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krembrule

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133 comments

  1. Alyena2x
    Alyena2x
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    Sticky
    Is it possible to change these animations in a  _conditions file so that we can customize them to specific weapons? I use other animations for quarterstaves and scythes (classified as warhammer and battleaxe respectively) but they are overwritten by this mod.
    1. krembrule
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      Add a keyword of those weapontypes as negative condition to my folders.
    2. Alyena2x
      Alyena2x
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      Could you please show me an example for Scythes (Battleaxes)? I am not familiar with this compared to adding _conditions in DAR/OAR.
    3. krembrule
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      1. Open OAR in game, it's shift+o by default. 
      2. Enter author mod on the right top side of a menu.
      3. Go to my folder, it's BDO Guardian BA, I assume. 
      4. Go to any subfolder, there will be conditions tab. 
      5. Press add condition and choose "equipped has keyword" (put here keyword of those weapons you want to NOT be used with my animations), make it negative (turn on the "NOT"). 
      6. RMB on that new condition, copy it and paste to all subfolders of mine. 
      7. Save changes in each subfolder. 
    4. Alyena2x
      Alyena2x
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      Finally got it to work, thanks! For anyone else who wants to make these animations exclude from Scythe (Battleaxes,") follow these instructions.

      Choose Battleaxe PC/NPC
      Negate IsEquippedHasKeyword
      Select Form, type in:
      Plugin name: kcf.esm
      FormID: 808
    5. 2278958
      2278958
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      https://imgur.com/a/OLIJdrB

      你好!我按照指示和ID试了很多武器,但是提示说找不到武器。
    6. shadbonnie
      shadbonnie
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      is there a way to make it excluded off of Animated Armory Halberd?
    7. LoliKnightXardej
      LoliKnightXardej
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      You're an absolutely god,  Sir! This particular fix is needed for a LOT of weapon mods and animations, but since easy-to-digest info on OAR is basically nowhere to be found this sort of simple fix is barely known about. Fixed all of my problems. Thanks a ton.
  2. bakarayo
    bakarayo
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    I am having an issue with this mod. I have downloaded all the required mods with their requirements but when I equip a battle axe, my character stand in the idle animation but I can't do the normal or power attacks. My char just use the vanilla battle axe normal and power attacks. Is there something I am missing?
    1. bakarayo
      bakarayo
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      Nevermind. It was not working because I did not run Pandora. Now the attacks are working but the dodge is not. I will keep try fiddling with it and try to find the problem.
  3. fifythuern
    fifythuern
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    Best moveset animation I've seen! The movements are so smooth, this is on another level! I do hope you finish the locomotion and equip/unequip animations. I'll cross my fingers. Thank you for making this!
  4. msk207
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    I noticed if use both Elden Power Attack and Classic Sprinting Redone along with this mod, the sprint PA will not be triggered because of key conflict(can't hold shift sprint and press shift PA at the same time). Still trying to figure it out.
    1. msk207
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      Update: It seems that no matter what modifier key is used, it cannot solve this problem. Use One Click Power Attack NG will be fine.
  5. z4x
    z4x
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    The most smooth battleaxe animations I've ever used! The only thing I wish it had is is more feminine idle for female characters.
  6. Darvete
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    Hi, first I just want to say that this is genuinely one of the most polished, well made movesets I've EVER used for MCO. Almost every directional and power attack blends with the rest of the moveset and the quality of the animations themselves is honestly on another level. I look forward to seeing more animations from you!

    Also, just something that I think might be helpful for other people: If you are using Maxsu's version of MCO or any 1.5.x version, some of the attacks (like the first light attack into the second one) won't properly transition. The annotations for PIE.@SGVI|MCO_nextattack| and PIE.@SGVI|MCO_nextpowerattack| won't function properly if the number is set to 0.000000 (should be at least 0.060000) for older versions of MCO. I had to edit the annotations to get this to work properly but wow was it worth the trouble. 
    1. arcticz
      arcticz
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      OMG you actually save me dude!
    2. 1saC
      1saC
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      Thank u so so much! U help me fix the issue which worried me for month!
  7. MonkutPaik
    MonkutPaik
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    BFCO version please?:)
  8. GillBate5
    GillBate5
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    I've been looking for some decent 2-handed axe animation mod, 
    and this is SOOOOOOOOOO freaking good 
    THANK YOU!! THANK YOU!! THANK YOU!! 
  9. MoanLoan
    MoanLoan
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    Best moveset out there, but is there any way to configure the camera to be less shaky? I'm using SmoothCam and it's really off-putting compared to other movesets.
    1. gracebilibiliyu
      gracebilibiliyu
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      I have the same issue.
  10. igotnousername
    igotnousername
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    I'm not sure what is wrong but the left arm is not aligned. It is floating. No idea what is causing this.
  11. This is perhaps the most practical axe animation on the nexus. Is there by any chance a way to reduce the attack recovery animation? It feels a little too long.
    1. krembrule
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      Well, there are recovery annotations almost after HitFrame event, that allow you to move/block/dodge and not to wait end of animation.
      I will not redo all animations, as it's real hell not mess up with folders and annotations, as with side attacks there are too many transition animations.
      You can put speeding up annotations after hitframes in each animation to make them faster, you can find guides from distar how to do so.
      UPD: put speed annos after MCO_winclose
    2. Thank you, will do.