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AnArchos

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PhiloSocio

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51 comments

  1. ShadowofChernobyl
    ShadowofChernobyl
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    Is there any way I would be able to write a specific set of conditions so that this only fires when going from one particular weapon to another particular weapon?

    This is my use-case:

    I have a weapon mod adding two identical swords, a one-handed and two-handed variant. No visual differences. My goal is for this mod to let me pretend it's the same weapon, and that just I'm switching fighting styles. I have already used OAR to have the two-handed version use one-handed equip and unequip animations and getting your mod to use these specific conditions is all I have left to accomplish

    Thank you in advance!
    1. PhiloSocio
      PhiloSocio
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      this requires additional features for this specific situation. these identical swords are not identical for the game, they have different formIDs. so this feature must be very personal for your situation. I recommend grip switch mods for your situation.
  2. i3ncore
    i3ncore
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    :s
  3. Sir5Twiggo
    Sir5Twiggo
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    Its not working, i have Behavior Data Injector and set i the 'SkipEquipAnimation' variable's value to true.
    1. PhiloSocio
      PhiloSocio
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      The JSON file can be corrupted, I recommend you reinstall and re-set the value. and you can send the SkipEquipAnimation.log from Documents\My Games\Skyrim Special Edition\SKSE
    2. Sir5Twiggo
      Sir5Twiggo
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      [2025-01-17 04:51:13.355] [log] [info] SkipEquipAnimation v1.0.4.0 is loading...
      [2025-01-17 04:51:13.355] [log] [info] SkipEquipAnimation by AnArchos has finished loading. Support for more mods! patreon.com/AnArchos
      [2025-01-17 04:52:49.421] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
      [2025-01-17 04:53:23.445] [log] [info] Registered struct RE::BSAnimationGraphEvent
    3. PhiloSocio
      PhiloSocio
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      Uninstall my mod, open your last save and unequip your weapons, save and quit the game. then install and set the variable as true and try again.
    4. Sir5Twiggo
      Sir5Twiggo
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      That fixed it, Thanks
  4. GillBate5
    GillBate5
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    i was looking for an exact opposite of this mod

    i noticed when feeding as vampire, eating corpse with namira ring, or doing any interaction with unique animation, my character first does the "sheathing" animation, which just makes things overall longer, and sometimes cause the animation not playing.

    i was thinking if there was a mod that skips the sheathing animation for certain actions, that could make everything faster and less buggy.
    1. PhiloSocio
      PhiloSocio
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      this needs behavior modding, I can do it but I am very busy with the chained blades of chaos mechanic/moveset. I can help you if you want to do it.
  5. dbs156
    dbs156
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    I am not sure if this mod or Behavior Data Injector Universal Support is not compatible with 1170. Description mentions this is tested only for 1.5.97 - 1.6.318 - 1.6.640

    I do not have any other mod that requires Behavior Data Injector Universal Support so I cannot test if that mod works on game version 1.6.1170.
    1. PhiloSocio
      PhiloSocio
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      It must be compatible with 1.6.1170. I have not received bug reports about versions from here or on my Discord page. My mods uses the same methods as universal support mods.
  6. lobotomyxyz
    lobotomyxyz
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    has it been tested with dynamic grip? I may reimplement my own simpler version of that mod on top of this
  7. iLordTouchMei
    iLordTouchMei
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    Would it be possible to stop NPCs from equipping and equipping whenever you change weapons like in fallout 4, unless you physically sheath your weapon they keep holding their weapon out
    1. PhiloSocio
      PhiloSocio
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      I need more details, I can't say I completely understand your question. I can add this mod's features to NPCs if your question is that.
    2. iLordTouchMei
      iLordTouchMei
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      My bad, i misread. Tired from work so guess i was misreading s#*! lately lol.
      Was thinking of a mod that disables followers sheating/unsheating whenever you switched spells/weapons when you're not in combat yet. Which this mod is not designed for. Apologies
    3. HirokiOno
      HirokiOno
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      I can add this mod's features to NPCs
      I want it so bad cuz this mod is awesome
    4. PhiloSocio
      PhiloSocio
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      I want it so bad cuz this mod is awesome
      I think the NPC stuff will be buggy, so I need to test it many times. Maybe I will have time for it later.
  8. riskirills
    riskirills
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    tracked
  9. skaleja
    skaleja
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    nothing work for me, i have bdi, set  skip true, delay 2 and even tried the bethini pie
    [2024-06-14 09:53:39.082] [log] [info] SkipEquipAnimation v1.0.1.0 is loading...
    [2024-06-14 09:53:39.083] [log] [info] SkipEquipAnimation by AnArchos has finished
    loading. Support for more mods! patreon.com/AnArchos
    [2024-06-14 09:53:40.245] [log] [debug] Can't found Player Character
    [2024-06-14 09:53:40.245] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
    [2024-06-14 09:55:53.760] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
    [2024-06-14 09:56:10.808] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
    [2024-06-14 09:57:18.264] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
    [2024-06-14 09:57:28.217] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
    1. PhiloSocio
      PhiloSocio
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      don't set the delay as 2, this means the equipped weapon's 3d model will load after 2 miliseconds. just put it as 0.

      [2024-06-14 09:57:28.217] [log] [info] Failed to register struct RE::BSAnimationGraphEvent
      the animation graph event sink must be register after 3rd try. are you starting the game with new game or coc console command? otherwise the problem probably causing by another skse mod. but don't worry I will release an update for it.
    2. skaleja
      skaleja
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      oh this mod requires new save game? yeah it works on new save game. it didn't say that on description tho
    3. PhiloSocio
      PhiloSocio
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      no the mod can install in mid of save, I just asked for the register fail counts. I updated the mod, now your problem must be fixed.
    4. skaleja
      skaleja
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      it's still not working in my latest save, but i try my older saves and it does work
    5. PhiloSocio
      PhiloSocio
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      interesting, the only way is a mod that changes the skip anim variable to false during the game. Only my Kratos Combat mod doing this now. Uninstall my mod, open your last save and unequip your weapons, save and quit the game. then set the variable as true and try again.
    6. skaleja
      skaleja
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      thanks, it worked. endorsed
  10. scatteringMatrix
    scatteringMatrix
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    Hi, this seems like a super underrated utility for modders and users alike, but is it possible that it has an incompatibility with mods like SoulsyHUD which allow for cycling between equipment without entering the inventory? My character t-poses when equipping a new weapon via SoulsyHUD's cycling with this mod installed and SkipEquipAnimation set to True in the BDI file; interestingly, the t-pose doesn't seem to happen when I cycle into a spell and off of a weapon slot.

    Thanks so much
    1. scatteringMatrix
      scatteringMatrix
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      I also just checked the SkipEquipAnimation.log file, and this is what appears inside: log content.
      Maybe that failure notification could be useful in finding the source?
    2. PhiloSocio
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      The Soulsy's log file can be more useful with the t pose state. and can you try again with the "LoadBoundObjectDelay" value set by 200 in the BDI.JSON file? try and report the results.
    3. scatteringMatrix
      scatteringMatrix
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      For sure, I'll give it a try right now, and take a look at the SoulsyHUD log if the issue persists
    4. scatteringMatrix
      scatteringMatrix
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      Hi again; so, I guess I forgot to test this earlier, but equipping directly from the inventory actually also causes the t-pose, and again, when a spell is equipped after switching (like switching from a 2h weapon -> 1h + left hand spell), the t-pose does not happen. SoulsyHUD doesn't seem to mention anything super specific, but I've included it here just in case: SoulsyHUD log contents.
    5. PhiloSocio
      PhiloSocio
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      I don't think the Soulsy mod is an incompatibility, do you tested it without the Soulsy mod? the left-hand spell thing is normal because my mod does not support magic equip stuff. and did you try with the "LoadBoundObjectDelay" value as 200?
    6. scatteringMatrix
      scatteringMatrix
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      Hi, sorry for the delay, LoadBoundObjectDelay was definitely set to 2, and I agree that SoulsyHUD probably isn't the issue. Regardless, I can try without SoulsyHUD soon and report back. Are there any other log files that might be good to send, like maybe the BDI log or the OAR log?
    7. scatteringMatrix
      scatteringMatrix
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      Also, is it possible that some equip animation mod could be affecting it? I'm using Smooth Moveset, which includes its own Payload Interpreter file related to equip/unequip idle states
    8. PhiloSocio
      PhiloSocio
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      I don't think the animation replacer mods can cause this bug. Maybe you have a weapon equip behavior mod (weapequip.hkx). I don't remember a mod that editing the equip behavior. Send me your Nemesis/Pandora patch list. Also I released an update but probably the changes not related with your incompatibility.
    9. scatteringMatrix
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      When I search for weapequip.hkx in the Data tab of MO2, nothing comes up except the hkx included with the Nemesis Engine installation, so it's probably not that - I do use a behavior mod that enables fast weapon unsheathing by ADRI, but even when I disabled it, the issue persisted. Let me know if there's anything you'd need me to send regardless.

      I also haven't tried today's update yet, so I'll give that a go.