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MisaDate - Eskyrim - VR3039x

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  1. VR3039x
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    Additional notes:


    • In the version 2.0. The requirements for AE'cc spellpacks has been removed, switched to vanilla, dawnguard and kittytail's spells.
    • Please note, Kittytail's magic/spell-packs are using .esl plugin. If installed in the middle of deep/far playthrough, there is a chance it would corrupt your save or the game just won't able to be continued. But since Kitty's spells are very popular, high chance that you're already using them from the start, if that's the case no worry then.
    • To get animations that fit with this move set, visit MisaDate's page.
    • The older version of video showcase is using Rudy's NAT.III ENB. The newer, version 2.0 using Rudy's Obsidian, fantasy preset.
    • Hit VFXs are using "Dynamic Impact - Slash Effects X" for the normal hit on humanoids and creatures, and "Critical Rush VFX" for the critical.
    • S.C.A.R. activated for Vampire Thrall and Volkihar Vampires from the Dawnguard DLC, which use two-handed greatswords. So beware when encountering them, or just edit from OAR to remove it. Eventhough the combo keytrace isn't available to them, The Bloody Combat will be active when reaching 50% of their HP.
    • If using the "Vampire-Race Player Only", check the condition of this moveset (type Sassy Vampire...) in the OAR, if it's checked, then it's already detected for that race, if still not activated, adjust the priority. [Image] 


    Older version's (v1.0) description for archive. Also containing details which excluded from the updated description:
    Spoiler:  
    Show


     Intro: (You can skip this 'Technical Stuff' aka tldr.)
    Hi, this is my 2nd remaster works. It's not automated SkySa to MCO conversion, it's hand-crafted/adjusted the annotations, the effects(sound and visual), and stagger. Also, the SkySa's attack problems caused by MCO conversion are corrected(I hope), MCO recovery adjusted so the attacks and power-attacks are easier to be chained and has smooth transition between attacks. SCAR and Combat Pathing Revolution, added annotations to be used with those mods.
    NPCs, vampire NPCs specifically, will be able to use this moveset unless you've changed the OAR's config, just search "Sassy Vampire" at OAR, and tweak as you like.


    TL;DR, this moveset included: SCAR, CPR, stagger, spells, VFX, SFX with no esp except the requirements. Less flashy than my previous release.
    Thanks to MisaDate for her permission. If you want extra magic casting, bow, non-combat animation for a vampire themed character, visit this!



    ----------


    Move lists:
    NA*4, PA*4 and 3 Conditional Attacks.
    - Normal Attack 3 and 4 will be chained endlessly, and you will be spinning furiously by spamming left-click.
    - Each Power Attack has customized setting, spamming PA will only get result PA1 played repeatedly, the rest of PA is by combo, try it in-game!
    - This PA1 has drain health effect and will have stronger effect when your health is reaching 50% or less, also magic special effect from Kittytail is added, so you'll know when you've reached 50% HP and spamming PA1.

    Combo lists:
    W+A+PA      : Bloodseal - The target will be "Marked for Death"; Draining 5 health and decreasing armor by 50 points for 60 second + paralyzed (melee range). And Frenzy Rune will be cast on the ground after that. Detonate it with any spell, or you can use Bloodcurse combo to trigger it.
    W+D+PA      : Bloodcurse - Soul Trap the target, slamming the weapon to the ground that will have the enemy knocked down also the target will have their Health, Magicka and Stamina drained for you. (Kittytail fx). Easier with True Directional Movement (TDM) locked in.


    Player and Vampire NPCs will be able to use this moveset, just edit config with OAR and delete the 3 vampire's faction related configs if they're becoming hard to engage in combat for you. Or if you're feeling challenged, bind this moveset into Volkihar bosses or ultra enemy bosses. NPC lists: all volkihar NPCs, vampire thrall (if they're using 2handed sword).


    ----------



    Horrible video's showcase, I know. 😖
    Also, the PA1's effects with less than 50% HP is missing in that video, sorry.
    Check at MisaDate page or at this mod's video tab, the video definitely has better quality than mine.

    Remake on the process, here image of sweet whirlwind with VFX:
    

    ----------


    I'm keeping with Vanilla stuff this time, unlike my previous move set. So it will have realistic speed and also fewer requirements. And guess what? If you already have a Working MCO on your system, you probably won't be needing these requirements (Please be surprised).

    Requirements:
    HARD Requirements:

    • Working MCO or BFCO and its requirements. Please read carefully and install it correctly. Check the links at the requirements above, or this link.
    • Ancient Blood Magic II. The effects are from this awesome kittytail's magic. Install that, would you?
    • dTry's Key Util / KeyTraces(1.5.97) and/or the AE update(1.6+). To use the combos, very high chance you're already using it.



    Soft Requirements;
    You still can use the moveset without these, choose the one (or many) that suits to your enjoyment.

    • Anniversary Edition - Arcane Accessories. Needed for Choking Grasp and Frenzy Rune to works. If you don't have it, it is still okay to use.
    • BFCO Attack Behavior Framework - install the requirements if you're using this.
    • Elden Rim - Weapon Arts. Install only the "Elden Rim Base" if you don't want the extra stuff (spells, combat move for npc etc). Needed for the stagger.
      You can also combine this with Maxsu's Stagger and Poise. Please seek them out, the links are provided at the Elden Rim mod's page.
    • Precision. Change the weapon swing/trails fx, hit accuracy, camera shake and more.
    • True Directional Movement - Modernized Third Person Gameplay. Needed so you can precisely target them and cast spell easily.
    • Stances - Dynamic Animations Sets. Optional. So you're able to use more than 1 moveset for any animations.
    • SCAR - Skyrim Combo Ai Revolution and the AE patch. Needed if you want to use this move set for non-player character; civilian, enemies, follower etc.
    • SCAR Stamina Limitation Patch. Very recommended, if NPCs are still able to power attacking even if they have less stamina than the normal requirement, use this. Because sometime NPCs are still able to do combos even when it should not be possible to do.
    • Combat Pathing Revolution. Smart NPC movement behavior; advance, back-off, circling, fallback. Note that CPR is only stable at 1.5.97. There is unofficial source for 1.6.640 version and later, but the last time I'm using that, random CTD is happening at random time.  Basically, NPC will become even smarter if you are using CPR combined with SCAR, combat AI, combat mod, dodge mod etc. It's fun.
      Of course, as it's been stated above, it is optional, you can still use this moveset even without CPR. But I recommend trying it if you have the chance.

      CPR incompatibility
      : If you changed equip.hkx and unequip.hkx on NPCs, CPR won't be activated. If you install Weapon Style for IED or similar mods, please leave the default setting for NPCs. For player, do as you like, as CPR won't be affected. Note, I'm also still using that mod.

    ----------


  2. despondent9
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    Cool and smooth action, but it seems like the SCAR part still needs tinkering. NPCS will only do normal and powerful attacks most of the time, while special attacks triggered by the direction key are rarely used(It means the probability of triggering is small), including those triggered below half of their health.
    1. VR3039x
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      After rechecking the files, yeah I think I need to redo the scar, thanks for the report. 
  3. Will3125
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    Can’t adjust any priority and there’s no conditions. I am a vampire.
    1. VR3039x
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      1. Download one of the main file, either MCO/BFCO.
      2. Download optional file, vampire player, merge / simply load-after main file.
      3. Open OAR ingame press shift+O, type Sassy Vampire. Set your priority there (5 folders).
      4. If want to go manual edit, access inside the folder, 100% should be inside of number.2 (Vampire-Player only) 📄 config.json (2.0 kB)

      It should be all. Also please visit OAR page for more details about OAR. 
  4. Templar212
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    I love everything but the return to the neutral sassy stance. Wish it would just return to vanilla or something less eccentric. I guess it wouldn't be sassy vampire and would just be vampire though. Good mod though.
    1. VR3039x
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      ... it wouldn't be sassy vampire and would just be vampire though.
      On point. 😄😄 And thanks for visiting!
  5. MisaDate
    MisaDate
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    oh shid, mickey yaksson
    1. VR3039x
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      I’m moonwalking right now—heck yeah! 🕺🕺✨
  6. BadProtagonist
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    Great mod. Standing power attacks, sprinting normal and sprinting power attacks are working. Main moveset is working too. Directional power attacks are not working. Most BFCO/MCO directional power attacks have issues to begin with from my experience. I am using BFCO. I use controller but tested with keyboard and mouse as well and the directional stuff doesn't seem to work. The W/A/PA and W/D/PA attacks. Otherwise, great mod. 
    1. VR3039x
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      Hi, let me try to help.
      Last time at 1170 my setup still works with keytracer combos, but that for a while before downgrading to 1.5.97 best of world version.
      I was installing dTry Key util SE, and then update from doodlum. Or maybe overwrite them (dTry key util) with this file. as I've read it combines previous files.
    2. BadProtagonist
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      Should this work with controller or will this only help with keyboard and mouse? I'm using dtry with the update but I'll try out the link too. 
    3. VR3039x
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      To be honest, I never had the chance to try it (with gamepad) while I was still at 1170. Let me know if it's work later. 😀
  7. DBxv2gameplays
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    hi i love your moveset truly do.

    I wonder, with the stances framework NG, does your Moveset automaticlly work with the stances when i switch from bear, hawk, wolf, are your combos the same? 

    for example, do i need to manually put your Normal attacks in each greatsword stance file (bear, hawk, wolf) and also add you combo list like bloodskal into each file? or does it work automatically afteer installing and running Nemisis .

    sorry if its hard to read ^
    1. VR3039x
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      Hi. Let me try to explain.

      • If you download the optional Stances NG version, this moveset will only activated in Bear Stance.

      • If you have two other different movesets, you should have at least three movesets for greatswords. example:
        - Bear: Sassy Vampire v2.0.
        - Wolf: Light-greatsword from either from Black or CultCC.
        - Hawk: Eskyrim Heavyblade.
      • And of course you're free to choose.
      • I think I will not add Bloodskal effects to this moveset because there is already a Bloodskal framework for many weapons, like the Moonlight Greatsword Projectile, you can try that. 
      • You do not need to re-run Nemesis or Pandora if you already have MCO/BFCO in your mod setup. Just install and play.


      I hope this is easy to translate into other languages.
    2. DBxv2gameplays
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      Thank you for the quick response, you're truly supportive and clear. I appreciate you, much love!
    3. VR3039x
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      You're welcome, and happy modding.
  8. rsdew
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    hello,

    i got the issue that when i instal the player only file, the moveset does not work anymore, and i can not edit anything anymore in oar. otherwise it works fine.
    might somebody have an idea how to fix this?

    thanks for the mod, i like the moveset a lot.
    1. VR3039x
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      Hi. That latest update (optional file) is ONLY for vampire-player, if your character isn't a vampire, the moveset won't work.
      Solution: Just uninstall and use one of the Main file (MCO/BFCO), and it should be available to non-vampire again.
  9. MunjiPlays
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    Cool moveset.
    But how do I enable it for only when I am a vampire or in a vampire lord form (I'm using a humanoid replacer mod)?
    I see in the config that you have a Dawnguard faction id as part of the condition, but my character seems to still use this animation using a two-handed sword. My character has not even begun the Dawnguard quest lol, and is definitely not a vampire.
    1. VR3039x
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      Cool moveset.
      But how do I enable it for only when I am a vampire or in a vampire lord form (I'm using a humanoid replacer mod)?
      I see in the config that you have a Dawnguard faction id as part of the condition, but my character seems to still use this animation using a two-handed sword. My character has not even begun the Dawnguard quest lol, and is definitely not a vampire.

      Hi. It looks like you might have misunderstood that part about SCAR. Just a heads up in case you forgot, SCAR is meant for NPCs, not for players. The condition you see is for Volkihar Vampires from the Dawnguard DLC, and players aren’t part of that faction. Players have their own race instead. You can check out the list of NPCs in this UESP link.

      This moveset is activated by default for players, whether they’re vampires or not.
      That said, I’ll add an optional file Only for players who become vampires after doing some testing.

      And for humanoid replacer,I can't add the keyword for it since I don't use that mod, maybe ask the mod author for the race id or you could check it with xEdit and add it yourself, share the info with us later. It should probably not needed if they also using skyrim's vanilla vampire race.


      Edit; I've added the optional file, use it after the main file, some explanation below:

      Check if your race is already included, in this case I'm a Nord Vampire, and if the green check marks are there, it means the moveset is activated. Some priority adjustment might be needed, it can be easily adjusted with OAR by yourself.
  10. Reiju120
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    Too bad....
    Mod reserved for AE once again.
    For once there was a good vampire fight mod.
    I tried it with the prerequis and CTD when launching the backup.
    1. VR3039x
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      I apologize, but I’m a little confused by your words 😅. Let me try to help you.
      What version of Skyrim are you using right now?

      • If you are using SE (1.5.97): You can use Combat Pathing Revolution / CPR, and the enemies will behave according to this move set.
      • If you are using AE (1.6.640-1.6.1170): You cannot use CPR because it is not officially available for the AE version yet. Don’t worry about
        it; just skip the CPR installation. This move set can still be used by NPCs.
      Veuillez noter que cette traduction en français a été réalisée par un traducteur automatique. Je m'excuse s'il y a des erreurs de traduction.

      French Version:

      Je m'excuse, mais je suis un peu confus par vos mots. Laissez-moi essayer de vous aider.
      Quelle version de Skyrim utilisez-vous en ce moment ?

      • Si vous utilisez SE (1.5.97) : Vous pouvez utiliser CPR, et les ennemis se comporteront selon ce jeu de mouvements.
      • Si vous utilisez AE (1.6.640-1.6.1170) : Vous ne pouvez pas utiliser CPR car il n'est pas encore officiellement disponible pour la version
        AE. Ne vous inquiétez pas ; passez simplement l'installation de CPR. Ce jeu de mouvements peut toujours être utilisé par les PNJ/NPCs.
    2. Reiju120
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      I’m on 1.5.97.
      Ah it may be because I did not install CPR.
      But then, I don’t want the enemies to make the fighting moves that I do.
      I don’t want to see bandits do the same thing as me.
      It breaks the immersion and then they do not deserve it!
    3. VR3039x
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      No worry, CPR only soft requirement, if you didn't install it, the moveset still could be used.
      I only put the moveset on Vampire that wield 2 handed sword, If they didn't use that weapon, they won't use this moveset. They are: Dawnguard npcs and their thralls.
      Or you can easily delete these npc conditions with OAR and allow exclusively used by your character only. [IsActorBase] [7]
    4. Reiju120
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      Agreed.So to use your mod, you need CPR otherwise it will crash. Right?
    5. VR3039x
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      No, it should be fine not to use CPR. This mod does not contain any DLLs, plugins (ESP/ESL/ESM), or .BA2 files, so technically, this move set should not cause any crashes at all. Perhaps there are some mods that are not compatible with your version of Skyrim?

      The hard requirements are as follows, please use the right version:

      • ADXP-MCO / Distar Experience for the combat move itself.
      • Open Animation Replacer for the animations.
      • dTry Key Utility for the combo.
      • Ancient Blood Magic II for the spells.
      • Payload Interpreter for the spell to be cast in the move set.

      All soft requirements are not mandatory and do not need to be installed.

      FYI, BFCO and MCO should not be installed together. I have never done it, but it could cause some crashes.

      Translation into French:La traduction en français est faite par traduction automatique. Je m'excuse s'il y a des incohérences.

      Non, il devrait être acceptable de ne pas utiliser CPR. Ce mod ne contient pas de DLL, de plugins (ESP/ESL/ESM) ou de fichiers .BA2, donc techniquement, ce jeu de mouvements ne devrait pas provoquer de crash du tout. Peut-être qu'il y a des mods qui ne sont pas compatibles avec votre version de Skyrim ?
      Les exigences essentielles sont les suivantes :
      Toutes les exigences facultatives ne sont pas obligatoires et n'ont pas besoin d'être installées.

      Pour votre information, BFCO et MCO ne doivent pas être installés ensemble. Je ne l'ai jamais fait, mais cela pourrait provoquer des
      crashs.
    6. Reiju120
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      For AXPO-MCO, does it have to be the one of Distar or the other?I own the normal version 1.6.0 of attack ADXP-MCO which was on Skyrim-guild.
    7. VR3039x
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      Yes, both are from Skyrim Guild. The regular one is fine (regular MCO), but if you experience animation mismatch timing (like a spell being cast before the animation starts or ends), try switching to 'Distar Experience' later. It is safe to switch or reinstall in the middle of a save or during a playthrough.
      Quick Tips:For any animation or MCO move set that includes effects (mostly spell effects), it is recommended to use ADXP-MCO instead of the default MCO. This provides better timing stability for spells and animations.


      Translation into French:

      Oui, les deux viennent de Skyrim Guild. La version normale est correcte (MCO régulier), mais si vous rencontrez des problèmes de synchronisation des animations (comme un sort lancé avant le début ou la fin de l'animation), essayez de passer à 'Distar Experience' plus tard. Il est sûr de changer ou de réinstaller au milieu d'une sauvegarde ou pendant une partie.

      Conseils rapides :Pour toute animation ou jeu de mouvements MCO qui inclut des effets (principalement des effets de sort), il est recommandé d'utiliser ADXP-MCO plutôt que le MCO par défaut. Cela offre une meilleure stabilité de synchronisation pour les sorts et les animations.



      .
    8. Reiju120
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      I would try again.
      Because I had the requirements and my game crashed when launching the backup.

      This still doesn’t work for me. Crash when launching the backup.
      I did everything, put the main requirements.
      Mis MCO Distar.
      Nothing to do! Crash always.
    9. VR3039x
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      Yeah, please keep me updated on your progress. I would love to help out.
      Oui, veuillez me tenir informé de vos progrès. Je serais ravi d'aider.
       
      Does your skyrim launching properly without this mod?
      Est-ce que Skyrim démarre correctement quand vous n'utilisez pas ce mod ?


    10. Reiju120
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      Yes, when I disable this mod, the game starts well.I even put another mod of combat animation with mco and I have no worries.
    11. VR3039x
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      Maybe you could try this mod (BEES) because the latest Skyrim mods are using a different header version (1.71) for versions 1.6.1130 and 1.6.1170.
      Honestly, I'm a bit confused. I'm currently using version 1.5.97 after downgrading, and I haven't encountered any crashes, so I'm not really sure what the problem is on your end.

      French Translation:
      Peut-être que vous pourriez essayer ce mod (BEES) car les derniers mods de Skyrim utilisent une version d'en-tête différente (1.71) pour les versions 1.6.1130 et 1.6.1170. Pour être honnête, je suis un peu perdu.
      Je suis actuellement en train d'utiliser la version 1.5.97 après avoir rétrogradé, et je n'ai pas rencontré de plantages, donc je ne suis pas sûr de quel est le problème de votre côté.
    12. Reiju120
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      I already have it, and I had already tried and it did the same.
    13. Reiju120
      Reiju120
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      I tested the mod on another of my characters and I have no problems or ctd.
      Strange, but at least it works.
    14. VR3039x
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      Glad you've solved them. Modding in Skyrim sometime is weird indeed.
    15. Reiju120
      Reiju120
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      I confirm.
      That’s why sometimes people spend more time modding than playing.
  11. Neferata13
    Neferata13
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    Hi, Im new to mods for this game but just wondering will AE mods work with SE?
    1. VR3039x
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      As long as the requirements are compatible with the game version, yes it should. Check the description, also confirm it by checking the comments or ask the author if they're available.
      In this case, this mod is available at all game version. Although some requirements, requiring different version. The mod author normally will write it at the descriptions if requiring specific versions.

      And happy modding. 😃