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  1. StarbuckBunny
    StarbuckBunny
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    At this moment this is a minimalist beta to test all animation combat sets work,
    Last Beta version released. All bugs (should be) sorted. Safe to install and uninstall any time, no impact on save files / no need to clean with reSaver(is just OAR stuff, no changes in your modlist).
    The plugin is an .esl placeholder for KID keywords, safe to unistall/install any time

    Please report if you still find buggy conditions / weapon styles.

    Added a Step by Step Guide for easy animation installation Read the Guide

    If you like ACS please endorse / share.


    UPDATE
    Added guide to install animation packs, uploaded the fixed file with IAA integration, added the overrides to disable source animation mods.

    Please read the guide, and follow also the requirements for the IAA (spoiler: you need to delete animated armoury animation folder after moving it to IAA or else they will be competing for priority).

    I asked authors for permission to upload their already converted DAR animations, when someone agrees I will upload a prepackaged version of their animation, until then you have to load them in manually (takes few clicks and a copy - paste, is nothing difficult)

    Update - Beta Release 1.4c:
    This is the final Beta release, all bugs fixed. Fully functional, I started working on phase 2 for the full release -
    Beta 1.4c is playable and fun already (though if you prestige / legendary reset a weapon skill you will also reset weapons styles to vanilla and will have to relevel up them again obviously. This will not happen in the full rel)

    1.4c: added few missing folders and jsons (axes, mid and low level daggers, maces), added unarmed folders. Reworked folder structure to prevent long-path windows issues [let me know if still encountering the issue]
    [NOTE] Unarmed Jsons not yet available, you can paste their original OAR jsons in the unarmed folder, thought is limited to 1 unarmed animation for the moment - unarmed will be covered in the full release.

    version 1.4b is archived and unavailable [sorrybut  I spotted I left some pre compiled animations in that folder and I am still waiting for permission from the author for those. Please download them from the authors mod page (recommended in description), hopefully when they get back I can provide them with ACS precompiled anims for ease of installation, in the meantime -> copy/paste!]

     - Important Note About Animation Folders Location -
    I noticed the main mod page probably needs a better makeover for instructions, for the moment I will just leave here in this sticky:

    Where are the animation folders located?

    • You click through meshes/../Open Animation Replacer
    • You will see 2 folders there: IAA and OARganic Skill Based
    • Animated Armoury weapons ( daggers, maces, axes, polearms, rapiers, katanas, etc) are all located in the IAA folder (already fully compiled and animated so separated)
    • Under OARganic folder you will find: sneaking skill, archery, crossbows, greatswords, one handed swords - fencing, sword and shield, magic casting, magic staff combat, and all their stealth versions. <--- these are the folders where you want to install your animations for bows, greatswords, swords etc, / mid level / high - level (right now low-level is already packed with noob animations)

    - Additional Note - if for some reason you feel the need to change the pre packaged IAA animations you can of course do that, just replace the .hkx animations in the IAA folders for Katanas, rapiers, spears etc, with your pick of animations
  2. masterhamper
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    Hey just saw a new mod released, HKXShift - Skyrim Animation Speed Adjuster
    That could be a gamechanger for your mod, if you get permission for a new animation but its too slow or fast you can easily adjust it :-)
    1. StarbuckBunny
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      Good catch!

      Seems a useful tool, I sticky the post so people can adjust their animations to their liking.

      Thanks a lot!
  3. UnfilteredGunNut
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    I really REALLY want to try this out with some different MCO movesets, welp, time to play with the files for a few hours :P
    1. StarbuckBunny
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      I will release a newer version next week if all goes right, need to come back to my bunnyhole after holidays and can resume chewing carrots and animations
  4. juice567
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    Been doing this but the only problem is that I can't find enough vanilla animation replacers for different weapon types and skill levels.
    Edit: Also found this https://www.nexusmods.com/skyrimspecialedition/mods/138855?tab=posts and this https://www.nexusmods.com/skyrimspecialedition/mods/102920 for vanilla like MCO/BFCO attacks
    1. StarbuckBunny
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      Yes I know there is a ton of slots and can be hard to find enough good animations to fit all options (there a re a lot).

      It Is not mandatory though, I gave you the option to have up to 4 different styles per weapon / combination (vanilla + 3 or 1 vanilla replacer + 3), I am also talking with some animator to make some extra cool animation (horse riding with lance - no spoiler!)

      So in time we'll have more, mco can work but you cannot mix mco + vanilla animations out of the box, if you use mco you'll have to pick from those packs (aka you should replace my vanilla prepackaged animations that come with ACS with MCO equivalent as well to have all consistent)
  5. StarbuckBunny
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    I will post a partial update next week before holidays, will be still skill centered with some updated portion and pre packaged animations (still need to finish testing the perk version but time being limited I will likely finish it after vacation).

  6. 347398908
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    It seems like the kind of new thing that's super fun but totally brain-melting—gotta try it when I have time🤩
    1. StarbuckBunny
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      Next iteration will be simpler to install, with helpful feedback I think I figured out a way to make it more straight forward.

    2. 347398908
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      Good to hear that!
  7. kaylo
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    Crap. I made a comment with a bunch of links and it timed out on posting. Not doing that again. 

    Short version: Making new comment as the last comment chain was stupid long.

    Potential good news: The maybe-bug with referencing keywords that don't exist in the current game session? Might be something else causing it. I added animations for 1h maces, and that Json has conditions referencing a NewArmoury.esp, which I don't have installed. OAR showed the expected "Not Found" message in its menu for that keyword, but the 1h mace animations I installed still worked. Again I don't really understand any of this stuff so maybe I'm mistaken, but from what I understand if OAR trying to reference an unknown keyword was what was breaking Greatsword animations, it would have also broken my added 1h mace animations too. Which it didn't. Despite removing those conditions in the Greatsword Json magically fixing it. Maybe that's good news, or just more confusing.

    Battleaxe Animations: Figured out the problem, and it wasn't conditionals or anything. It simply doesn't like certain animations. I know you said you can generally use whatever willy-nilly, but for Battleaxes specifically it seems to just not work on a lot of animation sets. As I'd already posted earlier  Longsword -The Crown didn't work. I added Leviathan Animations - Two-Handed High Stance along with the normal & power attack downloads for it and that worked fine. When I reported it breaking again I'd swapped animations for Leviathan Animations II - Greatsword Low Stance along with its normal/power attack downloads. They're both from the same author, so I'd assumed something else I'd added/edited was the cause, but after swapping animations back for Two-Handed High Stance it worked again. So...yea. Just doesn't seem to like certain animations. 
    1. StarbuckBunny
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      Ok, thanks a ton for the effort of reporting.

      If you find working animations, could you please list them in the subforums?

      Maybe I can prepare a safe config with try and tested animations so other users can safely resort to those.
      If I get response with the animation authors will ask what may be causing it for said animation (or I could learn animation too but kind of unrealistic with all I am doing right now :D )
    2. kaylo
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      I take back what I said earlier about the nested 1h sword files working. It looks like the mid-level animations, which aren't nested, are working, while the high level - which are nested - aren't. The high level ones aren't showing in the animation menu at all. I didn't notice until I replaced the Json names from a number string to 1h-Mid and 1h-High, and I hadn't used the mid-level folder prior to using your DM'd file, which had animations in that folder already.
    3. StarbuckBunny
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      Seems I'll have something to do this weekend :D

      Thanks for finding these issues, I recall they worked on my end, but I did change the nesting structure at some point to prevent long path issues, I'll have to double check it
    4. kaylo
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      Figured it out. Not only do the submods need priority numbers, but the main Json does as well. Adding a priority number to the main one handed sword folder caused all the submod animations to appear and load properly.

      Edit: Wait, no I'm stupid (also tired). That was the same >=50 folder. I need to rename them more clearly.

      Edit of Edit: Hmm. Yea I'm looking at other folders like stealth archery and none with nested subfolders are working. The animations are loaded as long as subfolders have priority numbers, but they aren't added to replacement animations or conditions. Is there a limit to the number of subfolders?

      Edit of Edited Edit: Yea, moving them up one folder level and suddenly they're added to the animation replacer. So I think 1 subfolder is the limit, which means merging them where you can (like with stealth archer anims) and adding more main folders where you can't in the case of overwriting anims.

      I know I didn't get to testing that other mod, but that's it for me at the moment. Gonna crash, and then have a lot of work for the foreseeable future. Will do more testing when I can.
    5. StarbuckBunny
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      Kudos for the patience and care in reporting.

      I got permission from Jayserpa fpr the bow and sneak so I will reupload it functional.

      This is great testing feedback, I will put it to good fruition, thanks again!
  8. kaylo
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    So while I don't really have much time to spare I decided work could wait and dived into this a little bit. Unfortunately many of the animation types I added didn't seem to work. I'm not very familiar with coding or OAR in general, but from what I saw it seems like some of the conditionals set up don't make sense.

    I was trying to add greatsword animations for example, but none worked in-game. After looking at the config and checking the keywords I'm confused what the intent was. For example you're looking for keyword 1777773 in skyrim.esm, which doesn't exist. The WeaponTypeGreatsword keyword is 06d931, so I'm not sure what 1777773 is supposed to reference. Animations started working after I removed those conditionals and left only the IsEquippedType 5 condition. So...what are those conditionals supposed to be for?

    Edit: Looked at battleaxes next, and IsEquipped type is set to "5" (greatsword) not "6" (battleaxe). 
    1. StarbuckBunny
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      Thanks for letting me know battleaxes have wrong KWD, will be fixed it in the next release.

      The greatsword will NOT look for Skyrim.esm Keyword because it is shared by animated armoury weapons such as spears, pikes end stabby polearms, so I had to workaround, assign a custom kwd with KID to Greatswords -> OAR condition the anim swap to that keyword.

      Otherwise all pikes/spears & co WILL use the Greatsword animations, it was a tougher nut to crack than it sound, was pestering dr Monops a lot before we managed to get it to work.

      The Json for greatsword should have this header:

      Spoiler:  
      Show
        "conditions": [
          {
            "condition": "CompareValues",
            "requiredVersion": "1.0.0.0",
            "Value A": {
              "actorValue": 7,
              "actorValueType": "Max"
            },
            "Comparison": ">=",
            "Value B": {
              "value": 75.0
            }
          },
          {
            "Type": {
              "value": 5
            },
            "Left hand": false,
            "condition": "IsEquippedType",
            "requiredVersion": "1.0.0.0",
            "negated": false
          },
          {
            "Keyword": {
              "form": {
                "pluginName": "ConditionalGS.esp",
                "formID": "800"


      This is the part that tells OAR separates Greatswords from vanilla / Animated armoury the other keywords are to disable the replacement in case you have modded IAA spears / polearms that have Greatsword template (eg 777772 is Pikes)
    2. StarbuckBunny
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      It's really strange you mentioned the greatsowrd animation did not work for you, is probably the one that was the most tested with the users of IAA, I even made a separate mod to fix it for plain animation replacer because it was a long standing unresolved issue.

      Can I ask you to DM me your folder so I can have a look? I can send you a precompiled one with working animation conditions so you can try out and confirm with me if the issue is resolved. (lvl 50 - 75 two handed as condition - exactly the one I used for the ingame gifs in the mod page).

      Even if you do not have Injected Animated Armoury those additional Json keywords "should" not bother you, as OAR simply "should" skip them. (Let me know if that is the case, I always tested with IAA so it could be a blindspot)
    3. kaylo
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      Ah yea I'm noticing the ConditionalGS_KID now. Wait now that I'm looking at the .esp I'm wondering what the glass greatsword record is for? Not for KID since that just needs the keyword in the .esp to apply dynamically on load, and I don't actually see any record edits on it.

      As far as the Json, it was 100% stock from your mod and unedited when it wasn't working. Matches the same conditions you posted in your reply. I'll paste it here, but again it's unedited from your v1.4d.
      Spoiler:  
      Show
       {
        "name": "High Level Greatsword",
        "description": "Greatsword animations for Two-Handed skill 50 and above.",
        "priority": 999991,
        "overrideAnimationsFolder": "",
        "conditions": [
          {
            "condition": "CompareValues",
            "requiredVersion": "1.0.0.0",
            "Value A": {
              "actorValue": 7,
              "actorValueType": "Max"
            },
            "Comparison": ">=",
            "Value B": {
              "value": 75.0
            }
          },
          {
            "Type": {
              "value": 5
            },
            "Left hand": false,
            "condition": "IsEquippedType",
            "requiredVersion": "1.0.0.0",
            "negated": false
          },
          {
            "Keyword": {
              "form": {
                "pluginName": "ConditionalGS.esp",
                "formID": "800"
              }
            },
            "Left hand": false,
            "condition": "IsEquippedRightHasKeyword",
            "requiredVersion": "1.0.0.0",
            "negated": false
          },
          {
            "Keyword": {
              "form": {
                "pluginName": "Skyrim.esm",
                "formID": "1777772"
              }
            },
            "Left hand": false,
            "condition": "IsEquippedRightHasKeyword",
            "requiredVersion": "1.0.0.0",
            "negated": true
          },
          {
            "Keyword": {
              "form": {
                "pluginName": "Skyrim.esm",
                "formID": "1777773"
              }
            },
            "Left hand": false,
            "condition": "IsEquippedRightHasKeyword",
            "requiredVersion": "1.0.0.0",
            "negated": true
          },
          {
            "Keyword": {
              "form": {
                "pluginName": "Skyrim.esm",
                "formID": "1777774"
              }
            },
            "Left hand": false,
            "condition": "IsEquippedRightHasKeyword",
            "requiredVersion": "1.0.0.0",
            "negated": true
          },
          {
            "Keyword": {
              "form": {
                "pluginName": "Skyrim.esm",
                "formID": "1777775"
              }
            },
            "Left hand": false,
            "condition": "IsEquippedRightHasKeyword",
            "requiredVersion": "1.0.0.0",
            "negated": true
          }
        ]



      My edited confirmed working version just excludes those extra conditions. 
      Spoiler:  
      Show
      {
        "name": "High Level Greatsword",
        "description": "Greatsword animations for Two-Handed skill 50 and above.",
        "priority": 999991,
        "overrideAnimationsFolder": "",
        "conditions": [
          {
            "condition": "CompareValues",
            "requiredVersion": "1.0.0.0",
            "Value A": {
              "actorValue": 7,
              "actorValueType": "Max"
            },
            "Comparison": ">=",
            "Value B": {
              "value": 75.0
            }
          },
          {
            "Type": {
              "value": 5
            },
            "Left hand": false,
            "condition": "IsEquippedType",
            "requiredVersion": "1.0.0.0",
            "negated": false
          }
        ]
      }


      And regarding battleaxes, actually despite fixing the equip type it's still not working for me. I was using your recommended mod Longsword -The Crown and had converted it from DAR to OAR, but while the animations are showing as loaded it's not working for some reason. Plan to switch from IsEquipped type to keywords next to see if that fixes it. Again not very familiar with this stuff, so no idea why battleaxes in particular aren't working for me.
    4. kaylo
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      All that said, OAR has been acting oddly in general, not just in this instance. For example I'd also had trouble adding animations to the
      Sword one Handed subfolders - none of the animations were showing as loaded. I ended up creating new main folders for each group - 1h, 1h w/utility, 1h combat idle, etc. - without the subfolder nesting and it suddenly worked; animations were now loaded in the OAR menu and worked. From reading about subfolder nesting in the OAR description page it seems like your Json for each folder is exactly correct...yet it didn't work. So I had to do away with the subfolders and I have no idea why.

      This is on a normal MO2 install by the way, nothing funky going on, all MO2 files and Skyrim install on the same drive, no symlink shenanigans, no folder permissions issues, etc. So your guess is as good as mine what's causing my issues.
    5. StarbuckBunny
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      Okay, I will send you in DM my copy of ACS beta with precompiled animations so you can try replacing that and see if it works.

      The downloaded json looks fine, I just noticed is "lying" because the
      condition triggers are in reality 2 handed = 50 for mid level and 2handed=75 for Master level [I guess I forgot to update the comment
      line, that is how it will behave in game]

      The way you commented out the IAA negate conditions in the Json will cause all modded weapons
      who use WeapTypeGreatsword template, or reference its vanilla animation to inherit the greatsword replacement animations (pick up a spear or a pike and you'll see that you do not thrust anymore but use it like a blade)

      It was a serious torture to get OAR to pick the expected behavior, so I am wondering why you are experiencing this (do you have
      Injected Animated Armoury installed or only the ACS prepackage of it? Out of the blue that could be a clue, if that's the case I need to
      rethink another workaround or duplicate the file for IAA users / Vanilla users - hopefully not - ).

      I did not have the chance to test Battleaxes animations because I tested the polearms (like greatswords
      and Pikes they share the same template WeapType2hAxe) I'll do when I have a moment [but I am juggling between the perk based release and beta so I need to fiddle with files a lot, need to sit down and check in calm with a lot of carrots!]

      OAR is finnicky as in even when the logic seems to checks out is not guaranteed it matches the real OAR
      logic, it works but you need a ton of trail and testing to make sure every variable is picked up as intended. That is not necessarily bad,
      but it means OAR has small tolerance for any "format error" is pretty strict in its logic, DAR leaves you a bit more flexibility (Oar has
      other positives though so I'll keep it to OAR).

      One question: you "converted DAR to OAR"? that should not be necessary, you only need to pick the hkx files and paste it in ACS, the folder are already converted, you do not need to even install the animation mod, just open
      the zip and pick the files.

      I ask because if you use a tool for conversion it will generate a json or change the structure slightly and
      it's easy to overwrite ACS (you only need the hkx animation files, which are universal - untouched during conversion). It happened to me as
      well, I messed up ACS functions and took me a while before realizing I installed a wrong structure and overwritten the JSON.
    6. kaylo
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      Don't have Injected Animated Armoury installed, only ACS's stuff (out of which only a couple of those things are applicable like the dagger anims, and those all worked fine in my testing). Which is why I didn't mind removing those conditionals, as I have nothing that'd break as a result other than maybe a couple of LOTD's "spear" weapons, which I've never used anyway.

      Regarding battleaxes, I still can't get the dang thing to work. I stripped out all conditionals except for IsEquippedType, tried both 5 and 6 in isolation, removed that conditional entirely and instead tried IsEquippedRightHasKeyword and used the battleaxe keyword's FormID, none of it worked. The animations are showing as loaded in OAR, but maybe my DAR > OAR conversion broke them or something? Even so I shouldn't be getting vanilla animations, and I'm testing on a normal steel battleaxe, so I have no clue what's going on there. 

      I'll take a look at the DM and try it out.

      Regarding converting, it was for file structure purposes - I was still only copying over animation files, no config files.
    7. StarbuckBunny
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      As I said, I advise against converting from DAR to OAR, it can break the structure so animations will "load" in OAR but will not play in game. just pick the hkx files and slap them into ACS folder, I usually curse at them while slapping them into their folders so they feel bad and then try to perform (it works 10% of the times!).

      The IAA thing is concerning, it should matter not if you have it or not installed (but it should still pick up your modded weapons type like spears from LOTD if they use the proper kwd and apply spear animations since they are pre packaged).

      If it turns out that is the problem, then I am going to have "fun" in working around it [I truly hope is not the culprit] :D
    8. kaylo
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      Why not just create your own keyword specifically for each of those non-vanilla weapon types (spear, halberd, etc.) and distribute it with KID based on object name along with an AND conditional in addition to the Greatsword keyword? Then as long as it has "Spear" or whatever in the name it'll use those custom animations. That would negate the need to avoid using the existing Greatsword keyword for vanilla (which would just have a NOT condition for those same custom keywords, or maybe lower priority would do the same thing?), and you'd be referencing your own custom keyword instead of one that's not loaded into the current game session and (maybe) potentially causing this issue?
    9. StarbuckBunny
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      They already have their own keywords (you see them excluded in the json), unfortunately is not that simple because every new weapon class must reference an existing vanilla template to be picked up by the engine, and that's why we have those complications.

      There is no workaround afaik, unless maybe creating an external engine/framework that overrides skyrim's one when coming to a new weapon category, perhaps it was done, but this is the "simplest" method to make it vanilla compatible
    10. kaylo
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      Maybe I'm misunderstanding, but those excluded keywords are from the Injected Animated Armoury mod, right? Which is why OAR shows a "Not Found" error in its menu, because those keywords don't exist in the game session if Injected Animated Armoury isn't installed. But if instead you create your own custom keywords in the ConditionalGS.esp specifically for Spears/Halberds/etc., and then distributed those via object name using KID, you won't get a "Not Found" error in OAR anymore as the keyword exists in that game session even if all those custom weapon types do not. Again I might be misunderstanding the problem, but that seems like it'd work.

      Oh also forgot to add - your nested folders for the 1h/1h+offhand utility/etc. animations worked in the download you DM'd, unlike the one from the mod download section. Haven't run them all through a compare plugin yet to see why though.
    11. StarbuckBunny
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      Yes they are from IAA, they are necessary because they are required for IAA to work, and the process is: Ref Vanilla WeapType template -> add new KWD -> Link Anim to custom KWD [e.g weaptypespear] -> add condition to exclude vanilla ref template from animations [eg negate = weaptype2hsword from Skyrim.esm]

      So ACS does the same for each possible combination of weaptype conflict, add animation with condition -> assigns keyword -> exclude potential conflicting kwds. (and sometimes even this might need additional variables to work properly as they are dual and weap + casting weap + shield / torch ... etc combinations)

      Took me months to figure most out, this finding is interesting it mean OAR does not fail missing condition silently like normal but fails as a whole if one reference is missing.

      Oh well, I will fix it for vanilla too, just need to fidget around with it, maybe I will drop a beta addon before the release to check if fixes it

    12. StarbuckBunny
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      Oh also forgot to add - your nested folders for the 1h/1h+offhand utility/etc. animations worked in the download you DM'd, unlike the one
      from the mod download section. Haven't run them all through a compare
      plugin yet to see why though.


      Ouch that is puzzling, I simply downloaded from the files page and quickly slapped few animations inside, because I don't have the beta installed (I am using the next release version with perks and they cannot coexist in the same load order or funny stuff happens) 

      -The file in download is called 1.4d but the folder is still named 1.4c due to my oversight, is the one I passed you in DM-
    13. kaylo
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      Huh. Then...idunno what happened. 

      Regarding Battleaxes - final issue was the animations themselves it looks like. Tried out another animation mod and it suddenly started working. So it was a combination of the wrong isequippedtype (5 vs 6) and the animation files themselves. For some reason the Longsword -The Crown animations won't work for me. Will update on testing install of Injected Animated Armoury in a bit. Almost done setting up all the animation sets I want for a starter setup.
    14. StarbuckBunny
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      will check that too, the animation should not care what weapon you have, you can mess up and make hilarious / weird / cursed combinations (you could put a wheel of cheese or a nazeem). I will see why, good that with other axe animation works


      Suggestion: back up your animated folder, the one I passe dyou is precompiled so it will overwrite all your animations and is annoying as hel (speaking from experience, did that mistake many times!)
    15. kaylo
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      Right. So I haven't tested that other mod yet, but battleaxe broke again. In testing I noticed a few things. 
      1. Warhammer was checking for "5" greatsword not "10" warhammer, which overwrote my greatsword animations until I could figure out why. 
      2. You don't have any conditions set for unarmed, just the folders. I added basic IsEquippedType 0 and this seemed to work just fine.
      3. You have a sneaking option for weapons but no conditions to keep normal ones from overriding them. I haven't edited and tested it yet, but noticed my sneaking greatsword animations were using normal greatsword anims, which I'm assuming is because there isn't a IsSneaking condition on either.
      4. No idea specifically what's breaking battleaxes but it has to be something in one of the other conditionals, as after adding a bunch of things it's suddenly stopped working.
      5. One particular issue that's related but not the sole issue with battleaxes is that while checking the animation log I noticed EVG Conditionals Extended is overwriting the power attack, with a folder called Double Power Attack Fix, which looks like it's supposed to fix a bug related to that. It seems to be overwriting both 1h and 2h attacks looking at the anims. I'm gonna delete that folder while I keep testing.

      Edit: Staff casting is overriding other sneak animations as well. Maybe true for more but don't have animations for everything yet. In my case it was overriding Greatsword sneak animations. I changed conditions to IsEquippedType "8" for either hand and added IsSneaking as well.
    16. StarbuckBunny
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      Thanks for the detailed feedback.

      I think I know what might happen, it should be resolved in the full release.

      About EVG conditional idles, I suggest to get the extended conditional idles, will override it and play nice with acs (replaces animation when tired, naked, drunk with fitting one.

      Is a good insight, I will need to rework a few things to make it work well with both IAA and vanilla, that is the likely mismatch that breaks some animations as OAR misses those references when the AA file and the kwd repository is missing.

      This is a true rabbit hole, but hey, I am a "rabbit", will get to the bottom of it
    17. kaylo
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      "I noticed EVG Conditionals Extended is overwriting the power attack, with a folder called Double Power Attack Fix"

      It's part of the Extended mod, not the basic Idles mod. I have both.
    18. StarbuckBunny
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      Sorry read it now.

      Seems the way it's set up it overrides vanilla power attack animations with a clone that is uninterruptible, should not impact custom power attack animations.

      Thanks again! I will speak with the author, he did a great mod, maybe he can provide some additional insight to prevent similar issues
    19. kaylo
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      From the description it overwrites all of them, or at least it's intended to:
          "description": "fixes double power attack by making a folder with vanilla power attack animations and makingn them uninterruptible.\nIf you use different animations for power attack place them in this folder and replace the ones in there.",
    20. StarbuckBunny
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      I noticed but is ambiguous, it could both mean "to fix double power attack with custom animations put them in here" or the opposite.

      Had only time to give a quick look to the configuration so I need to dig deeper (or ask the author)
  9. StarbuckBunny
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    Just a quick memo:

    I am adding Horse riding dynamic animations if you have skills of the wilds. Still compatible with Nemesis horse archery mounted combat apparently. (I have to figure out if is possible to make it work with OAR and ACS but I doubt it right now. Need to talk with Nemesis guys if is possible would be cool but I have my hands full atm, so maybe later)

    So you ride like a noob but as you level up raiding skill of the wild your riding animations will get better and better.

    I will put an optional file with Skills of the wild as a requirement, if you do not have, I still recommend those animation as a plain replacer, much better than vanilla.
  10. SleeplessPlayer
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    I've read it, re-read it, been following the steps, and it's been nothing short of torture to get everything working. So, for now, I've given up.

    Will wait for the full release before adding it to my load order.

    Endorsed.
    1. StarbuckBunny
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      Thanks a lot for the endorsement.

      Feedback is good, so please tell me: what was troublesome to make work?
      If I get where people have difficulties I can see if I can find a a way to make it easier.

      (easiest is to have permission from animation authors at the moment I got only some, not everyone is very active on nexus)
  11. StarbuckBunny
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    I will soon release an update with some additional precompiled folders since JaySerpa gave me the ok.

    However I want to see if I can pair it with the first rel of ACS with perk support, since it will be easier to maintain one version and leave the beta as it is now.

    If the last test goes well, I will drop it all in an early release
  12. LordDmitriy
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    Love the idea behind the mod - especially such immersion that literally makes you see your character improve their skill, yet is there any way to make it work with Stances NG? For now I prefer it as it gives me more freedom to choose between 3 sets of animations for each weapon category + vanilla as 4th stance.
    I have no experience in modding nor patching but can offer an idea in the same vein of your mod - maybe implement restrictions for each stance, for example 1st one maybe chosen at 25 skill pts, 2nd at 75, 3rd at 100? Food for thoughts :)

    Still, you've done an amazing job, so thank you! (Maybe I'll use this one on next playthrough)
    1. StarbuckBunny
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      I need to check that mod, on the fly what I can tell you, is oar so it should work, if you have higher priority of stances ti will overwrite
      the stances from ACS. -> got to ACS Jsons and stances Jsons, make
      sure stances have a higher number than ACS and they will override the
      competing animation styles. In short (assuming I understood the mod
      change the fighting stance) it should already work.

      When I have a minute will read what it does, I was thinking already to add some
      conditional stances with randomization (you will see some already in the
      ACS, variable but not randomized or controllable yet) once you master
      weapon styles (i'd love also to get mounted animations conditional but
      not much out there), but currently I am implementing and debugging a
      perk based hook and CIF integration so that will be after the current
      step.

      Summary: I am replacing skill based to (hidden) perk based permanent approach, it will not be a stretch to combine different
      stances once you unlock the weapon perks, to replace current stances
      with either contextual or hotkey based (but since that mod control
      hotkey likely just need to be compatible which probably is already, or I
      can add an option for it)
    2. StarbuckBunny
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      Ok I checked and looks it uses the same mode of ACS to replace animations packs through OAR but not based on Player progress and skill level but with an hotkey.

      From what I understand it's a stylistic mod to get multiple animations at once and you can cycle through them. It should be semi compatible if you want to use it for just some weapon and let acs manage the rest and NPCs, ACS will not
      manage that weapon so you will start level 1 with full mastery of the weapon with all the Stances you installed, provided you give stances a higher priority.

      The beta version of ACS I would not recommend it with stances (is a progress based combat skill overhauls, from zero to
      hero, and manages all world actors, stances has the exact opposite philosophy and is restricted to player / followers), you will have
      conflicting behaviors if you do not know what your are doing with animation folders.

      Eventually when I release the next ACS version it will make more sense: you'll be able to benefit from the additional
      combat effects I added in combination with stances (you will still lose the progression part, I can maybe make a light version that removes the roleplaying part of the mod). You'll just leave ACS animation folder empty, delete IAA animations, and is done.


      Short version: they do similar things at the moment -one is to look cool, the other is to have gameplay progression - opposite philosophies, just pick one. If you are using Stances NG, I see no point to add ACS beta version right now.

      If you still want to use them along, you can, but I recommend restrict ACS only for movement, magic and sneaking, leave the weapons to Stances so they do not conflict and is easier to set it up
    3. LordDmitriy
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      Okay, thank you for answer. I will try each one and see which one I'd prefer and go from there.
      Anyway, you're doing great job and I'm sure this mod will be a must for many collections and wabbajack's modlists focused on immersion :)
    4. StarbuckBunny
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      Happy to get feedback and thanks for the nice words!

      I designed to be it as compatible as possible. You can defer tasks to ACS or to other mods that manage animations (like stances), the goal is to have 4 animation sets for anything in Skyrim (ACs does not only cover weapons, but also magic, armor, sneaking etc, more to come) and to make each different set actually have a real (mostly) physics driven impact!

      I do not want to spoil too much because I am testing things, but the Beta was mostly just a test for things to come to help me to debug :)