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aljo styyx

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aljoxo

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207 comments

  1. aljoxo
    aljoxo
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    Please post bugs or issues in the BUGS tab and not in POSTS.

    Before posting a bug report please make sure you have the correct, and most recent, versions of the requirements.
  2. Izakamii
    Izakamii
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    Do i just drag a animation files to one of the files and thats it? or do i have change in the config files too?
    1. aljoxo
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      the config files are already setup, just drop your animations in the corresponding folders
  3. MoanLoan
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    Is there any comprehensive tutorial for this mod? I can't seem to get it to work, despite placing the animations inside the folders. Stances change in the game with icons, but the moveset stays the same.
    1. McSHADESTER
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      Your animations are probably being overwritten by something higher priority. Turn on the animation log in the OAR in-game UI and play the animation, find the animation in the UI (probably in legacy), and negate your character actor. You can do that by adding the condition IsActorBase 7 and tick negate while in user mode.

      On that note, to get the most out of Stances (imo) is to use OAR, here's a great video on how to use OAR that will help. The idea is to copy the condition: HasMagicEffect Aspect Of the Wolf/Hawk/Bear to any animation file that we want.

      So: Install your animations. Open the OAR in-game UI, find the Stances NG tab, open the submod tab and then open conditions. We're looking for HasMagicEffect Aspect Of the Wolf/Hawk/Bear. Copy the condition and paste it into the animation, submod, condition, tab. It should just work. I got magic stances working like this so 10/10 for me.

      If it doesn't, read paragraph 1 again OR the animation has another condition that isn't being fulfilled. Check the conditions to see if it requires a modded item or specific weapon and check negate. 
  4. nazhul
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    Hey! I've got this mod to work.. for the most part.

    My only issue is when a moveset has 3-4 different folders--I would assume the main file is for regular attacks, and the other files are for directional attacks. When trying to drag and drop the contents of the second/third folder into the Stances folder, I obviously am being ask to overwrite or skip the files because they have the same name.

    Ingame, I'm therefore unable to do directional attacks / backwards power attacks like you see in Smooth's For Honor pack. Do you know a potential workaround for this? Thank you so much in advance. 
  5. kumaalmighty
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    Would it be wise to delete the folders I'm not gonna use stances for? I plan to only use unarmed stances and nothing else
  6. WhereDeadAngelsLie
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    Is it possible to add new weapon type and how?
    1. aljoxo
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      Very easily… just make new folders and add the proper OAR conditions
  7. Kraosk
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    Hello is there any video i can look up on how to use this? i already read the description but i hope there a tutorial video for this so i can understand it easier.
  8. xYZeroYx
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    if i want to make the stances locked behind a perk its posible? like nolvus did? i tried but the moment the key is pressed, it chances the stance event when isnt not ment to do it

    Edit: it works, but i cant go back to the normal stance.
    Edit2: Its possible to add a spell to the neutral stance? I tried but didnt work
  9. Asharoth9029
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    I see that it only cover vanilla weapons. So for the addition weapon such as spear, glaive, etc. you need to make the folder themselves, right?
    1. aljoxo
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      Bro what are you talking about? There are literally folders for katana/daikatana, rapiers, and polearms  
    2. Asharoth9029
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      How about quarterstaff and scythe? does it included in the polearm?
    3. Asharoth9029
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      Had test the stance. Stance works fine, but the weapon animation only use 1 animation. I had test it with two difference animation for two stance, but each stance only do 1 animation, the 2nd don't play even in its stance allocation. Do the condition need to be put at the lowest order? You also mention in description that the neutral stance use the highest order animation without any stance condition, does the one with stance condition can be affected by those who don't have it?
  10. abelyo
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    Is there any way to use this with movesets that have .esp? I tried using their animations in the stance folders but when I activate their .esp they kinda replace every other animation.
  11. LaZeR4312
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    Was able to resolve an access error crash by enabling the plugin, sometimes Vortex doesn't enable the plugin after you install & also if the load order is null (a "?" instead of a number) that can cause crashes as well so Vortex users from the future: restart Vortex. I think after trial & error I finally managed to get it to work, but with my vision for the stances it's going to take a really long time to configure (Hawk swoops down = downward swings, bears swipe with their arms = side swipe animations, wolf bites head on = thrust/upward swings[?]) but that's just me I suppose.
  12. nhbjsssj
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    Yoo joxo another banger man! This is the easiest one to use ever
  13. HalestormXV1
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    Perhaps a bit of a ridiculous question. I mean my understanding is we just download our animations. Activate them in our modlist. Then copy the actual animations files within the folder structures of those mods into the our Stances NG folder in the appropriate sections correct. Like BFCO_Attack in Greatsword - Bear for example. So now our folder has a copy of the animation files from the download animation folder in it and since the condition file is already preset when in Bear stance, those animations will play, correct? But what I think i get confused on is what about the animations that have folder structures in them. For example, lets say -Shrine of Vendir | BFCO MCO SCAR Greatsword Moveset | Sswaye's Productions-  That moveset has a sub folder in the Open Animation Directory called SoV Player ATKS. In that situation do we just copy the subfolder into the Greatsword - Bear Stance folder and will OAR automatically detect it, and will the scripting functions be preserved? I think that is my biggest point of confustion cause a lot of movesets like that one or even Elden Rim and the Ashes of War collection all have subfolders within the OAR directory. Obviously we still load the stances mod after out animation files so it overwrites.