I loved your Delia Great Sword mod with its classy combat animations. This one's perfect too, as I was looking for a sword and shield animation. The thing is, I find the movements a little too fast.
To this day, Vindictus still has some of the most interesting and satisfying combat animations around, and this transposition of Fiona's moveset is superb to say the least, but I wonder if there is a way to edit the custom zoom-in/out/FoV effects applied to the camera during most Power Attacks.
Animation speed can be tweaked through hkanno, but it doesn't look like those annotations contain data regarding the camera (or maybe they do and I'm just inexperienced) and the constant zoom/FoV changes are genuinely making me a bit nauseated.
Anyone has any clues? Links to tutorials or similar?
EDIT: Finally found a way to get rid of all custom camera motion during Power Attacks. Since my knowledge in the field was an absolute zero, finding info around and adding them up together to come up with a viable way wasn't easy, but the moveset is now "motion sickness-free".
Yes I did and the result is quite satisfying as the weight of each attack is restored (on top of being able to appreciate more the wonderful animations).
Of course I will share tips! Do mind, however, that everything that follows comes from trial and error and info gathered around the internet. So, maybe, there's easier ways to achieve the same result.
Spoiler:
Show
First of all you will need hkanno and all its requirements properly installed. I also suggest to grab hkanno Convenience Tool or something similar to make the whole process easier. Let's assume you'll be using the Convenience Tool.
My knowledge of hkanno and these tools is very basic, but I'll go step-by-step just in case you're in the same boat. 1 - Grab all the animation files you want to edit (in this case, all "MCO_Attack" and "MCO_PowerAttack") and place them inside the "animations" folder in hkanno. 2 - Make sure to work with only one animation folder at the time (this moveset comes with multiple folders, but the most relevant one is 69999 as it contains the bulk of attacks), as file names are repeated among the various folders of the moveset and that would result in issues/unwanted overwrites. 3 - Run the HKCT.bat file and input "d" (without quotes. It's the "dump" command) then press ENTER to dump all annotation files from the animations you selected, to the "annotations" folder in hkanno. Wait for it to be done. The tool will rename each annotation file according to the attack animation it's taken from, so you'll know exactly which one you're working on. 4 - Open any of the dumped annotation files with a text editor and add this annotation at the very end of it (order in the text file actually does not matter, as the annotation itself contains timestamp data for the game engine): "0.000000 PIE.@SGVF|MCO_attackspeed|1.0" (without quotes. Also, I think it's case-sensitive, so better copy-pasting it). 5 - Most MCO movesets do not contain this annotation already, as animation speed is determined by the animation itself due to how ADXP|MCO works. Of course, if such annotation is already there, just edit the existing one. 6 - The very first sequence of numbers (0.000000) tells the game that the attack speed value has to be applied at the very start of the animation, so it will play entirely at the new speed you tell it to. 7 - At the very end there's "1.0": that's your animation speed multiplier and the value you want to adjust until you find the sweetspot that looks and works best for you. Values below 1.0 will make the animation slower, values above 1.0 will speed it up. 8 - Personally, for this specific moveset, I'd suggest a value around 0.7. 9 - Add the new annotation with your custom multiplier to ALL the annotation files you dumped at point 3 of this mini-guide. 10 - Make sure you save all your edits. 11 - Run again the HKCT.bat file. This time, input "u" (without quotes. It's the "update" command) and press ENTER. The tool will update the new annotations with your edits into their respective animation files in the "animations" folder. 12 - Once it's done, close the tool. Grab the updated animation files from the "animations" folder and pack them back into the mod, or create a custom overwrite respecting the folders structure in your mod manager of choice to keep the original mod files untouched if you so prefer. 13 - Check the animations in-game to confirm your edits and go back to the drawing board if further tweaking is necessary. 14 - Remember to clean the "animations" and "annotations" folders in hkanno before dumping new ones, to avoid confusion.
That should cover all of it. This process can be applied to any and all MCO movesets, the process is identical.
Also, it's worth noting that you can do all manners of stuff this way with annotations, you can even remove the VFX and spells associated with certain attacks if you don't like them, replace sound effects with different/vanilla ones and even adjust the hitframes to your liking (or fix bugged ones). It really just takes a bit of patience and some attempts.
As I mentioned, I'm personally looking into removing the custom zoom/FoV edits during power attacks next.
Nice to hear you applied what you learned to other animations, too!
As for my personal overhaul of the moveset, let me try to recap what I did:
Spoiler:
Show
- Drastically reduced animation speed - Removed all custom camera manipulations during attacks (FoV/Zoom) - Removed all custom VFX and SFX from all attacks (SFX replaced with vanilla ones) - Removed all hidden magic effects, spells and "quirks" from attacks (shockwaves, extended magic trails and similar) - Removed all "attacks" which were actually magical buffs - Cleaned up unnecessary folders and files. Removed ESP as it's no longer a dependency, as well - Fixed a handful of bugs in the annotations for certain attacks - Added MCO block recovery annotations to all attacks - Converted the moveset to OAR and made it exclusive to Sword+Shield - Rebalanced certain power attacks that relied on the magic shockwaves to deal damage or actually hit enemies - Removed the hidden shield charge perk effect from the two "shield rush" attacks. Made them multi-hit instead - Resized and retimed the hitbox for both "front kick" attacks, and increased direct damage (since they no longer cause a shockwave) - Resized the hitbox for the remaining kick attacks (the "roundhouse" ones) - Shield rush attacks and kicks can no longer trigger a recoil, so they always go through
Long story short: the moveset is more "believable" and fits perfectly a somewhat more "serious" fantasy setting. I'm still applying some last touch ups and playtest for unseen issues, but the bulk of the work is done.
I followed your steps and had to look up for a couple things because it kept failing and giving me blank files lol. But managed to make it work now and edited the 69999 folder, though I put 0.6 as speed and works pretty good.
So wouldn't you mind sharing your custom set? Cause I am not good at doing these things myself like removing special effects and all, or I just have to make a new file without the SKSE folder entirely? Because I pretty much made a new folder with the new animations following the exact same DAR path and copied the conditions text file along the SKSE folder. If not possible it's fine, we have to respect the author's work.
Honestly, I'm not sure I can share my custom version of this moveset. In the description page it says uploading modified versions of the mod requires authorization, so I'll ask the mod author if sharing my version with someone else for private use, for as long as it's not reuploaded anywhere else, would be acceptable.
Oh no worries, well there's one thing idk if you have fixed this, but is there a way to completely remove the charge animations? Because I did remove them and done Scar Patcher for female Npcs to use this combat animation, but they still want to do charge which ends up in T-pose, and ofc if I keep the charge, they charge forever. And yes they do combos all good, one even killed me like crazy doing a long combo lol, it's just the charge that kills it.
So idk if that charge could be replaced with something else, maybe some other power atk for starter instead of charge? Though idk what I could do, and if you ever have just a file to fix that, I'd like to have it lol.
But yeah your modified version would be even better cause some attacks have wide impact range and huge damage lol.
I didn't patch my version of the moveset for SCAR, so in my case the charged attack is still there just because I made it harmless, but deactivating it completely is as easy as disabling its specific animation folder via OAR at this point. By checking the conditions, I noticed it can only be triggered when both Magicka and Stamina are full, but it's a "fake" charged attack because it requires a second input to cancel the charge and perform the swing. When NPCs try to use it, they get stuck in the charged loop because there's nothing that tells them that's not an actual attack.
When you got rid of the charged attack, did you ensure to remove also the whole folder alongside the related "conditions.txt" file, before patching it for SCAR? That's the only reason I can think about, that could still make NPCs try and use it.
NOTE: When you don't have full Magicka and Stamina, a simple thrust attack is performed instead (so there's already a replacement available by default).
As for the hitboxes and damage: in my version I tried my best to adjust and fix as much as possible, yes.
I already sent a message to the mod author. Let's give them a week or so to ensure they get enough time to possibly reply, before doing anything.
Oh okay thanks! It'd be nice your version, that'd be pretty good for NPC's with Scar patch.
And yeah it's pretty odd, I made a new folder and zipped it to add through vortex. And yes I left the condition in there because it's just
Spoiler:
Show
IsActorBase("Skyrim.esm" | 0x00000007) AND IsEquippedRightType(4) OR IsEquippedRightType(1) AND IsEquippedLeftType(11)
Also I just realized I am dumb af. But I had removed the ones named "charge" but actually it's "mco_powerattack1" that triggers it lol, I thought it was just the first power attack as when you do normal hit + power hit. So I'll remove that and test again.
Don't be too hard on yourself! Modding implies a lot of trial and error, especially when you decide to learn for yourself.
I mean, on my end I didn't even know how to view annotations, let alone editing them. Weeks later I ended up completely overhauling the moveset, while also learning how to get rid of custom camera transformation (zoom/FoV changes) along the way.
And the acquired knowledge allowed me to adjust animations from other mods as well.
So, yeah: keep trying! Make backups, don't be afraid of testing, write down notes so you remember what you already tried, what worked and what did not. Worst case scenario, you'll have to go back and review the situation to consider a different approach.
Yes it was just the mco_powerattack1 responsible of doing the charge lol. So it works now very well on npcs! I'll still wait if author let's you share your version. Once again, thanks! Following your guide here helped me to edit some.
Hi! Can you please share the revised version? Because I don't understand this knowledge, I won't change the speed of this animation.Thank you very much!
hey!, just came here to support your work, OUTSTANDING animation set, by far for my personal taste its the best one, really blend well with skyrim combat. <3
Great animations, but I encountered something strange. My single-handed sword moveset seems covered this moveset and dual-weilding moveset as well, is there any possible solution?
That's actually a screenshot from the original game the moveset is taken from (Vindictus/Mabinogi Heroes). The armor Fiona is wearing is one of her signature sets: Shining Will.
Maybe that armor for Skyrim does exist somewhere on the internet by now.
64 comments
This one's perfect too, as I was looking for a sword and shield animation.
The thing is, I find the movements a little too fast.
Animation speed can be tweaked through hkanno, but it doesn't look like those annotations contain data regarding the camera (or maybe they do and I'm just inexperienced) and the constant zoom/FoV changes are genuinely making me a bit nauseated.
Anyone has any clues? Links to tutorials or similar?
EDIT: Finally found a way to get rid of all custom camera motion during Power Attacks. Since my knowledge in the field was an absolute zero, finding info around and adding them up together to come up with a viable way wasn't easy, but the moveset is now "motion sickness-free".
Of course I will share tips!
Do mind, however, that everything that follows comes from trial and error and info gathered around the internet. So, maybe, there's easier ways to achieve the same result.
First of all you will need hkanno and all its requirements properly installed. I also suggest to grab hkanno Convenience Tool or something similar to make the whole process easier. Let's assume you'll be using the Convenience Tool.
My knowledge of hkanno and these tools is very basic, but I'll go step-by-step just in case you're in the same boat.
1 - Grab all the animation files you want to edit (in this case, all "MCO_Attack" and "MCO_PowerAttack") and place them inside the "animations" folder in hkanno.
2 - Make sure to work with only one animation folder at the time (this moveset comes with multiple folders, but the most relevant one is 69999 as it contains the bulk of attacks), as file names are repeated among the various folders of the moveset and that would result in issues/unwanted overwrites.
3 - Run the HKCT.bat file and input "d" (without quotes. It's the "dump" command) then press ENTER to dump all annotation files from the animations you selected, to the "annotations" folder in hkanno. Wait for it to be done. The tool will rename each annotation file according to the attack animation it's taken from, so you'll know exactly which one you're working on.
4 - Open any of the dumped annotation files with a text editor and add this annotation at the very end of it (order in the text file actually does not matter, as the annotation itself contains timestamp data for the game engine): "0.000000 PIE.@SGVF|MCO_attackspeed|1.0" (without quotes. Also, I think it's case-sensitive, so better copy-pasting it).
5 - Most MCO movesets do not contain this annotation already, as animation speed is determined by the animation itself due to how ADXP|MCO works. Of course, if such annotation is already there, just edit the existing one.
6 - The very first sequence of numbers (0.000000) tells the game that the attack speed value has to be applied at the very start of the animation, so it will play entirely at the new speed you tell it to.
7 - At the very end there's "1.0": that's your animation speed multiplier and the value you want to adjust until you find the sweetspot that looks and works best for you. Values below 1.0 will make the animation slower, values above 1.0 will speed it up.
8 - Personally, for this specific moveset, I'd suggest a value around 0.7.
9 - Add the new annotation with your custom multiplier to ALL the annotation files you dumped at point 3 of this mini-guide.
10 - Make sure you save all your edits.
11 - Run again the HKCT.bat file. This time, input "u" (without quotes. It's the "update" command) and press ENTER. The tool will update the new annotations with your edits into their respective animation files in the "animations" folder.
12 - Once it's done, close the tool. Grab the updated animation files from the "animations" folder and pack them back into the mod, or create a custom overwrite respecting the folders structure in your mod manager of choice to keep the original mod files untouched if you so prefer.
13 - Check the animations in-game to confirm your edits and go back to the drawing board if further tweaking is necessary.
14 - Remember to clean the "animations" and "annotations" folders in hkanno before dumping new ones, to avoid confusion.
That should cover all of it.
This process can be applied to any and all MCO movesets, the process is identical.
Also, it's worth noting that you can do all manners of stuff this way with annotations, you can even remove the VFX and spells associated with certain attacks if you don't like them, replace sound effects with different/vanilla ones and even adjust the hitframes to your liking (or fix bugged ones). It really just takes a bit of patience and some attempts.
As I mentioned, I'm personally looking into removing the custom zoom/FoV edits during power attacks next.
I hope it helps!
I eventually managed to completely overhaul the moveset on my end so it's way less of a power fantasy. Modding at its best!
I also went and edited 2 other animations from what I've learned, thanks to you! :)
As for my personal overhaul of the moveset, let me try to recap what I did:
- Removed all custom camera manipulations during attacks (FoV/Zoom)
- Removed all custom VFX and SFX from all attacks (SFX replaced with vanilla ones)
- Removed all hidden magic effects, spells and "quirks" from attacks (shockwaves, extended magic trails and similar)
- Removed all "attacks" which were actually magical buffs
- Cleaned up unnecessary folders and files. Removed ESP as it's no longer a dependency, as well
- Fixed a handful of bugs in the annotations for certain attacks
- Added MCO block recovery annotations to all attacks
- Converted the moveset to OAR and made it exclusive to Sword+Shield
- Rebalanced certain power attacks that relied on the magic shockwaves to deal damage or actually hit enemies
- Removed the hidden shield charge perk effect from the two "shield rush" attacks. Made them multi-hit instead
- Resized and retimed the hitbox for both "front kick" attacks, and increased direct damage (since they no longer cause a shockwave)
- Resized the hitbox for the remaining kick attacks (the "roundhouse" ones)
- Shield rush attacks and kicks can no longer trigger a recoil, so they always go through
Long story short: the moveset is more "believable" and fits perfectly a somewhat more "serious" fantasy setting.
I'm still applying some last touch ups and playtest for unseen issues, but the bulk of the work is done.
So wouldn't you mind sharing your custom set? Cause I am not good at doing these things myself like removing special effects and all, or I just have to make a new file without the SKSE folder entirely? Because I pretty much made a new folder with the new animations following the exact same DAR path and copied the conditions text file along the SKSE folder. If not possible it's fine, we have to respect the author's work.
In the description page it says uploading modified versions of the mod requires authorization, so I'll ask the mod author if sharing my version with someone else for private use, for as long as it's not reuploaded anywhere else, would be acceptable.
So idk if that charge could be replaced with something else, maybe some other power atk for starter instead of charge? Though idk what I could do, and if you ever have just a file to fix that, I'd like to have it lol.
But yeah your modified version would be even better cause some attacks have wide impact range and huge damage lol.
By checking the conditions, I noticed it can only be triggered when both Magicka and Stamina are full, but it's a "fake" charged attack because it requires a second input to cancel the charge and perform the swing.
When NPCs try to use it, they get stuck in the charged loop because there's nothing that tells them that's not an actual attack.
When you got rid of the charged attack, did you ensure to remove also the whole folder alongside the related "conditions.txt" file, before patching it for SCAR?
That's the only reason I can think about, that could still make NPCs try and use it.
NOTE: When you don't have full Magicka and Stamina, a simple thrust attack is performed instead (so there's already a replacement available by default).
As for the hitboxes and damage: in my version I tried my best to adjust and fix as much as possible, yes.
I already sent a message to the mod author. Let's give them a week or so to ensure they get enough time to possibly reply, before doing anything.
And yeah it's pretty odd, I made a new folder and zipped it to add through vortex. And yes I left the condition in there because it's just
IsEquippedRightType(4) OR
IsEquippedRightType(1) AND
IsEquippedLeftType(11)
Also I just realized I am dumb af. But I had removed the ones named "charge" but actually it's "mco_powerattack1" that triggers it lol, I thought it was just the first power attack as when you do normal hit + power hit. So I'll remove that and test again.
Modding implies a lot of trial and error, especially when you decide to learn for yourself.
I mean, on my end I didn't even know how to view annotations, let alone editing them. Weeks later I ended up completely overhauling the moveset, while also learning how to get rid of custom camera transformation (zoom/FoV changes) along the way.
And the acquired knowledge allowed me to adjust animations from other mods as well.
So, yeah: keep trying! Make backups, don't be afraid of testing, write down notes so you remember what you already tried, what worked and what did not. Worst case scenario, you'll have to go back and review the situation to consider a different approach.
And, yes: let's wait a bit for the mod author to reply - hopefully - and then we'll see how we can proceed.
Can I get your custom job? I hate the zoom-in/out effect...
To get the permits, you could DM him on Bilibili: holy_blade
Maybe that armor for Skyrim does exist somewhere on the internet by now.