Yes! If you go into the mod's folder structure either through mo2 or file explorer, you can find a _CustomConditions folder with all the animations. The text file there will tell you which number corresponds to which weapon, it is their priority in OAR. In your case you're looking for the folders 16 and 17. You have option to open OAR and disable them, or hide or more drasticaly delete them if you're never gonna use them at all. Otherwise if your other animation mods have a higher priorty they will just overwrite the ones from here.
I'm experiencing a bug with the new weapons where unsheathing them in first person (but NOT third person) plays the unsheathing sound twice and overlaps them. Is there a fix for this?
is there anyway for this to work with BFCO - Attack Behavior Framework as I found out it is linked that the 3rd person animations aren't working and even when i use OAR to disable it make the character t pose
Hi Everyone. For some reason this mod causes my character to lose the unarmed and warhammer animations. The rest work fine. I tried disabling everything and then enabling 1 by 1 until I finally found it was this mod. I'd like to keep using it as it is great. Any fix ideas? thanks!
BUG: Whenever NPCs try to power attack using the new mace or dagger animations while casting a spell they get stuck forever in the "about to swing animation"
Curious Question for ADXP|MCO. If I were to delete the folders for Katana in the Custom Conditions Folder of this Mod, would the Animations default to Vanilla if any at all? Or a Mod like Demara for a Reverse Grip 1-Handed Style? Just trying to see what's best to get the 2nd result whilst using the Daedric Katana from AA as it really suits the kind of Character I'm trying for. I would prefer not to have any Animations (save for the Whips) for this Armoury, yet there seems to be no option for it via PC...
Edit: Seems like what I hypothesized actually works! Movement is perfect!
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You have option to open OAR and disable them, or hide or more drasticaly delete them if you're never gonna use them at all. Otherwise if your other animation mods have a higher priorty they will just overwrite the ones from here.
MCO load after Animated Armoury
perfect!
you have solved my problem !
i couldn't do sprinting power attack without T posing with Warhammers but now its fix thanks to you man !
If I were to delete the folders for Katana in the Custom Conditions Folder of this Mod, would the Animations default to Vanilla if any at all? Or a Mod like Demara for a Reverse Grip 1-Handed Style? Just trying to see what's best to get the 2nd result whilst using the Daedric Katana from AA as it really suits the kind of Character I'm trying for. I would prefer not to have any Animations (save for the Whips) for this Armoury, yet there seems to be no option for it via PC...
Edit: Seems like what I hypothesized actually works! Movement is perfect!
I tried changing the priorities of the folders 18, 31, and 32 in OAR as described in an earlier comment but that didn't have an effect.