Please read before commenting about compatibility issues
For users of mods which add new perks or those who simply wish to have the perk based variations be tied to other ones instead, you can do so by following the steps below:
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Open TESVEdit/SSEEdit with your mods loaded up and determine which plugin has the perk you desire
Navigate to: \meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\
Go into the folder "8001" and open the "_conditions.txt" inside
On the line "HasPerk("Skyrim.esm"|0x105f23) AND", change "Skyrim.esm" to the name of the plugin with the perk (ONLY change if it's a new mod added perk) and "0x105f23" with the Form ID of the specific perk you decided on for roll landings
Save and close the text file
Repeat the steps outlined above for folders "8002" and "8003" to change the hero landing and float landing respectively
The perk based variations jump landings are also disabled by default for users with CGO installed due to some animation issues I have noticed with it. If you would like to reenable them for testing purposes or don't mind my concerns, follow the instructions below:
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Navigate to: \meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\
Go into the folder "8001" and open the "_conditions.txt" inside
Delete the line "NOT HasMagicEffect("DSerCombatGameplayOverhaul.esp"|0x0DE3E6)"
Save and close the text file
Repeat steps 2-4 above for folders "8002" and "8003"
If you have any CTD issues when using along with 360 Movement Behavior and/or Combat Gameplay Overhaul, please check to make sure you have done what is listed below to self-diagnose common user errors:
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Is your Skyrim on version 1.5.97? There technically shouldn't be any issues using this mod with older versions but I also can't guarantee there isn't myself.
Do you have the latest version of Nemesis Engine installed and made sure to update before launching it? Update it if you have not.
Are you using the latest version of CGO (v1.1.0)? My patch was created to work for that specific version.
Did you make sure to check the 360/CGO patches during installation of this mod? The patches are necessary if you want my behavior changes in conjunction with 360/CGO features.
Are the patch files from this mod placed below/overwriting CGO's files? This is CRITICAL or otherwise you might encounter errors!
If you have done all of above properly but you still have CTDs or other glaring issues, I suggest you try to test things out on a new save with ONLY 360, CGO, and this mod, JBO w/ patches, installed. If this resolves the CTDs/issues, then there must be some other mods that could cause conflict which I am unaware of and it would be helpful for users to narrow down the conflicting mod and report it here. Otherwise, if CTDs/issues still persists, then I honestly am not sure what's wrong with your game.
it looks good and all but i hate that my character does landing animation after a normal jump. so if i keep moving forward, the landing animation keeps going so it looks like its skating. how can i fix this
I need help getting the mod to work. Im meeting conditions for the different landing animations and they arent playing. Ill change the conditions, nothing. Also have free run installed but its only playing the same jump from this mod. Can anyone please point me to a decent jumping mod with that works with nemesis. I just wanna be able to flip around like i was with fnis pcea 2. Bruv its been days tryna get this to work. The nemesis vs fnis is retarded and there are no well put guides to using both together. Mfs be like “just use both, theres guides” 🗿🗿 *referrences ancient, out of date, vague information*
guyz imma be real with u. Either this mod or jumping attack mod ruins attack mco dxp is ruining animations. I cannot do light attacks after power attack meaning i cant do combos
gaaaaaaaaaayz da foken jumping attacks do be craaazyyy
Could anyone help me with trying to get this to be compatible with Smooth Weapon Jump Animation? For some reason I cannot get that mod's jump animations to play nice with this ones. IDK why but SWJA's animations don't override this mod's animations even though the folder numbers from that mod are of higher priority than this mod's. When I jump with a weapon equipped my character does this really bizarre animation for each type of weapon and I don't think those are the intended animations from this mod even.
I would like to keep the standing jump and moving jump animations when no weapons are equipped and then use SWJA's animations for when weapons are equipped. I've been trying to find which folder from this mod may be responsible but keep coming up empty. Which of this mod's folders/files are dictating the weapon jumping animations?
While in sneak mode, a small jitter seems to happen when jumping. All movement directions has the same effect.
1. I disabled the current sneak mod in use (Vanargand). Attempted more sneak jumps. Jitter still occurs; 2. I tested both FOMOD versions of jump behaviour but yet no avail; and 3. I disabled jump behaviour, jitter went away.
Overall, love your mod. I just avoid jumping while sneaking.
Hi amazing mod! I only have one issue it works perfectly but because I have maxed out Alteration tree it does this "animation" because of the perk it would be nice if there was a way to remove the animation completely or something because personally it's annoying to look at. Like for example it's not like the character slowly levitates towards the ground and just put the legs down. My character slams on the ground and then does the animation which is weird. So if there is a way for me to remove the animation completely without removing the perk would be much appreciated! Amazing mod by the way.
903 comments
For users of mods which add new perks or those who simply wish to have the perk based variations be tied to other ones instead, you can do so by following the steps below:
The perk based variations jump landings are also disabled by default for users with CGO installed due to some animation issues I have noticed with it. If you would like to reenable them for testing purposes or don't mind my concerns, follow the instructions below:
If you have any CTD issues when using along with 360 Movement Behavior and/or Combat Gameplay Overhaul, please check to make sure you have done what is listed below to self-diagnose common user errors:
gaaaaaaaaaayz da foken jumping attacks do be craaazyyy
I would like to keep the standing jump and moving jump animations when no weapons are equipped and then use SWJA's animations for when weapons are equipped. I've been trying to find which folder from this mod may be responsible but keep coming up empty. Which of this mod's folders/files are dictating the weapon jumping animations?
Nevermind omfg it was looking so Vanilla because of the Heavy Armor... my bad lol
Was the same problem, heavy armor
I have noticed a small detail. A bug perhaps?
While in sneak mode, a small jitter seems to happen when jumping. All movement directions has the same effect.
1. I disabled the current sneak mod in use (Vanargand). Attempted more sneak jumps. Jitter still occurs;
2. I tested both FOMOD versions of jump behaviour but yet no avail; and
3. I disabled jump behaviour, jitter went away.
Overall, love your mod. I just avoid jumping while sneaking.