1, what weapon you are equipped?? at the moment it just work for all 1h weapon, sword/dag/mac/axe/dw/1h+shield(make sure you are already disable xpmse default idle option), if you equip bow and arrow, 2hw/2hc/2hm they are not support, you will need to manually add dar folder and condition for support those weapon, or you need to add condition to restrict 2h weapon not allow to trigger related idle animations. eg: add the condition: Is equipped (2hm) (tick the Invalid option).
If you are use dTryKeyUtils S version, you need download and install the original main file first, then download the dTryKeyUtils file to overwrite the original file.
If your actor got draw and sheathe weapon after movestop, the script should running as normally, I guess there should be the open animation condition setup issue which not reach to trigger deceleration related folder with those animations? switch on the oar animation log menu, you will see what animation the game applied, and if is vanilla or overwrite from oar, it will show the applied animation file folder path as well.
I believe this is the mod I've wanted for decaes, but rather than go through the whole "dumy equip -> dumy idle -> combatidlestretchingb -> dumy idle -> dumy unequip" process, why not just make a mt_idle.hkx animation that integrate all these processes, and then play it when triggered on stop running. I believe this is what the "dynamic sprint stop" mod does. Current mechanis is causing follower to unshealth and shealth everytime Player stop running. Just suggestion.
Hi, ualsun! Thanks for the mod. Would you please consider to lighten the script engine load by using dTry's Key Utils ? It's just a suggestion through. Anyway, thanks for the mod!
No problems, I will try to make another version later. and I bring a good news to you everyone, I findout that the "weapequip" and "unequip" event can skip the weaponDraw and weapnSheathe, they are not necessary in the equip and unequip idle, that is so amazing, weapon are no more displacement when I remove related annotation. the animation will still take process as normal!!.
Is it possible to make this work only for sprinting? It looks a bit unnatural for running. Or maybe it's possible to make the animation transition more smooth by doing something similar to https://www.nexusmods.com/skyrimspecialedition/mods/107057
if you are asking a animation for sperate gender, the answer is no at the moment, if later i have time may consider to add specifc animation for male, in my opinion, the idle animation for men is not bad still. but anyway if you dont like it, disable via oar condition filter.
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I think it doesn't work? My character just unsheathes his weapon after running for 2 seconds, no animation plays
I run for 2 seconds and the character just unsheath a weapon for some reason.
But I still really like the idea of the mod, are you planning on updating it more in the future?
I opened animation log it says I have to type FormID, what should I write?
非常喜欢这个mod的效果。不过比起利用combatidlestretchingb这个动作的机制,是否可以将这一系列模拟停止跑步的动作,集合成一个动作文件用来代替mt_idle.hkx动作文件。当脚本检测到玩家要停止跑步时调用这个更高优先级mt_idle动作,然后设置某种条件替换回更低优先级的mt_idle动作。
in my opinion, the idle animation for men is not bad still. but anyway if you dont like it, disable via oar condition filter.