For those not getting the Power Attack Thrust animation to work for any weapons, do keep in mind is probably an incompatible mod on your end: everything on this mod worked for me, except the forward heavy attacks, so I only installed this mod and its dependents and it worked fine.
I will update here if I find what's causing the issue but it won't be easy with 1000+ mods installed
Fixed! The mod causing the problem was Attack - MCO Apparently it changes all power attacks to "Stand in place", which is good for 3rd person animation, not so much for 1st To fix it, open MCO or this mod in SSEEdit
Find "Idle animation" part. There you can see how all the directional attacks have been switched to PowerAttackStartInPlace. Switch them back to the corresponding directions, as in vanilla. The real fix comes next: We don't want these appearing in 3rd person, that's why they were disabled. We have now enabled them and will fix them better:
Under each attacks "Conditions", add a new one, with the function "IsPCFirstPerson". This will check the first person, simple as that. "Comparison Value" should be equal to 1.00. Now all directional power attacks start only if this check is true. Otherwise they default to standing power attack, which MCO uses.
I love a good 95% of this mod but as someone that does archery Irl i found the bow animations really disappointing. it makes the bow feel really weak to shoot and makes me at least feel silly, i know you put a LOT of effort into making that animation and it looks great but its just not how you would ever shoot a bow. if at all possible down the line a alternate bow animation would be nice.
4 days and i finally found your mod. i couldnt play the game longer than 20 min until i got motion sicknes. i play in 1st person and had some animation mods that made it even worse. now i can play without throwing up. love your mod. thanks a lot!
Thank you for the animations, they are amazing! One thing I'm noticing is that all weapons with the "katana" keyword have an inverted grip and messed up animations.
Just tested it and it seems all weapons with keyword "katana" have this issue. I will continue testing to see if any other weapon types have this problem.
You'd need to set up a condition that excludes katana's as they are intended to have a unique animation. this mod will currently overwrite the custom weapon animations in animated armoury, conditions would needed to be added to exclude them if they have the specific keyword.
Kantana and Rapier would need to be excluded from one handed sword animations. Halberd and Quarter staff would need to be excluded from two handed axe animations. Pike would need to be excluded from two handed sword animations Claws would need to be excluded from dagger animations.
Is it possible you could post the fix? I don't really intend on using duel-wielding katanas, especially not in first person. I would really appreciate it, although I know that I'm probably not the only one with this problem and other people probably intend on duel-wielding.
Love how these animations look, big improvement over vanilla. One question: what happens when dual-wielding two different weapon types, for example a sword in one hand and an axe in the other hand? Will the animations in that case revert to vanilla, or does it "blend" the sword and axe dual-wield animations of MFPAO somehow? Also, can the stagger bug (arms in the air) be avoided by using a full-body-stagger mod like this one, or am i basically forced to use a poise mod to avoid this bug?
I can't really remember what will happen when you dual different weapon, I think it would just use whatever weapon animation that is in your right hand, and the Stagger bug cant really be fix since it's a problem with the rig so yeah.
Thanks! I know the Stagger bug cant really be fixed as such, but if i understand correctly, as a workaround it can be avoided by using mods that enable full-body stagger on the player (and thus avoiding the regular stagger animation), such as Poise mods or the full-body stagger option of Wildcat
Yeah, i went the slightly cheaty way of disabling player stagger (instead of enabling full-body stagger or poise), by re-purposing a stagger-immunity perk made by another user and applying it to the player. In case anyone is interested: see here
In-game OAR menu add a negate IsEquippedKeyword condition for keyword 0x0E457E from NewArmoury.esp next to existing conditions for Great Sword under M.F.P.A.O.
9/10 Don't know if 10/10 Agree with person that says "this fits" I see this as based on skyrim so evolved category style mod!
Anyway wanted to say long bow of imperials is placed slightly in front z axis of the animatoin the left hand phase into the bow the right hand two finger pull on the air behind the tuft of hairs planted in the arrow for finger grabbing.
Thanks for the nice mod sansdant25 the great Modder!
368 comments
I am just gonna use this sticky to post change log.(moved to the mod page)For those not getting the Power Attack Thrust animation to work for any weapons, do keep in mind is probably an incompatible mod on your end:
everything on this mod worked for me, except the forward heavy attacks, so I only installed this mod and its dependents and it worked fine.
I will update here if I find what's causing the issue but it won't be easy with 1000+ mods installed
The mod causing the problem was Attack - MCO
Apparently it changes all power attacks to "Stand in place", which is good for 3rd person animation, not so much for 1st
To fix it, open MCO or this mod in SSEEdit
- Find "Idle animation" part. There you can see how all the directional attacks have been switched to PowerAttackStartInPlace. Switch them back to the corresponding directions, as in vanilla. The real fix comes next: We don't want these appearing in 3rd person, that's why they were disabled. We have now enabled them and will fix them better:
- Under each attacks "Conditions", add a new one, with the function "IsPCFirstPerson". This will check the first person, simple as that. "Comparison Value" should be equal to 1.00. Now all directional power attacks start only if this check is true. Otherwise they default to standing power attack, which MCO uses.
Kudos to sirkkeliraato for the fixHope this helps someone
i play in 1st person and had some animation mods that made it even worse. now i can play without throwing up.
love your mod. thanks a lot!
Just tested it and it seems all weapons with keyword "katana" have this issue. I will continue testing to see if any other weapon types have this problem.
Kantana and Rapier would need to be excluded from one handed sword animations.
Halberd and Quarter staff would need to be excluded from two handed axe animations.
Pike would need to be excluded from two handed sword animations
Claws would need to be excluded from dagger animations.
edit: added it here under optional files.
Also, can the stagger bug (arms in the air) be avoided by using a full-body-stagger mod like this one, or am i basically forced to use a poise mod to avoid this bug?
Agree with person that says "this fits" I see this as based on skyrim so evolved category style mod!
Anyway wanted to say long bow of imperials is placed slightly in front z axis of the animatoin the left hand phase into the bow the right hand two finger pull on the air behind the tuft of hairs planted in the arrow for finger grabbing.
Thanks for the nice mod sansdant25 the great Modder!
Benedict ChenLi Luashfu's out!