it does showed up on my OAR list, I check it yet it doesn't play I've disable the CFPAO animation, but it just turned into vanilla animation, and no animation log being played
now, I know this is a dumb question, but does the dual parry necessary? I already have Dual Wield Parrying Reimplementet mod, so I think it do the same
The only thing that comes to my mind is that the path to the animation files is too long and OAR does not read them (OAR has this strange problem). Try shortening the folder names to a couple of characters in my mod. After this, the animation variants settings will be lost, they will need to be set again in author mode Screenshot from another mod, the point is to set sequential mode in all folders with animations variants and set the order
Hi. Your mod works and looks great. I feel like a real ninja! However, I noticed the following: when I press the “two-handed blocking” button (it's CGO feature), the daggers play some long weird animation (0:47 on your introduction video) and only then block. The problem is solved by disabling "Non Combat Dagger Spin Block" submode in OAR. In this case, the blocking starts immediately. Do you have any ideas?
Also there is a conflict with 1H Dagger walk animations from Comprehensive First Person Animation Overhaul. I would really like to use your double dagger animations and single dagger animations from CFPAO.
This is not a problem, it was supposed to be something like an inspection animation that only works outside of combat. You can resolve “conflicts” with other mods by changing priorities in OAR
First of all, jungle dnb in the video was an amazing choice hehe. Second, I LOVE this mod and I wish you made animations for every single weapon, especially ones that work well with CGO, because to us first-person peasants, I think CGO is the best combat mod ever made!!
The following is an automatic translation that may be misunderstood I love what you do Work Today was supposed to be another day of wasting time in Skyrim But this mod evokes my passion I immediately opened a new file to enjoy first person If you count it on whether it makes me happy or not, this is what I think is the best mod of the year Maybe that's a bit of an exaggeration, mainly because I've been playing third-person games for too long I'm kind of tired of those wonderful moves
By the way, I asked if attack speed affects animation speed
These animations are for default, vanilla behavior, so should be compatible with everything that is compatible with Precision, effects, perks, etc (in fact, almost all animations, except the throw, can be done without precision dependancy. But now there will be bad hitframe timings)
I may be stupid, but whats the button for the throw attack? I did activate it in OAR but i really dont know what buttons i havent tried. I thought its the dual wield power attack but it wasnt working hehe. Still though great mod!
Yeahh i just block when i press left hand even if i make the priority like 3 million or something, maybe its an issue with ADXP MCO, is there a way to just make it the dual wield attack button or the power button do i have to use hkanno i totally forgot it lol
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Because I can't make it work with it, I use CFPAO but deleted the dagger animation, still didn't work
BFCO only prevents you from using RMB+LMB dw attacks
I've disable the CFPAO animation, but it just turned into vanilla animation, and no animation log being played
now, I know this is a dumb question, but does the dual parry necessary? I already have Dual Wield Parrying Reimplementet mod, so I think it do the same
After this, the animation variants settings will be lost, they will need to be set again in author mode
Screenshot from another mod, the point is to set sequential mode in all folders with animations variants and set the order
it shows like this
However, I noticed the following: when I press the “two-handed blocking” button (it's CGO feature), the daggers play some long weird animation (0:47 on your introduction video) and only then block.
The problem is solved by disabling "Non Combat Dagger Spin Block" submode in OAR. In this case, the blocking starts immediately.
Do you have any ideas?
Also there is a conflict with 1H Dagger walk animations from Comprehensive First Person Animation Overhaul.
I would really like to use your double dagger animations and single dagger animations from CFPAO.
You can resolve “conflicts” with other mods by changing priorities in OAR
I love what you do
Work Today was supposed to be another day of wasting time in Skyrim
But this mod evokes my passion
I immediately opened a new file to enjoy first person
If you count it on whether it makes me happy or not, this is what I think is the best mod of the year
Maybe that's a bit of an exaggeration, mainly because I've been playing third-person games for too long
I'm kind of tired of those wonderful moves
By the way, I asked if attack speed affects animation speed
(in fact, almost all animations, except the throw, can be done without precision dependancy. But now there will be bad hitframe timings)
left hand attack (left mouse button)
(mco breaks the first person gameplay a lot unfortunately)