About this mod
Converted the folder structure to OAR, then converted it for the BFCO framework, added a KID file with the Witcher_Weapon keyword for several Witcher weapon mods, replaced the conditions with the FormID listing with the keyword condition on the equipment.
- Requirements
- Permissions and credits
- Changelogs
This is a simple conversion of the Witcher's Combat mod to work with BFCO. I also decided to change the folder structure to OAR and rework the conditions to make it easier to add weapons from other mods to use these animations.
Supported swords in optional KID
Aerondight.esp,
Iris.esp,
S_Witcher_swords.esp,
S_Witcher's_Sword_2.0.esp,
TW3Weaponry.esp,
FGCSilverguard.esp,
WS_1.esp,
WS_Irlithrad.esp,
WS_The Emmentaler.esp,
S_Zierael_Sword.esp,
kimono's witcher silver swords.esp,
DX Witcher Swords.esp,
Witcher Armory.esp
Installation and troubleshooting
- Download and install the mod through your mod manager.
- The mod does not require the original to be installed, since the folder structure was changed after switching from DAR to OAR. Therefore, please do not forget to endorse the original mod.
- Make sure that you have all dependencies installed.
- If you are using Nemesis or Pandora, I recommend re-running them again to avoid problems with non-working animations.
- Make sure that the game has animations in the list and the keyword is correctly defined in the conditions (I encountered a problem with the interaction of KID and OAR, when the keyword did not have time to be created at the time of checking the condition. Renaming KID's dll so that it came before OAR in alphabetical order helped me).
- Try to play the animations. If, with all the conditions checked in OAR, the animation still plays incorrectly, then I recommend raising the animation priority, most likely there are intersections with another mod.
If you find any bugs or animations that don't work correctly, feel free to report them in the comments or bugs section.
Credits
All credits goes to original mod author: sjc5572