File information

Last updated

Original upload

Created by

elysees

Uploaded by

elysees

Virus scan

Safe to use

Tags for this mod

100 comments

  1. Raijinkaze
    Raijinkaze
    • member
    • 1 kudos
    Does the effect trigger with any 2 handed heavy attack or will it work with MCO animations?
  2. xxdiego
    xxdiego
    • member
    • 0 kudos
    what armor mod is he using?
    1. DarthLevy
      DarthLevy
      • member
      • 0 kudos
      pls answer this question
    2. luashfu
      luashfu
      • member
      • 0 kudos
      nah. dinguses.
  3. strongandy29
    strongandy29
    • member
    • 0 kudos
    Named katana only
  4. deleted55511292
    deleted55511292
    • account closed
    • 2 kudos
    What armor in the pictures?
  5. Akali212753
    Akali212753
    • member
    • 0 kudos
    the mod is very impressive  thanks

    but I have a little question
    the animation is triggered by only power attack
    but once I use one slash ,it takes almost half my stamina 
    how can I do like over 10 slashes combo like the video
    is there any mod i missed?
  6. ShimadaUser
    ShimadaUser
    • member
    • 1 kudos
    is there any other mods that are just like this one?
  7. hecks567
    hecks567
    • member
    • 0 kudos
    i made a script for one handed

    sadly i lack the necessary skills to make the the left right attack seperate.but works as intended in my modified version just without left and right attacks. slap this into an ability, then prep it in a perk or a weapon using the same weapon script as the rune hammer and your golden.

    Scriptname kustomonhehand extends activemagiceffect



    import Utility

    Int index

    Spell Property FreeStyleSpellSlashHit auto

    Spell Property FreeStyleSpellDimensionBlade01 auto
    Spell Property FreeStyleSpellDimensionBlade02 auto
    Spell Property FreeStyleSpellDimensionBlade03 auto
    Spell Property FreeStyleSpellDimeNsionBlade04 auto
    Spell Property FreeStyleSpellDimensionBlade05 auto

    VisualEffect Property FreeStyleVisualSlashFWD Auto
    VisualEffect Property FreeStyleVisualSlashLeft Auto
    VisualEffect Property FreeStyleVisualSlashRight Auto
    VisualEffect Property FreeStyleVisualSlashBWD Auto
    VisualEffect Property FreeStyleVisualSlashStand Auto

    Sound Property FreeStyleFXFreeStyleSlash01 Auto
    Sound Property FreeStyleFXFreeStyleSlash02 Auto
    Sound Property FreeStyleFXFreeStyleSlash03 Auto





    Actor property selfref Auto Hidden

    Float Property Direction Auto
    Float Property Speed Auto

    Event OnEffectStart(Actor akTarget, Actor akCaster)

    selfref = akCaster

    ;debug.notification("Registering for animations")
    registerForAnimationEvent(akCaster, "AttackPowerStanding_FXStart")
    registerForAnimationEvent(akCaster, "AttackPowerRight_FXStart")
    registerForAnimationEvent(akCaster, "AttackPowerLeft_FXStart")
    registerForAnimationEvent(akCaster, "AttackPowerBackward_FXStart")
    registerForAnimationEvent(akCaster, "AttackPowerForward_FXStart")
    ;registerForAnimationEvent(akCaster, "InterruptCast")
    ;registerForAnimationEvent(akCaster, "HitFrame")
    RegisterForAnimationEvent(akCaster, "weaponSwing")
    ;registerForAnimationEvent(akCaster, "PowerAttack_Start_End")
    ;registerForAnimationEvent(akCaster, "blockStart")
    ;RegisterForAnimationEvent(akCaster, "bashStop")


    EndEvent




    Event OnAnimationEvent(ObjectReference akSource, string EventName)




    if eventname == "weaponSwing" && selfref.GetAnimationVariableBool("bAllowRotation") && !selfref.GetAnimationVariableBool("isBlocking") && !selfref.GetAnimationVariableBool("isBashing") && !selfref.GetAnimationVariableBool("isSneaking")
    Direction = selfref.GetAnimationVariableFloat("Direction")
    Speed = selfref.GetAnimationVariableFloat("Speed")
    ;BattleAxe Standing
    if speed == 0.00 && selfref.GetEquippedItemType(0) == 6
    FreeStyleVisualSlashStand.play(akSource,0.4)
    FreeStyleSpellDimensionBlade05.cast(akSource)
    FreeStyleFX(akSource)

    FreeStyleSpellSlashHit.cast(akSource)

    wait(0.1)

    FreeStyleFX(akSource)
    FreeStyleSpellSlashHit.cast(akSource)

    ;OneHanded Standing
    elseif speed == 0.00 && (selfref.GetEquippedItemType(1) == 1 || selfref.GetEquippedItemType(1) == 2 || selfref.GetEquippedItemType(1) == 3 || selfref.GetEquippedItemType(1) == 4)
    FreeStyleVisualSlashBWD.play(akSource,0.4)
    FreeStyleSpellDimensionBlade04.cast(akSource)
    FreeStyleFX(akSource)
    FreeStyleSpellSlashHit.cast(akSource)

    wait(0.1)

    FreeStyleFX(akSource)
    FreeStyleSpellSlashHit.cast(akSource)

    ;BattleAxe Forward
    elseif speed > 0.00 && selfref.GetEquippedItemType(0) == 6 && (direction == 0.00 || direction == 1.00)
    FreeStyleVisualSlashFWD.play(akSource,0.4)
    FreeStyleSpellDimensionBlade01.cast(akSource)
    FreeStyleFX(akSource)
    FreeStyleSpellSlashHit.cast(akSource)


    ;OneHanded Forward
    elseif speed > 0.00 && (direction == 0.00 || direction == 1.00) && (selfref.GetEquippedItemType(1) == 1 || selfref.GetEquippedItemType(1) == 2 || selfref.GetEquippedItemType(1) == 3 ||\
    selfref.GetEquippedItemType(1) == 4)

    FreeStyleVisualSlashFWD.play(akSource,0.4)
    FreeStyleSpellDimensionBlade01.cast(akSource)
    FreeStyleFX(akSource)
    FreeStyleSpellSlashHit.cast(akSource)

    ;BattleAxe Left/Right
    elseif speed > 0.00 && (direction == 0.25 || direction == 0.75) && selfref.GetEquippedItemType(0) == 6

    ;unless you split the direction here its difficult to apply kustom katana


    ;OneHanded Left/Right

    elseif speed > 0.00 && (direction == 0.25 || direction == 0.75) && (selfref.GetEquippedItemType(1) == 1 || selfref.GetEquippedItemType(1) == 2 || selfref.GetEquippedItemType(1) == 3 ||\
    selfref.GetEquippedItemType(1) == 4)

    ;unless you split the direction here its difficult to apply kustom katana

    ;BattleAxe Backwards
    elseif speed > 0.00 && direction == 0.5 && selfref.GetEquippedItemType(0) == 6
    FreeStyleVisualSlashBWD.play(akSource,0.4)
    FreeStyleSpellDimensionBlade04.cast(akSource)
    FreeStyleFX(akSource)
    FreeStyleSpellSlashHit.cast(akSource)

    wait(0.1)

    FreeStyleFX(akSource)
    FreeStyleSpellSlashHit.cast(akSource)
    ;OneHanded Backwards
    elseif speed > 0.00 && direction == 0.5 && (selfref.GetEquippedItemType(1) == 1 || selfref.GetEquippedItemType(1) == 2 || selfref.GetEquippedItemType(1) == 3 || selfref.GetEquippedItemType(1) == 4)
    FreeStyleVisualSlashBWD.play(akSource,0.4)
    FreeStyleSpellDimensionBlade04.cast(akSource)
    FreeStyleFX(akSource)
    FreeStyleSpellSlashHit.cast(akSource)

    wait(0.1)

    FreeStyleFX(akSource)
    FreeStyleSpellSlashHit.cast(akSource)
    EndIf
    EndIf
    EndEvent


    ; EndEvent


    EVENT OnUnload()


    ;UnregisterForAnimationEvent(game.getPlayer(), "PowerAttack_Start_End")
    UnregisterForAnimationEvent(game.getPlayer(), "AttackPowerStanding_FXstart")
    UnregisterForAnimationEvent(game.getPlayer(), "AttackPowerRight_FXstart")
    UnregisterForAnimationEvent(game.getPlayer(), "AttackPowerLeft_FXstart")
    UnregisterForAnimationEvent(game.getPlayer(), "AttackPowerBackward_FXstart")
    UnregisterForAnimationEvent(game.getPlayer(), "AttackPowerForward_FXstart")
    UnregisterForAnimationEvent(game.getPlayer(), "weaponSwing")
    UnregisterForAnimationEvent(game.getPlayer(), "weaponLeftSwing")

    UnregisterForAnimationEvent(game.getPlayer(),"InterruptCast")
    UnregisterForAnimationEvent(game.getPlayer(), "HitFrame")
    UnregisterForAnimationEvent(game.getPlayer(), "PowerAttack_Start_End")
    UnregisterForAnimationEvent(game.getPlayer(), "blockStart")
    UnregisterForAnimationEvent(game.getPlayer(), "bashStop")
    ENDEVENT


    Function FreeStyleFX(ObjectReference akActor)

    index = RandomInt(1,3)

    if index == 1
    FreeStyleFXFreeStyleSlash01.play(akActor)
    elseif index == 2
    FreeStyleFXFreeStyleSlash02.play(akActor)
    else
    FreeStyleFXFreeStyleSlash03.play(akActor)
    endif

    endFunction
    1. TheWrechedEgg
      TheWrechedEgg
      • member
      • 0 kudos
       you apply this script?
  8. TheDarkDragon7
    TheDarkDragon7
    • member
    • 38 kudos
    This doesn't have a way to activate or activate, it just happens, its not like the Berserker style where you have the style as power to activate or deactivate.
  9. AntauriX22
    AntauriX22
    • supporter
    • 0 kudos
    Should i update this mod from form 43? Because it keeps warning me in MO2
  10. RockLover90
    RockLover90
    • member
    • 6 kudos
    I vaguely remember there were specific power attack animations created for this mod which were amazing and fitted the mod well. I see them in the mod folder but I cant make them work with FNIS for some reason it simply does not see them. Is there a way to make them work?