Skyrim Special Edition

File information

Last updated

Original upload

Created by

NickNak

Uploaded by

NickaNak

Virus scan

Safe to use

1277 comments

Comments locked

The author has locked this comment topic for the time being
  1. NickaNak
    NickaNak
    • premium
    • 684 kudos
    Locked
    Sticky
    THIS VERSION IS NOW RETIRED
    Use the DAR version instead, it's much better than this out of date version. This file will remain here with it's patches but I wont be working on this any more



    Check the FAQ if you have some questions about the mod: https://www.nexusmods.com/skyrimspecialedition/articles/1319
    If you're having issues with the mod check out this article: https://www.nexusmods.com/skyrimspecialedition/articles/1307
    If you're wanting to do some compatibility patches for your mods or another check this article: https://www.nexusmods.com/skyrimspecialedition/articles/1308
    Looking for Source files or Guides on how to create weapons for my mod check out this Mod page? : https://www.nexusmods.com/skyrim/mods/99987
    Script less DAR only version available here: https://www.nexusmods.com/skyrimspecialedition/mods/35978

    JDM has great videos showing off my mod and lots of other great mods, - https://www.youtube.com/channel/UCbS9VGfMUd5_ot_lZaQMWyg
    He did the awesome Dagger video and the screen archery shots on my mod's page

    The Nemesis Patch is no longer needed, this should work with Nemesis out the box

    Animated Armoury is compatible with GodlySandwich's Speed and Reach Fix: https://www.nexusmods.com/skyrimspecialedition/mods/29847

    Animated Armory Animation zPatch by darkphoenixff4
    https://www.nexusmods.com/skyrimspecialedition/mods/25969
    This is a Zedit script that will run through your load order and add my mods keywords to weapons it finds in your load order, this is great as it tailor makes compatibility patches for your load order, you wont need to download any compatibility patches after running this script

    3rd party 1st Person Animation Mod - Kinda of Outdated
    JzBai has made a great first person animation mod that works with my mod, you can grab it here
    https://www.nexusmods.com/skyrimspecialedition/mods/22039

    3rd party Compatibility Patches
    ManyStrongWords, has made a few patches for my mod(Thanks!) here they are:
    Dual Sheath Redux - https://www.nexusmods.com/skyrimspecialedition/mods/17480
    Vigilant - https://www.nexusmods.com/skyrimspecialedition/mods/22964
    Outlaws and Revolutionaries - https://www.nexusmods.com/skyrimspecialedition/mods/22998
    MERPs Gondorian Armament - https://www.nexusmods.com/skyrimspecialedition/mods/23043

    Webmetz, has made a patch for The Relics of Hyrule mod
    https://www.nexusmods.com/skyrimspecialedition/mods/31935

    MeraxesUrrax, has made a patch for Diamond Smithing Complete
    https://www.nexusmods.com/skyrimspecialedition/mods/20449

    ScarecroOw, has made a patch for True Weapons
    https://www.nexusmods.com/skyrimspecialedition/mods/23209

    Squirrellysama, has made a patch for Lintra Spear
    https://www.nexusmods.com/skyrimspecialedition/mods/22936

    wherediditrun, has made an Xedit script that seeks to rebalance weapons from this mod and Heavy armoury
    https://www.nexusmods.com/skyrimspecialedition/mods/19547

    FafnirEtherion, has made a patch for the Creation Club mod, Dead Man's Dread
    https://www.nexusmods.com/skyrimspecialedition/mods/30502/

    Immersive Weapon Integration has a patch for Animated Armoury on their page
    https://www.nexusmods.com/skyrimspecialedition/mods/22420

    Translations
    RaulMZ Has made a Spanish translation available here: https://www.nexusmods.com/skyrimspecialedition/mods/28342
    Dezinho53 Has made a German translation available here: https://www.nexusmods.com/skyrimspecialedition/mods/29986
  2. llhdmm
    llhdmm
    • member
    • 0 kudos

    When I click "launch nemesis behavior engine", an error is prompted

    ERROR(4011): Alternate animation file has not been registered. Please contact the mod author
    File: FNIS_NAR_List.txt
    Line: 84
    Animation File: NAR1_1hmlefthand_attackpowerforwardsprint.hkx
    Failed to generate behavior

    Please tell me how to solve this mistake?thx???
    1. usernamesux
      usernamesux
      • premium
      • 24 kudos
      Try using the "Update Engine" first
  3. 201810462
    201810462
    • member
    • 0 kudos
    what armor or what mod is he using on the 4th picture in the images? the one with the talons of woe equipped
    1. AnthonyManthony
      AnthonyManthony
      • member
      • 1 kudos
      Ancient Shrouded Armor from the Legacy of The Dragonborn
  4. CrimsonGlory76
    CrimsonGlory76
    • member
    • 1 kudos
    Where you get ancient nordic pikes, halberds, rapiers and quarterstaves? The draugr don't have them and you need those weapons to craft their nord hero versions on the skyforge after ending the Companions questline.
  5. BarronTV1
    BarronTV1
    • member
    • 7 kudos
    Is there a way to have these weapons with vanilla animations? I don't want to mess around with FNIS :[
  6. puffen0
    puffen0
    • premium
    • 0 kudos
    This isn't a bug but a weird effect, and its with the equipping and unequipping animations when dual wielding the claws. randomly the animations will swap from the ones in this mod and the default dual wielding animations from XP32 Max Skeleton. I use XP32 with CGO, Nemesis, All GUD and the patches so that i can see the claws on my character. heres on LO https://pastebin.com/WcdhmRZ6
    1. usernamesux
      usernamesux
      • premium
      • 24 kudos
      Hi puffen0. This is a known thing, it's in the description on the CGO page listing this mod as incompatible for the reason you give. However, if youre interested; my previous post provides a link to a new mod that makes CGO and this mod play nicely and both work as intended ( https://www.nexusmods.com/skyrimspecialedition/mods/45378 ). Also check this video out, I saved it at the end; you can see the AA whips being used with the CGO framework, but the whole video is worth watching ( https://youtu.be/XZggeqwekx0?t=148 ). Good luck 
    2. puffen0
      puffen0
      • premium
      • 0 kudos
      Do you have a recommended install/overwrite order? just installed it and after my first test it looks like the claw equip and unequip animations work (yay!) but now the attack animations with a left handed dagger is a power attack by default and causes me to crouch and i can only move forwards and back until i sheath my weapons. this happens when i use DRA support in the MCM and when i don't, while im talking about DRA i should mention that when i have it enabled my attacks with a rapier are using the default sword animations in third person and the correct animations from this mod in first person. But when i have it disabled the rapier uses the correct animations in both third and first person. i haven't tested the other weapons yet. 
    3. usernamesux
      usernamesux
      • premium
      • 24 kudos
      I would install AA (this mod) first, CGO then ABR. Here is a ling to the install guide?. You should be able to find more info on the Attack Behavior Revamp page. Of course, follow AA and CGO individual install instructions 
  7. Culturalleet
    Culturalleet
    • supporter
    • 0 kudos
    Love this mod! Used it for a couple playthroughs years ago and I'm glad to see it made the jump to SE.

    Now I'm trying to customize the pike animations using files from another mod. I replaced all the animation files so the character is making the right movements, but the problem is he's going through the motions too fast. The other mod treats the custom animation like a greatsword, and when I use the greatsword movements the custom animation mod works fine, but when I switch to the pike he's moving like the Flash. I had the brilliant idea of going into the creation kit to reclassify the pikes from this mod as a greatsword then I saw...pikes already are classed as greatswords in anim type (???).  So how can I get certain pikes with this mod to revert back to the old greatsword animation?
    1. NickaNak
      NickaNak
      • premium
      • 684 kudos
      Change the weapon's speed to slow down the animations, if you don't want pike animations you need to remove the keyword weaptypePike (or weaptypeSpear), xedit will highlight the added keyword
  8. ff7legend
    ff7legend
    • premium
    • 1,371 kudos
    The Bound Claw & Bound Claw Left spell tomes in Dragonsreach are marked as Stolen when highlighted by the cursor.  To fix this, open the Dragonsreach cell under the Cell tab in SSE Edit & find the aforementioned spell tomes within the Dragonsreach cell.  In the Ownership line, add Player & close SSE Edit, making sure the Backup Plugins box is checked in case something goes wrong...
  9. fenix31415
    fenix31415
    • member
    • 338 kudos
    When I start new game, some errors occurred in script "NA_FPA_Alias".
    Plyr.SetAnimationVariableInt("CustomWeaponType", 0)
    Plyr.SetAnimationVariableInt("LeftCustomWeaponType", 0)
    Plyr.SetAnimationVariableInt("SSMType", 0)
    Plyr.SetAnimationVariableInt("CustomMagicType", 0)

    All these lines are errored with
    ?Error:  (00000014): cannot find variable named CustomWeaponType.

    in my log. I think I installed mod properly, run Nemesis, Update engine and run engine. How can I fix it?
    1. usernamesux
      usernamesux
      • premium
      • 24 kudos
      Do you have SKSE and SkyUI installed?
    2. fenix31415
      fenix31415
      • member
      • 338 kudos
      Yes, sure
    3. doctorpimping
      doctorpimping
      • premium
      • 1 kudos
      Try to combine Dynamic Animation Replacer with it should fix it
  10. deleted4771696
    deleted4771696
    • account closed
    • 13 kudos
    Absolutely loooovveee the whips now its got me wanting a mace of molag bal conversion to whip of molag bal
    1. PapaHola
      PapaHola
      • member
      • 0 kudos
      .
    2. mistaabushido
      mistaabushido
      • premium
      • 32 kudos
      Don't think it would fit very well since this mod seems to imply whips are a weapon favored by the Dawnguard and other vampire hunters just like in Castlevania, so for the father of all vampires to have an artifact shaped like such a weapon would be... not lore-unfriendly, since chain whips aren't mentioned anywhere in TES lore, but unfitting.
    3. Mollysaure
      Mollysaure
      • premium
      • 1 kudos
      Deadric prince of domination.. let me repeat domination, what commun tool or weapon is use for such a goal you might ask...yeah whips, whips are the weapons of sadist causing maximum pain to break peoples...so it wont be unfitting on the contrary it would be really fitting , more fitting then the dawnguard lol
    4. cruxermine
      cruxermine
      • member
      • 2 kudos
      the guy above got a point tho...
  11. usernamesux
    usernamesux
    • premium
    • 24 kudos
    For those interested in this mod working with CGO, try this mod https://www.nexusmods.com/skyrimspecialedition/mods/45378   
    1. cruxermine
      cruxermine
      • member
      • 2 kudos
      Thank you! Rapiers, Pikes, and Halberds still have a bit of a right-sweep with the mod installed, but it's MUCH more fluid and natural-looking, still obviously a mess-up, but not that weird upper-body stick where you're flailing left and right.
      Not a complete fix, but definetly good enough that even third person using these, it makes it look much more natural! just gotta watch forward power-attacks with pikes and halberds, since they still stab to the side for some reason, but definetly a huge improvement! Two thumbs up to this guy for finding this out!