This conversion makes the decision easier for my eventual adoption of BFCO. Question, though. Which of the original Witcher's Combat requirements are still needed with this? I know BFCO negates the need for some mods and I'm assuming any requirements would need to be BFCO variants if applicable. For example, if Elden Rim is still required it needs to be the BFCO version, correct?
The requirements for the original mod are slightly outdated. dTry's Key Utils - needed Dynamic Animation Replacer - replaced with OAR Elden Counter - To be honest, I don't use it myself, but if there is a separate version for BFCO, it's better to take it Elden Rim - Latest version with a patch for BFCO (on the mod page) Payload Interpreter - needed The Witcher 3 Weaponry SE - formally no longer needed, since the KID file is now responsible for detection (Animations works not only for weapons from this mod), which you can easily adapt to yourself The Witcher Signs - needed for special attacks
Hello. All animations are working, thanks! But witcher sign spells are not rendering. I have all the necessary mods installed and igni and elemental fury are working. If you know anything please let me know.
Hello. What do you mean is that the animation that should play when using a sign attack works, but the magic effect of the sign itself is not visible? Are you sure, what you have enough magicka?
I tried it with 500 magicka. I also tried it in TGM mode. In other words, only the Witcher Sign mod cannot be activated. Vanilla resource ignis and elemental fury can be activated, so the payload interrupter should be working...
I was also able to use YRDEN. Perhaps something in the Payload Interpreter got lost in the motion when it was converted to bfco. Spells that cannot be cast: quen, quen2, aard, axii, axii2. I was able to use aard when inputting with SD+P, but it is not possible to use it with WD+N or WD+P.
Having the exact problem but only with the aard sign, specifically using WD+ a attack or i think the other variant with power attack which I think is SD + p. My PC does the motion but no aard comes out unlike when I cast the aard sign directly. I'm using the TW3 swords.
Edit: actually I tried it again and it's only the WD + a/p aard attacks that don't work. The SD + p attack produces the aard
Hey This mod is suppose to change combat animations too right? I've only got idle animations, walking, and sprinting. When I swing my weapon I don't do the MCO step forward to attack thing, and the swinging animations are vanilla. Any ideas?
Edit: Figured it out! complicated issues with having multipule modlist profiles on vortex. Nemesis wouldn't register MCO properly and I had to go through all these things and stuff... but anyways great mod
Is there a way to lock all of these behind a stance using the Dynamic Stances mod? For example. Go into Low stance and then all of these sets will be used. Im curious because I am hoping there is like an over-arching way to do it rather than place the condition on each and every animation via the OAR in-game GUI.
You can try using Stances NG (instead of setting up conditions, it will use folder structure) or automate the process by mass replacing strings through any editor that allows it (I do it through VScode).
Good call. Totally forgot about Stances NG. VS Code option is good also but Stances NG I think will be the route I go as I prefer the folder structure and overall enhancements the NG brings (subjective of course). Thanks.
I can't seem to get most of the signs to work. Igni and Yrden work, the Elemental Fury too but aside from that no signs are working. Also whenever I use directional keys with power attack, my character often instead of what I intended him to do, does a charge forward with his sword pointed forward which I assume is from Elden Rim moveset. I don't know what to do about it. I tried clearing my Pandora Output but it doesn't work
Я правильно понимаю, что без елден рим не имеет смысла устанавливать ведьмачиь знаки, будут воспроизводиться только атаки мечем? И да у меня такая же проблема как и других мечи не расходуют стамину с модом вальгаллы=(
Привет. Да, Элден Рим указан в требованиях к оригинальному моду, без него часть атак работать не будет. Только при этих анимациях не расходуется стамина? BFCO или MCO используешь?
Использую мсо, стамина не тратится от лёгких атак только из модов на оружие, которые у вас на странице рекомендованы, ванильные и мечи из других модов тратят стамину. И ещё вопрос, может быть вы знаете, я посмотрел элден рим, довольно обширный мод и много нюансов при его установке, есть ли русская версия его и туториал как его правильно ставить? Честно говоря у него даже описание какое-то мутное, я не совсем понял, что он конкретно делает
Мод Valhalla Combat изменяет механику стамины при атаках:
Легкие атаки, поражающие противника, восстанавливают выносливость.
Легкие атаки, не поражающие противника, расходуют выносливость.
Я правильно понял, что проблема в том, что даже если атакуешь в пустоту, выносливость не тратится? Касаемо Elden Rim: мод добавляет механику специальных приемов, которые можно выполнять разными способами. Можешь попробовать установить только 0-Elden Rim Base и 5-EldenMcoScripts.
Да, правильно поняли. Даже в пустоту стамина не тратится, я попробовал отключить вашь мод и его зависимости и мечи стали тратить стамину как и должно быть. Мне кажется проблема в Witcher's Combat, на его странице многие писали об этом, но автор молчит. Я использую этот пак оружия The Witcher 3 Weaponry SE
Is it possible to manually add sword support for these animations? I'm wondering about starting to play with these animations on my Skyrim Witcher Playthrough and I'm using Silver Witcher Greatsword (which is supported) as my silver sword and Bluthund/Sojourner as my Steel Sword (which is not supported.)
Use latest one https://www.nexusmods.com/skyrimspecialedition/mods/65625 And follow it installation guide. You have to install the main modules in the right order (And install optional patches, depends on your modlist)
Latest one so 2.9.4? because it was uploaded on March 13 whereas 3.6.1 was uploaded in February
edit. Okay, nevermind I now understand how it works. Can I install only base Elden Rim animations or should I also get all the other things like Weapon Arts and War Ashes?
amazing mod, one question: do you know how to go back to vanilla equip and unequip one handed? or use Witcher combat only with 2 hannded weapons? because with 1h weapons the character take from te back, not from the waist, sorry for my bad english im from ARgentina.greetings edit: i fixed it :D, i edited the KID.ini file into the mainmod files and deleted the onehandedsowrd line
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Question, though. Which of the original Witcher's Combat requirements are still needed with this? I know BFCO negates the need for some mods and I'm assuming any requirements would need to be BFCO variants if applicable. For example, if Elden Rim is still required it needs to be the BFCO version, correct?
dTry's Key Utils - needed
Dynamic Animation Replacer - replaced with OAR
Elden Counter - To be honest, I don't use it myself, but if there is a separate version for BFCO, it's better to take it
Elden Rim - Latest version with a patch for BFCO (on the mod page)
Payload Interpreter - needed
The Witcher 3 Weaponry SE - formally no longer needed, since the KID file is now responsible for detection (Animations works not only for weapons from this mod), which you can easily adapt to yourself
The Witcher Signs - needed for special attacks
I have all the necessary mods installed and igni and elemental fury are working. If you know anything please let me know.
Are you sure, what you have enough magicka?
Vanilla resource ignis and elemental fury can be activated, so the payload interrupter should be working...
I was also able to use YRDEN. Perhaps something in the Payload Interpreter got lost in the motion when it was converted to bfco.
Spells that cannot be cast: quen, quen2, aard, axii, axii2.
I was able to use aard when inputting with SD+P, but it is not possible to use it with WD+N or WD+P.
Edit: actually I tried it again and it's only the WD + a/p aard attacks that don't work. The SD + p attack produces the aard
This mod is suppose to change combat animations too right? I've only got idle animations, walking, and sprinting. When I swing my weapon I don't do the MCO step forward to attack thing, and the swinging animations are vanilla. Any ideas?
Edit: Figured it out! complicated issues with having multipule modlist profiles on vortex. Nemesis wouldn't register MCO properly and I had to go through all these things and stuff... but anyways great mod
Ive got it to work with the standalone weapons to an extent, but the first few attacks are the normal vanilla ones and sign attacks do not work
Только при этих анимациях не расходуется стамина? BFCO или MCO используешь?
- Легкие атаки, поражающие противника, восстанавливают выносливость.
- Легкие атаки, не поражающие противника, расходуют выносливость.
Я правильно понял, что проблема в том, что даже если атакуешь в пустоту, выносливость не тратится?Касаемо Elden Rim: мод добавляет механику специальных приемов, которые можно выполнять разными способами. Можешь попробовать установить только 0-Elden Rim Base и 5-EldenMcoScripts.
Keyword = Witcher_Weapon|Weapon|BluthundSword.esp
And follow it installation guide. You have to install the main modules in the right order (And install optional patches, depends on your modlist)
edit. Okay, nevermind I now understand how it works. Can I install only base Elden Rim animations or should I also get all the other things like Weapon Arts and War Ashes?
Edit. Ok, nevermind Witcher_Weapon.esp from fix wasn't ticked, now it works
edit: i fixed it :D, i edited the KID.ini file into the mainmod files and deleted the onehandedsowrd line