    Same thing happens with your enhanced Earth
    1. Surge101ex
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      Do you have Elemental Destruction Magic Redux and Natura installed? The movesets requires those mods for the spells. I'm not sure what changes were made in that other mods ini file, but if the format was changed then that could interfere with how the spells are cast.
    2. tonysuns
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      Yep I have all the prerequisite mods. Yeah I'm looking at the Dastaff.ini and I think there's a conflict, comparing them in notepad+++ seems to show missing stuff, but I'm not sure how to add it. Could you maybe make a "patch" dastaff.ini for it? THanks.
    3. Surge101ex
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      After looking at that other mods ini, it seems that they did significantly alter the formatting of the payload interpreter annotations. Rather than making a patch to make it compatible as the ini files will always overwrite each other, I would suggest that if you want to use the movesets of my mod with that other mods movesets, you will need to copy and paste it to that other mod's ini file and format it to match that mod's annotations accordingly.
    4. tonysuns
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      I got good news. I just copied most of your code from your dastaff.ini and just paste it as you said w/o formatting(yes there'll be duplicates) into the EXpansion's dastaff.ini, and did a quick test. So far it seems they are working again. I'll do more testing later as it's late now, though I'm hoping the Expansion's author will do a "patch" for it himself. Thanks.
    5. hoangdai94
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      @tonysuns Tanks for your mention, could you plz share your working patch for the time being ?
    6. tonysuns
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      I posted it there but I thought I'd post it here. I went through the DAstaff ini in your mod and the Expansion mod, and with that authors help there, made a "patch" so it works. 
      There's only one conflict, and I fixed it by moving your shadow moveset to his custom one.
      Here is the modified DAstaff.ini link. I've tested it with my setup and it seems to be fine, but if someone could double check that would be great.
      https://www.dropbox.com/scl/fi/fyqftnfffauik7sbju4yn/DAstaff.ini?rlkey=uj2wqw2ukgs6i05rpfxpzen39&dl=0
  9. Zitara1
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    Great Mod! Been staring at it for awhile now and wasn't sure if I'd like it. Love it though! Works without any issues, with two very minor exceptions. The first doesn't have anything to do with this mod I don't think. I use All Geared Up Derivative, and I crash to desktop every time I equip a Bladestaff. Works fine as long as I leave the display weapons disabled. I'm new to xedit and wasn't quite sure how to read the log. But as far as I can tell, the meshes were built successfully. I'm posting this here in hopes that someone might have an idea on how to resolve this. Second, I'm not a fan of the walk/run animations that come with this. I was wondering if I deleted the walk/run animations in this file if it would mess anything up or if it would just default to my other animations mods?

    Once again thanks for a wonderful mod and I appreciate any advice that anyone can offer on these two things.
    1. Surge101ex
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      I'm not too sure about your first question as I do not use All Geared Up, but in regards to question #2 it should be totally safe to delete the walk/run animations!
    2. megablackk1d
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      I recommend using Immersive Equipment Displays https://www.nexusmods.com/skyrimspecialedition/mods/62001 it's way better than All geared Up
    3. Zitara1
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      Thanks! I've tried IED a few times, recently even, and I keep getting an error in OAR. So I've just tabled it for now. Eventually, when I rework my whole load order I may mess with it some more. I'm running 800 + mods atm and don't wanna change too much.
    4. Zitara1
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      Thanks, I'll give it a try. Worst case I just have to delete the whole mod and redownload.
  10. Alb1986
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    OK This mod is incredible I just love it... but I need to report something. 

    So when equipping the storm fade stone or ice fade stone to the bladestaff, everything works fine to this point. The issue comes here, I make the first move and when making the second one which unleashes a potent storm wave or ice wave a weird kinda static or icy sound can be heard after doing the attack and it stays there while I play until I reaload a save, this doesn't happen when doing the fire twister wave. I don't know if this also happens with wind, earth, shadow spells... cause I haven't installed them, but I am pretty sure there is a probability of having the sound of that spell, bothering. 

    It also happens when doing power attacks.. that noise kind breaks the peaceful harmonic nature sounds. Could anyone tell me if it is just me having this issue or someone else... and if so,  what can I do ? I do have installed sound record distributor,, and some sound mods but they have nothing to do with this mod. 

    Please help cause those sounds really disturb,,,I REPEAT EVERYTHING ELSE WORKS AWESOME... it is just that sound thing. 
    1. Surge101ex
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      Hmmm. That's strange. I've been doing some testing, but I haven't been able to replicate the issue that you're describing. Could just be an issue with your particular setup.
    2. Alb1986
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      Yes it is strange for I installed everything which is required...but I must say the noise is not that loud,, you can listen to it if you go to a quiet place,,, you hear like some static buzzzzzzz.. and with ice like some sort of ice effect sound.. the fire spell doesn't leave a sound or noise. I wish I could make you hear the noise...but don't know how...I can try to record the noise and send it to your email ...probably?
    3. Surge101ex
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      You could just manually remove the audio for the spells by using Hkanno. You can download it here: https://www.nexusmods.com/skyrimspecialedition/mods/54244?tab=description. I suggest watching this video to learn how to set it up: https://www.youtube.com/watch?v=VFwW9dVUZiE&ab_channel=Distaranimations

      Once you've got access to the annotations of the hkx files for the animations, you should see a section in the file that says "soundplay". All you need to do is delete the sound fx listed there and that will eliminate the audio for the spells. You'll need to do this for each hkx file to completely get rid of the spell audio.
    4. Alb1986
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      Ok I will do that...just a question If I delete the audios...then there will be no sound for each battlestaff moveset right? :-_(
    5. Surge101ex
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      Not necessarily. If it's certain moves that are causing issues, then you would only need to delete the audio for those ones while leaving the remaining bladestaff movesets audio intact. I did use different audio cues for each moveset, so you wouldn't lose all the other ones if you just deleted the ones that are bugging you.
    6. Alb1986
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      Ok thank you for your feedback..Ill try it..and later come with a result.! Cheers !