Some possible problems and solutions: 1. I run in the water: use oar to adjust the priority of the triggered walk and run animation mod or add the condition: submergelevel <= 0 2. I don't have underwater attack animation: whether to use mco or bfco 3. My attack animation is not continuous:There may be compatibility issues with bfco at present. Using power attack may be better. It is recommended to use the MCO version 4. ...... This mod is still a WIP
Couldn't make it work, player character just draws and puts weapon back and walks underwater (I don't know how to do steps described in sticky, OAR menu is not state of art in terms of accessibility). Using MCO
EDIT: Nevermind, it works!! :D But for it to work you need to unsheathe your weapons or magic before going underwater. You can't unsheathe underwater. I was able to use dual flames and my sword and swing it underwater! :D
For anyone wondering about wade in water, I used it before finding underwater combat and I switched midgame to Sink or Swim NG and it works so no worries :) I am on 1170 AE too.
1. I installed Sink or Swim NG (you don't need the original). 2. After i installed this mod underwater combat( I am using the BFCO version too and it works! :) ) 3. For conflicts, let Sink or Swim NG win over underwater combat. So Sink or Swim NG must overwrite this mod. For the other requirements, i had them before so install them too of course.
I don't know for MCO but for BFCO it works perfectly for me :) I love it!! I can finally fight underwater and i added monsters underwater too. Thank you for the mod!! Endorsed already!
Idk if this could be pinned? Maybe it might help others wanting to use this awesome mod. :)
Hello fygfh, I’m also having the "running in water" issue. I’m using Vanargand Animations II - Female Idle Walk And Run, but I can’t find it in OAR. I suspect the author might have integrated it into Conditional Armor Type Animations, which inherently has lower priority than underwater combat animations. When sorting with LOOT, I noticed record conflicts with Vokrii, Odin, and Wispmother Overhaul. Should I manually place SinkOrSwim.esp at the bottom of my load order? Do I need compatibility patches?
Edit: I’ve already set this mod as a late loader (placed very low in my load order) and disabled all "walk and run animation mods" for testing, but my character still runs instead of swimming in water.
Underwater i have the default running and walk animations and if i equip a sword my char is start swimming and not able to attack. After this, i go back to land and my char is bugged in the swimming animation and camera is stucked in forward direction.
I need to equip and sheath my sword for fix the problem. Its a whole mess.
"adjust the priority of the triggered walk and run animation" Why not adjust this animation mod? :D
"add the condition: submergelevel <= 0" Where i add this? Pls upload a pic, i m not pro.
The bigger the number, the higher the priority. Please find the running action you triggered in the water and find the specific Mod, then add a condition in condition: submergelevel, then expand the condition you added and select <0(Open the console, select your character, and then open the animation log in the oar menu to see the animation you are currently triggering.)
Ohh and i see this mod install the Sink or Swim mod too? Why? I dont want Fallout 4 in Skyrim. I want swim in heavy armor because my char is way stronger than a Fallout power armor.
Nope, because my underwater combat gameplay is only 0.1% in the ~2500 hours all gameplay. :) Why should I suffer with this mod when I will almost never fight underwater?
well...I tried this again, my problem was that it changed my vanilla animations in third person but not in third person(and in third person it did not change the dual wield power attack)...and it added dual wielding block on the left mouse button, when it should be an attack as well...
Doesnt work for me, i dont have any of the bugs mentioned, besides when i leave the water the swimming animations keep playing , im using Dynamic Female Swimming Idles
94 comments
1. I run in the water: use oar to adjust the priority of the triggered walk and run animation mod or add the condition: submergelevel <= 0
2. I don't have underwater attack animation: whether to use mco or bfco
3. My attack animation is not continuous:There may be compatibility issues with bfco at present. Using power attack may be better. It is recommended to use the MCO version
4. ......
This mod is still a WIP
For anyone wondering about wade in water, I used it before finding underwater combat and I switched midgame to Sink or Swim NG and it works so no worries :) I am on 1170 AE too.
1. I installed Sink or Swim NG (you don't need the original).
2. After i installed this mod underwater combat( I am using the BFCO version too and it works! :) )
3. For conflicts, let Sink or Swim NG win over underwater combat. So Sink or Swim NG must overwrite this mod.
For the other requirements, i had them before so install them too of course.
I don't know for MCO but for BFCO it works perfectly for me :) I love it!! I can finally fight underwater and i added monsters underwater too.
Thank you for the mod!! Endorsed already!
Idk if this could be pinned? Maybe it might help others wanting to use this awesome mod. :)
When sorting with LOOT, I noticed record conflicts with Vokrii, Odin, and Wispmother Overhaul. Should I manually place SinkOrSwim.esp at the bottom of my load order? Do I need compatibility patches?
Edit:
I’ve already set this mod as a late loader (placed very low in my load order) and disabled all "walk and run animation mods" for testing, but my character still runs instead of swimming in water.
Thanks! :)
Testing in progress...
Underwater i have the default running and walk animations and if i equip a sword my char is start swimming and not able to attack.
After this, i go back to land and my char is bugged in the swimming animation and camera is stucked in forward direction.
I need to equip and sheath my sword for fix the problem.
Its a whole mess.
"adjust the priority of the triggered walk and run animation"
Why not adjust this animation mod? :D
"add the condition: submergelevel <= 0"
Where i add this? Pls upload a pic, i m not pro.
I use MCO.
All I would like is an aquatic visual overhaul with corals, caves and etc... ENB light effects, just like in modern games.
The lower the priority number the higher the animation will be ranked, or the higher number?
So how to adjuts this mod?
Example my walk animation is 15000, so how to set this underwater combat? Bigger than 15000, or smaller than 15000?
I want swim in heavy armor because my char is way stronger than a Fallout power armor.
Why should I suffer with this mod when I will almost never fight underwater?
Happy New Year. :)