Version 1.2 is out! Added a playable moveset. Version 1.1 No appearance patch needed and You can now disable the gargoyle. Check the mod description and changelog for details.
I made a different version of the mod here. Compatible with everything, no patching for replacers needed. But I'm only going to support SkyPatcher. Also it doesn't work in VR. SkyPatcher is now compatible with VR.
summoned gargoyle aggros either both of serana and the player sometimes especially if serana uses that blood cloak. the gargoyles just ended up as enemies for some reason. anyway to solve this? i also have the black book companion insight but they still get damaged and aggro'd
is this incompatible with Animation Motion Fix? Seems like many of the teleport/lunge moves Serana uses are missing the NPCs she's fighting now, and by miss I mean she completely overshoots her target with these moves. Anyone else experiencing this or is it just on my end?
edit: tested a few times now, animation motion fix causes the majority of Seranas moves to just miss, she will overshoot the target going behind them and just missing completely. gonna have to turn that mod off for now
This is not good, I reinstalled the mod because she simply stopped using the sword and was using that ice magic again, then I came to look in the comments to see if it happened to anyone else and I saw your comment talking about this animation mod that I installed yesterday just when she stopped fighting, I'll confirm now by entering the game after reinstalling and I'll come back to say what happened.
Yes, you are right, the animation mod makes her pass through the enemy, but my problem is bigger than yours, she is no longer giving priority to the sword even after uninstalling the mod, she only pulls the sword if the enemy is next to her, if she is far away she uses the ice spear :/
I have BFCO and it works, I used the converter to convert the files to BFCO. Although very rarely Serana goes into a t-pose and I have to bash her to reset her. Not sure if it's because of BFCO or another animation mod conflicting
https://github.com/SkyHorizon3/SCAR/releases I'm using BFCO + the latest version of SCAR on github. Not sure about your question in relation to this mods requirements but I need SCAR for other mods I'm running
1. Change the magicka requirement in config.json or do it in OAR Editor because I tie the magicka usage to the moveset not the spell itself. 2. Change the magicka requirement & mana consumption of the payload interpreter which is this file Daughter of Coldharbor.ini
For anyone wondering, this mod works just fine with Skyrim AE 1.6.1170 (meaning it should also work with any previous AE version as well), just finished testing right now. The only additional requirement is SCAR AE Support, also make sure to install AMR and MCO Universal Support which are requirements for Attack - MCO|ADXP.
This may be a silly question but is SCAR an absolute necessity for this Moveset to work? I've been reading in the Mod's Comments that it doesn't seem to play nice as Opponents would just spam attacks without stopping. I'm also seeing that Nemesis is "required" (I say this loosely) for SCAR, yet that too has also been wreaking havoc lately and most say to move onto OAR instead, which I have coupled with FNIS. Everything else seems to work fine, but this Moveset would be perfect for my kind of Playthrough IF Nemesis and SCAR aren't required with what I already have.
Moreover, for those who say SCAR causes NPCs to attack indefinitely, that is because the moveset they’re using is annotated that way. IMO good npc moveset should have a stopping point.
I'm customizing a few things with xEdit and I want to set conditions to the spells that have health absorption effects. I can see that you're using the config.json files to set up the abilities behavior through OAR and I understand the logic... however I don't have experience using DAR/OAR and I'm not sure how to write new conditions correctly, could you point me in the right direction?
I want the absorption spells/abilities to be usable only if the caster's health is bellow a certain level, for example: Vampire Drain not to be used until health drops under 75 percent.
In xEdit it would look something like this:
Spoiler:
Show
Condition { CTDA { Type:Less than, Comparison Value:0.750000, Function:GetActorValuePercent, Actor Value: Health, Run on: Subject } }
However I'm not sure that setting it up in xEdit would do anything, or behave in the intended manner in this particular case, given that your mod is designed to handle the spell/ability conditions through SKSE/OAR.
Next, add the json block above to config.json in this directory
~\Daughter of Coldharbour - Serana l Valerica Moveset\meshes\actors\character\animations\OpenAnimationReplacer\Daughter of Coldharbour - Moveset\08 DoC - Drain Life Proj
Thank you! This is exactly what I needed, and I think I may be getting the hang of it :)) I'm assuming that actorValue dictates which PC/NPC stat to target, as you pointed out 24 is Health stat, 25 is probably Magicka and different numbers would be other stats, if my assumptions are on the right track then the first condition in the file, the "IsEquippedType" should be checking if the equipped weapon is dagger or sword, while the "IsActorBase" condition underneath is probably constricting the use for only Serana and Valerica (I recognized their ID's), am I correct? And one last questing if it's not too much, what is the purpose of the "Random" condition? is it a mechanic to trigger the spell at random, or something else?
261 comments
Version 1.1 No appearance patch needed and You can now disable the gargoyle.
Check the mod description and changelog for details.
Also it doesn't work in VR.SkyPatcher is now compatible with VR.edit: tested a few times now, animation motion fix causes the majority of Seranas moves to just miss, she will overshoot the target going behind them and just missing completely. gonna have to turn that mod off for now
I'm using BFCO + the latest version of SCAR on github. Not sure about your question in relation to this mods requirements but I need SCAR for other mods I'm running
1. Change the magicka requirement in config.json or do it in OAR Editor because I tie the magicka usage to the moveset not the spell itself.
2. Change the magicka requirement & mana consumption of the payload interpreter which is this file Daughter of Coldharbor.ini
Moreover, for those who say SCAR causes NPCs to attack indefinitely, that is because the moveset they’re using is annotated that way. IMO good npc moveset should have a stopping point.
I'm customizing a few things with xEdit and I want to set conditions to the spells that have health absorption effects. I can see that you're using the config.json files to set up the abilities behavior through OAR and I understand the logic... however I don't have experience using DAR/OAR and I'm not sure how to write new conditions correctly, could you point me in the right direction?
In xEdit it would look something like this:
Condition {
CTDA {
Type:Less than,
Comparison Value:0.750000,
Function:GetActorValuePercent,
Actor Value: Health,
Run on: Subject
}
}
However I'm not sure that setting it up in xEdit would do anything, or behave in the intended manner in this particular case, given that your mod is designed to handle the spell/ability conditions through SKSE/OAR.
Thank you for taking the time to help me.
It will be something this
{
"condition": "CompareValues",
"requiredVersion": "1.0.0.0",
"Value A": {
"actorValue": 24,//actorValue = 24 = health
"actorValueType": "Percentage"
},
"Comparison": "<",
"Value B": {
"value": 0.75
}
}
Next, add the json block above to config.json in this directory
The final result should be something like this
{
"name": "DoC - Drain Life Projectile",
"priority": 97000008,
"conditions": [
{
"condition": "OR",
"requiredVersion": "1.0.0.0",
"Conditions": [
{
"condition": "IsEquippedType",
"requiredVersion": "1.0.0.0",
"Type": {
"value": 1.0
},
"Left hand": false
},
{
"condition": "IsEquippedType",
"requiredVersion": "1.0.0.0",
"Type": {
"value": 2.0
},
"Left hand": false
}
]
},
{
"condition": "OR",
"requiredVersion": "1.0.0.0",
"Conditions": [
{
"condition": "IsActorBase",
"requiredVersion": "1.0.0.0",
"Actor base": {
"pluginName": "Dawnguard.esm",
"formID": "3B8B"
}
},
{
"condition": "IsActorBase",
"requiredVersion": "1.0.0.0",
"Actor base": {
"pluginName": "Dawnguard.esm",
"formID": "2B6C"
}
}
]
},
{
"condition": "CompareValues",
"requiredVersion": "1.0.0.0",
"negated": true,
"Value A": {
"actorValue": 25,
"actorValueType": "ActorValue"
},
"Comparison": "<",
"Value B": {
"value": 50
}
},
{
"condition": "Random",
"requiredVersion": "2.3.0.0",
"State": {
"scope": "Local",
"shouldResetOnLoopOrEcho": true
},
"Minimum random value": {
"value": 0.0
},
"Maximum random value": {
"value": 1.0
},
"Comparison": "<",
"Numeric value": {
"value": 0.6
}
},
{
"condition": "CompareValues",
"requiredVersion": "1.0.0.0",
"Value A": {
"actorValue": 24,
"actorValueType": "Percentage"
},
"Comparison": "<",
"Value B": {
"value": 0.75
}
}
]
}
Alternatively, you can use an in-game OAR editor to edit the condition. However, admittedly I prefer to edit the condition this way.
Thank you again for your help, much appreciated!