It can be converted into a BFCO and users are invited to use it as they wish
The reason I don't use BFCO directly is that currently BFCO doesn't support this part of NPCs very well, and there is no guarantee that strictly designed NPCs will strike 100% of the time when they qualify
If you're okay with this kind of NPC design-breaking issue, you can turn him into a BFCO using the
SCAR 2.0 will be compatible with previous versions of the old animation, feel free to use it!
i dont know what iam doing wrong - i play vigilant se and realize - the enemies with twohanded sword start regular with hits and they change the behavior and then they turn in circles without hitting - first I thought that is vigilant - no ..all two-handed sword enemies get this status - all other weapon types are fine .. only twohanded sword - thx for you mod
edit - maybe its bashing - have elden parry installed
Hi Black, I love your mods. I was just wondering if it would be possible to limit these animations to certain enemies. Such as only on characters in Vigilant mod (https://www.nexusmods.com/skyrimspecialedition/mods/11849).
20 comments
The reason I don't use BFCO directly is that currently BFCO doesn't support this part of NPCs very well, and there is no guarantee that strictly designed NPCs will strike 100% of the time when they qualify
If you're okay with this kind of NPC design-breaking issue, you can turn him into a BFCO using the
SCAR 2.0 will be compatible with previous versions of the old animation, feel free to use it!
thanks for the reply!
NVM, AE Support didn't even conflict with V2.1 XD
Thanks to SkyHorizon3 who has been adding support for other maxsu mods.
edit - maybe its bashing - have elden parry installed